feat: UI 추가 텍스트 영역 variable 추가

This commit is contained in:
aube.lee
2025-02-27 21:45:27 +09:00
parent 7e8df0cd1f
commit e1b7ec154a
3 changed files with 368 additions and 82 deletions

View File

@@ -9,33 +9,24 @@ namespace TON
{
public class LobbyUI : UIBase
{
[SerializeField]
private TextMeshProUGUI characterName;
[SerializeField]
private TextMeshProUGUI characterLevel;
[SerializeField]
private TextMeshProUGUI characterHp;
[SerializeField]
private TextMeshProUGUI characterMp;
[SerializeField]
private TextMeshProUGUI characterAttck;
[SerializeField]
private TextMeshProUGUI characterDefence;
[SerializeField]
private TextMeshProUGUI characterCritical;
[SerializeField] private TextMeshProUGUI characterName;
[SerializeField] private TextMeshProUGUI characterLevel;
[SerializeField] private TextMeshProUGUI characterHp;
[SerializeField] private TextMeshProUGUI characterMp;
[SerializeField] private TextMeshProUGUI characterAttck;
[SerializeField] private TextMeshProUGUI characterDefence;
[SerializeField] private TextMeshProUGUI characterCritical;
public List<string> stageList = new List<string> { "STG001", "STG002", "STG003", "STG004" };
public List<LobbyUI_StagePage> stagePages = new List<LobbyUI_StagePage>();
public GameObject stagePagePrefab;
public Transform stagePageGroup;
// 스테이지 클리어 기록 텍스트
[SerializeField] private TextMeshProUGUI wave;
[SerializeField] private TextMeshProUGUI playTime;
[SerializeField] private TextMeshProUGUI score;
public GameObject emptyHeartAlert;
private void Start()
{
SetCharacterData();
// SetStageData();
}
private void SetCharacterData()
@@ -54,38 +45,6 @@ namespace TON
characterCritical.text = $"{player.critical}";
}
/// <summary>
/// 스테이지를 1개로 변경하여 해당 메소드 사용하지 않음
/// </summary>
private void SetStageData()
{
if (stagePages.Count > 0)
{
foreach (var stagePage in stagePages)
{
Destroy(stagePage.gameObject);
}
stagePages.Clear();
}
for (int i = 0; i < stageList.Count; i++)
{
string stageId = stageList[i];
GameObject stagePageObject = Instantiate(stagePagePrefab, stagePageGroup);
LobbyUI_StagePage stagePage = stagePageObject.GetComponent<LobbyUI_StagePage>();
stagePageObject.SetActive(true);
// stagePage.Initalize(stageId, i);
stagePages.Add(stagePage);
}
}
public void OnClickChangeStageButton()
{
// 스테이지 입장 popupUI 비활성화
stagePages.ForEach(page => page.GetComponent<LobbyUI_StagePage>().OnClickStageChangeButton());
}
public void OnClickStageButton()
{
// 스테이지 입장 UI 활성화
@@ -112,7 +71,6 @@ namespace TON
// 입장 시 하트 소모
HeartDataManager.Singleton.UseHeart();
OnClickChangeStageButton();
Main.Singleton.ChangeScene(SceneType.Stage);
}