using System; using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.UI; namespace TON { public class HeartSystem : MonoBehaviour { public List heartImages; // 하트 UI 리스트 public Sprite fullHeartSprite; // 채워진 하트 public Sprite emptyHeartSprite; // 빈 하트 public TextMeshProUGUI timerText; // 하트 충전 타이머 UI public GameObject overHeartText; // 하트 충전 타이머 UI private void OnEnable() { UpdateHeartUI(); // 시작 시 UI 갱신 } private void FixedUpdate() { UpdateTimer(); } public void UpdateHeartUI() { int currentHearts = HeartDataManager.Singleton.GetCurrentHearts(); for (int i = 0; i < heartImages.Count; i++) { heartImages[i].sprite = (i < currentHearts) ? fullHeartSprite : emptyHeartSprite; } if (currentHearts > HeartDataManager.Singleton.maxHearts) { overHeartText.SetActive(true); overHeartText.GetComponent().text = $"+ {currentHearts - HeartDataManager.Singleton.maxHearts}"; } else { overHeartText.SetActive(false); } } private void UpdateTimer() { if (HeartDataManager.Singleton.GetCurrentHearts() >= HeartDataManager.Singleton.maxHearts) { timerText.text = "6:00"; return; } int timeLeft = HeartDataManager.Singleton.GetRemainingRechargeTime(); if (timeLeft <= 0) { HeartDataManager.Singleton.RechargeHearts(); UpdateHeartUI(); return; } timerText.text = $"{timeLeft / 60}:{timeLeft % 60:D2}"; // m:ss 포맷 } } }