Files
M-Gameton-06/Gameton-06/Assets/Gameton/Scripts/UI/LobbyUI.cs
2025-02-27 21:45:27 +09:00

94 lines
3.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
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;
// 스테이지 클리어 기록 텍스트
[SerializeField] private TextMeshProUGUI wave;
[SerializeField] private TextMeshProUGUI playTime;
[SerializeField] private TextMeshProUGUI score;
public GameObject emptyHeartAlert;
private void Start()
{
SetCharacterData();
}
private void SetCharacterData()
{
PlayerData player = PlayerDataManager.Singleton.player;
Image playerObj = GameObject.Find("TON.Player").GetComponent<Image>();
playerObj.sprite = AssetManager.Singleton.LoadPlayerIcon(player.type, FaceStatue.Idle, out Sprite playerImage) ? playerImage : null;
characterName.text = player.name;
characterHp.text = $"{player.hp}";
characterMp.text = $"{player.mp}";
characterLevel.text = $"Lv {player.level}";
characterAttck.text = $"{player.attackPower}";
characterDefence.text = $"{player.defensivePower}";
characterCritical.text = $"{player.critical}";
}
public void OnClickStageButton()
{
// 스테이지 입장 UI 활성화
GameObject currentSelectedGameObject = EventSystem.current.currentSelectedGameObject;
LobbyUI_StagePage lobbyUI_StagePage = currentSelectedGameObject.GetComponentInParent<LobbyUI_StagePage>();
// 강제로 스테이지 4맵을 사용하도록 적용
PlayerPrefs.SetString("StageId", "STG004");
lobbyUI_StagePage.OnClickStageButton();
}
public void OnClickStagePlayButton()
{
// 가지고 있는 하트가 없다면 입장 불가
if (HeartDataManager.Singleton.GetCurrentHearts() < 1)
{
// 입장 불가 modal 출력
emptyHeartAlert.SetActive(true);
// 입장 불가 modal 1초 후 숨김
Invoke(nameof(EnactiveAlert), 1f);
return;
}
// 입장 시 하트 소모
HeartDataManager.Singleton.UseHeart();
Main.Singleton.ChangeScene(SceneType.Stage);
}
private void EnactiveAlert()
{
emptyHeartAlert.SetActive(true);
}
public void OnClickSkillSettingButton()
{
UIManager.Show<SkillSettingUI>(UIList.SkillSettingUI);
}
public void OnClickShopButton()
{
// TODO: 상점 UI 추가
// UIManager.Show<ShopUI>(UIList.ShopUI);
}
}
}