Files
M-Gameton-06/Gameton-06/Assets/Gameton/Scripts/UI/IngameUI.cs

126 lines
3.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace TON
{
public class IngameUI : UIBase
{
public static IngameUI Instance => UIManager.Singleton.GetUI<IngameUI>(UIList.IngameUI);
public Image characterImage;
public Image hpBar;
public Image spBar;
public TextMeshProUGUI waveText;
public TextMeshProUGUI playTimeText;
public TextMeshProUGUI scoreText;
// 플레이 시간 노출하게 하는 변수
private int lastMinutes = -1;
private int lastSeconds = -1;
private string cachedTimeString = "00:00";
private MonsterSpawner _monsterSpawner;
private string playerType;
[SerializeField] private CharacterBase character;
private void OnEnable()
{
character = GameObject.Find("TON.Player").GetComponentInChildren<CharacterBase>();
playerType = PlayerDataManager.Singleton.player.type;
if (character != null)
{
character.OnHPChanged += UpdateHPBar;
character.OnSPChanged += UpdateSPBar;
}
_monsterSpawner = GameObject.FindObjectOfType<MonsterSpawner>();
// UI가 활성화될 때 저장된 값들로 업데이트
RefreshUI();
}
private void OnDisable()
{
if (character != null)
{
character.OnHPChanged -= UpdateHPBar;
character.OnSPChanged -= UpdateSPBar;
}
}
private void Update()
{
waveText.text = $"WAVE {StageManager.Singleton.waveCount + 1}";
UpdatePlayTimeDisplay();
UpdateGameScore();
}
private void UpdateGameScore()
{
scoreText.text = $"{StageManager.Singleton.gameScore}";
}
private void UpdatePlayTimeDisplay()
{
if (_monsterSpawner != null && !_monsterSpawner.isTimerRunning)
{
float playTime = StageManager.Singleton.PlayTime - ((StageManager.Singleton.waveCount + 1) * 5);
int minutes = Mathf.FloorToInt(playTime / 60f);
int seconds = Mathf.FloorToInt(playTime % 60f);
// 시간이 변경된 경우에만 문자열 생성
if (minutes != lastMinutes || seconds != lastSeconds)
{
lastMinutes = minutes;
lastSeconds = seconds;
cachedTimeString = $"time {minutes:00}:{seconds:00}";
playTimeText.text = cachedTimeString;
}
}
}
private void UpdateHPBar(float current, float max)
{
hpBar.fillAmount = current / max;
}
private void UpdateSPBar(float current, float max)
{
spBar.fillAmount = current / max;
}
public void SetPlayerImage(string type)
{
playerType = type;
if (gameObject.activeInHierarchy)
{
UpdatePlayerImage();
}
}
private void RefreshUI()
{
if (!string.IsNullOrEmpty(playerType)) UpdatePlayerImage();
}
private void UpdatePlayerImage()
{
if (AssetManager.Singleton.LoadPlayerIcon(playerType, FaceStatue.Idle, out Sprite result))
{
characterImage.sprite = result;
}
}
}
}