Files
M-Gameton-06/Gameton-06/Assets/Gameton/Scripts/UI/LobbyUI.cs
2025-02-18 23:43:58 +09:00

121 lines
4.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace TON
{
public class LobbyUI : UIBase
{
[SerializeField]
private TextMeshProUGUI characterName;
[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;
private void Start()
{
SetCharacterData();
SetStageData();
}
private void SetCharacterData()
{
PlayerData player = PlayerDataManager.Singleton.player;
Image playerObj = GameObject.Find("TON.Player").GetComponent<Image>();
playerObj.sprite = AssetManager.Singleton.LoadPlayerIcon(player.type, out Sprite playerImage) ? playerImage : null;
characterName.text = player.name;
characterHp.text = $"{player.hp}";
characterMp.text = $"{player.mp}";
characterAttck.text = $"{player.attackPower}";
characterDefence.text = $"{player.defensivePower}";
characterCritical.text = $"{player.critical}";
}
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()
{
// TODO: 스테이지 입장 popupUI 비활성화
stagePages.ForEach(page => page.GetComponent<LobbyUI_StagePage>().OnClickStageChangeButton());
}
public void OnClickStageButton()
{
// 스테이지 입장 UI 활성화
GameObject currentSelectedGameObject = EventSystem.current.currentSelectedGameObject;
LobbyUI_StagePage lobbyUI_StagePage = currentSelectedGameObject.GetComponentInParent<LobbyUI_StagePage>();
PlayerPrefs.SetString("StageId", lobbyUI_StagePage.stageId);
lobbyUI_StagePage.OnClickStageButton();
}
public void OnClickStagePlayButton()
{
// FIXME: 개발 편의를 위해 스테이지 입장시 하트 소모 로직 주석처리
// // 가지고 있는 하트가 없다면 입장 불가
// if (HeartDataManager.Singleton.GetCurrentHearts() < 1)
// {
// // TODO: 입장 불가 modal 출력
// Debug.Log("보유한 하트 없음");
// return;
// }
// // 입장 시 하트 소모
// HeartDataManager.Singleton.UseHeart();
Main.Singleton.ChangeScene(SceneType.Stage);
}
public void OnClickSkillSettingButton()
{
UIManager.Show<SkillSettingUI>(UIList.SkillSettingUI);
}
public void OnClickShopButton()
{
// TODO: 상점 UI 추가
// UIManager.Show<ShopUI>(UIList.ShopUI);
}
}
}