Files
M-Gameton-06/Gameton-06/Assets/Gameton/Scripts/UI/LobbyUI.cs
2025-02-28 14:43:36 +09:00

119 lines
3.8 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 Image monsterIcon;
[SerializeField] private TextMeshProUGUI wave;
[SerializeField] private TextMeshProUGUI playTime;
[SerializeField] private TextMeshProUGUI score;
public GameObject emptyHeartAlert;
private void OnEnable()
{
SetCharacterData();
SetUserRankData();
}
private void SetUserRankData()
{
ClearData TOP_RECORD = StageManager.Singleton.TOP_RECORD;
if (TOP_RECORD.wave > 0)
{
if (AssetManager.Singleton.LoadMonsterWaveIcon(TOP_RECORD.wave, out Sprite result))
{
monsterIcon.sprite = result;
}
wave.text = $"{TOP_RECORD.wave}";
}
if (TOP_RECORD.score > 0)
{
score.text = $"{TOP_RECORD.score}";
}
if (TOP_RECORD.playTime > 0)
{
int minutes = Mathf.FloorToInt(TOP_RECORD.playTime / 60f);
int seconds = Mathf.FloorToInt(TOP_RECORD.playTime % 60f);
playTime.text = $"{minutes:00}m {seconds:00}s";
}
}
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 OnClickStagePlayButton()
{
PlayerPrefs.SetString("StageId", "STG004");
// 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(false);
}
public void OnClickSkillSettingButton()
{
UIManager.Show<SkillSettingUI>(UIList.SkillSettingUI);
}
public void OnClickRankingButton()
{
// TODO: 랭킹 UI 추가
// UIManager.Show<RankingUI>(UIList.RankingUI);
}
public void OnClickShopButton()
{
// TODO: 상점 UI 추가
// 상점은 Scene으로 전환하자.
}
}
}