84 lines
2.7 KiB
C#
84 lines
2.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace TON
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{
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public class ControllerUI : UIBase
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{
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public static ControllerUI Instance => UIManager.Singleton.GetUI<ControllerUI>(UIList.ControllerUI);
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/// <summary> 조이스틱에서 컨트롤된 x 값을 Player에서 사용할 수 있도록 객체화 </summary>
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public VariableJoystick joystick;
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public CharacterBase linkedCharactor { get; set; }
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public Button[] buttons; // UI 버튼 (3개)
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[SerializeField]
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private SerializableDictionary<int, ControllerUI_SkillButton> skillButtons;
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private SerializableDictionary<string, SkillBase> skillInstances;
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private List<SkillData> skillDatas;
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private List<SkillBase> skillBases;
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public void Initalize()
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{
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int characterLevel = PlayerDataManager.Singleton.player.level;
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skillInstances = SkillDataManager.Singleton.skillInstances;
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// 내가 사용할 스킬은 스킬 매니저에서 가져오게 변경
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if (skillInstances != null)
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{
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int skillSlotCount = SkillDataManager.Singleton.GetActiveSkillCount();
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List<SkillBase> skillList = SkillDataManager.Singleton.GetActiveSkillInstance();
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// 버튼 설정
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for (int i = 0; i < buttons.Length; i++)
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{
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if (i < skillSlotCount)
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{
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buttons[i].interactable = true; // 사용 가능
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SkillBase skillData = skillList.Find(skill => skill.SkillData.slotNumber == i + 1);
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skillButtons[i].Initalize(skillData);
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}
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else
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{
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buttons[i].interactable = false; // 사용 불가
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}
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}
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}
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else
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{
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Debug.LogError("스킬 정보 로드 오류 발생");
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}
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}
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public void OnClickJumpButton()
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{
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linkedCharactor.Jump();
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}
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public void OnClickAttackButton()
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{
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linkedCharactor.Attack();
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}
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public void OnClickSkillButton(ControllerUI_SkillButton button)
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{
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bool skillAttack = linkedCharactor.SkillAttack(button.skillBase.SkillData.id);
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// skill Attack 이 true 일때 만 쿨타임 흘러가게끔
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if (skillAttack)
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{
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// SkillData skillData = skillDatas.Find(skill => skill.id == button.skillId);
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button.SetCoolTime();
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}
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}
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}
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}
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