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

78 lines
2.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace TON
{
public class ControllerUI : UIBase
{
public static ControllerUI Instance => UIManager.Singleton.GetUI<ControllerUI>(UIList.ControllerUI);
/// <summary> 조이스틱에서 컨트롤된 x 값을 Player에서 사용할 수 있도록 객체화 </summary>
public VariableJoystick joystick;
public CharacterBase linkedCharactor { get; set; }
public Transform skillButtonGroup;
public ControllerUI_SkillButton skillButtonPrefab;
private List<ControllerUI_SkillButton> createdSkillButtons = new List<ControllerUI_SkillButton>();
private void Awake()
{
skillButtonPrefab.gameObject.SetActive(false);
}
public void Initalize()
{
// 이미 기존에 UI가 생성되어 있다면 삭제
if (createdSkillButtons.Count > 0)
{
foreach (var button in createdSkillButtons)
{
Destroy(button.gameObject);
}
createdSkillButtons.Clear();
}
// 스킬 버튼을 생성
List<SkillBase> activatedSkills = SkillDataManager.Singleton.GetActiveSkillInstance();
for (int i = 0; i < 3; i++)
{
ControllerUI_SkillButton newSkillButton = Instantiate(skillButtonPrefab, skillButtonGroup);
newSkillButton.gameObject.SetActive(true);
if (i < activatedSkills.Count) // 해당 인덱스에 활성화된 스킬이 있을 경우
{
newSkillButton.Initalize(activatedSkills[i]);
}
else
{
// 복제 됐을때 기본 상태가 잠금 상태
}
createdSkillButtons.Add(newSkillButton);
}
}
public void OnClickJumpButton()
{
linkedCharactor.Jump();
}
public void OnClickAttackButton()
{
linkedCharactor.Attack();
}
public void OnClickSkillButton(ControllerUI_SkillButton button)
{
bool skillAttack = linkedCharactor.SkillAttack(button.skillBase.SkillData.id);
}
}
}