아이템 획득 ui작업 틀 완성

This commit is contained in:
김판돌 2024-03-10 14:39:59 +09:00
parent 09c4348c12
commit b7f62937a5
4 changed files with 223 additions and 0 deletions

View File

@ -28,6 +28,10 @@ public class ShopTypeitemPrefab : MonoBehaviour
BuyShopItemResp resp = new BuyShopItemResp(); BuyShopItemResp resp = new BuyShopItemResp();
resp.Request((data) => resp.Request((data) =>
{ {
long addGold = (long)data.gold;
long addCash = (long)data.cash;
addGold -= (long)Statics.gold;
addCash -= (long)Statics.cash;
Statics.gold = data.gold; Statics.gold = data.gold;
Statics.cash = data.cash; Statics.cash = data.cash;
GameCtrl.Instance.MoneyUpdate(); GameCtrl.Instance.MoneyUpdate();
@ -35,6 +39,7 @@ public class ShopTypeitemPrefab : MonoBehaviour
Statics.itemManager.box.add(data.equipment); Statics.itemManager.box.add(data.equipment);
Statics.itemManager.box.add(data.consumableItem); Statics.itemManager.box.add(data.consumableItem);
Statics.itemManager.box.add(data.etcItem); Statics.itemManager.box.add(data.etcItem);
GetItemWindows.Instance.SetUI(addGold, addCash, data.deck_unit, data.equipment, data.consumableItem, data.etcItem);
}, shopItemData.index); }, shopItemData.index);
} }
} }

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@ -0,0 +1,61 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GetItemWindows : SingletonMonoBehaviour<GetItemWindows>
{
//아이템 획득 정보 필요
//아이템 이펙트
private bool isAnim = false;
protected override void OnAwake()
{
gameObject.SetActive(false);
}
public void SetUI(long addGold, long addCash, List<DeckUnitInfo> deckUnit, List<Equipment> equipment, List<ConsumableItem> consumableItem, List<EtcItem> etcItem)
{
isAnim = true;
gameObject.SetActive(true);
if (addGold > 0)
Debug.Log($"{addGold}골드 획득!");
if (addCash > 0)
Debug.Log($"{addCash}케쉬 획득!");
if (deckUnit != null && deckUnit.Count != 0)
{
for(int n = 0; n < deckUnit.Count; n++)
{
Debug.Log($"{deckUnit[n].unit_data_id}케릭터 {deckUnit[n].count}개획득!");
}
}
if (equipment != null && equipment.Count != 0)
{
for (int n = 0; n < equipment.Count; n++)
{
Debug.Log($"{equipment[n].equipment_data_id}장비 획득!");
}
}
if (consumableItem != null && consumableItem.Count != 0)
{
for (int n = 0; n < consumableItem.Count; n++)
{
Debug.Log($"{consumableItem[n].consumable_item_data_id}아이탬 {consumableItem[n].count}개획득!");
}
}
if (etcItem != null && etcItem.Count != 0)
{
for (int n = 0; n < etcItem.Count; n++)
{
Debug.Log($"{etcItem[n].etc_item_data_id}아이탬 {etcItem[n].count}개획득!");
}
}
//임시
isAnim = false;
}
public void OnExit()
{
if (!isAnim)
gameObject.SetActive(false);
}
}

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