상점 구매 ui작업 완료
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@ -1,5 +1,3 @@
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using JetBrains.Annotations;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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@ -8,19 +6,13 @@ public class ShopUiCtrl : SingletonMonoBehaviour<ShopUiCtrl>
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[SerializeField] GameObject itemPrefab;
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[SerializeField] GameObject itemPrefab;
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[SerializeField] Transform itemContent;
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[SerializeField] Transform itemContent;
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GameObjectPool<ShopMenuItem> itemPrefabList;
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[SerializeField] GameObject[] shopInfo;
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[SerializeField] Transform shopInfoContent;
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List<ShopMenuItem> onItemPrefabList;
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List<ShopMenuItem> onItemPrefabList;
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protected override void OnAwake()
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protected override void OnAwake()
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{
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{
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itemPrefabList = new GameObjectPool<ShopMenuItem>(5, () =>
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{
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var obj = Instantiate(itemPrefab, itemContent);
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obj.SetActive(false);
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var clone = obj.GetComponent<ShopMenuItem>();
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return clone;
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});
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onItemPrefabList = new List<ShopMenuItem>();
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onItemPrefabList = new List<ShopMenuItem>();
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}
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}
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@ -29,24 +21,17 @@ public class ShopUiCtrl : SingletonMonoBehaviour<ShopUiCtrl>
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Dictionary<long, ShopData> shopDatas = Statics.excelDatas.shopData;
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Dictionary<long, ShopData> shopDatas = Statics.excelDatas.shopData;
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if(shopDatas.Count != onItemPrefabList.Count)
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if(shopDatas.Count != onItemPrefabList.Count)
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{
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{
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foreach (var item in onItemPrefabList)
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{
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item.gameObject.SetActive(false);
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itemPrefabList.push(item);
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}
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onItemPrefabList.Clear();
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foreach (var item in shopDatas)
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foreach (var item in shopDatas)
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{
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{
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ShopMenuItem shopMenuItem = itemPrefabList.pop();
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ShopMenuItem shopMenuItem = Instantiate(itemPrefab, itemContent).GetComponent<ShopMenuItem>();
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shopMenuItem.Set(item.Value);
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GameObject type = Instantiate(shopInfo[item.Value.image_type == eImageType.bigImage ? 0 : 1], shopInfoContent);
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shopMenuItem.Set(item.Value, type);
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shopMenuItem.gameObject.SetActive(true);
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shopMenuItem.gameObject.SetActive(true);
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onItemPrefabList.Add(shopMenuItem);
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onItemPrefabList.Add(shopMenuItem);
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}
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}
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if (onItemPrefabList.Count != 0)
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if (onItemPrefabList.Count != 0)
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onItemPrefabList[0].SelectButton();
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onItemPrefabList[0].SelectButton();
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}
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}
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}
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}
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public void SelectShopMenu()
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public void SelectShopMenu()
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folderAsset: yes
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@ -0,0 +1,18 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class ShopType1itemPrefab : MonoBehaviour
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{
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[SerializeField] Image img;
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[SerializeField] TMP_Text pay;
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public void Set(ShopItemData shopItemData)
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{
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//img.sprite = null;
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//골드인지 다른아이탬인지 구분 가능하게 만들것.
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pay.text = "₩" + shopItemData.buy.ToString();
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}
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}
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@ -0,0 +1,18 @@
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class ShopType2itemPrefab : MonoBehaviour
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{
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[SerializeField] Image img;
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[SerializeField] TMP_Text pay;
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[SerializeField] TMP_Text name;
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public void Set(ShopItemData shopItemData)
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{
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//img.sprite = null;
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//골드인지 다른아이탬인지 구분 가능하게 만들것.
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name.text = shopItemData.name;
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pay.text = "₩" + shopItemData.buy.ToString();
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}
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}
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@ -0,0 +1,11 @@
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@ -1,5 +1,3 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using TMPro;
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using UnityEngine;
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using UnityEngine;
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@ -8,13 +6,24 @@ public class ShopMenuItem : MonoBehaviour
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[SerializeField] RectTransform image;
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[SerializeField] RectTransform image;
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[SerializeField] TMP_Text text;
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[SerializeField] TMP_Text text;
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GameObject typeObj;
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ShopData shopData;
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ShopData shopData;
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bool isSelect = false;
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bool isSelect = false;
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public void Set(ShopData shopData)
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public void Set(ShopData shopData, GameObject typeObj)
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{
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{
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this.shopData = shopData;
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this.shopData = shopData;
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this.typeObj = typeObj;
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if (shopData.image_type == eImageType.bigImage)
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{
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typeObj.GetComponent<ShopUiType1>().Set(shopData.index);
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}
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else
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{
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typeObj.GetComponent<ShopUiType2>().Set(shopData.index);
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}
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text.text = shopData.name;
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text.text = shopData.name;
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}
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}
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@ -38,6 +47,7 @@ public class ShopMenuItem : MonoBehaviour
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image.offsetMax = new Vector2(0.0f, 0.0f);
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image.offsetMax = new Vector2(0.0f, 0.0f);
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text.fontSize = 36.0f;
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text.fontSize = 36.0f;
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}
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}
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typeObj.SetActive(isSelect);
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isSelect = false;
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isSelect = false;
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}
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}
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}
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}
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@ -6,6 +6,10 @@ public class ShopUiType1 : MonoBehaviour
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{
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{
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[SerializeField] AnimationCurve timeCurve;
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[SerializeField] AnimationCurve timeCurve;
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[SerializeField] RectTransform page;
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[SerializeField] RectTransform page;
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[SerializeField] GameObject itemPrefab;
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[SerializeField] Transform itemContent;
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int index;
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int index;
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float defaultPos;
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float defaultPos;
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float animValue;
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float animValue;
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float startPos;
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float startPos;
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float endPos;
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float endPos;
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//테스트
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int maxPage = 0;
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[SerializeField] int maxPage;
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//페이지가 2개일경우 꼭 -1290 해서 1290값이 나오게 할것
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private void Start()
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{
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//list정리
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defaultPos = ((maxPage - 1) * 1290) / 2;
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animValue = 1;
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}
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private void Update()
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private void Update()
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{
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{
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}
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}
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}
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}
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public void Set(long shop_index)
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{
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foreach(var item in Statics.excelDatas.shopItemData)
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{
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if(item.Value.shop_index == shop_index)
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{
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GameObject obj = Instantiate(itemPrefab, itemContent);
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obj.GetComponent<ShopType1itemPrefab>().Set(item.Value);
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maxPage++;
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}
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}
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defaultPos = ((maxPage - 1) * 1290) / 2;
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page.anchoredPosition = new Vector2(defaultPos, 0);
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animValue = 1;
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}
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public void LeftButton()
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public void LeftButton()
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{
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{
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if (index == 0)
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if (index == 0)
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startPos = page.anchoredPosition.x;
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startPos = page.anchoredPosition.x;
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endPos = defaultPos - (index * 1290);
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endPos = defaultPos - (index * 1290);
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}
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}
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[ContextMenu("test1")]
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public void test1()
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{
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Debug.Log(page.anchoredPosition);
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}
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine;
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using static UnityEditorInternal.ReorderableList;
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public class ShopUiType2 : MonoBehaviour
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{
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[SerializeField] GameObject itemPrefab;
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[SerializeField] Transform itemContent;
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public void Set(long shop_index)
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{
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foreach (var item in Statics.excelDatas.shopItemData)
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{
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if (item.Value.shop_index == shop_index)
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{
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GameObject obj = Instantiate(itemPrefab, itemContent);
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obj.GetComponent<ShopType2itemPrefab>().Set(item.Value);
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}
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}
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}
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}
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Loading…
Reference in New Issue