장비 획득 ui작업

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김판돌 2024-03-11 22:07:26 +09:00
parent 3a8f95c18e
commit fddcbfa695
4 changed files with 746 additions and 24 deletions

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@ -1,4 +1,3 @@
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@ -7,25 +6,52 @@ public class GetItemWindows : SingletonMonoBehaviour<GetItemWindows>
//아이템 획득 정보 필요 //아이템 획득 정보 필요
//아이템 이펙트 //아이템 이펙트
[SerializeField] GameObject itemImgPrefab;
[SerializeField] Transform content;
List<GameObject> items = new List<GameObject>();
RectTransform rect;
private bool isAnim = false; private bool isAnim = false;
private readonly float minWidth = 1600f;
private readonly float boxSize = 150f;
private readonly float spacing = 50f;
protected override void OnAwake() protected override void OnAwake()
{ {
gameObject.SetActive(false); gameObject.SetActive(false);
rect = content.GetComponent<RectTransform>();
for (int n = 0; n < 50; n++)
{
items.Add(Instantiate(itemImgPrefab, content));
items[n].SetActive(false);
} }
}
public void SetUI(long addGold, long addCash, List<DeckUnitInfo> deckUnit, List<Equipment> equipment, List<ConsumableItem> consumableItem, List<EtcItem> etcItem) public void SetUI(long addGold, long addCash, List<DeckUnitInfo> deckUnit, List<Equipment> equipment, List<ConsumableItem> consumableItem, List<EtcItem> etcItem)
{ {
isAnim = true; isAnim = true;
gameObject.SetActive(true); gameObject.SetActive(true);
int num = 0;
if (addGold > 0) if (addGold > 0)
{
Debug.Log($"{addGold}골드 획득!"); Debug.Log($"{addGold}골드 획득!");
items[num++].SetActive(true);
}
if (addCash > 0) if (addCash > 0)
{
Debug.Log($"{addCash}케쉬 획득!"); Debug.Log($"{addCash}케쉬 획득!");
items[num++].SetActive(true);
}
if (deckUnit != null && deckUnit.Count != 0) if (deckUnit != null && deckUnit.Count != 0)
{ {
for(int n = 0; n < deckUnit.Count; n++) for(int n = 0; n < deckUnit.Count; n++)
{ {
Debug.Log($"{deckUnit[n].unit_data_id}케릭터 획득!"); Debug.Log($"{deckUnit[n].unit_data_id}케릭터 획득!");
items[num++].SetActive(true);
} }
} }
if (equipment != null && equipment.Count != 0) if (equipment != null && equipment.Count != 0)
@ -33,6 +59,7 @@ public class GetItemWindows : SingletonMonoBehaviour<GetItemWindows>
for (int n = 0; n < equipment.Count; n++) for (int n = 0; n < equipment.Count; n++)
{ {
Debug.Log($"{equipment[n].equipment_data_id}장비 획득!"); Debug.Log($"{equipment[n].equipment_data_id}장비 획득!");
items[num++].SetActive(true);
} }
} }
if (consumableItem != null && consumableItem.Count != 0) if (consumableItem != null && consumableItem.Count != 0)
@ -40,6 +67,7 @@ public class GetItemWindows : SingletonMonoBehaviour<GetItemWindows>
for (int n = 0; n < consumableItem.Count; n++) for (int n = 0; n < consumableItem.Count; n++)
{ {
Debug.Log($"{consumableItem[n].consumable_item_data_id}아이탬 {consumableItem[n].count}개획득!"); Debug.Log($"{consumableItem[n].consumable_item_data_id}아이탬 {consumableItem[n].count}개획득!");
items[num++].SetActive(true);
} }
} }
if (etcItem != null && etcItem.Count != 0) if (etcItem != null && etcItem.Count != 0)
@ -47,15 +75,36 @@ public class GetItemWindows : SingletonMonoBehaviour<GetItemWindows>
for (int n = 0; n < etcItem.Count; n++) for (int n = 0; n < etcItem.Count; n++)
{ {
Debug.Log($"{etcItem[n].etc_item_data_id}아이탬 {etcItem[n].count}개획득!"); Debug.Log($"{etcItem[n].etc_item_data_id}아이탬 {etcItem[n].count}개획득!");
items[num++].SetActive(true);
} }
} }
//임시 //임시
float size = (boxSize * num) + (spacing * num);
rect.offsetMin = Vector2.zero;
rect.offsetMax = new Vector2(minWidth < size ? size : minWidth, 0);
isAnim = false; isAnim = false;
} }
public void OnExit() public void OnExit()
{ {
for (int n = 0; n < items.Count; n++)
{
if (items[n].activeSelf)
items[n].SetActive(false);
else
break;
}
if (!isAnim) if (!isAnim)
gameObject.SetActive(false); gameObject.SetActive(false);
} }
[ContextMenu("test")]
public void test()
{
Debug.Log(content.GetComponent<RectTransform>().offsetMin);
Debug.Log(content.GetComponent<RectTransform>().offsetMax);
}
} }

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