서버에서 받은 유닛 정보 뿌려주는 시스템 작성

This commit is contained in:
김판돌 2023-12-14 21:19:08 +09:00
parent 4aca144c6a
commit fddeb252d2
8 changed files with 539 additions and 160 deletions

View File

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
public class ItemCtrl : MonoBehaviour public class ItemPrefab : MonoBehaviour
{ {
[SerializeField] Image image; [SerializeField] Image image;

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@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UnitPrefab : MonoBehaviour
{
[SerializeField] Image image;
UnitData unitData;
GameObject unit;
UnitCtrl unitCtrl;
public void SetData(DeckUnitInfo deckUnitInfo)
{
unitData = Statics.excelDatas.unitData[deckUnitInfo.unit_id];
unit = Statics.stringUnits[unitData.name];
unitCtrl = unit.GetComponent<UnitCtrl>();
image.sprite = unitCtrl.unitSprite;
}
}

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@ -1,15 +1,106 @@
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
public class UnitSetUiCtrl : MonoBehaviour public class UnitSetUiCtrl : MonoBehaviour
{ {
[SerializeField] GameObject itemPrefab; [SerializeField] GameObject itemPrefab;
[SerializeField] Transform content; [SerializeField] Transform itemContent;
[SerializeField] GameObject unitPrefab;
[SerializeField] Transform unitContent;
[SerializeField] GameObject objInfo;
[SerializeField] GameObject objItemView;
[SerializeField] GameObject objEquipment;
[SerializeField] GameObject objDeck;
GameObjectPool<ItemPrefab> itemPrefabList;
GameObjectPool<UnitPrefab> unitPrefabList;
List<ItemPrefab> onItemPrefabList;
List<UnitPrefab> onUnitPrefabList;
private void Awake()
{
onItemPrefabList = new List<ItemPrefab>();
onUnitPrefabList = new List<UnitPrefab>();
itemPrefabList = new GameObjectPool<ItemPrefab>(5, () =>
{
var obj = Instantiate(itemPrefab, itemContent);
obj.SetActive(false);
var clone = obj.GetComponent<ItemPrefab>();
return clone;
});
unitPrefabList = new GameObjectPool<UnitPrefab>(5, () =>
{
var obj = Instantiate(unitPrefab, unitContent);
obj.SetActive(false);
var clone = obj.GetComponent<UnitPrefab>();
return clone;
});
}
private void OnEnable() private void OnEnable()
{ {
ButtonStatus();
onItemPrefabList.Clear();
foreach (var item in Statics.equipment) foreach (var item in Statics.equipment)
{ {
Instantiate(itemPrefab, content).GetComponent<ItemCtrl>().SetData(item); ItemPrefab prefab = itemPrefabList.pop();
prefab.SetData(item);
prefab.gameObject.SetActive(true);
onItemPrefabList.Add(prefab);
}
foreach (var item in Statics.deckUnit)
{
UnitPrefab prefab = unitPrefabList.pop();
prefab.SetData(item.Value);
prefab.gameObject.SetActive(true);
onUnitPrefabList.Add(prefab);
} }
} }
private void OnDisable()
{
foreach (var item in onItemPrefabList)
{
item.gameObject.SetActive(false);
itemPrefabList.push(item);
}
foreach (var item in onUnitPrefabList)
{
item.gameObject.SetActive(false);
unitPrefabList.push(item);
}
}
public void ButtonStatus()
{
objInfo.SetActive(true);
objItemView.SetActive(false);
objEquipment.SetActive(false);
objDeck.SetActive(false);
}
public void ButtonEquipment()
{
objInfo.SetActive(false);
objItemView.SetActive(true);
objEquipment.SetActive(true);
objDeck.SetActive(false);
}
public void ButtonDeck()
{
objInfo.SetActive(false);
objItemView.SetActive(false);
objEquipment.SetActive(false);
objDeck.SetActive(true);
}
public void ButtoncHaracteristic()
{
objInfo.SetActive(false);
objItemView.SetActive(false);
objEquipment.SetActive(false);
objDeck.SetActive(false);
}
} }

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