88 lines
2.1 KiB
C#
88 lines
2.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Reflection;
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using TMPro;
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using UnityEngine;
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public class StoryPlayUiCtrl : SingletonMonoBehaviour<StoryPlayUiCtrl>
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{
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List<ScriptData> scriptDatas = new List<ScriptData>();
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int index;
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[SerializeField] GameObject iUnit;
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[SerializeField] TMP_Text iUnitNickname;
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[SerializeField] GameObject youUnit;
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[SerializeField] TMP_Text youUnitNickname;
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[SerializeField] TMP_Text scriptText;
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protected override void OnAwake()
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{
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//TODO game메니저를 확인해서 데이터가 있으면 true 없으면 바로 게임종료가 되도록 수정할것
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if (GameManager.Instance.chapterData != null)
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{
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int chapter_id = GameManager.Instance.chapterData.index;
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foreach (var item in Statics.excelDatas.scriptData)
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{
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if (item.Value.chapter_id == chapter_id)
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{
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scriptDatas.Add(item.Value);
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}
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}
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index = 0;
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}
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else
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{
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gameObject.SetActive(false);
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}
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}
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protected override void OnStart()
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{
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Script();
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}
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public void SelectNextButton()
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{
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if (scriptDatas.Count -1 == index)
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{
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GameManager.Instance.NextScene(GameManager.eScene.Game);
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}
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if (scriptDatas[index].buttle)
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{
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PlayCtrl.Instance.isStop = false;
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gameObject.SetActive (false);
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return;
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}
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index++;
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Script();
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}
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public void EndButtle()
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{
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gameObject.SetActive(true);
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index++;
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Script();
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}
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private void Script()
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{
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iUnit.SetActive(scriptDatas[index].position);
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youUnit.SetActive(!scriptDatas[index].position);
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if (scriptDatas[index].position)
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{
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iUnitNickname.text = Statics.intUnits[scriptDatas[index].unit_id].name;
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}
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else
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{
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youUnitNickname.text = Statics.intUnits[scriptDatas[index].unit_id].name;
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}
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scriptText.text = scriptDatas[index].text;
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}
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//TODO 천천히 텍스트가 1개씩 생성되게 만들기
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}
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