thewar_client/Client/Assets/1_Script/GameUI/UnitSetUiCtrl.cs

583 lines
19 KiB
C#

using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
{
//스텟 정보 ui
[SerializeField] TMP_Text name;
[SerializeField] TMP_Text attribute;
[SerializeField] TMP_Text hp;
[SerializeField] TMP_Text defense;
[SerializeField] TMP_Text attack;
[SerializeField] TMP_Text defensePenetration;
[SerializeField] TMP_Text attackSpeed;
[SerializeField] TMP_Text moveSpeed;
[SerializeField] TMP_Text critical;
[SerializeField] TMP_Text criticalDamage;
[SerializeField] TMP_Text damageReduction;
[SerializeField] TMP_Text level;
[SerializeField] TMP_Text maxLevel;
//유닛 프리펩및 위치
[SerializeField] GameObject itemPrefab;
[SerializeField] Transform itemContent;
[SerializeField] GameObject unitPrefab;
[SerializeField] Transform unitContent;
//각종 세팅 ui
[SerializeField] GameObject objInfo;
[SerializeField] GameObject objItemView;
[SerializeField] GameObject objEquipment;
[SerializeField] GameObject objDeck;
//케릭터 카메라
[SerializeField] Transform CamContent;
GameObject UnitObject;
//아이템 정보
[SerializeField] GameObject itemInfo;
[SerializeField] Image itemImage;
[SerializeField] TMP_Text itemName;
[SerializeField] TMP_Text equipType;
[SerializeField] GameObject status0;
[SerializeField] TMP_Text status0Status;
[SerializeField] TMP_Text status0Value;
[SerializeField] GameObject status1;
[SerializeField] TMP_Text status1Status;
[SerializeField] TMP_Text status1Value;
[SerializeField] GameObject status2;
[SerializeField] TMP_Text status2Status;
[SerializeField] TMP_Text status2Value;
[SerializeField] GameObject status3;
[SerializeField] TMP_Text status3Status;
[SerializeField] TMP_Text status3Value;
//유닛 장착 아이템 정보
[SerializeField] Image[] equipItems;
GameObjectPool<ItemPrefab> itemPrefabList;
GameObjectPool<UnitPrefab> unitPrefabList;
List<ItemPrefab> onItemPrefabList;
List<UnitPrefab> onUnitPrefabList;
Equipment selectItem;
ItemPrefab selectItemPrefab;
DeckUnitInfo selectUnit;
UnitPrefab selectUnitPrefab;
//덱 유닛들
[SerializeField] DeckPrefab[] DeckPrefabs;
protected override void OnAwake()
{
maxLevel.text = Statics.dynamic["maxLevel"];
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()
{
ButtonStatus();
onItemPrefabList.Clear();
foreach (var item in Statics.equipment)
{
//장착된 아이템 스킵
if (item.equip_unit != 0)
continue;
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);
}
onUnitPrefabList[0].SelectUnit();
for(int n = 0; n < DeckPrefabs.Length; n++)
{
DeckPrefabs[n].UnitSet();
}
}
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);
itemInfo.SetActive(false);
}
public void ButtonEquipment()
{
objInfo.SetActive(false);
objItemView.SetActive(true);
objEquipment.SetActive(true);
objDeck.SetActive(false);
itemInfo.SetActive(false);
}
public void ButtonDeck()
{
objInfo.SetActive(false);
objItemView.SetActive(false);
objEquipment.SetActive(false);
objDeck.SetActive(true);
itemInfo.SetActive(false);
}
public void ButtonHaracteristic()
{
objInfo.SetActive(false);
objItemView.SetActive(false);
objEquipment.SetActive(false);
objDeck.SetActive(false);
itemInfo.SetActive(false);
}
public void StatusSet(UnitPrefab unitPrefab, UnitData unitData, DeckUnitInfo deckUnitInfo, UnitCtrl unitCtrl)
{
this.selectUnitPrefab = unitPrefab;
this.selectUnit = deckUnitInfo;
level.text = deckUnitInfo.level.ToString();
name.text = unitData.name;
attribute.text = "None";
hp.text = (unitData.hp).ToString();
defense.text = (unitData.defense).ToString();
attack.text = (unitData.attack).ToString();
defensePenetration.text = "0%";
attackSpeed.text = (unitData.attack_speed).ToString();
moveSpeed.text = (unitData.move_speed).ToString();
critical.text = "0%";
criticalDamage.text = "50%";
damageReduction.text = "0%";
int index = -1;
if (deckUnitInfo.equip0_id == 0)
{
equipItems[0].color = Color.clear;
}
else
{
equipItems[0].color = Color.white;
index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip0_id));
if (index == -1)
{
Debug.LogError("notData");
equipItems[2].color = Color.clear;
}
else
equipItems[0].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
}
if (deckUnitInfo.equip1_id == 0)
{
equipItems[1].color = Color.clear;
}
else
{
equipItems[1].color = Color.white;
index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip1_id));
if (index == -1)
{
Debug.LogError("notData");
equipItems[2].color = Color.clear;
}
else
equipItems[1].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
}
if (deckUnitInfo.equip2_id == 0)
{
equipItems[2].color = Color.clear;
}
else
{
equipItems[2].color = Color.white;
index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip2_id));
if(index == -1)
{
Debug.LogError("notData");
equipItems[2].color = Color.clear;
}
else
equipItems[2].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
}
if (deckUnitInfo.equip3_id == 0)
{
equipItems[3].color = Color.clear;
}
else
{
equipItems[3].color = Color.white;
index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip3_id));
if (index == -1)
{
Debug.LogError("notData : " + deckUnitInfo.equip3_id);
equipItems[2].color = Color.clear;
}
else
equipItems[3].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
}
if (deckUnitInfo.equip4_id == 0)
{
equipItems[4].color = Color.clear;
}
else
{
equipItems[4].color = Color.white;
index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip4_id));
if (index == -1)
{
Debug.LogError("notData");
equipItems[2].color = Color.clear;
}
else
equipItems[4].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
}
if (deckUnitInfo.equip5_id == 0)
{
equipItems[5].color = Color.clear;
}
else
{
equipItems[5].color = Color.white;
index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip5_id));
if (index == -1)
{
Debug.LogError("notData");
equipItems[2].color = Color.clear;
}
else
equipItems[5].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
}
//카메라 유닛 생성
if (UnitObject != null)
Destroy(UnitObject);
UnitObject = Instantiate(unitCtrl.gameObject, CamContent);
UnitObject.GetComponent<UnitCtrl>().enabled = false;
}
public void ItemSet(ItemPrefab itemPrefab, Equipment equipment, EquipmentData equipmentData)
{
this.selectItemPrefab = itemPrefab;
this.selectItem = equipment;
equipType.text = "장착";
itemInfo.SetActive(true);
itemImage.sprite = Statics.stringIcons[equipmentData.name];
itemName.text = equipmentData.name;
status0.SetActive(true);
status0Status.text = StatusText(equipmentData.part, equipment.rand_stats);
status0Value.text = ValueText(equipmentData, equipment.rand_stats);
status1.SetActive(false);
status2.SetActive(false);
status3.SetActive(false);
}
public void ItemSet(ePart part)
{
Equipment equipment;
int index = -1;
switch (part)
{
case ePart.Weapon:
if ((index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip0_id)) != -1)
equipment = Statics.equipment[index];
else return;
break;
case ePart.Armor:
if ((index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip1_id)) != -1)
equipment = Statics.equipment[index];
else return;
break;
case ePart.Gloves:
if ((index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip2_id)) != -1)
equipment = Statics.equipment[index];
else return;
break;
case ePart.Headpiece:
if ((index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip3_id)) != -1)
equipment = Statics.equipment[index];
else return;
break;
case ePart.Shield:
if ((index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip4_id)) != -1)
equipment = Statics.equipment[index];
else return;
break;
case ePart.Ring:
if ((index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip5_id)) != -1)
equipment = Statics.equipment[index];
else return;
break;
default:
Debug.LogError("Not Data");
return;
}
EquipmentData equipmentData = Statics.excelDatas.equipmentData[equipment.equipment_data_id];
this.selectItem = equipment;
equipType.text = "해제";
itemInfo.SetActive(true);
itemImage.sprite = Statics.stringIcons[equipmentData.name];
itemName.text = equipmentData.name;
status0.SetActive(true);
status0Status.text = StatusText(equipmentData.part, equipment.rand_stats);
status0Value.text = ValueText(equipmentData, equipment.rand_stats);
status1.SetActive(false);
status2.SetActive(false);
status3.SetActive(false);
}
private string StatusText(ePart part, int randStats)
{
switch (part)
{
case ePart.Weapon: //무기
switch (randStats)
{
case 0:
return "공격력";
case 1:
return "방어 관통력";
case 2:
return "치명타 대미지";
default:
return "";
}
case ePart.Armor: //갑옷
switch (randStats)
{
case 0:
return "방어력";
case 1:
return "체력";
case 2:
return "대미지 감소";
default:
return "";
}
case ePart.Gloves: //장갑
switch (randStats)
{
case 0:
return "이동속도";
case 1:
return "공격속도";
case 2:
return "공격력";
default:
return "";
}
case ePart.Headpiece: //투구
switch (randStats)
{
case 0:
return "공격력";
case 1:
return "방어관통력";
case 2:
return "체력";
default:
return "";
}
case ePart.Shield: //보조장비
switch (randStats)
{
case 0:
return "방어력";
case 1:
return "대미지감소";
case 2:
return "체력";
default:
return "";
}
case ePart.Ring: //반지
switch (randStats)
{
case 0:
return "치명타확률";
case 1:
return "이동속도";
case 2:
return "공격속도";
default:
return "";
}
default:
return "";
}
}
private string ValueText(EquipmentData equipmentData, int randStats)
{
switch (randStats)
{
case 1:
return equipmentData.stats1.ToString();
case 2:
return equipmentData.stats2.ToString();
case 3:
return equipmentData.stats3.ToString();
//case 4:
// return equipmentData.stats4.ToString();
default:
return "0";
}
}
public void equipItem()
{
itemInfo.SetActive(false);
EquipChangeResp request = new EquipChangeResp();
request.Request((data) =>
{
//신규 정보로 데이터 교체
for(int n = 0; n < Statics.equipment.Count; n++)
{
if (Statics.equipment[n].id == data.equipment.id)
{
Statics.equipment[n] = data.equipment;
break;
}
}
Statics.deckUnit.Remove(data.deck_unit_info.id);
Statics.deckUnit.Add(data.deck_unit_info.id, data.deck_unit_info);
//세팅되어있는 데이터 수정
selectUnitPrefab.SetData(data.deck_unit_info);
if(data.equipment.equip_unit == 0)
{
//생성
ItemPrefab prefab = itemPrefabList.pop();
prefab.SetData(data.equipment);
prefab.gameObject.SetActive(true);
onItemPrefabList.Add(prefab);
}
else
{
//삭제
for(int n = 0; n < onItemPrefabList.Count; n++)
{
if (onItemPrefabList[n].getId == data.equipment.id)
{
onItemPrefabList[n].gameObject.SetActive(false);
itemPrefabList.push(onItemPrefabList[n]);
onItemPrefabList.RemoveAt(n);
break;
}
}
}
//추가 데이터 처리
if (data.change_equipment != null)
{
for (int n = 0; n < Statics.equipment.Count; n++)
{
if (Statics.equipment[n].id == data.change_equipment.id)
{
Statics.equipment[n] = data.change_equipment;
break;
}
}
//이곳은 장착 해제 여부밖에 나올수 없어 이렇게 작업됨.
ItemPrefab prefab = itemPrefabList.pop();
prefab.SetData(data.change_equipment);
prefab.gameObject.SetActive(true);
onItemPrefabList.Add(prefab);
}
selectUnitPrefab.SelectUnit();
}, selectUnit.id, selectItem.id, selectItem.equip_unit == 0);
}
public long DeckSwap(int index, long unit_id)
{
long selectUnitId = selectUnitPrefab.GetUnitId;
for (int n = 0; n < DeckPrefabs.Length; n++)
{
if (DeckPrefabs[n].GetIndex == index)
continue;
if (DeckPrefabs[n].GetUnitId == selectUnitId)//유닛정보가 들어와야함
{
DeckPrefabs[n].UnitChange(unit_id);
}
}
return selectUnitId;
}
public void DeckSaveButton()
{
//네트워크 통신 필요
DeckChangeResp request = new DeckChangeResp();
long[] deckUnits = new long[9];
for(int n = 0; n < DeckPrefabs.Length; n++)
{
deckUnits[n] = DeckPrefabs[n].GetUnitId;
}
request.Request((data) =>
{
int n = Statics.deck_info.FindIndex(n => n.id == data.deck_info.id);
if (n == -1)
{
Debug.LogError($"null Data id : {data.deck_info.id}");
return;
}
Statics.deck_info[n].newDataSet(data.deck_info);
}, Statics.deck_info[0].id, deckUnits);
}
public void DeckResetButton()
{
for (int n = 0; n < DeckPrefabs.Length; n++)
{
DeckPrefabs[n].UnitSet();
}
}
}