DEG-143 [Fix] 충돌 수정
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@ -9,7 +9,27 @@ public class DungeonPanelController : MonoBehaviour
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[SerializeField] private Slider _bossHealthBar; // 0~1 value
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[SerializeField] private Slider _bossHealthBar; // 0~1 value
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[SerializeField] private Image[] _playerHealthImages; // color 값 white / black 로 조정
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[SerializeField] private Image[] _playerHealthImages; // color 값 white / black 로 조정
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private int _countHealth = 0;
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private int _countHealth = 0;
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private int visibleHeartCount = 3; // 강화 레벨로 설정됨
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void Start()
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{
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//int level = UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.Heart); // 1~3
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int level = 2;
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visibleHeartCount = 3 + (level - 1); // level 1=3개, 2=4개, 3=5개
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for (int i = 0; i < _playerHealthImages.Length; i++)
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{
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var color = _playerHealthImages[i].color;
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color.a = (i < visibleHeartCount) ? 1f : 0f;
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color = (i < visibleHeartCount) ? Color.white : new Color(1,1,1,0);
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_playerHealthImages[i].color = color;
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}
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_countHealth = 0;
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}
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public void SetBossHealthBar(float hp) // hp: 0~300
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public void SetBossHealthBar(float hp) // hp: 0~300
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{
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{
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float normalizedHp = hp / 300f; // 0~1 사이 값으로 조정
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float normalizedHp = hp / 300f; // 0~1 사이 값으로 조정
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@ -21,15 +41,15 @@ public class DungeonPanelController : MonoBehaviour
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{
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{
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StartCoroutine(WaitForOneSecond());
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StartCoroutine(WaitForOneSecond());
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// out of index error 방지
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// out of index error 방지
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if (_countHealth > _playerHealthImages.Length - 1) return false;
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if (_countHealth >= visibleHeartCount) return false;
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_playerHealthImages[_countHealth].color = Color.black;
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_playerHealthImages[_countHealth].color = Color.black;
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_countHealth++;
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_countHealth++;
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return _countHealth <= _playerHealthImages.Length - 1;
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return _countHealth < visibleHeartCount;
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}
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}
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IEnumerator WaitForOneSecond()
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IEnumerator WaitForOneSecond()
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{
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{
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yield return new WaitForSeconds(1.0f);
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yield return new WaitForSeconds(1.0f);
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}
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}
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}
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}
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Assets/KSH/ReHousing.unity
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Assets/KSH/ReHousing.unity
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