DEG-84 [Fix] 조이스틱 컨트롤러 및 에디터 수정

씬에 따라 활성화 될 UI 판단하여 활성화 코드 추가
에디터 폴더 수정
This commit is contained in:
Lim0_C 2025-04-23 16:28:26 +09:00
parent c31e9df7cb
commit 7479aaeac9
11 changed files with 51 additions and 30 deletions

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@ -1,23 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class JoystickPanelController : MonoBehaviour
{
public void OnClickAttackButton()
{
}
public void OnClickDashButton()
{
}
public void OnClickInteractionButton()
{
}
}

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Assets/LYM/Scenes/HousingUI.unity (Stored with Git LFS)

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fileFormatVersion: 2 fileFormatVersion: 2
guid: a7e1feb6ebaf3bd4d9978ca3c76fdcc7 guid: bb031fff0dd38c1499e8108a1b04c699
folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}

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using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEditor.SearchService;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class JoystickPanelController : MonoBehaviour
{
[SerializeField] private GameObject dungeonUI;
[SerializeField] private GameObject housingUI;
private void Start()
{
dungeonUI.SetActive(false);
housingUI.SetActive(false);
//현재 씬 이름 확인해 UI 별 활성화 판단
if (SceneManager.GetActiveScene().name == "HousingUI")
{
housingUI.SetActive(true);
}
else if (SceneManager.GetActiveScene().name == "DungeonUI")
{
dungeonUI.SetActive(true);
}
}
public void OnClickAttackButton()
{
}
public void OnClickDashButton()
{
}
public void OnClickInteractionButton()
{
}
}

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Assets/LYM/UIPrefabs/JoystickPanel.prefab (Stored with Git LFS)

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