DEG-84 [Fix] 조이스틱 컨트롤러 및 에디터 수정
씬에 따라 활성화 될 UI 판단하여 활성화 코드 추가 에디터 폴더 수정
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using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.UI;
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public class JoystickPanelController : MonoBehaviour
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{
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public void OnClickAttackButton()
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{
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}
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public void OnClickDashButton()
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{
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}
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public void OnClickInteractionButton()
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{
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}
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}
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BIN
Assets/LYM/Scenes/HousingUI.unity
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Assets/LYM/Scenes/HousingUI.unity
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fileFormatVersion: 2
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guid: a7e1feb6ebaf3bd4d9978ca3c76fdcc7
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guid: bb031fff0dd38c1499e8108a1b04c699
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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44
Assets/LYM/Scripts/JoystickPanelController.cs
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44
Assets/LYM/Scripts/JoystickPanelController.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEditor.SearchService;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class JoystickPanelController : MonoBehaviour
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{
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[SerializeField] private GameObject dungeonUI;
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[SerializeField] private GameObject housingUI;
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private void Start()
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{
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dungeonUI.SetActive(false);
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housingUI.SetActive(false);
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//현재 씬 이름 확인해 UI 별 활성화 판단
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if (SceneManager.GetActiveScene().name == "HousingUI")
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{
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housingUI.SetActive(true);
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}
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else if (SceneManager.GetActiveScene().name == "DungeonUI")
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{
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dungeonUI.SetActive(true);
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}
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}
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public void OnClickAttackButton()
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{
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}
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public void OnClickDashButton()
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{
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}
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public void OnClickInteractionButton()
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{
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}
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}
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BIN
Assets/LYM/UIPrefabs/HousingMainUIPanel.prefab
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Assets/LYM/UIPrefabs/HousingMainUIPanel.prefab
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Assets/LYM/UIPrefabs/JoystickPanel.prefab
(Stored with Git LFS)
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Assets/LYM/UIPrefabs/JoystickPanel.prefab
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