Merge pull request 'DEG-172-일상UI-색상변경-던전UI-눌림표시' (!58) from DEG-172-일상UI-색상변경-던전UI-눌림표시 into main

Reviewed-on: #58
Reviewed-by: Sehyeon <sehyeon1837@gmail.com>
Reviewed-by: 99jamin <rhwk341@naver.com>
This commit is contained in:
heain0122 2025-05-14 07:43:39 +00:00
commit 94a25882ed
14 changed files with 81 additions and 21 deletions

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@ -61,6 +61,9 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
public CharacterController CharacterController => _characterController; public CharacterController CharacterController => _characterController;
public bool IsBattle => _isBattle; public bool IsBattle => _isBattle;
public Transform DashEffectAnchor => dashEffectAnchor; public Transform DashEffectAnchor => dashEffectAnchor;
[Header("대시, 어택 터치 연출용")]
[SerializeField] private DungeonPanelController dungeonPanelController;
private void Awake() private void Awake()
{ {
@ -114,6 +117,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
// 대시 우선 입력 처리 // 대시 우선 입력 처리
if (Input.GetKeyDown(KeyCode.Space)) if (Input.GetKeyDown(KeyCode.Space))
{ {
dungeonPanelController.DashTouchMotion();
StartDashAction(); StartDashAction();
return; return;
} }
@ -122,6 +126,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
if (Input.GetKeyDown(KeyCode.X) && (_currentAction == null || !_currentAction.IsActive) if (Input.GetKeyDown(KeyCode.X) && (_currentAction == null || !_currentAction.IsActive)
&& (CurrentState != PlayerState.Win && CurrentState != PlayerState.Dead)) && (CurrentState != PlayerState.Win && CurrentState != PlayerState.Dead))
{ {
dungeonPanelController.AttackTouchMotion();
GameManager.Instance.PlayPlayerAttackSound(); GameManager.Instance.PlayPlayerAttackSound();
StartAttackAction(); StartAttackAction();
} }

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@ -11,6 +11,11 @@ public class DungeonPanelController : MonoBehaviour
private int _countHealth = 0; private int _countHealth = 0;
private int visibleHeartCount = 3; // 강화 레벨로 설정됨 private int visibleHeartCount = 3; // 강화 레벨로 설정됨
//PC 키보드 입력 시 버튼 색상 변경
[SerializeField] private GameObject dashPressedImage;
[SerializeField] private GameObject attackPressedImage;
private float pressedTime = .1f;
private void Start() private void Start()
{ {
int level = UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.Heart); // 1~3 int level = UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.Heart); // 1~3
@ -50,4 +55,36 @@ public class DungeonPanelController : MonoBehaviour
{ {
yield return new WaitForSeconds(1.0f); yield return new WaitForSeconds(1.0f);
} }
#region PC입력
public void DashTouchMotion()
{
StopCoroutine(DashButtonColorChange());
StartCoroutine(DashButtonColorChange());
}
public void AttackTouchMotion()
{
StopCoroutine(AttackButtonColorChange());
StartCoroutine(AttackButtonColorChange());
}
private IEnumerator DashButtonColorChange()
{
dashPressedImage.SetActive(true);
yield return new WaitForSeconds(pressedTime);
dashPressedImage.SetActive(false);
}
private IEnumerator AttackButtonColorChange()
{
attackPressedImage.SetActive(true);
yield return new WaitForSeconds(pressedTime);
attackPressedImage.SetActive(false);
}
#endregion
} }

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Assets/KSH/ReDungeon.unity (Stored with Git LFS)

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Assets/LIN/Prefabs/Attack Button Image.prefab (Stored with Git LFS) Normal file

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@ -0,0 +1,7 @@
fileFormatVersion: 2
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PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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Assets/LIN/Prefabs/Dash Button Image.prefab (Stored with Git LFS) Normal file

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 76f779210ea250641b4559dfc6d379b5
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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Assets/LIN/ReDungeon UI Copy.unity (Stored with Git LFS) Normal file

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: ce2ba637dd19c434fa2eb509c2ad4270
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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Assets/LIN/ReHousing Loding Anim.unity (Stored with Git LFS)

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@ -16,6 +16,7 @@ public class InteractionController : MonoBehaviour
private void Start() private void Start()
{ {
PlayerStats.Instance.OnWorked -= SuddenAfterWorkEventHappen;
PlayerStats.Instance.OnWorked += SuddenAfterWorkEventHappen; PlayerStats.Instance.OnWorked += SuddenAfterWorkEventHappen;
PlayerStats.Instance.SetInteractionPanelController(interactionAnimationPanelController); PlayerStats.Instance.SetInteractionPanelController(interactionAnimationPanelController);
} }

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@ -31,19 +31,6 @@ public class HousingCanvasController : MonoBehaviour
interactionButton.SetActive(false); interactionButton.SetActive(false);
suddenPanel.SetActive(false); suddenPanel.SetActive(false);
} }
/// <summary>
/// 씬전환 로딩 패널 테스트용 코드.던전에서도 씬전환 할 때 해당 코드 사용하시면 됩니다.
/// </summary>
private void Update()
{
if (Input.GetKeyDown(KeyCode.A))
{
var _switchingPanel = Instantiate(switchingPanel,this.transform);
switchingPanelController = _switchingPanel.GetComponent<SwitchingPanelController>();
switchingPanelController.FadeAndSceneLoad("ReDungeon");
}
}
#region NPC #region NPC

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Assets/Prefabs/ReHousing/Canvas.prefab (Stored with Git LFS)

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