Merge pull request #17 from Degulleo/DEG-84-상호작용-UI-구현
Deg 84 상호작용 UI 구현
This commit is contained in:
commit
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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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Assets/LYM/Scripts.meta
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113
Assets/LYM/Scripts/ChatWindowController.cs
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Assets/LYM/Scripts/ChatWindowController.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 System.Text;
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using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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public class ChatWindowController : MonoBehaviour, IPointerClickHandler
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{
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[SerializeField] private TMP_Text chatText;
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[SerializeField] private Image clickIndicator;
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private Coroutine _typingCoroutine;
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private Coroutine _clickCoroutine;
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private string _inputText;
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private Queue<string> _inputQueue;
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public delegate void OnComplete();
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public OnComplete onComplete;
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private void Start()
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{
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Init("마무리", () =>
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{
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Debug.Log("대화 끝.");
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});
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ShowText(_inputQueue.Dequeue());
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}
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public void Init(string text, OnComplete onComplete)
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{
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_inputQueue = new Queue<string>();
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_inputQueue.Enqueue("아 망했어 오늘도 지각이다!!!! 이러면 진짜 해고당할 수도 있어!!!\n어떡하지 큰일이다!!!");
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_inputQueue.Enqueue("톼사하셈 ㅋ");
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_inputQueue.Enqueue("톼사하셈 ㅋ");
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_inputQueue.Enqueue("스킵도 가능 톼사하셈 ㅋ톼사하셈 ㅋ톼사하셈 ㅋ톼사하셈 ㅋ톼사하셈 ㅋ");
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_inputQueue.Enqueue(text);
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this.onComplete = onComplete;
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}
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//화면에 표시할 텍스트 삽입 함수
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private void ShowText(string text)
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{
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var clickIndicatorColor = clickIndicator.color;
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clickIndicatorColor.a = 1;
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clickIndicator.color = clickIndicatorColor;
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_inputText = text;
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if (_typingCoroutine != null)
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{
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StopCoroutine(_typingCoroutine);
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}
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_typingCoroutine = StartCoroutine(TypingEffectCoroutine(_inputText));
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}
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//텍스트 타이핑효과 코루틴
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private IEnumerator TypingEffectCoroutine(string text)
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{
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StringBuilder strText = new StringBuilder();
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for (int i = 0; i < text.Length; i++)
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{
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strText.Append(text[i]);
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chatText.text = strText.ToString();
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yield return new WaitForSeconds(0.1f);
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}
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_clickCoroutine = StartCoroutine(ClickIndicatorCoroutine());
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_typingCoroutine = null;
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}
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private IEnumerator ClickIndicatorCoroutine()
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{
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bool flag = true;
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var clickIndicatorColor = clickIndicator.color;
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while (true)
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{
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clickIndicatorColor.a = flag? 0:1;
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flag = !flag;
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clickIndicator.color = clickIndicatorColor;
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yield return new WaitForSeconds(0.5f);
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}
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}
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//대화창 클릭 시 호출 함수
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public void OnPointerClick(PointerEventData eventData)
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{
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if (_typingCoroutine != null)
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{
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StopCoroutine(_typingCoroutine);
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_typingCoroutine = null;
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chatText.text = _inputText;
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_clickCoroutine = StartCoroutine(ClickIndicatorCoroutine());
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}
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else
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{
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if (_clickCoroutine != null)
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{
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StopCoroutine(_clickCoroutine);
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_clickCoroutine = null;
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}
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if (_inputQueue.Count > 0)
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{
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ShowText(_inputQueue.Dequeue());
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}
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else
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{
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onComplete?.Invoke();
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}
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}
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}
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}
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11
Assets/LYM/Scripts/ChatWindowController.cs.meta
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11
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83
Assets/LYM/Scripts/InteractionPanelController.cs
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Assets/LYM/Scripts/InteractionPanelController.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 System.Text;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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//로딩 상황
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public enum LoadingState
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{
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Housework,
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Go2Work,
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LeaveWork,
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Meal,
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Dungeon
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}
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//집안일 목록
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public enum HouseworkState
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{
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Laundry,
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Cleaning,
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}
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public class InteractionPanelController : MonoBehaviour
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{
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[SerializeField] private Image doingImage;
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[SerializeField] private TMP_Text doingText;
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[SerializeField] private Animator animator;
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private Coroutine _textAnimCoroutine;
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private void Start()
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{
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Init(LoadingState.Housework);
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}
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private void Init(LoadingState state)
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{
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if (_textAnimCoroutine != null)
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{
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StopCoroutine(_textAnimCoroutine);
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}
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switch (state)
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{
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case LoadingState.Housework:
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doingText.text = "세탁하는 중";
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animator.Play("Laundry");
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break;
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case LoadingState.Go2Work:
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doingText.text = "출근하는 중";
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break;
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case LoadingState.LeaveWork:
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doingText.text = "퇴근하는 중";
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break;
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case LoadingState.Meal:
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doingText.text = "식사하는 중";
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break;
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case LoadingState.Dungeon:
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doingText.text = "던전 진입하는 중";
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break;
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}
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_textAnimCoroutine = StartCoroutine(TextAnimation());
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}
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private IEnumerator TextAnimation()
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{
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var tempText = doingText.text;
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float startTime = Time.time;
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while (Time.time - startTime < 3)
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{
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for (int i = 0; i < 3; i++)
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{
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yield return new WaitForSeconds(0.3f);
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doingText.text = tempText + new string('.', i + 1);
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}
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yield return new WaitForSeconds(0.3f);
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}
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_textAnimCoroutine = null;
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}
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}
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Assets/LYM/Scripts/InteractionPanelController.cs.meta
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Assets/LYM/Scripts/JoystickPanelController.cs
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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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string sceneName = SceneManager.GetActiveScene().name;
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switch (sceneName)
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{
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case "HousingUI":
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housingUI.SetActive(true);
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break;
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case "DungeonUI":
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dungeonUI.SetActive(true);
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break;
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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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Assets/LYM/Scripts/StatsPanelController.cs
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Assets/LYM/Scripts/StatsPanelController.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 TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class StatsPanelController : MonoBehaviour
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{
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[SerializeField] private Slider healthSlider;
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[SerializeField] private Slider reputationSlider;
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[SerializeField] private TMP_Text healthText;
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[SerializeField] private TMP_Text reputationText;
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[SerializeField] private TMP_Text timeText;
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[SerializeField] private TMP_Text ampmText;
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[SerializeField] private TMP_Text numberText;
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private void Awake()
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{
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healthSlider.interactable = false;
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reputationSlider.interactable = false;
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}
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}
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Loading…
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Reference in New Issue
Block a user