장비 슬롯 ui 작업 중...

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Ino 2025-03-28 15:46:13 +09:00
parent 69f60cc87d
commit 25505ee80d
10 changed files with 2373 additions and 802 deletions

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@ -77,7 +77,7 @@ messageinfo 엄청 느린 버그
아이템 획득 UI 아이템 획득 UI
시즌패스 시즌패스
뽑기 뽑기
- 펫을 뽑으면 액티브 및 패시브 스킬도 지급 - 펫을 뽑으면 액티브 및 패시브 스킬도 지급?
랭킹버튼 -> 랭킹 연결 랭킹버튼 -> 랭킹 연결
출석부 출석부
- 이벤트 (7일) - 이벤트 (7일)
@ -98,6 +98,5 @@ pc 애님 (캐스팅 추가)
몬스터 소환은 트리거로 몬스터 소환은 트리거로
- 트리거 닿으면 그때 소환? - 트리거 닿으면 그때 소환?
장비 슬롯 UI
테스트씬 만들기 (모험 버튼 위에 테스트 버튼) 테스트씬 만들기 (모험 버튼 위에 테스트 버튼)
빠진 UI 문서화해서 전달 장비 슬롯 UI

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@ -1,13 +1,12 @@
using TMPro; using TMPro;
using UnityEditor.Rendering;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
public class EquipmentItemPopup : EquipmentPopupItemInfoBase public class EquipmentItemPopup : EquipmentPopupItemInfoBase
{ {
public RectTransform m_rect; public RectTransform m_childrect;
public EquipItemEnchantOption m_EquipItemEnchantOption; public EquipItemEnchantOption m_EquipItemEnchantOption;
// 0 숙련 보너스, 1 주능력치 이름, 2 주능력치값, 3 숙련도 레벨, 4 숙련도 능력치 이름, 5 숙련도%, 6 비용 // 0 숙련 보너스%, 1 주능력치 이름, 2 주능력치값, 3 숙련도 레벨, 4 숙련도 능력치 이름, 5 숙련도%, 6 비용
public TextMeshProUGUI[] texts; public TextMeshProUGUI[] texts;
public Image[] images; // 0 인챈트 스크롤 public Image[] images; // 0 인챈트 스크롤
@ -36,7 +35,7 @@ public class EquipmentItemPopup : EquipmentPopupItemInfoBase
m_Card.Set(m_EquipItemData); m_Card.Set(m_EquipItemData);
m_Card.Set_CardType(eUICardType.UIEquip); m_Card.Set_CardType(eUICardType.UIEquip);
texts[0].text = DSUtil.Format(201, m_SD_Slot.Lv * m_ESUTD.f_LevelPerValue); texts[0].text = $"{m_SD_Slot.Lv * m_ESUTD.f_LevelPerValue}%";
texts[1].text = texts[4].text = MyText.Get_StatName(m_ESUTD.e_OptionType); texts[1].text = texts[4].text = MyText.Get_StatName(m_ESUTD.e_OptionType);
var curmain = m_ESUTD.Get_MainStatValue(m_SD_Slot.Lv); var curmain = m_ESUTD.Get_MainStatValue(m_SD_Slot.Lv);
var nextmain = m_ESUTD.Get_MainStatValue(m_SD_Slot.Lv + 1); var nextmain = m_ESUTD.Get_MainStatValue(m_SD_Slot.Lv + 1);
@ -81,31 +80,7 @@ public class EquipmentItemPopup : EquipmentPopupItemInfoBase
} }
public void Set_Position(bool right) public void Set_Position(bool right)
{ { // 위치 조절 (좌우)
// 위치 조절 (좌우) m_childrect.anchoredPosition = right ? new Vector2(545.5f, -84.75f) : new Vector2(-545.5f, -84.75f);
if (right)
{
// left 값을 수정
Vector2 offsetMin = m_rect.offsetMin;
offsetMin.x = 640; // 왼쪽 오프셋을 10으로 설정
m_rect.offsetMin = offsetMin;
// right 값을 수정
Vector2 offsetMax = m_rect.offsetMax;
offsetMax.x = -15; // 오른쪽 오프셋을 -10으로 설정 (음수로 설정해야 오른쪽으로 이동)
m_rect.offsetMax = offsetMax;
}
else
{
// left 값을 수정
Vector2 offsetMin = m_rect.offsetMin;
offsetMin.x = 15; // 왼쪽 오프셋을 10으로 설정
m_rect.offsetMin = offsetMin;
// right 값을 수정
Vector2 offsetMax = m_rect.offsetMax;
offsetMax.x = -640; // 오른쪽 오프셋을 -10으로 설정 (음수로 설정해야 오른쪽으로 이동)
m_rect.offsetMax = offsetMax;
}
} }
} }

View File

@ -5,7 +5,7 @@ public class EquipmentPopupItemInfoBase : BackKeyAdd
{ {
public EquipItemCard m_Card; public EquipItemCard m_Card;
public TextMeshProUGUI[] texts_iteminfo; // 0 top등급, 1 top이름, 2 종류 public TextMeshProUGUI[] texts_iteminfo; // 0 top등급, 1 top이름, 2 종류
public TextMeshProUGUI[] texts_stat; // 0 ~ 2 장비 능력 public TextMeshProUGUI[] texts_stat, texts_statval; // 0 ~ 2 장비 능력
public Image[] images_iteminfo; // 0 top이름bg, 1 top등급bg, 2 종류 public Image[] images_iteminfo; // 0 top이름bg, 1 top등급bg, 2 종류
protected ItemListTableData m_ItemData; protected ItemListTableData m_ItemData;
@ -39,30 +39,25 @@ public class EquipmentPopupItemInfoBase : BackKeyAdd
protected virtual void Set_ItemStat() protected virtual void Set_ItemStat()
{ {
var smeltinglv = ServerInfo.Ins.m_ServerData.Get_SmeltingLv(m_Data.n_EquipID); Set_Stat(m_Data.e_AbilityType1, texts_stat[0], texts_statval[0], m_Data.n_AbilityValue1);
var cursmeltingdata = table_equipsmelting.Ins.Get_Data(smeltinglv); Set_Stat(m_Data.e_AbilityType2, texts_stat[1], texts_statval[1], m_Data.n_AbilityValue2);
var nextsmeltingdata = table_equipsmelting.Ins.Get_Data(smeltinglv + 1); Set_Stat(m_Data.e_AbilityType3, texts_stat[2], texts_statval[2], m_Data.n_AbilityValue3);
}
var curstat1 = m_Data.n_AbilityValue1 + m_Data.n_AbilityValue1 * cursmeltingdata.f_IncreaseValueRate; void Set_Stat(eStat stat, TextMeshProUGUI t_stat, TextMeshProUGUI t_statval, int abil1)
var nextstat1 = m_Data.n_AbilityValue1 + m_Data.n_AbilityValue1 * nextsmeltingdata.f_IncreaseValueRate; {
texts_stat[0].text = $"{MyText.Get_StatName(m_Data.e_AbilityType1)} {NumberFormatter.FormatNumber(curstat1)}<color=red>+({NumberFormatter.FormatNumber(nextstat1 - curstat1)})"; if (stat != eStat.None)
if (m_Data.e_AbilityType2 != eStat.None)
{ {
var curstat2 = m_Data.n_AbilityValue2 + m_Data.n_AbilityValue2 * cursmeltingdata.f_IncreaseValueRate; var smeltinglv = ServerInfo.Ins.m_ServerData.Get_SmeltingLv(m_Data.n_EquipID);
var nextstat2 = m_Data.n_AbilityValue2 + m_Data.n_AbilityValue2 * nextsmeltingdata.f_IncreaseValueRate; var cursmeltingdata = table_equipsmelting.Ins.Get_Data(smeltinglv);
texts_stat[1].text = $"{MyText.Get_StatName(m_Data.e_AbilityType2)} {NumberFormatter.FormatNumber(curstat2)}<color=red>+({NumberFormatter.FormatNumber(nextstat2 - curstat2)})"; var nextsmeltingdata = table_equipsmelting.Ins.Get_Data(smeltinglv + 1);
var curstat = abil1 + abil1 * cursmeltingdata.f_IncreaseValueRate;
var nextstat = abil1 + abil1 * nextsmeltingdata.f_IncreaseValueRate;
t_stat.text = MyText.Get_StatName(stat);
t_statval.text = $"{NumberFormatter.FormatNumber(curstat)}<color=#fff21b>(+{NumberFormatter.FormatNumber(nextstat - curstat)})";
} }
else else
texts_stat[1].text = ""; t_statval.text = t_stat.text = "";
if (m_Data.e_AbilityType3 != eStat.None)
{
var curstat3 = m_Data.n_AbilityValue3 + m_Data.n_AbilityValue3 * cursmeltingdata.f_IncreaseValueRate;
var nextstat3 = m_Data.n_AbilityValue3 + m_Data.n_AbilityValue3 * nextsmeltingdata.f_IncreaseValueRate;
texts_stat[2].text = $"{MyText.Get_StatName(m_Data.e_AbilityType3)} {NumberFormatter.FormatNumber(curstat3)}<color=red>+({NumberFormatter.FormatNumber(nextstat3 - curstat3)})";
}
else
texts_stat[2].text = "";
} }
} }