맵 선택 ui 변경 및 멀티샷 버그 수정
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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 WorldMapPortalCard : CardBase
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{
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public Image[] images; // 0 배경
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public TextMeshProUGUI[] texts; // 0 포탈
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int m_Portal;
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public override void Set<T>(T _base)
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{
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base.Set(_base);
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m_Portal = int.Parse(_base.ToString());
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texts[0].text = DSUtil.Format(318, m_Portal);
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images[0].color = new Color(0, 0, 0, 0.7f);
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}
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}
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Load Diff
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@ -237,7 +237,7 @@ public class MyActor : Actor
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{
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// -60 ~ 60 사이로 각도를 균등 분배
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float angle = -(cal_angle * 0.5f) + (angleStep * i); // 시작 각도 -60에서 각 화살의 각도 계산
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pb.transform.localEulerAngles = new Vector2(0f, angle);
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pb.transform.localEulerAngles = new Vector2(0f, pb.transform.localEulerAngles.y + angle);
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});
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}
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}
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@ -88,6 +88,8 @@ public class MessageInfo : MenuBase
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void ConnectToServer()
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{
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return; // TODO 정인호 : 현재 서버 off로 인해 꺼둠
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if (ws != null && ws.IsAlive) return;
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ws = new WebSocket(ws_url);
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@ -20,12 +20,7 @@ public class BattleMapConfigTableData : TableDataBase
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public eGameMode e_MapType; // 맵 화면 연출 구분을 위한 정보 (enum 값은 변경하지 않음)
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ObscuredString _Scene;
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public string s_Scene
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{
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get { return _Scene; }
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set { _Scene = value; _Scene.RandomizeCryptoKey(); }
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} // 사용 될 씬명
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public string s_Scene;
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ObscuredString _BGM;
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public string s_BGM
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@ -41,12 +36,7 @@ public class BattleMapConfigTableData : TableDataBase
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set { _MapName = value; _MapName.RandomizeCryptoKey(); }
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} // UI에 출력 될 맵 이름 텍스트 정보
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ObscuredString _MapIcon;
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public string s_MapIcon
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{
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get { return _MapIcon; }
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set { _MapIcon = value; _MapIcon.RandomizeCryptoKey(); }
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} // UI에 출력 될 맵 아이콘 또는 디오라마 정보
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public string s_MapIcon;
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||||
|
||||
ObscuredInt _Portals;
|
||||
public int n_Portals
|
||||
|
|
@ -65,7 +55,7 @@ public class BattleMapConfigTableData : TableDataBase
|
|||
public class table_battlemapconfig : table_missionbase
|
||||
{
|
||||
public static table_battlemapconfig Ins;
|
||||
List<BattleMapConfigTableData> tableDatas;
|
||||
List<BattleMapConfigTableData> tableDatas, list_onlyChapter = new List<BattleMapConfigTableData>();
|
||||
Dictionary<int, BattleMapConfigTableData> dic_Data = new Dictionary<int, BattleMapConfigTableData>();
|
||||
|
||||
protected override void Awake()
|
||||
|
|
@ -77,15 +67,17 @@ public class table_battlemapconfig : table_missionbase
|
|||
protected override void Start()
|
||||
{
|
||||
tableDatas = JsonConvert.DeserializeObject<List<BattleMapConfigTableData>>(json_last);
|
||||
for (int i = 0; i < Get_DataList().Count; i++)
|
||||
for (int i = 0; i < Get_DataList(false).Count; i++)
|
||||
{
|
||||
var temp = Get_DataList()[i];
|
||||
var temp = Get_DataList(false)[i];
|
||||
dic_Data.Add(temp.n_MapID, temp);
|
||||
if (temp.n_Chapter > 0)
|
||||
list_onlyChapter.Add(temp);
|
||||
}
|
||||
|
||||
base.Start();
|
||||
}
|
||||
|
||||
public List<BattleMapConfigTableData> Get_DataList() { return tableDatas; }
|
||||
public List<BattleMapConfigTableData> Get_DataList(bool onlychapter) { return onlychapter ? list_onlyChapter : tableDatas; }
|
||||
public BattleMapConfigTableData Get_Data(int mapid) { return dic_Data[mapid]; }
|
||||
}
|
||||
|
|
@ -15,7 +15,7 @@ public class TabCardBase : CardBase
|
|||
m_btn.onClick.AddListener(OnClick_Tab);
|
||||
base.Set(_base);
|
||||
m_Data = _base as TabUIData;
|
||||
texts[0].text = table_localtext.Ins.Get_Text(m_Data.n_btnName);
|
||||
texts[0].text = string.IsNullOrEmpty(m_Data.btnName) ? table_localtext.Ins.Get_Text(m_Data.n_btnName) : m_Data.btnName;
|
||||
}
|
||||
|
||||
public override void Set_CardType(eUICardType _type)
|
||||
|
|
|
|||
|
|
@ -12,8 +12,8 @@ public class TabUIData
|
|||
public int n_btnName = 0;
|
||||
public string btnName;
|
||||
|
||||
public Color color_bg_on = Color.gray;
|
||||
public Color color_bg_off = Color.white;
|
||||
public Color color_bg_on = Color.white;
|
||||
public Color color_bg_off = Color.gray;
|
||||
|
||||
public Action onClick;
|
||||
public Action<int> onTabAction; // 선택된 탭 설정, 탭 UI 상태 갱신
|
||||
|
|
|
|||
|
|
@ -1,11 +1,48 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using TMPro;
|
||||
|
||||
public class MapChoiceUI_WorldMap : uScrollViewMgr
|
||||
{
|
||||
public TabUIBase m_Tab;
|
||||
public TextMeshProUGUI[] texts; // 0 챕터이름
|
||||
|
||||
List<TabUIData> list_tab = new List<TabUIData>();
|
||||
List<int> list_portal = new List<int>();
|
||||
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
Set_ScrollView(table_battlemapconfig.Ins.Get_DataList());
|
||||
if (list_tab.Count == 0)
|
||||
{
|
||||
var tablst = table_battlemapconfig.Ins.Get_DataList(true);
|
||||
for (int i = 0; i < tablst.Count; i++)
|
||||
list_tab.Add(new TabUIData { onClick = Set_UI, btnName = DSUtil.Format(319, tablst[i].n_MapID - 2) });
|
||||
m_Tab.Set(list_tab);
|
||||
}
|
||||
Set_UI();
|
||||
}
|
||||
|
||||
public override void Set_UI()
|
||||
{
|
||||
var map = m_Tab.Get_Index() + 3;
|
||||
var mapdata = table_battlemapconfig.Ins.Get_Data(map);
|
||||
list_portal.Clear();
|
||||
for (int i = 0; i < mapdata.n_Portals; i++)
|
||||
list_portal.Add(i);
|
||||
Set_ScrollView(list_portal);
|
||||
|
||||
texts[0].text = mapdata.Get_Name();
|
||||
}
|
||||
|
||||
public void OnClick_Portal()
|
||||
{
|
||||
NewGameUI.Ins.m_MapChoiceUI.OnClick_Back();
|
||||
|
||||
var map = m_Tab.Get_Index() + 3;
|
||||
MyValue.MyChoiceMapData.n_Difficult = 1; // TODO 정인호 : 나중에 선택한 난이도 넣어줄 것
|
||||
MyValue.MyChoiceMapData.n_MapID = map;
|
||||
MyValue.MyChoiceMapData.n_PortalIndex = 0; // TODO 정인호 : 선택한 웨이포인트 카드
|
||||
|
||||
InGameInfo.Ins.Load_Map(map);
|
||||
}
|
||||
}
|
||||
|
|
@ -18,10 +18,13 @@ public class uScrollViewMgr : BackKeyAdd
|
|||
|
||||
protected virtual void Init()
|
||||
{
|
||||
if (m_ScrollRect)
|
||||
contentRt = m_ScrollRect.content;
|
||||
else if (m_Content)
|
||||
contentRt = m_Content.GetComponent<RectTransform>();
|
||||
if (DSUtil.CheckNull(contentRt))
|
||||
{
|
||||
if (m_ScrollRect)
|
||||
contentRt = m_ScrollRect.content;
|
||||
else if (m_Content)
|
||||
contentRt = m_Content.GetComponent<RectTransform>();
|
||||
}
|
||||
}
|
||||
|
||||
protected void CardBase_AllOff()
|
||||
|
|
@ -44,6 +47,7 @@ public class uScrollViewMgr : BackKeyAdd
|
|||
|
||||
protected virtual void Set_ScrollView<T>(List<T> _lst)
|
||||
{
|
||||
Init();
|
||||
CardBase_AllOff();
|
||||
|
||||
for (int i = 0; i < _lst.Count; i++)
|
||||
|
|
@ -51,6 +55,7 @@ public class uScrollViewMgr : BackKeyAdd
|
|||
}
|
||||
protected virtual void Set_ScrollView_NotSet(int _makecount)
|
||||
{
|
||||
Init();
|
||||
for (int i = 0; i < _makecount; i++)
|
||||
{
|
||||
if (list_CardBase.Count > i) { }
|
||||
|
|
|
|||
Loading…
Reference in New Issue