tab 기본 로직 정립, 월드맵 및 던전 ui 작업 중...

This commit is contained in:
Ino 2025-01-21 15:04:39 +09:00
parent f470c89934
commit 3d6900634c
8 changed files with 671 additions and 13 deletions

View File

@ -390,11 +390,13 @@ public static class MyUIUtil
layout.childForceExpandWidth = false;
layout.childForceExpandHeight = false;
layout.spacing = 5;
obj.AddComponent<TabUIBase>().m_Content = obj;
var tabbase = obj.AddComponent<TabUIBase>();
tabbase.m_Content = obj;
obj.GetComponent<RectTransform>().sizeDelta = Vector2.zero;
Undo.RegisterCreatedObjectUndo(obj, layoutName);
GameObject tab = new GameObject("tab_");
tabbase.go_card = tab;
tab.transform.SetParent(obj.transform, false);
var rt = tab.AddComponent<RectTransform>();
rt.sizeDelta = new Vector2(110, 60);
@ -412,7 +414,7 @@ public static class MyUIUtil
bgRect.offsetMin = new Vector2(0, 0); // Custom Stretch 적용
bgRect.offsetMax = new Vector2(0, 0); // Custom Stretch 적용
i_bg.sprite = AssetDatabase.LoadAssetAtPath<Sprite>("Assets/ResWork/UI/NewRes/bg/whitebg.png");
tab_bg.AddComponent<Button>();
tabcard.m_btn = tab_bg.AddComponent<Button>();
tab_bg.AddComponent<PlayClickSound_Only>();
GameObject tab_img = new GameObject("i_img");

View File

@ -38,10 +38,12 @@ classconfig 에 의해 정해짐
몬스터 골드, 아이템 드랍
messageinfo 엄청 느린 버그
어드레서블 다운로드 눈속임
5그룹이라면 0~1 갈 때 0.2까지 쭉 올리고, 1~2 갈 때 0.4까지 쭉 올리고... 1까지 올리면 되지 않을까? 100%에서 다 되면 넘어가면 되지
화살의 경우 화살 궤적 추가하자
전직 후 mypcui 갱신
양손검 애님 및 무기 위치
추가 컨텐츠 (미믹 던전)

View File

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@ -77761,6 +78278,10 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: f73c79f5002371e40959a8bff4934250, type: 3}
m_Name:
m_EditorClassIdentifier:
m_Tab: {fileID: 1010605422663610091}
gos:
- {fileID: 9063278578834916780}
- {fileID: 7803600020979001073}
--- !u!1 &8034583506025616827
GameObject:
m_ObjectHideFlags: 0
@ -79588,6 +80109,63 @@ MonoBehaviour:
m_ChildScaleWidth: 0
m_ChildScaleHeight: 0
m_ReverseArrangement: 0
--- !u!1 &8166693176814051765
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 6666107677646236944}
- component: {fileID: 2229595877018403265}
m_Layer: 5
m_Name: tab_
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
--- !u!224 &6666107677646236944
RectTransform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8166693176814051765}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 7195575779129823807}
- {fileID: 4793052714836213135}
- {fileID: 1854013392088270958}
m_Father: {fileID: 2346551909876340820}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 75, y: -75}
m_SizeDelta: {x: 150, y: 150}
m_Pivot: {x: 0.5, y: 0.5}
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MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8166693176814051765}
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m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 5b90565ce35523545a46489568526eab, type: 3}
m_Name:
m_EditorClassIdentifier:
m_btn: {fileID: 3294540704275044910}
images:
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- {fileID: 9179462198520233626}
texts:
- {fileID: 192582388731492074}
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GameObject:
m_ObjectHideFlags: 0
@ -82441,7 +83019,7 @@ GameObject:
m_Icon: {fileID: 0}
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m_StaticEditorFlags: 0
m_IsActive: 1
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View File

@ -9,8 +9,7 @@ public class EffectListTableData : TableDataBase
ObscuredInt _EffectType;
public int n_EffectType { get { return _EffectType; } set { _EffectType = value; _EffectType.RandomizeCryptoKey(); } }
ObscuredString _EffectPrefab;
public string s_EffectPrefab { get { return _EffectPrefab; } set { _EffectPrefab = value; _EffectPrefab.RandomizeCryptoKey(); } }
public string s_EffectPrefab;
ObscuredFloat _ProjectileLifeTime;
public float f_ProjectileLifeTime { get { return _ProjectileLifeTime; } set { _ProjectileLifeTime = value; _ProjectileLifeTime.RandomizeCryptoKey(); } }

View File

@ -3,11 +3,38 @@ using UnityEngine.UI;
public class TabCardBase : CardBase
{
public Button m_btn;
public Image[] images; // 0 bg, 1 이미지
public TextMeshProUGUI[] texts; // 0 탭 이름
TabUIData m_Data;
public override void Set<T>(T _base)
{
m_btn.onClick.RemoveAllListeners();
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);
}
public override void Set_CardType(eUICardType _type)
{
if (_type == eUICardType.UI)
{
images[0].color = m_Data.color_bg_on;
}
else
{
images[0].color = m_Data.color_bg_off;
}
}
public override int Get_IntData() { return m_Data.m_Index; }
public void OnClick_Tab()
{
m_Data.onTabAction?.Invoke(m_Data.m_Index); // 먼저 실행
m_Data.onClick?.Invoke(); // 다음 실행
}
}

View File

@ -1,21 +1,55 @@
using System;
using System.Collections.Generic;
using UnityEngine;
public class TabUIData
{
public int m_Index;
public string btnBGImg_on, btnBGImg_off;
public string btnImg_on, btnImg_off;
public string btnNameImage_on, btnNameImage_off;
public int n_btnName = 0;
public string btnName;
public Color color_bg_on = Color.gray;
public Color color_bg_off = Color.white;
public Action onClick;
public Action<int> onTabAction; // 선택된 탭 설정, 탭 UI 상태 갱신
}
public class TabUIBase : uScrollViewMgr
{
int m_Index = 0;
public void Set(List<TabUIData> lst)
{
for (int i = 0; i < lst.Count; i++)
{
lst[i].m_Index = i;
lst[i].onTabAction = OnClick_Tab;
}
Set_ScrollView(lst);
list_CardBase.ForEach(f => f.Set());
Set_UI();
}
public override void Set_UI()
{
for (int i = 0; i < list_CardBase.Count; i++)
{
if (list_CardBase[i].Get_IntData() == m_Index)
list_CardBase[i].Set_CardType(eUICardType.UI);
else
list_CardBase[i].Set_CardType(eUICardType.NoTouch);
}
}
public int Get_Index() { return m_Index; }
void OnClick_Tab(int index)
{
m_Index = index;
Set_UI();
}
}

View File

@ -1,15 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MapChoiceUI : BackKeyAdd
{
public TabUIBase m_Tab;
public GameObject[] gos; // 0 월드맵, 1 던전
int ChoiceTab = 0; // 0 월드맵, 1 던전
List<TabUIData> list_tabData = new List<TabUIData>
{
new TabUIData{ n_btnName = 316 },
new TabUIData{ n_btnName = 317 },
};
public override void Set()
{
base.Set();
list_tabData.ForEach(f => f.onClick = OnClick_Tab);
m_Tab.Set(list_tabData);
Set_UI(m_Tab.Get_Index());
}
void Set_UI(int index)
{
DSUtil.InActivateGameObjects(gos, index);
}
void OnClick_Tab()
{
Set_UI(m_Tab.Get_Index());
}
}

View File

@ -4,9 +4,8 @@ using UnityEngine;
public class MapChoiceUI_WorldMap : uScrollViewMgr
{
public override void Set()
private void OnEnable()
{
base.Set();
Set_ScrollView(table_battlemapconfig.Ins.Get_DataList());
}
}