new 장비 ui 작업 중...

This commit is contained in:
Ino 2025-07-21 14:17:32 +09:00
parent f84a867390
commit 8322ef1049
15 changed files with 2697 additions and 4392 deletions

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@ -29,7 +29,7 @@ SpriteAtlasImporter:
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@ -103,6 +103,12 @@ public class table_equipslotupgrade : table_missionbase
public List<EquipmentSlotUpgradeTableData> Get_DataList(eItem item) { return dic_itemlist[item]; }
public EquipmentSlotUpgradeTableData Get_Data(eItem item, eAttackType attribute)
{
return Get_DataList(item).Find(f => f.e_EquipAttribute == attribute);
var lst = Get_DataList(item);
for (int i = 0; i < lst.Count; i++)
{
if (lst[i].e_EquipAttribute == attribute)
return lst[i];
}
return null;
}
}

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@ -1,4 +1,3 @@
using MK.Toon;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@ -12,8 +11,6 @@ public class EquipmentItemPopup : EquipmentPopupItemInfoBase
public Image[] images; // 0 인챈트 스크롤
public GameObject[] gos_offwhenmoveleft;
EquipmentSlotUpgradeTableData m_ESUTD;
EquipItemData m_EquipItemData = new EquipItemData();
Vector2 v3_childpos;
bool bRight = true;
@ -28,18 +25,16 @@ public class EquipmentItemPopup : EquipmentPopupItemInfoBase
{
if (DSUtil.CheckNull(data)) return;
base.Set(data);
Set_Position(true);
Set_ItemInfo();
m_ESUTD = table_equipslotupgrade.Ins.Get_Data(m_Data.e_EquipParts, m_Data.e_EquipAttribute);
Set_UI();
bRight = true;
NewGameUI.Ins.m_EquipmentUI.Set_Scrollviews(false);
}
void Set_UI()
public override void Set_UI()
{
var sdata = ServerInfo.Ins.m_ServerData;
@ -48,15 +43,15 @@ public class EquipmentItemPopup : EquipmentPopupItemInfoBase
m_Card.Set(m_EquipItemData);
m_Card.Set_CardType(eUICardType.UIEquip);
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[0].text = $"{m_SD_Slot.Lv * m_ESUTD.f_LevelPerValue}%";
//texts[1].text = texts[4].text = MyText.Get_StatName(m_ESUTD.e_OptionType);
var curmain = m_ESUTD.Get_MainStatValue(m_SD_Slot.Lv);
var nextmain = m_ESUTD.Get_MainStatValue(m_SD_Slot.Lv + 1);
var curmainText = MyText.Get_StatValueText(m_ESUTD.e_OptionType, curmain);
var nextmainText = MyText.Get_StatValueText(m_ESUTD.e_OptionType, nextmain - curmain);
texts[2].text = $"{curmainText}<size=25>+{nextmainText}";
texts[3].text = $"Lv.{m_SD_Slot.Lv}";
texts[5].text = $"{curmainText}%";
//texts[2].text = $"{curmainText}<size=25>+{nextmainText}";
texts[3].text = DSUtil.Format(418, m_SD_Slot.Lv);
texts[5].text = $"{curmainText}";
texts[7].text = $"{MyText.Get_StatValueText(m_ESUTD.e_OptionType, curmain + nextmain - curmain)}%";
texts[6].text = NumberFormatter.FormatNumber(Get_Price());

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@ -14,7 +14,7 @@ public class EquipmentPopup : EquipmentPopupItemInfoBase
DSUtil.InActivateGameObjects(gos_onoff);
}
public void Set_UI()
public override void Set_UI()
{
Set_ItemInfo();

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@ -1,17 +1,20 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine.UI;
public class EquipmentPopupItemInfoBase : BackKeyAdd
public class EquipmentPopupItemInfoBase : uScrollViewMgr
{
public EquipItemCard m_Card;
public EquipmentStatCard m_EquipmentStatCard;
public TextMeshProUGUI[] texts_iteminfo; // 0 top등급, 1 top이름, 2 종류
public TextMeshProUGUI[] texts_stat, texts_statval; // 0 ~ 2 장비 능력
public Image[] images_iteminfo; // 0 top이름bg, 1 top등급bg, 2 종류
protected ItemListTableData m_ItemData;
protected EquipmentListTableData m_Data;
protected EquipmentSlotUpgradeTableData m_ESUTD;
protected SD_Slot m_SD_Slot;
EquipItemData m_EquipItemData = new EquipItemData();
List<EquipmentStatData> list_statdata = new List<EquipmentStatData>
{ new EquipmentStatData(), new EquipmentStatData(), new EquipmentStatData(), new EquipmentStatData() };
EquipmentStatData mainstatText = new EquipmentStatData();
public virtual void Set(EquipmentListTableData data)
{
@ -19,6 +22,7 @@ public class EquipmentPopupItemInfoBase : BackKeyAdd
m_Data = data;
m_ItemData = table_itemlist.Ins.Get_Data(m_Data.n_EquipID);
m_SD_Slot = ServerInfo.Ins.m_ServerData.Get_SlotData(m_Data.e_EquipParts);
m_ESUTD = table_equipslotupgrade.Ins.Get_Data(m_Data.e_EquipParts, m_Data.e_EquipAttribute);
}
protected virtual void Set_ItemInfo()
@ -32,32 +36,60 @@ public class EquipmentPopupItemInfoBase : BackKeyAdd
texts_iteminfo[1].text = table_itemlist.Ins.Get_ItemName(m_ItemData.n_ItemID);
texts_iteminfo[2].text = m_ItemData.Get_ItemTypeName();
images_iteminfo[2].sprite = UIAtlasMgr.Ins.Get_Sprite(DSUtil.Format("chest_{0}", m_ItemData.e_ItemType.ToString().ToLower()));
Set_ItemStat();
}
protected virtual void Set_ItemStat()
{
Set_Stat(m_Data.e_AbilityType1, texts_stat[0], texts_statval[0], m_Data.n_AbilityValue1);
Set_Stat(m_Data.e_AbilityType2, texts_stat[1], texts_statval[1], m_Data.n_AbilityValue2);
Set_Stat(m_Data.e_AbilityType3, texts_stat[2], texts_statval[2], m_Data.n_AbilityValue3);
Set_Stat(0, m_Data.e_AbilityType1, m_Data.n_AbilityValue1);
Set_Stat(1, m_Data.e_AbilityType2, m_Data.n_AbilityValue2);
Set_Stat(2, m_Data.e_AbilityType3, m_Data.n_AbilityValue3);
list_statdata[3].NoStat = true;
list_statdata[3].stat = eStat.None;
list_statdata[3].statvalue = m_ESUTD.Get_MainStatValue(m_SD_Slot.Lv);
list_statdata[3].nextstatvalue = m_ESUTD.Get_MainStatValue(m_SD_Slot.Lv + 1);
Set_ScrollView(list_statdata);
mainstatText.stat = m_ESUTD.e_OptionType;
mainstatText.statvalue = m_ESUTD.Get_MainStatValue(m_SD_Slot.Lv);
mainstatText.nextstatvalue = m_ESUTD.Get_MainStatValue(m_SD_Slot.Lv + 1);
m_EquipmentStatCard.Set(mainstatText);
}
void Set_Stat(eStat stat, TextMeshProUGUI t_stat, TextMeshProUGUI t_statval, int abil1)
void Set_Stat(int index, eStat stat, int abil1)
{
list_statdata[index].stat = stat;
if (stat != eStat.None)
{
var smeltinglv = ServerInfo.Ins.m_ServerData.Get_SmeltingLv(m_Data.n_EquipID);
var cursmeltingdata = table_equipsmelting.Ins.Get_Data(smeltinglv);
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)})";
list_statdata[index].statvalue = abil1 + abil1 * cursmeltingdata.f_IncreaseValueRate;
list_statdata[index].nextstatvalue = abil1 + abil1 * nextsmeltingdata.f_IncreaseValueRate;
}
}
}
public class EquipmentStatData
{
public bool NoStat = false;
public eStat stat;
public float statvalue, nextstatvalue;
public string Get_ValueText()
{
if (NoStat) return DSUtil.Format("{0}%", statvalue);
return MyText.Get_StatValueText(stat, statvalue);
}
public string Get_AddValueText()
{
var cal = nextstatvalue - statvalue;
if (NoStat)
return DSUtil.Format("(+{0}%)", MyText.Get_StatValueText(stat, cal));
else
t_statval.text = t_stat.text = "";
return DSUtil.Format("(+{0})", MyText.Get_StatValueText(stat, cal));
}
}

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@ -6,7 +6,7 @@ using UnityEngine.UI;
public class EquipmentPopup_Obtain : EquipmentPopupBase
{
public EquipmentSimpleCard m_SmeltingMaterialCard;
public TextMeshProUGUI[] texts; // 0 제련 레벨, 1 제련 효과, 2 제련 확률
public TextMeshProUGUI[] texts; // 0 제련 레벨, 1 제련 효과(전), 2 제련 확률, 3 제련 효과(후)
public Image[] images; // 0 분해 시 획득 아이템
public TextMeshProUGUI[] texts_decomp; // 0 분해 시 획득량, 1 분해량
public Slider slider_decomp;
@ -39,7 +39,8 @@ public class EquipmentPopup_Obtain : EquipmentPopupBase
m_SmeltingMaterialCard.Set_NeedAmount(m_SmeltingData.n_UpgradePrice);
if (!DSUtil.CheckNull(m_NextSmeltingData))
{
texts[1].text = $"{NumberFormatter.FormatNumber(m_SmeltingData.f_IncreaseValueRate)}% >> {NumberFormatter.FormatNumber(m_NextSmeltingData.f_IncreaseValueRate)}%";
texts[1].text = $"{NumberFormatter.FormatNumber(m_SmeltingData.f_IncreaseValueRate)}%";
texts[3].text = $"{NumberFormatter.FormatNumber(m_NextSmeltingData.f_IncreaseValueRate)}%";
texts[2].text = $"{NumberFormatter.FormatNumber(m_SmeltingData.f_NextStepRate)}%";
}
else

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@ -0,0 +1,34 @@
using TMPro;
public class EquipmentStatCard : CardBase
{
public TextMeshProUGUI[] texts; // 0 스탯명, 1 현재 스탯, 2 다음 레벨과 차이 스탯
public override void Set<T>(T _base)
{
base.Set(_base);
var data = _base as EquipmentStatData;
if (data.stat != eStat.None)
{
texts[0].text = MyText.Get_StatName(data.stat);
Set_StatText(data);
}
else
{
if (data.NoStat)
{
texts[0].text = table_localtext.Ins.Get_Text(193);
Set_StatText(data);
}
else
for (int i = 0; i < texts.Length; i++)
texts[i].text = "";
}
}
void Set_StatText(EquipmentStatData data)
{
texts[1].text = data.Get_ValueText();
texts[2].text = data.Get_AddValueText();
}
}

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