영웅관리 - 특성

This commit is contained in:
Ino 2025-07-19 03:15:28 +09:00
parent 59b402a3a7
commit e1baa44c97
7 changed files with 177 additions and 31 deletions

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View File

@ -5,7 +5,7 @@ using UnityEngine.UI;
public class PCAbilityCard : CardBase
{
public Image[] images; // 0 아이콘
public TextMeshProUGUI[] texts; // 0 레벨
public TextMeshProUGUI[] texts; // 0 레벨, 1 테스트 코드
public RectTransform[] tfs_line; // 0 가로1 (→), 1 세로 (↑), 2 가로2 (↑→), 3 세로 (↓), 4 가로2 (↓→)
AbilityConfigTableData m_Data;
@ -39,6 +39,10 @@ public class PCAbilityCard : CardBase
images[0].enabled = true;
images[0].sprite = UIAtlasMgr.Ins.Get_Sprite(m_Data.n_AbilityID);
texts[0].text = $"{sdata.Get_AbilityLv(m_Data.n_AbilityID)}/{m_Data.n_MaxUpgradeLevel}";
texts[1].text = "";
#if UNITY_EDITOR
texts[1].text = $"{m_Data.n_AbilityStep},{m_Data.n_AbilityOrder}";
#endif
}
public void ConnectNodes()
@ -50,38 +54,44 @@ public class PCAbilityCard : CardBase
var requires = table_abilityconfig.Ins.Get_RequireDataList(m_Data.n_AbilityID);
for (int i = 0; i < requires.Count; i++)
Set_Connect(requires[i]);
Set_Connect(i, requires[i]);
}
void Set_Connect(AbilityConfigTableData requiredata)
void Set_Connect(int index, AbilityConfigTableData requiredata)
{
var step = requiredata.n_AbilityStep - m_Data.n_AbilityStep;
if (requiredata.n_AbilityOrder == m_Data.n_AbilityOrder)
tfs_line[0].gameObject.SetActive(true);
var widthindex = index == 0 ? 2 : 4;
var step = requiredata.n_AbilityStep - m_Data.n_AbilityStep; // 값이 최소 1
var order = requiredata.n_AbilityOrder - m_Data.n_AbilityOrder; // 값이 -2 ~ 2 까지
var updown = Mathf.Abs(order);
if (order == 0)
{ // 옆으로
tfs_line[0].gameObject.SetActive(true);
tfs_line[0].sizeDelta = new Vector2(step * 327.5f, tfs_line[0].sizeDelta.y);
}
else if (requiredata.n_AbilityOrder < m_Data.n_AbilityOrder)
else if (order < 0)
{ // 위로
tfs_line[0].gameObject.SetActive(true);
tfs_line[0].sizeDelta = new Vector2(168.8f, tfs_line[0].sizeDelta.y);
tfs_line[1].gameObject.SetActive(true);
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tfs_line[1].anchoredPosition = new Vector2(163.75f, -5f);
tfs_line[1].sizeDelta = new Vector2(updown * 195f, tfs_line[1].sizeDelta.y);
tfs_line[2].gameObject.SetActive(true);
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tfs_line[widthindex].gameObject.SetActive(true);
tfs_line[widthindex].anchoredPosition = new Vector2(159f, updown * 190f);
tfs_line[widthindex].sizeDelta = new Vector2(step * 327.5f - 163.75f, tfs_line[widthindex].sizeDelta.y);
}
else
{ // 아래로
tfs_line[0].gameObject.SetActive(true);
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tfs_line[3].gameObject.SetActive(true);
tfs_line[3].anchoredPosition = new Vector2(163.75f, 0f);
tfs_line[3].anchoredPosition = new Vector2(163.75f, 5f);
tfs_line[3].sizeDelta = new Vector2(updown * 195f, tfs_line[3].sizeDelta.y);
tfs_line[4].gameObject.SetActive(true);
tfs_line[4].sizeDelta = new Vector2(step * 327.5f - 163.75f, tfs_line[3].sizeDelta.y);
tfs_line[widthindex].gameObject.SetActive(true);
tfs_line[widthindex].anchoredPosition = new Vector2(159f, updown * -190f);
tfs_line[widthindex].sizeDelta = new Vector2(step * 327.5f - 163.75f, tfs_line[widthindex].sizeDelta.y);
}
}

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@ -75,9 +75,9 @@ Material:
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- _PerspectiveFilter: 0.875
- _Reflectivity: 10
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- _ScaleRatioA: 0.8
- _ScaleRatioB: 0.65
- _ScaleRatioC: 0.25
- _ScaleRatioC: 0.69
- _ScaleX: 1
- _ScaleY: 1
- _ShaderFlags: 0