2026-11-03 19:29:16 +00:00
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using System.Collections.Generic;
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2026-11-03 19:10:10 +00:00
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace TKS
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{
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2026-11-05 14:31:27 +00:00
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/// <summary>화면 HUD(uGUI · 코드 생성): 스테이지·턴·유닛 수·안내·선택 유닛 정보·미니맵·스킬 버튼(PD #1093 B)·스킬 발동 한 줄·결과 오버레이.</summary>
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2026-11-03 19:10:10 +00:00
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public class BattleHUD : MonoBehaviour
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{
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2026-11-05 14:31:27 +00:00
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static readonly Color SkillReadyColor = new Color(0.72f, 0.2f, 0.14f, 0.94f);
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static readonly Color SkillReservedColor = new Color(0.96f, 0.76f, 0.22f, 0.97f);
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static readonly Color SkillOffColor = new Color(0.3f, 0.3f, 0.33f, 0.88f);
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static readonly Color SkillPassiveOnlyColor = new Color(0.18f, 0.2f, 0.26f, 0.85f);
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static readonly Color SkillLogColor = new Color(0.6f, 1f, 0.85f);
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const float SkillLogSeconds = 3f;
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2026-11-03 19:10:10 +00:00
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BattleManager battle;
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2026-11-03 19:29:16 +00:00
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Camera uiCam;
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CameraController camCtrl;
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2026-11-03 19:10:10 +00:00
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Text stageText;
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Text turnText;
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Text countText;
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Text messageText;
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Text hintText;
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Text unitText;
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GameObject resultOverlay;
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Text resultTitle;
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Text resultSub;
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Unit selected;
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2026-11-05 14:31:27 +00:00
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Image skillPanel;
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Text skillName;
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Text skillState;
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Text skillPassive;
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Text skillLog;
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2026-11-03 19:29:16 +00:00
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Image minimapBg;
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Image minimapView;
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readonly Dictionary<Unit, Image> minimapDots = new Dictionary<Unit, Image>();
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public void Build(BattleManager b, Camera cam, CameraController cc)
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2026-11-03 19:10:10 +00:00
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{
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battle = b;
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2026-11-03 19:29:16 +00:00
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uiCam = cam;
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camCtrl = cc;
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2026-11-03 19:10:10 +00:00
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var canvas = gameObject.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceCamera;
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canvas.worldCamera = cam;
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canvas.planeDistance = 1f;
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canvas.sortingOrder = 100;
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var scaler = gameObject.AddComponent<CanvasScaler>();
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scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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scaler.referenceResolution = new Vector2(1080f, 1920f);
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scaler.matchWidthOrHeight = 0.5f;
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gameObject.AddComponent<GraphicRaycaster>();
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if (EventSystem.current == null && FindFirstObjectByType<EventSystem>() == null)
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{
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var es = new GameObject("EventSystem");
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es.AddComponent<EventSystem>();
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es.AddComponent<StandaloneInputModule>();
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}
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2026-11-05 03:17:19 +00:00
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stageText = MakeText("Stage", new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(30f, -28f), new Vector2(700f, 70f), 40, TextAnchor.UpperLeft);
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// 스테이지 표 제목(최대 ~20자)이 오른쪽 위 적 수와 겹치지 않게 칸 안에서 글자 크기를 줄인다
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stageText.horizontalOverflow = HorizontalWrapMode.Wrap;
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stageText.verticalOverflow = VerticalWrapMode.Truncate;
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stageText.resizeTextForBestFit = true;
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stageText.resizeTextMinSize = 24;
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stageText.resizeTextMaxSize = 40;
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2026-11-03 19:10:10 +00:00
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countText = MakeText("Count", new Vector2(1f, 1f), new Vector2(1f, 1f), new Vector2(1f, 1f), new Vector2(-30f, -28f), new Vector2(520f, 70f), 36, TextAnchor.UpperRight);
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turnText = MakeText("Turn", new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0f, -92f), new Vector2(700f, 70f), 46, TextAnchor.UpperCenter);
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turnText.color = new Color(1f, 0.95f, 0.6f);
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messageText = MakeText("Message", new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0f, -160f), new Vector2(1040f, 60f), 30, TextAnchor.UpperCenter);
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messageText.color = new Color(0.9f, 0.95f, 1f);
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hintText = MakeText("Hint", new Vector2(0.5f, 0f), new Vector2(0.5f, 0f), new Vector2(0.5f, 0f), new Vector2(0f, 36f), new Vector2(1040f, 60f), 28, TextAnchor.LowerCenter);
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hintText.color = new Color(0.85f, 0.85f, 0.85f);
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unitText = MakeText("UnitInfo", new Vector2(0f, 0f), new Vector2(0f, 0f), new Vector2(0f, 0f), new Vector2(30f, 110f), new Vector2(760f, 170f), 32, TextAnchor.LowerLeft);
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2026-11-05 14:31:27 +00:00
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// 스킬 버튼(PD #1093 B · 유닛 선택 시 · 탭 = 예약/취소 · 즉시 발동) — 이름 · 쿨 · 사용 가능/불가 · 패시브 한 줄
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skillPanel = MakeImage("SkillButton", transform, new Vector2(1f, 0f), new Vector2(1f, 0f), new Vector2(1f, 0f), new Vector2(-30f, 110f), new Vector2(270f, 230f), SkillOffColor);
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skillName = MakeText("Name", new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0f, -14f), new Vector2(256f, 60f), 38, TextAnchor.UpperCenter);
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skillName.transform.SetParent(skillPanel.transform, false);
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skillName.horizontalOverflow = HorizontalWrapMode.Wrap;
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skillName.resizeTextForBestFit = true;
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skillName.resizeTextMinSize = 22;
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skillName.resizeTextMaxSize = 38;
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skillState = MakeText("State", new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0f, 4f), new Vector2(256f, 80f), 26, TextAnchor.MiddleCenter);
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skillState.transform.SetParent(skillPanel.transform, false);
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skillState.horizontalOverflow = HorizontalWrapMode.Wrap;
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skillPassive = MakeText("Passive", new Vector2(0.5f, 0f), new Vector2(0.5f, 0f), new Vector2(0.5f, 0f), new Vector2(0f, 12f), new Vector2(256f, 40f), 23, TextAnchor.LowerCenter);
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skillPassive.transform.SetParent(skillPanel.transform, false);
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skillPassive.horizontalOverflow = HorizontalWrapMode.Wrap;
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skillPassive.color = new Color(0.8f, 0.9f, 1f);
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skillPanel.gameObject.SetActive(false);
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// 스킬 발동 한 줄(액티브·패시브 · 최근 몇 초)
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skillLog = MakeText("SkillLog", new Vector2(0f, 0f), new Vector2(0f, 0f), new Vector2(0f, 0f), new Vector2(30f, 292f), new Vector2(1020f, 80f), 28, TextAnchor.LowerLeft);
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skillLog.color = SkillLogColor;
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2026-11-03 19:10:10 +00:00
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2026-11-03 19:29:16 +00:00
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// 미니맵 (전장 비율 · 탭하면 그 지점으로 카메라 이동)
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Vector2 bs = battle.Config.boardSize;
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float mmW = 180f;
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float mmH = mmW * bs.y / Mathf.Max(0.01f, bs.x);
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minimapBg = MakeImage("Minimap", transform, new Vector2(1f, 1f), new Vector2(1f, 1f), new Vector2(1f, 1f), new Vector2(-30f, -215f), new Vector2(mmW, mmH), new Color(0.06f, 0.1f, 0.06f, 0.8f));
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var mmBorder = MakeImage("Border", minimapBg.transform, Vector2.zero, Vector2.one, new Vector2(0.5f, 0.5f), Vector2.zero, new Vector2(6f, 6f), new Color(0.85f, 0.75f, 0.45f, 0.9f));
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mmBorder.transform.SetAsFirstSibling();
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var mmMid = MakeImage("Mid", minimapBg.transform, new Vector2(0f, 0.5f), new Vector2(1f, 0.5f), new Vector2(0.5f, 0.5f), Vector2.zero, new Vector2(0f, 2f), new Color(1f, 1f, 1f, 0.25f));
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minimapView = MakeImage("View", minimapBg.transform, Vector2.zero, Vector2.zero, Vector2.zero, Vector2.zero, new Vector2(40f, 60f), new Color(1f, 1f, 1f, 0.2f));
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2026-11-03 19:10:10 +00:00
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resultOverlay = MakeImage("ResultOverlay", transform, Vector2.zero, Vector2.one, new Vector2(0.5f, 0.5f), Vector2.zero, Vector2.zero, new Color(0f, 0f, 0f, 0.65f)).gameObject;
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resultTitle = MakeText("Title", new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0f, 60f), new Vector2(1000f, 160f), 110, TextAnchor.MiddleCenter);
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resultTitle.transform.SetParent(resultOverlay.transform, false);
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resultSub = MakeText("Sub", new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0f, -80f), new Vector2(1000f, 120f), 40, TextAnchor.MiddleCenter);
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resultSub.transform.SetParent(resultOverlay.transform, false);
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resultOverlay.SetActive(false);
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}
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Text MakeText(string name, Vector2 anchorMin, Vector2 anchorMax, Vector2 pivot, Vector2 anchoredPos, Vector2 size, int fontSize, TextAnchor align)
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{
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var go = new GameObject(name);
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go.transform.SetParent(transform, false);
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var rt = go.AddComponent<RectTransform>();
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rt.anchorMin = anchorMin;
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rt.anchorMax = anchorMax;
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rt.pivot = pivot;
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rt.anchoredPosition = anchoredPos;
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rt.sizeDelta = size;
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var t = go.AddComponent<Text>();
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t.font = TextUtil.Font;
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t.fontSize = fontSize;
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t.alignment = align;
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t.color = Color.white;
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t.horizontalOverflow = HorizontalWrapMode.Overflow;
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t.verticalOverflow = VerticalWrapMode.Overflow;
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t.raycastTarget = false;
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var sh = go.AddComponent<Shadow>();
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sh.effectDistance = new Vector2(2f, -2f);
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sh.effectColor = new Color(0f, 0f, 0f, 0.8f);
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return t;
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}
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Image MakeImage(string name, Transform parent, Vector2 anchorMin, Vector2 anchorMax, Vector2 pivot, Vector2 anchoredPos, Vector2 size, Color color)
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{
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var go = new GameObject(name);
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go.transform.SetParent(parent, false);
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var rt = go.AddComponent<RectTransform>();
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rt.anchorMin = anchorMin;
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rt.anchorMax = anchorMax;
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rt.pivot = pivot;
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rt.anchoredPosition = anchoredPos;
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rt.sizeDelta = size;
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var img = go.AddComponent<Image>();
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img.color = color;
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img.raycastTarget = false;
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return img;
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}
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public void SetSelected(Unit u)
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{
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selected = u;
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}
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2026-11-05 14:31:27 +00:00
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public bool SkillButtonVisible
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{
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get { return skillPanel != null && skillPanel.gameObject.activeSelf; }
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}
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public string SkillButtonText
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{
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get { return skillPanel != null ? skillName.text + " | " + skillState.text + " | " + skillPassive.text : ""; }
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}
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public string SkillLogText
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{
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get { return skillLog != null ? skillLog.text : ""; }
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}
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/// <summary>화면 점이 스킬 버튼 위면 탭 처리(선택 유닛 액티브 예약·취소·즉시 발동) 후 true — 슬링샷 입력은 건너뛴다.</summary>
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public bool TrySkillTap(Vector2 screen)
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{
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if (!SkillButtonVisible || battle == null) return false;
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if (!RectTransformUtility.RectangleContainsScreenPoint(skillPanel.rectTransform, screen, uiCam)) return false;
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PressSkill();
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return true;
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}
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/// <summary>스킬 버튼 누름(탭 · 테스트 · 캡처 공용).</summary>
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public string PressSkill()
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{
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if (battle == null || battle.Skills == null || selected == null) return null;
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var msg = battle.Skills.TapActive(selected);
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if (!string.IsNullOrEmpty(msg)) battle.LastMessage = msg;
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if (selected.View != null) selected.View.Refresh();
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return msg;
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}
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void RefreshSkill()
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{
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var sys = battle.Skills;
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var lines = sys != null ? sys.RecentLog(SkillLogSeconds, 2) : null;
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skillLog.text = lines != null ? string.Join("\n", lines.ToArray()) : "";
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var s = sys != null && selected != null && selected.IsAlive ? sys.Of(selected) : null;
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bool show = s != null && (s.Active != null || s.Passive != null);
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if (skillPanel.gameObject.activeSelf != show) skillPanel.gameObject.SetActive(show);
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if (!show) return;
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skillPassive.text = s.Passive != null ? "패 · " + s.Passive.NameKo + (s.PassiveMult > 1f ? " ★" : "") : "";
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if (s.Active == null || selected.Faction != Faction.Player)
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{
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skillName.text = s.Active != null ? s.Active.NameKo : "패시브";
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skillState.text = selected.Faction != Faction.Player ? "적 무장 · 패시브만" : "액티브 없음";
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skillPanel.color = SkillPassiveOnlyColor;
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return;
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}
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skillName.text = s.Active.NameKo + " Lv" + s.ActiveLv;
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var st = sys.StateOf(selected);
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string kind = s.Active.Trigger == SkillTrigger.Instant ? "즉시" : "다음 행동";
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switch (st)
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{
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case SkillSystem.ActiveState.Ready:
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skillState.text = kind + " · 사용 가능\n탭 = " + (s.Active.Trigger == SkillTrigger.Instant ? "발동" : "예약");
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skillPanel.color = SkillReadyColor;
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break;
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case SkillSystem.ActiveState.Reserved:
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skillState.text = "예약됨\n다시 탭 = 취소";
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skillPanel.color = SkillReservedColor;
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break;
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case SkillSystem.ActiveState.Targeting:
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skillState.text = "지점 탭 대기\n다시 탭 = 취소";
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skillPanel.color = SkillReservedColor;
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break;
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|
|
case SkillSystem.ActiveState.Cooldown:
|
|
|
|
|
skillState.text = "쿨 " + s.CooldownLeft(battle.TurnNumber) + "턴 · 사용 불가";
|
|
|
|
|
skillPanel.color = SkillOffColor;
|
|
|
|
|
break;
|
|
|
|
|
case SkillSystem.ActiveState.Acted:
|
|
|
|
|
skillState.text = kind + " · 행동 완료";
|
|
|
|
|
skillPanel.color = SkillOffColor;
|
|
|
|
|
break;
|
|
|
|
|
case SkillSystem.ActiveState.BonusMove:
|
|
|
|
|
skillState.text = "추가 이동 중 · 사용 불가";
|
|
|
|
|
skillPanel.color = SkillOffColor;
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
skillState.text = kind + " · 쿨 " + s.Active.Cooldown + "턴";
|
|
|
|
|
skillPanel.color = SkillOffColor;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
bool dark = st == SkillSystem.ActiveState.Reserved || st == SkillSystem.ActiveState.Targeting;
|
|
|
|
|
skillName.color = skillState.color = dark ? new Color(0.15f, 0.1f, 0.05f) : Color.white;
|
|
|
|
|
}
|
|
|
|
|
|
2026-11-03 19:29:16 +00:00
|
|
|
/// <summary>화면 점이 미니맵 안이면 해당 월드 좌표를 돌려준다.</summary>
|
|
|
|
|
public bool TryMinimapTap(Vector2 screen, out Vector2 world)
|
|
|
|
|
{
|
|
|
|
|
world = Vector2.zero;
|
|
|
|
|
if (minimapBg == null || battle == null || battle.Board == null) return false;
|
|
|
|
|
var rt = minimapBg.rectTransform;
|
|
|
|
|
if (!RectTransformUtility.RectangleContainsScreenPoint(rt, screen, uiCam)) return false;
|
|
|
|
|
Vector2 local;
|
|
|
|
|
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(rt, screen, uiCam, out local)) return false;
|
|
|
|
|
var r = rt.rect;
|
|
|
|
|
float nx = Mathf.Clamp01((local.x - r.xMin) / r.width);
|
|
|
|
|
float ny = Mathf.Clamp01((local.y - r.yMin) / r.height);
|
|
|
|
|
var b = battle.Board.Rect;
|
|
|
|
|
world = new Vector2(b.xMin + nx * b.width, b.yMin + ny * b.height);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
2026-11-03 19:10:10 +00:00
|
|
|
void LateUpdate()
|
|
|
|
|
{
|
|
|
|
|
if (battle == null || battle.Config == null || battle.Config.stages.Length == 0) return;
|
|
|
|
|
Refresh();
|
2026-11-03 19:29:16 +00:00
|
|
|
RefreshMinimap();
|
2026-11-03 19:10:10 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Refresh()
|
|
|
|
|
{
|
|
|
|
|
var stage = battle.Stage;
|
2026-11-05 03:17:19 +00:00
|
|
|
stageText.text = stage.chapter > 0
|
|
|
|
|
? stage.chapter + "-" + stage.stage + " · " + stage.title
|
|
|
|
|
: "제" + (battle.StageIndex + 1) + "전투 · " + stage.title + (string.IsNullOrEmpty(stage.subtitle) ? "" : " " + stage.subtitle);
|
2026-11-03 19:10:10 +00:00
|
|
|
countText.text = "아군 " + battle.AliveCount(Faction.Player) + " · 적 " + battle.AliveCount(Faction.Enemy);
|
|
|
|
|
|
|
|
|
|
switch (battle.Phase)
|
|
|
|
|
{
|
|
|
|
|
case BattlePhase.PlayerTurn: turnText.text = "아군 턴 " + battle.TurnNumber; break;
|
|
|
|
|
case BattlePhase.Resolving: turnText.text = "진행 중…"; break;
|
|
|
|
|
case BattlePhase.EnemyTurn: turnText.text = "적군 턴 " + battle.TurnNumber; break;
|
|
|
|
|
case BattlePhase.StageClear: turnText.text = "승리"; break;
|
|
|
|
|
case BattlePhase.Defeat: turnText.text = "패배"; break;
|
|
|
|
|
default: turnText.text = ""; break;
|
|
|
|
|
}
|
|
|
|
|
messageText.text = battle.LastMessage;
|
|
|
|
|
|
2026-11-05 14:31:27 +00:00
|
|
|
if (battle.Skills != null && battle.Skills.PendingTeleport != null)
|
|
|
|
|
{
|
|
|
|
|
hintText.text = "변진: 반경 안 빈 곳을 탭하면 이동(행동 소모 없음) · 다른 곳 탭 = 취소";
|
|
|
|
|
}
|
|
|
|
|
else if (battle.Phase == BattlePhase.PlayerTurn)
|
2026-11-03 19:10:10 +00:00
|
|
|
{
|
|
|
|
|
hintText.text = battle.OnlyBonusMovesRemain()
|
|
|
|
|
? "추가 이동: 유닛을 당겨 이동 · 빈 곳을 탭하면 건너뜀"
|
2026-11-04 04:05:46 +00:00
|
|
|
: "유닛을 잡고 뒤로 당겼다 놓기 = 이동·공격 · 유닛 탭 = 사거리 · 빈 곳 드래그 = 전장 이동";
|
2026-11-03 19:10:10 +00:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
hintText.text = "";
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (selected != null && selected.IsAlive)
|
|
|
|
|
{
|
|
|
|
|
var u = selected;
|
|
|
|
|
string side = u.Faction == Faction.Player ? "아군" : "적군";
|
|
|
|
|
string line1 = side + " · " + u.DisplayName + " · " + UnitTypeInfo.Korean(u.Type) + (u.IsBoss ? " (장수)" : "");
|
|
|
|
|
string line2 = "HP " + u.Hp + "/" + u.MaxHp + " 공 " + u.Atk + " 방 " + u.Def;
|
2026-11-05 14:31:27 +00:00
|
|
|
string line3 = "슬링 " + SkillMods.SlingMax(u).ToString("0.#");
|
|
|
|
|
if (UnitTypeInfo.IsRanged(u.Type)) line3 += " 사거리 " + SkillMods.Range(u).ToString("0.#") + " (접근 +" + u.ArcherMoveAllow.ToString("0.#") + ")";
|
|
|
|
|
if (u.Type == UnitType.Strategist) line3 += " 광역 " + SkillMods.SplashRadius(u, battle.Config).ToString("0.#");
|
|
|
|
|
if (u.Type == UnitType.Spear) line3 += " 견제 반경 " + SkillMods.OverwatchRadius(u).ToString("0.#");
|
2026-11-03 19:10:10 +00:00
|
|
|
string state = "";
|
|
|
|
|
if (u.Faction == Faction.Player)
|
|
|
|
|
{
|
|
|
|
|
if (u.BonusMoveAvailable) state = " [추가 이동]";
|
|
|
|
|
else if (u.ActedThisTurn) state = " [행동 완료]";
|
|
|
|
|
}
|
|
|
|
|
if (u.Overwatch) state += " [대기 중]";
|
|
|
|
|
unitText.text = line1 + "\n" + line2 + "\n" + line3 + state;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
unitText.text = "유닛을 선택하세요";
|
|
|
|
|
}
|
2026-11-05 14:31:27 +00:00
|
|
|
RefreshSkill();
|
2026-11-03 19:10:10 +00:00
|
|
|
|
|
|
|
|
bool result = battle.Phase == BattlePhase.StageClear || battle.Phase == BattlePhase.Defeat;
|
|
|
|
|
if (resultOverlay.activeSelf != result) resultOverlay.SetActive(result);
|
|
|
|
|
if (result)
|
|
|
|
|
{
|
|
|
|
|
bool win = battle.Phase == BattlePhase.StageClear;
|
|
|
|
|
resultTitle.text = win ? "승리" : "패배";
|
|
|
|
|
resultTitle.color = win ? new Color(1f, 0.9f, 0.4f) : new Color(1f, 0.5f, 0.5f);
|
2026-11-04 18:38:47 +00:00
|
|
|
bool toMap = battle.ResultHandler != null;
|
2026-11-03 19:10:10 +00:00
|
|
|
resultSub.text = win
|
2026-11-04 18:38:47 +00:00
|
|
|
? stage.title + " 제압!\n화면을 탭하면 " + (toMap ? "월드맵으로" : "다음 전투로")
|
|
|
|
|
: stage.title + " 에서 패배\n화면을 탭하면 " + (toMap ? "월드맵으로" : "다시 도전");
|
2026-11-03 19:10:10 +00:00
|
|
|
}
|
|
|
|
|
}
|
2026-11-03 19:29:16 +00:00
|
|
|
|
|
|
|
|
void RefreshMinimap()
|
|
|
|
|
{
|
|
|
|
|
if (minimapBg == null || battle.Board == null) return;
|
|
|
|
|
var r = minimapBg.rectTransform.rect;
|
|
|
|
|
var b = battle.Board.Rect;
|
|
|
|
|
float sx = r.width / b.width;
|
|
|
|
|
float sy = r.height / b.height;
|
|
|
|
|
|
|
|
|
|
// 카메라 시야 사각형
|
|
|
|
|
if (camCtrl != null)
|
|
|
|
|
{
|
|
|
|
|
var v = camCtrl.ViewRect;
|
|
|
|
|
float x0 = Mathf.Clamp((v.xMin - b.xMin) * sx, 0f, r.width);
|
|
|
|
|
float y0 = Mathf.Clamp((v.yMin - b.yMin) * sy, 0f, r.height);
|
|
|
|
|
float x1 = Mathf.Clamp((v.xMax - b.xMin) * sx, 0f, r.width);
|
|
|
|
|
float y1 = Mathf.Clamp((v.yMax - b.yMin) * sy, 0f, r.height);
|
|
|
|
|
minimapView.rectTransform.anchoredPosition = new Vector2(x0, y0);
|
|
|
|
|
minimapView.rectTransform.sizeDelta = new Vector2(Mathf.Max(2f, x1 - x0), Mathf.Max(2f, y1 - y0));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 유닛 점
|
|
|
|
|
foreach (var u in battle.Units)
|
|
|
|
|
{
|
|
|
|
|
if (u == null) continue;
|
|
|
|
|
Image dot;
|
|
|
|
|
if (!minimapDots.TryGetValue(u, out dot))
|
|
|
|
|
{
|
|
|
|
|
dot = MakeImage("Dot", minimapBg.transform, Vector2.zero, Vector2.zero, new Vector2(0.5f, 0.5f), Vector2.zero,
|
|
|
|
|
new Vector2(u.IsBoss ? 14f : 10f, u.IsBoss ? 14f : 10f),
|
|
|
|
|
u.Faction == Faction.Player ? UnitView.PlayerColor : UnitView.EnemyColor);
|
|
|
|
|
if (u.IsBoss) dot.color = new Color(1f, 0.85f, 0.3f);
|
|
|
|
|
minimapDots[u] = dot;
|
|
|
|
|
}
|
|
|
|
|
bool show = u.IsAlive;
|
|
|
|
|
if (dot.gameObject.activeSelf != show) dot.gameObject.SetActive(show);
|
|
|
|
|
if (show) dot.rectTransform.anchoredPosition = new Vector2((u.Position.x - b.xMin) * sx, (u.Position.y - b.yMin) * sy);
|
|
|
|
|
}
|
|
|
|
|
// 사라진 유닛 정리
|
|
|
|
|
var dead = new List<Unit>();
|
|
|
|
|
foreach (var kv in minimapDots)
|
|
|
|
|
{
|
|
|
|
|
if (kv.Key == null) dead.Add(kv.Key);
|
|
|
|
|
}
|
|
|
|
|
foreach (var k in dead)
|
|
|
|
|
{
|
|
|
|
|
if (minimapDots[k] != null) Destroy(minimapDots[k].gameObject);
|
|
|
|
|
minimapDots.Remove(k);
|
|
|
|
|
}
|
|
|
|
|
}
|
2026-11-03 19:10:10 +00:00
|
|
|
}
|
|
|
|
|
}
|