ThreeKingdomsSlingshot/Assets/Scripts/OutGame/UI/UiKit.cs

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아웃게임 1차(PD #1093 세션 A) — 본영 로비 · 세이브 · 군량 · 영웅(레벨·승급 6칸·진화·스킬 표시) · 편성(전열 3/후열 2 · 프리셋 3) · 거래(뽑기·골드 장비 상점) · 스테이지 보상·별 3·소탕 - 데이터: 기획 tables/ 12장 → Assets/Data/OutGame/*.csv · 메뉴 TKS/Import OutGame Data(Editor/DataImporter) → Resources/OutGame 9 자산(HeroDb·GearDb·GachaConfig·EconomyConfig·RewardTable·LevelTable·PromotionTable·EvolveTable·SkillInfoDb) · 검증(행 수·필수 열·id 유일·hero↔skill↔gear·확률 합) 오류 시 자산 불변 · BalanceConfig.heroes[]/HeroDef 삭제 → HeroDb(기존 5인 id 유지) · economy.csv 키 17 + gacha.csv 키 2 추가(기획서 본문 값 · C45) - 세이브: persistentDataPath/save.json · ver 1 · 즉시 저장 · 오프라인 군량 회복 · 일일 초기화 · 신규 유저 = 유비·관우·장비·조운·황충 Lv1 녹 ★=희귀도 · 골드 1000 · 보옥 300 · 군량 30 · 테스트·캡처 = 메모리 전용 - 화면(uGUI 와이어프레임 · img03·06·08·11): 시작 = 본영 로비(출정 → 월드맵 · 편성 · 연무장/보물/내정 준비 중 · 동맹 추후) · 재화 바(월드맵 포함 · 군량 타이머) · 하단 탭 5 · ◀/Esc 일관 · 영웅 목록·상세·상세정보·도감 · 편성(탭·드래그) · 뽑기(천장 n/80 · 확률 공개 · 첫 10연 무료 · 10연 ★★ 보장 · 카드 순차 공개) · 장비 상점(흰/녹 6종 일일 · sell×5 · 새로고침 보옥 20) - 전투 연결: BattleManager.LineupProvider/Deployed(LineupEntry · §3-2 스탯 · 방어 배율 생성 뒤) · playerSpawnPoints = 전열 (−4/0/4, −12) · 후열 (−2/2, −14) · WorldMapScreen 훅(팝업 군량·보상·별 · 입장 군량 · 노드 별 star_on/off · 소탕 · ◀ 본영 · TopInset) · 결과 패널(별 3 조건 · 골드·경험·보옥·장비) · GameBootstrap/AutoPlayDriver 로비 시작 - B 세션 파일(ActionResolver·Combat·UnitView·BattleHUD·SlingshotInput·EnemyAI) 미변경 - 테스트 56/56(기존 41 유지 · 신규 OutGameTests 15) · console error 0 · 사본 GUI 캡처 11장(DataImporter.CaptureOutGame) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-05 12:11:10 +00:00
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace TKS.OutGame
{
/// <summary>
/// 아웃게임 와이어프레임 UI 도우미 — uGUI + Malgun Gothic(TextUtil) · 아트 없음 = 도형 + 글자 · 기준 1080×1920 · 색 = 목업 img03·06·08·11.
/// 위치 인자는 전부 「부모 안 기준점(anchor) · 피벗 · 기준점에서의 거리 · 크기」(UI px).
/// </summary>
public static class UiKit
{
public static readonly Color Bg = new Color(0.95f, 0.92f, 0.85f);
public static readonly Color Paper = new Color(0.99f, 0.97f, 0.92f);
public static readonly Color Header = new Color(0.92f, 0.87f, 0.78f);
public static readonly Color Ink = new Color(0.17f, 0.12f, 0.10f);
public static readonly Color InkSoft = new Color(0.45f, 0.39f, 0.34f);
public static readonly Color Dark = new Color(0.21f, 0.16f, 0.14f);
public static readonly Color Red = new Color(0.74f, 0.26f, 0.19f);
public static readonly Color Line = new Color(0.33f, 0.26f, 0.22f);
public static readonly Color Slot = new Color(0.80f, 0.76f, 0.70f);
public static readonly Color Coin = new Color(0.88f, 0.67f, 0.20f);
public static readonly Color Jade = new Color(0.27f, 0.60f, 0.52f);
public static readonly Color Grain = new Color(0.76f, 0.58f, 0.38f);
public static readonly Color Ok = new Color(0.36f, 0.62f, 0.31f);
public static readonly Color Star = new Color(0.93f, 0.68f, 0.13f);
public static readonly Color Disabled = new Color(0.66f, 0.62f, 0.58f);
public static readonly Color Purple = new Color(0.58f, 0.36f, 0.70f);
public static readonly Color White = Color.white;
static Sprite round;
/// <summary>둥근 모서리 9-slice(모서리 22 px).</summary>
public static Sprite Round
{
get
{
if (round == null) round = MakeRound(64, 22);
return round;
}
}
public static Sprite Circle
{
get { return ProceduralSprites.Circle; }
}
static Sprite MakeRound(int size, int radius)
{
var tex = new Texture2D(size, size, TextureFormat.RGBA32, false);
tex.wrapMode = TextureWrapMode.Clamp;
tex.hideFlags = HideFlags.DontSave;
var px = new Color[size * size];
for (int y = 0; y < size; y++)
for (int x = 0; x < size; x++)
{
float cx = Mathf.Clamp(x + 0.5f, radius, size - radius);
float cy = Mathf.Clamp(y + 0.5f, radius, size - radius);
float d = Vector2.Distance(new Vector2(x + 0.5f, y + 0.5f), new Vector2(cx, cy));
px[y * size + x] = new Color(1f, 1f, 1f, Mathf.Clamp01(radius - d + 0.5f));
}
tex.SetPixels(px);
tex.Apply();
float b = radius + 2;
var sp = Sprite.Create(tex, new Rect(0, 0, size, size), new Vector2(0.5f, 0.5f), 100f, 0, SpriteMeshType.FullRect, new Vector4(b, b, b, b));
sp.hideFlags = HideFlags.DontSave;
return sp;
}
// ---------- 기본 ----------
public static RectTransform Rect(string name, Transform parent, Vector2 anchor, Vector2 pivot, Vector2 pos, Vector2 size)
{
var go = new GameObject(name, typeof(RectTransform));
go.transform.SetParent(parent, false);
var rt = (RectTransform)go.transform;
rt.anchorMin = rt.anchorMax = anchor;
rt.pivot = pivot;
rt.anchoredPosition = pos;
rt.sizeDelta = size;
return rt;
}
/// <summary>부모 전체에서 안쪽 여백(왼·오·위·아래)만 뺀 영역.</summary>
public static RectTransform Fill(string name, Transform parent, float l = 0f, float r = 0f, float t = 0f, float b = 0f)
{
var go = new GameObject(name, typeof(RectTransform));
go.transform.SetParent(parent, false);
var rt = (RectTransform)go.transform;
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.one;
rt.pivot = new Vector2(0.5f, 0.5f);
rt.offsetMin = new Vector2(l, b);
rt.offsetMax = new Vector2(-r, -t);
return rt;
}
/// <summary>위쪽 띠(부모 가로 전체 · 위에서 top 아래 · 높이 h).</summary>
public static RectTransform TopBand(string name, Transform parent, float top, float h, float l = 0f, float r = 0f)
{
var go = new GameObject(name, typeof(RectTransform));
go.transform.SetParent(parent, false);
var rt = (RectTransform)go.transform;
rt.anchorMin = new Vector2(0f, 1f);
rt.anchorMax = new Vector2(1f, 1f);
rt.pivot = new Vector2(0.5f, 1f);
rt.offsetMin = new Vector2(l, -top - h);
rt.offsetMax = new Vector2(-r, -top);
return rt;
}
public static Image Paint(RectTransform rt, Color c, bool rounded = true, bool raycast = false)
{
var img = rt.gameObject.AddComponent<Image>();
img.color = c;
if (rounded)
{
img.sprite = Round;
img.type = Image.Type.Sliced;
}
img.raycastTarget = raycast;
return img;
}
public static Image Box(string name, Transform parent, Vector2 anchor, Vector2 pivot, Vector2 pos, Vector2 size, Color c, bool rounded = true)
{
return Paint(Rect(name, parent, anchor, pivot, pos, size), c, rounded);
}
public static Image Dot(string name, Transform parent, Vector2 anchor, Vector2 pivot, Vector2 pos, float d, Color c)
{
var img = Rect(name, parent, anchor, pivot, pos, new Vector2(d, d)).gameObject.AddComponent<Image>();
img.sprite = Circle;
img.color = c;
img.raycastTarget = false;
return img;
}
/// <summary>테두리(외곽선 효과 · 둥근 상자에 굵은 선처럼 보임).</summary>
public static void Border(Graphic g, Color c, float w = 4f)
{
var o = g.gameObject.AddComponent<Outline>();
o.effectColor = c;
o.effectDistance = new Vector2(w, -w);
o.useGraphicAlpha = false;
var o2 = g.gameObject.AddComponent<Outline>();
o2.effectColor = c;
o2.effectDistance = new Vector2(-w, w);
o2.useGraphicAlpha = false;
}
public static Text Label(Transform parent, string s, int size, Color c, TextAnchor align, Vector2 anchor, Vector2 pivot, Vector2 pos, Vector2 box, bool bold = true)
{
var rt = Rect("Text", parent, anchor, pivot, pos, box);
return Style(rt.gameObject.AddComponent<Text>(), s, size, c, align, bold);
}
/// <summary>부모 전체에 꽉 찬 글자(가운데 정렬 기본).</summary>
public static Text FillLabel(Transform parent, string s, int size, Color c, TextAnchor align = TextAnchor.MiddleCenter, bool bold = true, float pad = 0f)
{
var rt = Fill("Text", parent, pad, pad, 0f, 0f);
return Style(rt.gameObject.AddComponent<Text>(), s, size, c, align, bold);
}
static Text Style(Text t, string s, int size, Color c, TextAnchor align, bool bold)
{
t.font = TextUtil.Font;
t.fontSize = size;
t.fontStyle = bold ? FontStyle.Bold : FontStyle.Normal;
t.alignment = align;
t.color = c;
t.horizontalOverflow = HorizontalWrapMode.Wrap;
t.verticalOverflow = VerticalWrapMode.Overflow;
t.supportRichText = true;
t.raycastTarget = false;
t.text = s;
return t;
}
public static Button Btn(string name, Transform parent, string label, int fontSize, Color bg, Color fg, Vector2 anchor, Vector2 pivot, Vector2 pos, Vector2 size, Action onClick)
{
var img = Box(name, parent, anchor, pivot, pos, size, bg);
img.raycastTarget = true;
var b = img.gameObject.AddComponent<Button>();
var cb = b.colors;
cb.disabledColor = new Color(0.75f, 0.75f, 0.75f, 0.85f);
b.colors = cb;
if (onClick != null) b.onClick.AddListener(() => onClick());
FillLabel(img.transform, label, fontSize, fg, TextAnchor.MiddleCenter, true, 6f);
return b;
}
public static Text LabelOf(Button b)
{
return b.GetComponentInChildren<Text>(true);
}
/// <summary>둥근 막대 게이지 · 반환 = 채움(SetBar 로 0~1).</summary>
public static RectTransform Bar(string name, Transform parent, Vector2 anchor, Vector2 pivot, Vector2 pos, Vector2 size, Color bg, Color fg)
{
var back = Box(name, parent, anchor, pivot, pos, size, bg);
var fill = Fill("Fill", back.transform);
fill.anchorMax = new Vector2(0f, 1f);
Paint(fill, fg);
return fill;
}
public static void SetBar(RectTransform fill, float v)
{
v = Mathf.Clamp01(v);
fill.anchorMax = new Vector2(v, 1f);
fill.gameObject.SetActive(v > 0.001f);
}
/// <summary>세로 스크롤 격자 목록(칸 크기 cell · 열 columns) · 반환 = 내용(자식 = 칸).</summary>
public static RectTransform ScrollGrid(string name, Transform parent, float l, float r, float t, float b, Vector2 cell, Vector2 spacing, int columns, out ScrollRect scroll)
{
var vp = Fill(name, parent, l, r, t, b);
var vimg = vp.gameObject.AddComponent<Image>();
vimg.color = new Color(1f, 1f, 1f, 0f);
vimg.raycastTarget = true;
vp.gameObject.AddComponent<RectMask2D>();
var content = new GameObject("Content", typeof(RectTransform)).GetComponent<RectTransform>();
content.SetParent(vp, false);
content.anchorMin = new Vector2(0f, 1f);
content.anchorMax = new Vector2(1f, 1f);
content.pivot = new Vector2(0.5f, 1f);
content.offsetMin = content.offsetMax = Vector2.zero;
var grid = content.gameObject.AddComponent<GridLayoutGroup>();
grid.cellSize = cell;
grid.spacing = spacing;
grid.constraint = GridLayoutGroup.Constraint.FixedColumnCount;
grid.constraintCount = columns;
grid.childAlignment = TextAnchor.UpperCenter;
grid.padding = new RectOffset(0, 0, 6, 12);
var fit = content.gameObject.AddComponent<ContentSizeFitter>();
fit.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
scroll = vp.gameObject.AddComponent<ScrollRect>();
scroll.viewport = vp;
scroll.content = content;
scroll.horizontal = false;
scroll.vertical = true;
scroll.movementType = ScrollRect.MovementType.Clamped;
scroll.scrollSensitivity = 60f;
return content;
}
public static void Clear(Transform t)
{
for (int i = t.childCount - 1; i >= 0; i--)
{
var c = t.GetChild(i).gameObject;
c.SetActive(false);
UnityEngine.Object.Destroy(c);
}
}
/// <summary>목록 칸(격자 자식) — 둥근 카드 + 클릭.</summary>
public static Image Cell(Transform content, string name, Color fill, Action onClick)
{
var go = new GameObject(name, typeof(RectTransform));
go.transform.SetParent(content, false);
var img = Paint((RectTransform)go.transform, fill);
img.raycastTarget = true;
if (onClick != null)
{
var b = go.AddComponent<Button>();
b.onClick.AddListener(() => onClick());
}
return img;
}
// ---------- 영웅 표시 ----------
public static Color TypeColor(UnitType t)
{
switch (t)
{
case UnitType.Infantry: return new Color(0.62f, 0.33f, 0.22f);
case UnitType.Spear: return new Color(0.30f, 0.50f, 0.30f);
case UnitType.Cavalry: return new Color(0.28f, 0.32f, 0.45f);
case UnitType.Archer: return new Color(0.70f, 0.52f, 0.20f);
case UnitType.Strategist: return Purple;
}
return Dark;
}
/// <summary>등급(승급 green… · 장비 white…) 표시 이름.</summary>
public static string GradeKo(string g)
{
switch (g)
{
case "white": return "흰";
case "green": return "녹";
case "blue": return "청";
case "purple": return "자";
case "orange": return "주";
case "gold": return "금";
}
return g;
}
public static Color GradeColor(string g)
{
switch (g)
{
case "white": return new Color(0.80f, 0.79f, 0.76f);
case "green": return new Color(0.38f, 0.64f, 0.33f);
case "blue": return new Color(0.29f, 0.48f, 0.78f);
case "purple": return Purple;
case "orange": return new Color(0.90f, 0.50f, 0.18f);
case "gold": return new Color(0.92f, 0.74f, 0.16f);
}
return Slot;
}
public static string Stars(int n, int max)
{
var sb = new System.Text.StringBuilder();
for (int i = 0; i < max; i++) sb.Append(i < n ? "★" : "☆");
return sb.ToString();
}
static readonly Dictionary<string, Sprite> artCache = new Dictionary<string, Sprite>();
/// <summary>일러 = Resources/Units/&lt;art&gt; front_idle 첫 프레임(없으면 다른 클립 첫 프레임 · 없으면 null = 도형).</summary>
public static Sprite ArtSprite(string art)
{
if (string.IsNullOrEmpty(art)) return null;
Sprite sp;
if (artCache.TryGetValue(art, out sp)) return sp;
var a = UnitArt.Load(art);
Sprite[] frames = null;
if (a != null && !a.Clips.TryGetValue("front_idle", out frames))
foreach (var kv in a.Clips)
{
frames = kv.Value;
break;
}
sp = frames != null && frames.Length > 0 ? frames[0] : null;
artCache[art] = sp;
return sp;
}
/// <summary>
/// 초상(틀 안을 마스크) — 일러가 있으면 그 그림(zoom &gt; 1 = 위쪽 얼굴 부분 확대) · 없으면 병종 색 원 + 병종 글자.
/// circle = 원형 틀(편성 자리) · false = 둥근 사각.
/// </summary>
public static RectTransform Portrait(string name, Transform parent, HeroDb.Hero h, Vector2 anchor, Vector2 pivot, Vector2 pos, Vector2 size, bool circle, float zoom, Color frame)
{
var rt = Rect(name, parent, anchor, pivot, pos, size);
var bg = rt.gameObject.AddComponent<Image>();
bg.color = frame;
bg.raycastTarget = false;
if (circle) bg.sprite = Circle;
else
{
bg.sprite = Round;
bg.type = Image.Type.Sliced;
}
var mask = rt.gameObject.AddComponent<Mask>();
mask.showMaskGraphic = frame.a > 0.01f;
if (frame.a <= 0.01f) bg.color = Color.white; // 투명 틀: 알파 0 그래픽은 스텐실을 안 써서 자식이 안 보임 → 불투명 + 그리지 않음
var sp = h != null ? ArtSprite(h.art) : null;
if (sp != null)
{
// zoom ≤ 1 = 전신 가운데 · zoom > 1 = 위쪽(얼굴) 확대
bool bust = zoom > 1f;
var a = bust
? Rect("Art", rt, new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0f, size.y * 0.06f * zoom), size * zoom)
: Rect("Art", rt, new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), Vector2.zero, size * zoom);
var img = a.gameObject.AddComponent<Image>();
img.sprite = sp;
img.preserveAspect = true;
img.raycastTarget = false;
}
else if (h != null)
{
float d = Mathf.Min(size.x, size.y) * 0.72f;
var dot = Dot("Shape", rt, new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), Vector2.zero, d, TypeColor(h.type));
FillLabel(dot.transform, UnitTypeInfo.Mark(h.type), Mathf.RoundToInt(d * 0.5f), White);
}
return rt;
}
/// <summary>병종 배지(어두운 둥근 칸 + 글자).</summary>
public static Image TypeBadge(Transform parent, UnitType t, Vector2 anchor, Vector2 pivot, Vector2 pos, float h)
{
var b = Box("Type", parent, anchor, pivot, pos, new Vector2(h * 1.3f, h), Dark);
FillLabel(b.transform, UnitTypeInfo.Mark(t), Mathf.RoundToInt(h * 0.62f), White);
return b;
}
}
}