using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; namespace TKS { /// 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. public class BattleHUD : MonoBehaviour { // 색 = UI 테마(PD #1100 · ui_theme.csv skill_*) · 괄호 값 = 테마 없을 때 static Color SkillReadyColor { get { return UISkin.Col("skill_ready", new Color(0.72f, 0.2f, 0.14f, 0.94f)); } } static Color SkillReservedColor { get { return UISkin.Col("skill_reserved", new Color(0.96f, 0.76f, 0.22f, 0.97f)); } } static Color SkillOffColor { get { return UISkin.Col("skill_off", new Color(0.3f, 0.3f, 0.33f, 0.88f)); } } static Color SkillPassiveOnlyColor { get { return UISkin.Col("skill_passive", new Color(0.18f, 0.2f, 0.26f, 0.85f)); } } static readonly Color SkillLogColor = new Color(0.6f, 1f, 0.85f); const float SkillLogSeconds = 3f; BattleManager battle; Camera uiCam; CameraController camCtrl; Text stageText; Text turnText; Text countText; Text messageText; Text hintText; Text unitText; GameObject resultOverlay; Text resultTitle; Text resultSub; Unit selected; Image skillPanel; Image skillCool; Image turnBadge; Text skillName; Text skillState; Text skillPassive; Text skillLog; // 유닛 정보 판 · 수 칩 · 스킬 빛(Fable 제안서 §4-8 · #1104 · 테마가 있을 때만) RectTransform unitCard; RectTransform unitBody; Image portraitRing; Image portraitArt; Image typeRing; Image typeIcon; RectTransform hpFill; Text nameText; Text hpText; Text atkText; Text defText; Text extraText; Text stateText; Text emptyText; Unit shownUnit; Text allyCount; Text enemyCount; Image skillGlow; Image msgChip; const float HpBarW = 360f; /// 결과 패널이 따로 있으면(아웃게임) 결과 단계에서 HUD 전체를 숨긴다(검수 결함 1 · 제목 2중 방지). public bool HideOnResult; CanvasGroup group; Image minimapBg; Image minimapView; RectTransform minimapLive; readonly Dictionary minimapDots = new Dictionary(); // 캔버스 층(PD 2026-11-10 「얼마나 자주 바뀌는지에 따라 캔버스 분할」 · 프로젝트 CLAUDE.md 「UI 캔버스·아틀라스 구조」): // 루트 = 정적 판(칩 바탕 · 유닛 판 바탕 · 미니맵 틀 · Static) → Info(글자·값·스킬 버튼 · 턴·선택·피해 때만 · Event) // → MinimapLive(시야 사각형·유닛 점 · 매 프레임 · Frame) · SkillGlow(호흡 · Frame) → Result(결과 덮개 · Event) RectTransform info; RectTransform resultLayer; Image hpFillImg; public void Build(BattleManager b, Camera cam, CameraController cc) { battle = b; uiCam = cam; camCtrl = cc; UiLayer.Root(gameObject, cam, 100, 1f, UiLayer.Reference, UiRate.Static); group = gameObject.AddComponent(); info = UiLayer.Group("Info", transform, UiRate.Event, false); if (EventSystem.current == null && FindFirstObjectByType() == null) { var es = new GameObject("EventSystem"); es.AddComponent(); es.AddComponent(); } if (UISkin.On) { // 팩 칩(PD #1100): 스테이지 · 유닛 수 · 턴 띠 · 선택 유닛 정보 판 — 글자 뒤(먼저 만든다) · 반투명 진남 Color panelCol = UISkin.Col("hud_panel", new Color(0.12f, 0.15f, 0.21f, 0.85f)); Chip("StageChip", transform, new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(14f, -14f), new Vector2(730f, 86f), panelCol); Chip("CountChip", transform, new Vector2(1f, 1f), new Vector2(1f, 1f), new Vector2(-14f, -14f), new Vector2(330f, 86f), panelCol); // 턴 띠 = 아군/적군 턴마다 색이 바뀜 → Info 층 turnBadge = Chip("TurnBadge", info, new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0f, -106f), new Vector2(440f, 84f), UISkin.Col("hud_turn_player", Color.blue)); Chip("UnitPanel", transform, new Vector2(0f, 0f), new Vector2(0f, 0f), new Vector2(14f, 96f), new Vector2(790f, 196f), panelCol); } 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); // 스테이지 표 제목(최대 ~20자)이 오른쪽 위 적 수와 겹치지 않게 칸 안에서 글자 크기를 줄인다 stageText.horizontalOverflow = HorizontalWrapMode.Wrap; stageText.verticalOverflow = VerticalWrapMode.Truncate; stageText.resizeTextForBestFit = true; stageText.resizeTextMinSize = 24; stageText.resizeTextMaxSize = 40; 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); 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); turnText.color = new Color(1f, 0.95f, 0.6f); if (UISkin.On) { turnText.color = Color.white; turnText.font = UISkin.TitleFont; turnText.rectTransform.anchoredPosition = new Vector2(0f, -114f); } 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); messageText.color = new Color(0.9f, 0.95f, 1f); if (UISkin.On) messageText.rectTransform.anchoredPosition = new Vector2(0f, -206f); // 턴 띠 아래 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); hintText.color = new Color(0.85f, 0.85f, 0.85f); 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); // 스킬 버튼(PD #1093 B · 유닛 선택 시 · 탭 = 예약/취소 · 즉시 발동) — 이름 · 쿨 · 사용 가능/불가 · 패시브 한 줄 skillPanel = MakeImage("SkillButton", info, new Vector2(1f, 0f), new Vector2(1f, 0f), new Vector2(1f, 0f), new Vector2(-30f, 110f), new Vector2(270f, 230f), SkillOffColor); 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); skillName.transform.SetParent(skillPanel.transform, false); skillName.horizontalOverflow = HorizontalWrapMode.Wrap; skillName.resizeTextForBestFit = true; skillName.resizeTextMinSize = 22; skillName.resizeTextMaxSize = 38; 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); skillState.transform.SetParent(skillPanel.transform, false); skillState.horizontalOverflow = HorizontalWrapMode.Wrap; 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); skillPassive.transform.SetParent(skillPanel.transform, false); skillPassive.horizontalOverflow = HorizontalWrapMode.Wrap; skillPassive.color = new Color(0.8f, 0.9f, 1f); if (UISkin.Apply(skillPanel, "skill_btn")) { // 원형 스킬 버튼(팩 Button_Circle · PD #1100) + 쿨 라디얼 · 이름·상태 = 원 안 · 패시브 한 줄 = 원 위 var rt = skillPanel.rectTransform; rt.sizeDelta = new Vector2(250f, 250f); rt.anchoredPosition = new Vector2(-24f, 100f); skillPanel.preserveAspect = true; skillCool = MakeImage("Cool", skillPanel.transform, Vector2.zero, Vector2.one, new Vector2(0.5f, 0.5f), Vector2.zero, new Vector2(-26f, -26f), UISkin.Col("skill_cool", new Color(0f, 0f, 0f, 0.6f))); if (UISkin.Apply(skillCool, "skill_cool")) { skillCool.type = Image.Type.Filled; skillCool.fillMethod = Image.FillMethod.Radial360; skillCool.fillOrigin = (int)Image.Origin360.Top; skillCool.fillClockwise = false; skillCool.fillAmount = 0f; } skillCool.transform.SetAsFirstSibling(); Place(skillName, new Vector2(0f, -54f), new Vector2(196f, 56f)); skillName.font = UISkin.TitleFont; Place(skillState, new Vector2(0f, -10f), new Vector2(200f, 80f)); skillState.resizeTextForBestFit = true; skillState.verticalOverflow = VerticalWrapMode.Truncate; skillState.resizeTextMinSize = 18; skillState.resizeTextMaxSize = 32; var pr = skillPassive.rectTransform; pr.anchorMin = pr.anchorMax = new Vector2(0.5f, 1f); pr.pivot = new Vector2(0.5f, 0f); pr.anchoredPosition = new Vector2(-20f, 6f); pr.sizeDelta = new Vector2(320f, 40f); skillPassive.alignment = TextAnchor.LowerCenter; } skillPanel.gameObject.SetActive(false); // 스킬 발동 한 줄(액티브·패시브 · 최근 몇 초) 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); skillLog.color = SkillLogColor; // 미니맵 (전장 비율 · 탭하면 그 지점으로 카메라 이동) Vector2 bs = battle.Config.boardSize; float mmW = 180f; float mmH = mmW * bs.y / Mathf.Max(0.01f, bs.x); 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)); 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)); mmBorder.transform.SetAsFirstSibling(); 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)); // 미니맵 틀(정적) 위 = 시야 사각형 · 유닛 점만 담는 Frame 층(카메라·유닛이 움직일 때마다 이 층만 다시 묶음) minimapLive = UiLayer.Group("MinimapLive", minimapBg.transform, UiRate.Frame, false); minimapView = MakeImage("View", minimapLive, Vector2.zero, Vector2.zero, Vector2.zero, Vector2.zero, new Vector2(40f, 60f), new Color(1f, 1f, 1f, 0.2f)); if (UISkin.Has("hp_bg") && UISkin.Has("chip") && UISkin.Has("circle_frame")) BuildKit(); resultLayer = UiLayer.Group("Result", transform, UiRate.Event, false); resultOverlay = MakeImage("ResultOverlay", resultLayer, Vector2.zero, Vector2.one, new Vector2(0.5f, 0.5f), Vector2.zero, Vector2.zero, new Color(0f, 0f, 0f, 0.65f)).gameObject; 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); resultTitle.transform.SetParent(resultOverlay.transform, false); if (UISkin.On) resultTitle.font = UISkin.TitleFont; 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); resultSub.transform.SetParent(resultOverlay.transform, false); resultOverlay.SetActive(false); // 그리는 순서 = 정적 판(루트 자식들) → Info → Result info.SetAsLastSibling(); resultLayer.SetAsLastSibling(); } /// 같은 부모 좌표계에서 src 와 같은 자리·크기의 빈 칸(정적 판 위에 얹는 Info 층 내용 칸). static RectTransform Like(string name, Transform parent, RectTransform src) { var go = new GameObject(name, typeof(RectTransform)); go.transform.SetParent(parent, false); var rt = (RectTransform)go.transform; rt.anchorMin = src.anchorMin; rt.anchorMax = src.anchorMax; rt.pivot = src.pivot; rt.anchoredPosition = src.anchoredPosition; rt.sizeDelta = src.sizeDelta; return rt; } /// /// Fable 제안서 §4-8(#1104): 아래 유닛 판(초상 원 150 + 이름 · 병종 원 · 체력 바 · 공/방 칩 · 슬링/사거리 칩) · /// 오른쪽 위 수 칩 = 아군·적 아이콘 + 숫자 · 스킬 버튼 뒤 빛(사용 가능일 때 호흡) · 기본 조작 문장 삭제(상황 안내만 유지). /// void BuildKit() { var soft = UISkin.Col("text_soft", new Color(0.78f, 0.8f, 0.84f)); // 유닛 판(기존 UnitPanel 판 대신 · 왼쪽 아래 24 · 판 위 내용) var old = transform.Find("UnitPanel"); if (old != null) old.gameObject.SetActive(false); unitText.gameObject.SetActive(false); var card = MakeImage("UnitCard", transform, Vector2.zero, Vector2.zero, Vector2.zero, new Vector2(24f, 150f), new Vector2(720f, 204f), UISkin.Col("hud_panel", new Color(0.12f, 0.15f, 0.21f, 0.85f))); UISkin.Apply(card, "card"); // 판 바탕 = 루트(정적) · 내용(초상 · 이름 · 체력 · 칩) = 같은 자리의 Info 칸(선택·피해 때만 바뀜) unitCard = Like("UnitCardInfo", info, card.rectTransform); unitBody = OutGame.UiKit.Fill("Body", unitCard); portraitRing = OutGame.UiKit.Skin(OutGame.UiKit.At(unitBody, "Ring", 18f, 22f, 152f, 152f), "circle_frame", Color.white); var mask = MakeImage("Mask", portraitRing.transform, new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), Vector2.zero, new Vector2(132f, 132f), Color.white); mask.sprite = OutGame.UiKit.Circle; mask.gameObject.AddComponent().showMaskGraphic = false; portraitArt = MakeImage("Art", mask.transform, new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0f, -40f), new Vector2(230f, 230f), Color.white); portraitArt.preserveAspect = true; // 병과 = 단색 심볼만(배경 틀 없음 · PD 2026-11-09) typeRing = OutGame.UiKit.Skin(OutGame.UiKit.At(unitBody, "TypeRing", 188f, 20f, 52f, 52f), "circle_frame", Color.white); typeRing.enabled = false; typeIcon = OutGame.UiKit.Icon(typeRing.transform, OutGame.UiKit.TypeSymbolId(UnitType.Infantry), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), Vector2.zero, 52f); nameText = OutGame.UiKit.Title(OutGame.UiKit.Label(unitBody, "", 36, Color.white, TextAnchor.MiddleLeft, new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(250f, -18f), new Vector2(300f, 56f)), true); nameText.horizontalOverflow = HorizontalWrapMode.Overflow; stateText = OutGame.UiKit.Label(unitBody, "", 24, soft, TextAnchor.MiddleRight, new Vector2(1f, 1f), new Vector2(1f, 1f), new Vector2(-20f, -22f), new Vector2(220f, 48f), false); var hpBg = OutGame.UiKit.Skin(OutGame.UiKit.At(unitBody, "Hp", 188f, 86f, HpBarW, 30f), "hp_bg", UISkin.Col("hp_bg", Color.white)); hpFill = OutGame.UiKit.At(hpBg.transform, "Fill", 4f, 4f, HpBarW - 8f, 22f); hpFillImg = OutGame.UiKit.Skin(hpFill, "hp_fill", UISkin.Col("hp_hi", Color.green)); hpText = OutGame.UiKit.Title(OutGame.UiKit.Label(unitBody, "", 28, Color.white, TextAnchor.MiddleLeft, new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(188f + HpBarW + 14f, -80f), new Vector2(160f, 44f)), true); hpText.horizontalOverflow = HorizontalWrapMode.Overflow; atkText = OutGame.UiKit.InfoChip(unitBody, "Atk", 188f, 130f, 156f, 56f, "sword", "", 30); defText = OutGame.UiKit.InfoChip(unitBody, "Def", 354f, 130f, 156f, 56f, "shield", "", 30); extraText = OutGame.UiKit.InfoChip(unitBody, "Extra", 520f, 130f, 180f, 56f, null, "", 26); emptyText = OutGame.UiKit.Label(unitCard, "유닛을 선택하세요", 30, soft, TextAnchor.MiddleCenter, new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), Vector2.zero, new Vector2(680f, 60f), false); // 위 안내 한 줄 = 어두운 칩 위(글자가 바탕 없이 화면 끝에서 잘리던 것 · 검수2 결함 3) · 칸 안 맞춤 축소 msgChip = MakeImage("MsgChip", info, new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0.5f, 1f), new Vector2(0f, -200f), new Vector2(1032f, 58f), UISkin.Col("chip_dark", new Color(0f, 0f, 0f, 0.8f))); UISkin.Apply(msgChip, "chip"); msgChip.transform.SetSiblingIndex(messageText.transform.GetSiblingIndex()); messageText.rectTransform.anchoredPosition = new Vector2(0f, -204f); messageText.rectTransform.sizeDelta = new Vector2(990f, 50f); messageText.horizontalOverflow = HorizontalWrapMode.Wrap; messageText.verticalOverflow = VerticalWrapMode.Truncate; messageText.resizeTextForBestFit = true; messageText.resizeTextMinSize = 18; messageText.resizeTextMaxSize = 28; messageText.alignment = TextAnchor.MiddleCenter; // 수 칩 = 아군 · 적 아이콘 + 숫자(Sen) // 칩 바탕 = 루트(정적) · 아이콘·숫자 = 같은 자리의 Info 칸(유닛이 죽을 때만 바뀜) var ccPlate = transform.Find("CountChip") as RectTransform; var cc = ccPlate != null ? Like("CountInfo", info, ccPlate) : null; if (cc != null && OutGame.UiKit.Icon(cc, "hud_ally", new Vector2(0f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(48f, 0f), 56f) != null) { countText.gameObject.SetActive(false); OutGame.UiKit.Icon(cc, "hud_enemy", new Vector2(0f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(200f, 0f), 56f); allyCount = OutGame.UiKit.Title(OutGame.UiKit.Label(cc, "", 40, Color.white, TextAnchor.MiddleLeft, new Vector2(0f, 0.5f), new Vector2(0f, 0.5f), new Vector2(84f, 2f), new Vector2(80f, 60f)), true); enemyCount = OutGame.UiKit.Title(OutGame.UiKit.Label(cc, "", 40, Color.white, TextAnchor.MiddleLeft, new Vector2(0f, 0.5f), new Vector2(0f, 0.5f), new Vector2(236f, 2f), new Vector2(80f, 60f)), true); } // 스킬 버튼 뒤 빛(사용 가능 = 호흡) if (UISkin.Has("glow_circle")) { skillGlow = MakeImage("SkillGlow", info, new Vector2(1f, 0f), new Vector2(1f, 0f), new Vector2(0.5f, 0.5f), new Vector2(-24f - 125f, 100f + 125f), new Vector2(560f, 560f), UISkin.Col("skill_glow", new Color(0.85f, 0.25f, 0.18f, 0.4f))); UISkin.Apply(skillGlow, "glow_circle"); skillGlow.transform.SetSiblingIndex(skillPanel.transform.GetSiblingIndex()); var pulse = skillGlow.gameObject.AddComponent(); pulse.min = 0.45f; pulse.period = 1.2f; skillGlow.gameObject.SetActive(false); } } /// 유닛 판 값 갱신(매 프레임 · 초상은 선택이 바뀔 때만). void RefreshUnitCard(Unit u) { bool on = u != null && u.IsAlive; if (unitBody.gameObject.activeSelf != on) unitBody.gameObject.SetActive(on); emptyText.gameObject.SetActive(!on); if (!on) { shownUnit = null; return; } if (shownUnit != u) { shownUnit = u; var sp = OutGame.UiKit.ArtSprite(u.ArtId); portraitArt.sprite = sp; portraitArt.enabled = sp != null; portraitRing.color = u.Faction == Faction.Player ? UISkin.Col("hud_turn_player", Color.blue) : UISkin.Col("hud_turn_enemy", Color.red); var tsp = UISkin.Icon(OutGame.UiKit.TypeSymbolId(u.Type)); if (typeIcon != null && tsp != null) typeIcon.sprite = tsp; } nameText.text = u.DisplayName + (u.IsBoss ? " 장수" : ""); float r = u.MaxHp > 0 ? Mathf.Clamp01(u.Hp / (float)u.MaxHp) : 0f; // 값이 같으면 쓰지 않는다(매 프레임 호출 · 바뀔 때만 Info 층 재구성) var hs = new Vector2(Mathf.Max(12f, (HpBarW - 8f) * r), hpFill.sizeDelta.y); if (hpFill.sizeDelta != hs) hpFill.sizeDelta = hs; hpFill.gameObject.SetActive(r > 0f); hpFillImg.color = r > 0.5f ? UISkin.Col("hp_hi", Color.green) : r > 0.25f ? UISkin.Col("hp_mid", Color.yellow) : UISkin.Col("hp_low", Color.red); hpText.text = u.Hp + "/" + u.MaxHp; atkText.text = u.Atk.ToString(); defText.text = u.Def.ToString(); string extra = "슬링 " + SkillMods.SlingMax(u).ToString("0.#"); if (UnitTypeInfo.IsRanged(u.Type)) extra = "사거리 " + SkillMods.Range(u).ToString("0.#"); if (u.Type == UnitType.Strategist) extra = "광역 " + SkillMods.SplashRadius(u, battle.Config).ToString("0.#"); extraText.text = extra; string state = u.Faction == Faction.Player ? "아군" : "적군"; if (u.Faction == Faction.Player) { if (u.BonusMoveAvailable) state = "추가 이동"; else if (u.ActedThisTurn) state = "행동 완료"; } stateText.text = state; } /// 글자 = Info 층(값이 바뀌어도 정적 판을 다시 묶지 않게). Text MakeText(string name, Vector2 anchorMin, Vector2 anchorMax, Vector2 pivot, Vector2 anchoredPos, Vector2 size, int fontSize, TextAnchor align) { var go = new GameObject(name); go.transform.SetParent(info, false); var rt = go.AddComponent(); rt.anchorMin = anchorMin; rt.anchorMax = anchorMax; rt.pivot = pivot; rt.anchoredPosition = anchoredPos; rt.sizeDelta = size; var t = go.AddComponent(); t.font = TextUtil.Font; t.fontSize = fontSize; t.alignment = align; t.color = Color.white; t.horizontalOverflow = HorizontalWrapMode.Overflow; t.verticalOverflow = VerticalWrapMode.Overflow; t.raycastTarget = false; var sh = go.AddComponent(); sh.effectDistance = new Vector2(2f, -2f); sh.effectColor = new Color(0f, 0f, 0f, 0.8f); return t; } Image MakeImage(string name, Transform parent, Vector2 anchorMin, Vector2 anchorMax, Vector2 pivot, Vector2 anchoredPos, Vector2 size, Color color) { var go = new GameObject(name); go.transform.SetParent(parent, false); var rt = go.AddComponent(); rt.anchorMin = anchorMin; rt.anchorMax = anchorMax; rt.pivot = pivot; rt.anchoredPosition = anchoredPos; rt.sizeDelta = size; var img = go.AddComponent(); img.color = color; img.raycastTarget = false; return img; } /// 테마 칩(팩 카드 틀 · 색 틴트) — 글자보다 먼저 만들어 뒤에 깔린다. Image Chip(string name, Transform parent, Vector2 anchor, Vector2 pivot, Vector2 pos, Vector2 size, Color color) { var img = MakeImage(name, parent, anchor, anchor, pivot, pos, size, color); UISkin.Apply(img, "card"); return img; } static void Place(Text t, Vector2 pos, Vector2 size) { t.rectTransform.anchoredPosition = pos; t.rectTransform.sizeDelta = size; } public void SetSelected(Unit u) { selected = u; } public bool SkillButtonVisible { get { return skillPanel != null && skillPanel.gameObject.activeSelf; } } public string SkillButtonText { get { return skillPanel != null ? skillName.text + " | " + skillState.text + " | " + skillPassive.text : ""; } } public string SkillLogText { get { return skillLog != null ? skillLog.text : ""; } } /// 화면 점이 스킬 버튼 위면 탭 처리(선택 유닛 액티브 예약·취소·즉시 발동) 후 true — 슬링샷 입력은 건너뛴다. public bool TrySkillTap(Vector2 screen) { if (!SkillButtonVisible || battle == null) return false; if (!RectTransformUtility.RectangleContainsScreenPoint(skillPanel.rectTransform, screen, uiCam)) return false; PressSkill(); return true; } /// 스킬 버튼 누름(탭 · 테스트 · 캡처 공용). public string PressSkill() { if (battle == null || battle.Skills == null || selected == null) return null; var msg = battle.Skills.TapActive(selected); if (!string.IsNullOrEmpty(msg)) battle.LastMessage = msg; if (selected.View != null) selected.View.Refresh(); return msg; } void RefreshSkill() { var sys = battle.Skills; var lines = sys != null ? sys.RecentLog(SkillLogSeconds, 2) : null; skillLog.text = lines != null ? string.Join("\n", lines.ToArray()) : ""; var s = sys != null && selected != null && selected.IsAlive ? sys.Of(selected) : null; bool show = s != null && (s.Active != null || s.Passive != null); if (skillPanel.gameObject.activeSelf != show) skillPanel.gameObject.SetActive(show); if (!show) return; if (skillCool != null) { // 쿨 라디얼 = 남은 턴 / 쿨(쿨 중일 때만) bool cooling = s.Active != null && selected.Faction == Faction.Player && sys.StateOf(selected) == SkillSystem.ActiveState.Cooldown && s.Active.Cooldown > 0; skillCool.fillAmount = cooling ? Mathf.Clamp01(s.CooldownLeft(battle.TurnNumber) / (float)s.Active.Cooldown) : 0f; } skillPassive.text = s.Passive != null ? "패 · " + s.Passive.NameKo + (s.PassiveMult > 1f ? " ★" : "") : ""; if (s.Active == null || selected.Faction != Faction.Player) { skillName.text = s.Active != null ? s.Active.NameKo : "패시브"; skillState.text = selected.Faction != Faction.Player ? "적 무장 · 패시브만" : "액티브 없음"; skillPanel.color = SkillPassiveOnlyColor; return; } skillName.text = s.Active.NameKo + " Lv" + s.ActiveLv; var st = sys.StateOf(selected); string kind = s.Active.Trigger == SkillTrigger.Instant ? "즉시" : "다음 행동"; switch (st) { case SkillSystem.ActiveState.Ready: skillState.text = "사용 가능"; // 짧게(탭 동작 안내 줄 삭제 · 검수2 결함 2) skillPanel.color = SkillReadyColor; break; case SkillSystem.ActiveState.Reserved: skillState.text = "예약됨"; skillPanel.color = SkillReservedColor; break; case SkillSystem.ActiveState.Targeting: skillState.text = "지점 선택"; skillPanel.color = SkillReservedColor; break; case SkillSystem.ActiveState.Cooldown: skillState.text = "쿨 " + s.CooldownLeft(battle.TurnNumber) + "턴"; skillPanel.color = SkillOffColor; break; case SkillSystem.ActiveState.Acted: skillState.text = "행동 완료"; skillPanel.color = SkillOffColor; break; case SkillSystem.ActiveState.BonusMove: skillState.text = "추가 이동 중"; skillPanel.color = SkillOffColor; break; default: skillState.text = kind + " · 쿨 " + s.Active.Cooldown; 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; } /// 화면 점이 미니맵 안이면 해당 월드 좌표를 돌려준다. 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; } void LateUpdate() { if (battle == null || battle.Config == null || battle.Config.stages.Length == 0) return; Refresh(); RefreshMinimap(); } void Refresh() { var stage = battle.Stage; stageText.text = stage.chapter > 0 ? stage.chapter + "-" + stage.stage + " · " + stage.title : "제" + (battle.StageIndex + 1) + "전투 · " + stage.title + (string.IsNullOrEmpty(stage.subtitle) ? "" : " " + stage.subtitle); countText.text = "아군 " + battle.AliveCount(Faction.Player) + " · 적 " + battle.AliveCount(Faction.Enemy); if (allyCount != null) { allyCount.text = battle.AliveCount(Faction.Player).ToString(); enemyCount.text = battle.AliveCount(Faction.Enemy).ToString(); } 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; bool msgOn = !string.IsNullOrEmpty(messageText.text); if (msgChip != null && msgChip.gameObject.activeSelf != msgOn) msgChip.gameObject.SetActive(msgOn); if (turnBadge != null) { bool on = turnText.text.Length > 0; if (turnBadge.gameObject.activeSelf != on) turnBadge.gameObject.SetActive(on); turnBadge.color = battle.Phase == BattlePhase.EnemyTurn || battle.Phase == BattlePhase.Defeat ? UISkin.Col("hud_turn_enemy", Color.red) : UISkin.Col("hud_turn_player", Color.blue); } 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) { // 기본 조작 문장은 테마 HUD 에서 삭제(Fable §4-8 · 첫 전투 튜토리얼 손으로 대체 예정) · 상황 안내만 유지 hintText.text = battle.OnlyBonusMovesRemain() ? "추가 이동: 유닛을 당겨 이동 · 빈 곳을 탭하면 건너뜀" : unitCard != null ? "" : "유닛을 잡고 뒤로 당겼다 놓기 = 이동·공격 · 유닛 탭 = 사거리 · 빈 곳 드래그 = 전장 이동"; } 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; 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.#"); string state = ""; if (u.Faction == Faction.Player) { if (u.BonusMoveAvailable) state = " [추가 이동]"; else if (u.ActedThisTurn) state = " [행동 완료]"; } unitText.text = line1 + "\n" + line2 + "\n" + line3 + state; } else { unitText.text = "유닛을 선택하세요"; } if (unitCard != null) RefreshUnitCard(selected); RefreshSkill(); if (skillGlow != null) { bool ready = skillPanel.gameObject.activeSelf && battle.Skills != null && selected != null && selected.IsAlive && selected.Faction == Faction.Player && battle.Skills.StateOf(selected) == SkillSystem.ActiveState.Ready; if (skillGlow.gameObject.activeSelf != ready) skillGlow.gameObject.SetActive(ready); } bool result = battle.Phase == BattlePhase.StageClear || battle.Phase == BattlePhase.Defeat; float alpha = HideOnResult && result ? 0f : 1f; if (group != null && group.alpha != alpha) group.alpha = alpha; 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); bool toMap = battle.ResultHandler != null; resultSub.text = win ? stage.title + " 제압!\n화면을 탭하면 " + (toMap ? "월드맵으로" : "다음 전투로") : stage.title + " 에서 패배\n화면을 탭하면 " + (toMap ? "월드맵으로" : "다시 도전"); } } 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); // 값이 같으면 쓰지 않는다(카메라가 멈춰 있으면 MinimapLive 층도 다시 묶지 않음) var vr = minimapView.rectTransform; var vp = new Vector2(x0, y0); var vs = new Vector2(Mathf.Max(2f, x1 - x0), Mathf.Max(2f, y1 - y0)); if (vr.anchoredPosition != vp) vr.anchoredPosition = vp; if (vr.sizeDelta != vs) vr.sizeDelta = vs; } // 유닛 점 foreach (var u in battle.Units) { if (u == null) continue; Image dot; if (!minimapDots.TryGetValue(u, out dot)) { dot = MakeImage("Dot", minimapLive, 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) { var dp = new Vector2((u.Position.x - b.xMin) * sx, (u.Position.y - b.yMin) * sy); if (dot.rectTransform.anchoredPosition != dp) dot.rectTransform.anchoredPosition = dp; } } // 사라진 유닛 정리 var dead = new List(); 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); } } } }