using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace TKS.OutGame
{
///
/// 영웅·병사 카드(가로형 · UI 상업용 재설계 ② · 설계서 §3② · 팩 CardFrame01 5층 등급색) — 초상(뒤 빛) · 병종 원 · Lv 배지 · 세력 깃발 · 출전 꼬리 칩 ·
/// 아래 이름 띠(이름 · ★ · 등급 칩) · 미보유 = 빈 카드(문양 + 초상 어둡게). 목록 · 편성 보유 행 · 도감 공용.
///
public static class HeroCards
{
public static Image Card(Transform content, OutGameSession s, HeroDb.Hero h, bool deployed, bool owned, System.Action onTap)
{
var cell = UiKit.Cell(content, "Card_" + h.id, Color.clear, onTap);
cell.sprite = null; // 바닥 = 클릭 판(투명) · 그림은 층으로
var lv = s.Save.Level(h.id);
var hs = s.Save.Hero(h.id);
string g = h.isSoldier || hs == null || string.IsNullOrEmpty(hs.grade) ? "white" : hs.grade;
string G = "grade_" + g + "_";
var t = cell.transform;
if (owned)
{
UiKit.Layer(t, "Bg", "card_bg", UiKit.Col(G + "card_bg", UiKit.Paper));
UiKit.Layer(t, "Grad", "card_grad", UiKit.Col(G + "card_grad", UiKit.White), 0f, 6f, 0f, 0f);
var glow = UiKit.Skin(UiKit.Rect("Glow", t, new Vector2(0f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(72f, 6f), new Vector2(190f, 190f)), "card_glow", UiKit.Col(G + "card_glow", UiKit.White));
glow.enabled = UISkin.Has("card_glow");
}
else
{
UiKit.Layer(t, "Bg", "card_empty", UiKit.Col("card_empty", UiKit.Slot));
var pat = UiKit.Layer(t, "Pattern", "card_empty_pattern", UiKit.Col("card_empty_pattern", UiKit.Slot), 6f, 6f, 6f, 6f);
pat.type = Image.Type.Tiled;
}
UiKit.Portrait("Face", t, h, new Vector2(0f, 0.5f), new Vector2(0f, 0.5f), new Vector2(12f, 6f), new Vector2(120f, 116f), false, 2f, Color.clear);
if (!owned) UiKit.Paint(UiKit.Rect("Dim", t, new Vector2(0f, 0.5f), new Vector2(0f, 0.5f), new Vector2(12f, 6f), new Vector2(120f, 116f)), UiKit.Col("card_dim", UiKit.Dark), false);
var band = UiKit.Rect("Band", t, new Vector2(0.5f, 0f), new Vector2(0.5f, 0f), Vector2.zero, new Vector2(0f, 62f));
band.anchorMin = new Vector2(0f, 0f);
band.anchorMax = new Vector2(1f, 0f);
band.sizeDelta = new Vector2(0f, 62f);
UiKit.Skin(band, "card_bottom", UiKit.Col("card_bottom", UiKit.Dark)).enabled = UISkin.Has("card_bottom");
UiKit.Layer(t, "Border", "card_border", UiKit.Col(owned ? "card_border" : "card_empty_border", UiKit.Line));
int star = hs != null ? hs.star : h.rarity;
UiKit.StarRow(t, star, star, new Vector2(0f, 0f), new Vector2(0f, 0f), new Vector2(16f, 8f), 24f);
var name = UiKit.Title(UiKit.Label(t, h.nameKo, 40, owned ? UiKit.White : UiKit.InkSoft, TextAnchor.MiddleLeft, new Vector2(0f, 0f), new Vector2(0f, 0f), new Vector2(142f, 4f), new Vector2(260f, 56f)), true);
name.horizontalOverflow = HorizontalWrapMode.Overflow;
// 위 줄: 병종 원 · Lv 배지 · 세력 깃발 · (출전 꼬리 칩)
var ring = UiKit.Skin(UiKit.Rect("Type", t, new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(142f, -12f), new Vector2(52f, 52f)), "dot", UiKit.White);
ring.preserveAspect = true;
var cls = UiKit.Icon(ring.transform, UiKit.TypeIconId(h.type), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), Vector2.zero, 36f);
if (cls == null) UiKit.Title(UiKit.FillLabel(ring.transform, UnitTypeInfo.Mark(h.type), 26, UiKit.White), true);
if (owned)
{
var badge = UiKit.Icon(t, "lv_badge_s", new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(202f, -8f), 56f);
var lt = UiKit.Title(UiKit.Label(badge != null ? badge.transform : t, (lv != null ? lv.lv : 1).ToString(), 26, UiKit.White, TextAnchor.MiddleCenter,
badge != null ? new Vector2(0.5f, 0.5f) : new Vector2(0f, 1f), new Vector2(0.5f, 0.5f), badge != null ? new Vector2(0f, 2f) : new Vector2(230f, -36f), new Vector2(56f, 40f)), true);
lt.horizontalOverflow = HorizontalWrapMode.Overflow;
}
var flag = UiKit.Icon(t, UISkin.Icon("flag_" + h.faction) != null ? "flag_" + h.faction : "flag_other", new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(264f, -14f), 44f);
UiKit.DropShadow(flag, 2f);
if (deployed)
{
var tail = UiKit.Skin(UiKit.Rect("Deployed", t, new Vector2(1f, 1f), new Vector2(1f, 1f), new Vector2(-10f, -10f), new Vector2(104f, 46f)), "tail", UiKit.Col("tail_red", UiKit.Red));
UiKit.Title(UiKit.FillLabel(tail.transform, "출전", 26, UiKit.White), true);
}
if (owned && hs != null && !h.isSoldier && UISkin.Has("para_" + g))
{
var chip = UiKit.Skin(UiKit.Rect("Grade", t, new Vector2(1f, 0f), new Vector2(1f, 0f), new Vector2(-14f, 11f), new Vector2(66f, 40f)), "para_" + g, UiKit.Col(G + "chip", UiKit.White));
UiKit.Title(UiKit.FillLabel(chip.transform, UiKit.GradeKo(g), 24, UiKit.White), true);
}
if (owned && s.CanGrowAny(h.id) && UiKit.Icon(t, "new_dot", new Vector2(0f, 1f), new Vector2(0.5f, 0.5f), new Vector2(14f, -10f), 34f) == null)
UiKit.Dot("New", t, new Vector2(0f, 1f), new Vector2(0.5f, 0.5f), new Vector2(14f, -10f), 26f, UiKit.Red);
return cell;
}
}
/// 영웅 탭 = 보유 영웅·병사 목록(장수|병사 · 2줄 카드) → 탭 = 영웅 상세 · 도감.
public class HeroListScreen : OutGameScreen
{
bool soldiers;
RectTransform content;
ScrollRect scroll;
Button tabHero;
Button tabSoldier;
public bool ShowingSoldiers
{
get { return soldiers; }
}
public override void Build()
{
Tab = 0;
Header("영웅", "", true); // 부제 삭제(설계서 §2-5)
var body = Body();
tabHero = UiKit.Btn("TabHero", body, "장수", 36, UiKit.Red, UiKit.White, new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(24f, -20f), new Vector2(220f, 84f), () => SetFilter(false));
tabSoldier = UiKit.Btn("TabSoldier", body, "병사", 36, UiKit.Paper, UiKit.Ink, new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(258f, -20f), new Vector2(220f, 84f), () => SetFilter(true));
UiKit.Btn("Codex", body, "도감", 36, UiKit.Dark, UiKit.White, new Vector2(1f, 1f), new Vector2(1f, 1f), new Vector2(-24f, -20f), new Vector2(220f, 84f), () => HeroDetailScreen.ShowCodex(Root));
content = UiKit.ScrollGrid("List", body, 24f, 24f, 124f, 16f, new Vector2(506f, 150f), new Vector2(20f, 18f), 2, out scroll);
}
public void SetFilter(bool soldier)
{
soldiers = soldier;
Refresh();
}
public override void Refresh()
{
tabHero.GetComponent().color = soldiers ? UiKit.Paper : UiKit.Red;
UiKit.LabelOf(tabHero).color = soldiers ? UiKit.Ink : UiKit.White;
tabSoldier.GetComponent().color = soldiers ? UiKit.Red : UiKit.Paper;
UiKit.LabelOf(tabSoldier).color = soldiers ? UiKit.White : UiKit.Ink;
UiKit.LabelOf(tabHero).text = "장수 " + S.Owned(false).Count;
UiKit.LabelOf(tabSoldier).text = "병사 " + S.Owned(true).Count;
UiKit.Clear(content);
foreach (var h in S.Owned(soldiers))
{
var id = h.id;
HeroCards.Card(content, S, h, S.InActivePreset(id), true, () => Root.ShowHero(id));
}
}
public int CardCount
{
get { return content.childCount; }
}
}
///
/// 영웅 상세(UI 상업용 재설계 ① · PD 2026-11-09 확정 목업 hero_detail.html = 좌표·부품·색 SOT · 본문 y = 목업 y − 224) —
/// 등급 색 바탕(글로우 + 문양 · 화면 전체) · 전투력 칩 · 일러(좌우 밀기 = 영웅 전환) + 양옆 장비 6칸 · 레벨 행(레벨업 · 승급) · 이름 띠(세력 · 병종 · 등급 · ★) ·
/// 스킬 패널(액티브 · 패시브 · 행마다 레벨업) · 메뉴 4버튼(정보 = 상세정보 + 도감 · 진화 = 조각 팝업 · 각성 · 외형 = 준비 중). 색·스프라이트 = 테마 표(ui_theme.csv) id.
///
public class HeroDetailScreen : OutGameScreen
{
const float SwipeMin = 80f; // 일러 밀기 = 가로 80 px 이상(기준 해상도 px)
static readonly string[] MenuNames = { "정보", "진화", "각성", "외형" };
static readonly string[] MenuIcons = { "info", "star_l", "fire", "top" };
static readonly Vector2[] MenuIconSize = { new Vector2(26f, 60f), new Vector2(58f, 62f), new Vector2(64f, 50f), new Vector2(62f, 46f) };
string id;
readonly List order = new List();
Image bgFill;
Image bgGlow;
Text ownedText;
Text power;
RectTransform art;
float dragX;
readonly GameObject[] slotRoot = new GameObject[6];
readonly Image[] slotGlow = new Image[6];
readonly Image[] slotBg = new Image[6];
readonly Image[] slotDeco = new Image[6];
readonly Image[] slotLight = new Image[6];
readonly Image[] slotIcon = new Image[6];
readonly Text[] slotName = new Text[6];
readonly Image[] slotCheck = new Image[6];
readonly Image[] slotBag = new Image[6];
Text lvBadge;
Text lvText;
Text expText;
RectTransform expFill;
Image levelImg;
Text levelLabel;
Text levelCost;
Image goldIcon;
Image promoteImg;
Text promoteSub;
Image bandImg;
Image flagIcon;
Image clsIcon;
Image paraImg;
Text gradeText;
Text nameText;
Text typeText;
RectTransform starRow;
Image panelImg;
GameObject coolChip;
Text coolText;
readonly Image[] rowImg = new Image[2];
readonly Image[] skFrame = new Image[2];
readonly Image[] skCls = new Image[2];
readonly Text[] skName = new Text[2];
readonly Text[] skHanja = new Text[2];
readonly Text[] skDesc = new Text[2];
readonly Text[] skLv = new Text[2];
readonly Image[] skBtn = new Image[2];
readonly Text[] skBtnText = new Text[2];
readonly Text[] skBtnSub = new Text[2];
readonly GameObject[] skCost = new GameObject[2];
readonly Text[] skBooks = new Text[2];
readonly Text[] skGold = new Text[2];
Image evolveDot;
public string HeroId
{
get { return id; }
}
public void Select(string heroId)
{
id = heroId;
var h = S.Def(heroId);
order.Clear();
if (h != null)
foreach (var o in S.Owned(h.isSoldier)) order.Add(o.id);
}
// ---------- 목업 좌표 도우미(부모 왼쪽 위 기준 · y 아래로) ----------
static Color Col(string colorId)
{
return UISkin.Col(colorId, Color.white);
}
static RectTransform At(Transform p, string name, float x, float y, float w, float h)
{
return UiKit.Rect(name, p, new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(x, -y), new Vector2(w, h));
}
static Image Spr(Transform p, string name, string skin, float x, float y, float w, float h, string color, bool raycast = false)
{
return UiKit.Skin(At(p, name, x, y, w, h), skin, Col(color), raycast);
}
Image Press(Transform p, string name, string skin, float x, float y, float w, float h, string color, System.Action onClick)
{
var img = Spr(p, name, skin, x, y, w, h, color, true);
img.gameObject.AddComponent