ThreeKingdomsSlingshot/Assets/Scripts/Runtime/BattleHUD.cs

183 lines
9.3 KiB
C#

using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace TKS
{
/// <summary>화면 HUD(uGUI · 코드 생성): 스테이지·턴·유닛 수·안내·선택 유닛 정보·스킬 아이콘(추후)·결과 오버레이.</summary>
public class BattleHUD : MonoBehaviour
{
BattleManager battle;
Text stageText;
Text turnText;
Text countText;
Text messageText;
Text hintText;
Text unitText;
GameObject resultOverlay;
Text resultTitle;
Text resultSub;
Unit selected;
public void Build(BattleManager b, Camera cam)
{
battle = b;
var canvas = gameObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceCamera;
canvas.worldCamera = cam;
canvas.planeDistance = 1f;
canvas.sortingOrder = 100;
var scaler = gameObject.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1080f, 1920f);
scaler.matchWidthOrHeight = 0.5f;
gameObject.AddComponent<GraphicRaycaster>();
if (EventSystem.current == null && FindFirstObjectByType<EventSystem>() == null)
{
var es = new GameObject("EventSystem");
es.AddComponent<EventSystem>();
es.AddComponent<StandaloneInputModule>();
}
stageText = MakeText("Stage", new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(0f, 1f), new Vector2(30f, -28f), new Vector2(760f, 70f), 40, TextAnchor.UpperLeft);
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);
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);
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 아이콘(초기 단계 미구현 · 자리만)
var skill = MakeImage("SkillIcon", transform, new Vector2(1f, 0f), new Vector2(1f, 0f), new Vector2(1f, 0f), new Vector2(-36f, 110f), new Vector2(170f, 170f), new Color(0.3f, 0.3f, 0.33f, 0.8f));
var skillLabel = MakeText("Label", new Vector2(0f, 0f), new Vector2(1f, 1f), new Vector2(0.5f, 0.5f), Vector2.zero, Vector2.zero, 30, TextAnchor.MiddleCenter);
skillLabel.transform.SetParent(skill.transform, false);
skillLabel.text = "스킬\n(추후)";
skillLabel.color = new Color(0.75f, 0.75f, 0.75f);
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;
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);
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);
}
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(transform, false);
var rt = go.AddComponent<RectTransform>();
rt.anchorMin = anchorMin;
rt.anchorMax = anchorMax;
rt.pivot = pivot;
rt.anchoredPosition = anchoredPos;
rt.sizeDelta = size;
var t = go.AddComponent<Text>();
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<Shadow>();
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<RectTransform>();
rt.anchorMin = anchorMin;
rt.anchorMax = anchorMax;
rt.pivot = pivot;
rt.anchoredPosition = anchoredPos;
rt.sizeDelta = size;
var img = go.AddComponent<Image>();
img.color = color;
img.raycastTarget = false;
return img;
}
public void SetSelected(Unit u)
{
selected = u;
}
void LateUpdate()
{
if (battle == null || battle.Config == null || battle.Config.stages.Length == 0) return;
Refresh();
}
void Refresh()
{
var stage = battle.Stage;
stageText.text = "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);
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;
if (battle.Phase == BattlePhase.PlayerTurn)
{
hintText.text = battle.OnlyBonusMovesRemain()
? "추가 이동: 유닛을 당겨 이동 · 빈 곳을 탭하면 건너뜀"
: "아군 유닛을 잡고 뒤로 당겼다 놓으면 반대 방향으로 이동·공격";
}
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 " + u.SlingMaxDistance.ToString("0.#") + (u.Type == UnitType.Archer ? " 사거리 " + u.AttackRange.ToString("0.#") : "") + (u.Type == UnitType.Spear ? " 견제 반경 " + u.AttackRange.ToString("0.#") : "");
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";
}
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);
resultSub.text = win
? stage.title + " 제압!\n화면을 탭하면 다음 전투로"
: stage.title + " 에서 패배\n화면을 탭하면 다시 도전";
}
}
}
}