가챠 슬라이더 연출

This commit is contained in:
Ino 2025-09-20 06:34:58 +09:00
parent 2a14a7b1a8
commit 65e55ca8b6
2 changed files with 434 additions and 20 deletions

View File

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View File

@ -7,7 +7,8 @@ using UnityEngine.UI;
public class GachaUI : uScrollViewMgr public class GachaUI : uScrollViewMgr
{ {
public GameObject[] gos_grade; public GameObject[] gos_grade;
public Slider slider_lucky, slider_lucky2; public Slider[] slider_lucky, slider_lucky2;
public Image[] images_slider; // 알파 슬라이더 이미지들
public TextMeshProUGUI[] texts_money; // 0 앨범 오픈 재화, 1 챗 코인, 2 가챠 코인 public TextMeshProUGUI[] texts_money; // 0 앨범 오픈 재화, 1 챗 코인, 2 가챠 코인
public TextMeshProUGUI[] texts; // 0 럭키 % public TextMeshProUGUI[] texts; // 0 럭키 %
public GameObject go_CanEnterLuckyGame; public GameObject go_CanEnterLuckyGame;
@ -26,13 +27,15 @@ public class GachaUI : uScrollViewMgr
{ {
if (updateSlider) if (updateSlider)
{ {
StopAllCoroutines();
StartCoroutine(Co_UpdateSlider()); StartCoroutine(Co_UpdateSlider());
} }
else else
{ {
var cal = SaveMgr.Ins.Get_Money(eMoney.Lucky) / table_GlobalValue.Ins.Get_Float("LuckyPoint"); var cal = SaveMgr.Ins.Get_Money(eMoney.Lucky) / table_GlobalValue.Ins.Get_Float("LuckyPoint");
slider_lucky.value = DSUtil.Get_SliderValue(cal); slider_lucky[0].value = slider_lucky[1].value = DSUtil.Get_SliderValue(cal);
slider_lucky2.value = DSUtil.Get_SliderValue(cal - 1f); slider_lucky2[0].value = slider_lucky2[1].value = DSUtil.Get_SliderValue(cal - 1f);
images_slider[0].color = images_slider[1].color = Color.white;
texts[0].text = MyText.Get_PercentValueText_100(cal > 2f ? 2f : cal); texts[0].text = MyText.Get_PercentValueText_100(cal > 2f ? 2f : cal);
} }
@ -45,37 +48,41 @@ public class GachaUI : uScrollViewMgr
{ {
float lucky = SaveMgr.Ins.Get_Money(eMoney.Lucky) / table_GlobalValue.Ins.Get_Float("LuckyPoint"); float lucky = SaveMgr.Ins.Get_Money(eMoney.Lucky) / table_GlobalValue.Ins.Get_Float("LuckyPoint");
float targetValue1 = Mathf.Min(lucky, 1f); // slider_lucky 목표 float targetValue1 = Mathf.Min(lucky, 1f); // slider_lucky 목표
slider_lucky[1].value = targetValue1;
float targetValue2 = Mathf.Max(lucky - 1f, 0f); // slider_lucky2 목표 float targetValue2 = Mathf.Max(lucky - 1f, 0f); // slider_lucky2 목표
slider_lucky2[1].value = targetValue2;
float duration = 0.5f; // 각 슬라이더당 시간 float duration = 0.5f; // 각 슬라이더당 시간
float elapsed = 0f; float elapsed = 0f;
// slider_lucky 먼저 // slider_lucky 먼저
float startValue1 = slider_lucky.value; var slider = slider_lucky[0];
var slider2 = slider_lucky2[0];
float startValue1 = slider.value;
while (elapsed < duration) while (elapsed < duration)
{ {
elapsed += Time.deltaTime; elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration); float t = Mathf.Clamp01(elapsed / duration);
slider_lucky.value = Mathf.Lerp(startValue1, targetValue1, t); slider.value = Mathf.Lerp(startValue1, targetValue1, t);
texts[0].text = MyText.Get_PercentValueText_100(slider_lucky.value + slider_lucky2.value); texts[0].text = MyText.Get_PercentValueText_100(slider.value + slider2.value);
yield return null; yield return null;
} }
slider_lucky.value = targetValue1; slider.value = targetValue1;
texts[0].text = MyText.Get_PercentValueText_100(slider_lucky.value + slider_lucky2.value); texts[0].text = MyText.Get_PercentValueText_100(slider.value + slider2.value);
// slider_lucky2 다음 // slider_lucky2 다음
elapsed = 0f; elapsed = 0f;
float startValue2 = slider_lucky2.value; float startValue2 = slider2.value;
while (elapsed < duration) while (elapsed < duration)
{ {
elapsed += Time.deltaTime; elapsed += Time.deltaTime;
float t = Mathf.Clamp01(elapsed / duration); float t = Mathf.Clamp01(elapsed / duration);
slider_lucky2.value = Mathf.Lerp(startValue2, targetValue2, t); slider2.value = Mathf.Lerp(startValue2, targetValue2, t);
texts[0].text = MyText.Get_PercentValueText_100(slider_lucky.value + slider_lucky2.value); texts[0].text = MyText.Get_PercentValueText_100(slider.value + slider2.value);
yield return null; yield return null;
} }
slider_lucky2.value = targetValue2; slider2.value = targetValue2;
texts[0].text = MyText.Get_PercentValueText_100(slider_lucky.value + slider_lucky2.value); texts[0].text = MyText.Get_PercentValueText_100(slider.value + slider2.value);
} }
void Set_Money() void Set_Money()