가챠 슬라이더 핸들
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@ -47891,6 +48115,9 @@ MonoBehaviour:
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@ -9,6 +9,7 @@ public class GachaUI : uScrollViewMgr
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public GameObject[] gos_grade;
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public Slider[] slider_lucky, slider_lucky2;
|
public Slider[] slider_lucky, slider_lucky2;
|
||||||
public Image[] images_slider; // 알파 슬라이더 이미지들
|
public Image[] images_slider; // 알파 슬라이더 이미지들
|
||||||
|
public GameObject[] gos_sliderhandle;
|
||||||
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;
|
||||||
|
|
@ -37,6 +38,7 @@ public class GachaUI : uScrollViewMgr
|
||||||
slider_lucky2[0].value = slider_lucky2[1].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;
|
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);
|
||||||
|
Set_SliderHandle();
|
||||||
}
|
}
|
||||||
|
|
||||||
go_CanEnterLuckyGame.SetActive(SaveMgr.Ins.Get_Money(eMoney.Lucky) >= table_GlobalValue.Ins.Get_Float("LuckyPoint"));
|
go_CanEnterLuckyGame.SetActive(SaveMgr.Ins.Get_Money(eMoney.Lucky) >= table_GlobalValue.Ins.Get_Float("LuckyPoint"));
|
||||||
|
|
@ -44,6 +46,12 @@ public class GachaUI : uScrollViewMgr
|
||||||
Set_Money();
|
Set_Money();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Set_SliderHandle()
|
||||||
|
{
|
||||||
|
gos_sliderhandle[0].SetActive(slider_lucky[0].value < 1f);
|
||||||
|
gos_sliderhandle[1].SetActive(slider_lucky[0].value >= 1f);
|
||||||
|
}
|
||||||
|
|
||||||
IEnumerator Co_UpdateSlider()
|
IEnumerator Co_UpdateSlider()
|
||||||
{
|
{
|
||||||
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");
|
||||||
|
|
@ -52,6 +60,9 @@ public class GachaUI : uScrollViewMgr
|
||||||
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;
|
slider_lucky2[1].value = targetValue2;
|
||||||
|
|
||||||
|
gos_sliderhandle[0].SetActive(slider_lucky[0].value < 1f);
|
||||||
|
gos_sliderhandle[1].SetActive(slider_lucky[0].value >= 1f);
|
||||||
|
|
||||||
float duration = 0.5f; // 각 슬라이더당 시간
|
float duration = 0.5f; // 각 슬라이더당 시간
|
||||||
float elapsed = 0f;
|
float elapsed = 0f;
|
||||||
|
|
||||||
|
|
@ -65,6 +76,7 @@ public class GachaUI : uScrollViewMgr
|
||||||
float t = Mathf.Clamp01(elapsed / duration);
|
float t = Mathf.Clamp01(elapsed / duration);
|
||||||
slider.value = Mathf.Lerp(startValue1, targetValue1, t);
|
slider.value = Mathf.Lerp(startValue1, targetValue1, t);
|
||||||
texts[0].text = MyText.Get_PercentValueText_100(slider.value + slider2.value);
|
texts[0].text = MyText.Get_PercentValueText_100(slider.value + slider2.value);
|
||||||
|
Set_SliderHandle();
|
||||||
yield return null;
|
yield return null;
|
||||||
}
|
}
|
||||||
slider.value = targetValue1;
|
slider.value = targetValue1;
|
||||||
|
|
@ -79,6 +91,7 @@ public class GachaUI : uScrollViewMgr
|
||||||
float t = Mathf.Clamp01(elapsed / duration);
|
float t = Mathf.Clamp01(elapsed / duration);
|
||||||
slider2.value = Mathf.Lerp(startValue2, targetValue2, t);
|
slider2.value = Mathf.Lerp(startValue2, targetValue2, t);
|
||||||
texts[0].text = MyText.Get_PercentValueText_100(slider.value + slider2.value);
|
texts[0].text = MyText.Get_PercentValueText_100(slider.value + slider2.value);
|
||||||
|
Set_SliderHandle();
|
||||||
yield return null;
|
yield return null;
|
||||||
}
|
}
|
||||||
slider2.value = targetValue2;
|
slider2.value = targetValue2;
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue