[UI] 체력/마나 바 HUD 시스템 추가

- StatBar: Slider/Image.Fill 방식 지원
- PlayerHUD: PlayerNetworkController 연동
- TextMeshPro 어셈블리 참조 추가
- Fantasy Warrior HUD 애셋 임포트
This commit is contained in:
2026-03-10 15:55:56 +09:00
parent 975572db46
commit 2cc24188b3
5 changed files with 193 additions and 1 deletions

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using UnityEngine;
using Colosseum.Player;
namespace Colosseum.UI
{
/// <summary>
/// 플레이어 HUD - 체력/마나 바 관리
/// </summary>
public class PlayerHUD : MonoBehaviour
{
[Header("Stat Bars")]
[SerializeField] private StatBar healthBar;
[SerializeField] private StatBar manaBar;
[Header("Target")]
[Tooltip("자동으로 로컬 플레이어 찾기")]
[SerializeField] private bool autoFindPlayer = true;
private PlayerNetworkController targetPlayer;
private void Start()
{
if (autoFindPlayer)
{
FindLocalPlayer();
}
}
private void Update()
{
if (targetPlayer == null && autoFindPlayer)
{
FindLocalPlayer();
}
if (targetPlayer != null)
{
UpdateStatBars();
}
}
private void FindLocalPlayer()
{
var players = FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
foreach (var player in players)
{
if (player.IsOwner)
{
SetTarget(player);
break;
}
}
}
/// <summary>
/// 추적할 플레이어 설정
/// </summary>
public void SetTarget(PlayerNetworkController player)
{
targetPlayer = player;
}
private void UpdateStatBars()
{
if (healthBar != null)
{
healthBar.SetValue(targetPlayer.Health, targetPlayer.MaxHealth);
}
if (manaBar != null)
{
manaBar.SetValue(targetPlayer.Mana, targetPlayer.MaxMana);
}
}
}
}

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fileFormatVersion: 2
guid: e956d7232e6a45246ac4d8079f12f9c3

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using UnityEngine;
using UnityEngine.UI;
using TMPro;
namespace Colosseum.UI
{
/// <summary>
/// 체력/마나 바 UI 컴포넌트
/// Slider 또는 Image.Fill 방식 지원
/// </summary>
public class StatBar : MonoBehaviour
{
[Header("References - Slider 방식")]
[SerializeField] private Slider slider;
[Header("References - Fill Image 방식")]
[SerializeField] private Image fillImage;
[Header("References - 텍스트")]
[SerializeField] private TMP_Text valueText;
[Header("Colors")]
[SerializeField] private Color fullColor = Color.green;
[SerializeField] private Color lowColor = Color.red;
[SerializeField] private float lowThreshold = 0.3f;
[SerializeField] private bool useColorTransition = true;
[Header("Animation")]
[SerializeField] private bool smoothTransition = true;
[SerializeField] private float lerpSpeed = 5f;
private float currentValue;
private float maxValue;
private float displayValue;
/// <summary>
/// 바 값 설정
/// </summary>
public void SetValue(float current, float max)
{
currentValue = current;
maxValue = max;
if (!smoothTransition)
{
displayValue = currentValue;
UpdateVisuals();
}
}
private void Update()
{
if (smoothTransition && !Mathf.Approximately(displayValue, currentValue))
{
displayValue = Mathf.Lerp(displayValue, currentValue, lerpSpeed * Time.deltaTime);
if (Mathf.Abs(displayValue - currentValue) < 0.01f)
displayValue = currentValue;
UpdateVisuals();
}
}
private void UpdateVisuals()
{
if (maxValue <= 0f) return;
float ratio = Mathf.Clamp01(displayValue / maxValue);
// Slider 방식
if (slider != null)
{
slider.value = ratio;
// Slider 내부 Fill 이미지 색상 변경
if (useColorTransition && slider.fillRect != null)
{
var fillImg = slider.fillRect.GetComponent<Image>();
if (fillImg != null)
{
fillImg.color = ratio <= lowThreshold ? lowColor : fullColor;
}
}
}
// Image.Fill 방식
else if (fillImage != null)
{
fillImage.fillAmount = ratio;
if (useColorTransition)
{
fillImage.color = ratio <= lowThreshold ? lowColor : fullColor;
}
}
// 텍스트
if (valueText != null)
{
valueText.text = $"{Mathf.CeilToInt(displayValue)} / {Mathf.CeilToInt(maxValue)}";
}
}
private void OnValidate()
{
if (slider == null)
slider = GetComponentInChildren<Slider>();
if (fillImage == null && slider == null)
fillImage = GetComponentInChildren<Image>();
}
}
}

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fileFormatVersion: 2
guid: b5c5d0fa667f83d4399abb45ffcaea31