From 8add066c3ccdc6b0ca4e0c57df349fb9517a5068 Mon Sep 17 00:00:00 2001 From: dal4segno Date: Tue, 10 Mar 2026 20:58:28 +0900 Subject: [PATCH] =?UTF-8?q?[UI]=20=EC=8A=A4=ED=82=AC=20=ED=80=B5=EC=8A=AC?= =?UTF-8?q?=EB=A1=AF=20UI=20=EA=B5=AC=ED=98=84?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - SkillSlotUI: 개별 슬롯 (아이콘, 쿨다운 오버레이, 텍스트) - SkillQuickSlotUI: 6개 슬롯 관리 및 PlayerSkillInput 연동 - Animator 제어 문제 해결: 수동 SetActive로 쿨다운 표시 - UI_Bar에 PlayerHUD, StatBar 컴포넌트 추가 Co-Authored-By: Claude Opus 4.6 --- .../External_Used/UI/UI_ActionBar_Item.prefab | 1242 +++++++++++++++ .../UI/UI_ActionBar_Item.prefab.meta | 7 + Assets/External_Used/UI/UI_Bar.prefab | 1337 +++++++++-------- Assets/Scenes/Test.unity | 487 +++--- Assets/Scripts/UI/SkillQuickSlotUI.cs | 142 ++ Assets/Scripts/UI/SkillQuickSlotUI.cs.meta | 2 + Assets/Scripts/UI/SkillSlotUI.cs | 175 +++ Assets/Scripts/UI/SkillSlotUI.cs.meta | 2 + Assets/Skills/DodgeRoll_Sword.asset | 4 +- 9 files changed, 2472 insertions(+), 926 deletions(-) create mode 100644 Assets/External_Used/UI/UI_ActionBar_Item.prefab create mode 100644 Assets/External_Used/UI/UI_ActionBar_Item.prefab.meta create mode 100644 Assets/Scripts/UI/SkillQuickSlotUI.cs create mode 100644 Assets/Scripts/UI/SkillQuickSlotUI.cs.meta create mode 100644 Assets/Scripts/UI/SkillSlotUI.cs create mode 100644 Assets/Scripts/UI/SkillSlotUI.cs.meta diff --git a/Assets/External_Used/UI/UI_ActionBar_Item.prefab b/Assets/External_Used/UI/UI_ActionBar_Item.prefab new file mode 100644 index 00000000..ae387ecd --- /dev/null +++ b/Assets/External_Used/UI/UI_ActionBar_Item.prefab @@ -0,0 +1,1242 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &265554572424818332 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 4746623254946295301} + - component: {fileID: 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/// + public class SkillQuickSlotUI : MonoBehaviour + { + [Header("Skill Slots")] + [Tooltip("6개의 스킬 슬롯 UI (인덱스 순서대로)")] + [SerializeField] private SkillSlotUI[] skillSlots = new SkillSlotUI[6]; + + [Header("Debug")] + [SerializeField] private bool debugMode = false; + + [Header("Keybind Labels")] + [Tooltip("키바인딩 표시 텍스트 (기본: Q, W, E, R, A, S)")] + [SerializeField] private string[] keyLabels = { "Q", "W", "E", "R", "A", "S" }; + + private PlayerSkillInput playerSkillInput; + private PlayerNetworkController networkController; + + private void Start() + { + // 로컬 플레이어 찾기 + FindLocalPlayer(); + } + + private void FindLocalPlayer() + { + var players = FindObjectsByType(FindObjectsSortMode.None); + + if (players.Length == 0) + { + Debug.LogWarning("[SkillQuickSlotUI] No PlayerSkillInput found in scene"); + return; + } + + foreach (var player in players) + { + if (player.IsOwner) + { + playerSkillInput = player; + networkController = player.GetComponent(); + Debug.Log($"[SkillQuickSlotUI] Found local player: {player.name}"); + InitializeSlots(); + return; + } + } + + Debug.LogWarning("[SkillQuickSlotUI] No local player found (IsOwner = false)"); + } + + private void InitializeSlots() + { + if (playerSkillInput == null) return; + + int initializedCount = 0; + for (int i = 0; i < skillSlots.Length && i < keyLabels.Length; i++) + { + SkillData skill = playerSkillInput.GetSkill(i); + string keyLabel = i < keyLabels.Length ? keyLabels[i] : (i + 1).ToString(); + + if (skillSlots[i] != null) + { + skillSlots[i].Initialize(i, skill, keyLabel); + if (skill != null) initializedCount++; + } + else + { + Debug.LogWarning($"[SkillQuickSlotUI] Slot {i} is not assigned"); + } + } + + Debug.Log($"[SkillQuickSlotUI] Initialized {initializedCount} skill slots"); + } + + private void Update() + { + if (playerSkillInput == null) + { + // 플레이어가 아직 없으면 다시 찾기 시도 + FindLocalPlayer(); + return; + } + + UpdateSlotStates(); + } + + private float debugLogTimer = 0f; + + private void UpdateSlotStates() + { + bool shouldLog = debugMode && Time.time > debugLogTimer; + if (shouldLog) debugLogTimer = Time.time + 1f; + + for (int i = 0; i < skillSlots.Length; i++) + { + if (skillSlots[i] == null) continue; + + SkillData skill = playerSkillInput.GetSkill(i); + if (skill == null) continue; + + float remainingCooldown = playerSkillInput.GetRemainingCooldown(i); + float totalCooldown = skill.Cooldown; + bool hasEnoughMana = networkController == null || networkController.Mana >= skill.ManaCost; + + if (shouldLog && remainingCooldown > 0f) + { + Debug.Log($"[SkillQuickSlotUI] Slot {i}: {skill.SkillName}, CD: {remainingCooldown:F1}/{totalCooldown:F1}"); + } + + skillSlots[i].UpdateState(remainingCooldown, totalCooldown, hasEnoughMana); + } + } + + /// + /// 플레이어 참조 수동 설정 (씬 전환 등에서 사용) + /// + public void SetPlayer(PlayerSkillInput player) + { + playerSkillInput = player; + networkController = player?.GetComponent(); + InitializeSlots(); + } + + /// + /// 특정 슬롯의 스킬 변경 + /// + public void UpdateSkillSlot(int slotIndex, SkillData skill) + { + if (slotIndex < 0 || slotIndex >= skillSlots.Length) return; + + string keyLabel = slotIndex < keyLabels.Length ? keyLabels[slotIndex] : (slotIndex + 1).ToString(); + skillSlots[slotIndex].Initialize(slotIndex, skill, keyLabel); + } + } +} diff --git a/Assets/Scripts/UI/SkillQuickSlotUI.cs.meta b/Assets/Scripts/UI/SkillQuickSlotUI.cs.meta new file mode 100644 index 00000000..739cb0fb --- /dev/null +++ b/Assets/Scripts/UI/SkillQuickSlotUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 637160b507db7634aba029b1624bc4a5 \ No newline at end of file diff --git a/Assets/Scripts/UI/SkillSlotUI.cs b/Assets/Scripts/UI/SkillSlotUI.cs new file mode 100644 index 00000000..a8f70bd1 --- /dev/null +++ b/Assets/Scripts/UI/SkillSlotUI.cs @@ -0,0 +1,175 @@ +using UnityEngine; +using UnityEngine.UI; +using TMPro; +using Colosseum.Skills; + +namespace Colosseum.UI +{ + /// + /// 개별 스킬 슬롯 UI + /// + public class SkillSlotUI : MonoBehaviour + { + [Header("References")] + [SerializeField] private Image iconImage; + [SerializeField] private Image cooldownOverlay; + [SerializeField] private TMP_Text cooldownText; + [SerializeField] private TMP_Text keybindText; + + [Header("Settings")] + [SerializeField] private Color availableColor = Color.white; + [SerializeField] private Color cooldownColor = new Color(0.2f, 0.2f, 0.2f, 0.9f); + [SerializeField] private Color noManaColor = new Color(0.5f, 0.2f, 0.2f, 0.8f); + + private SkillData skill; + private int slotIndex; + private bool useIconForCooldown = false; + private Animator cooldownAnimator; // 쿨다운 오버레이를 제어하는 Animator + private GameObject cooldownContainer; // 쿨다운 오버레이의 부모 GameObject (Cooldown) + + public int SlotIndex => slotIndex; + + private void Awake() + { + if (cooldownOverlay == null) + { + useIconForCooldown = true; + } + else if (cooldownOverlay.type != Image.Type.Filled) + { + useIconForCooldown = true; + } + else + { + // 쿨다운 오버레이의 상위 GameObject에 있는 Animator 찾기 + // 구조: CooldownItem (Animator) -> Cooldown -> SPR_Cooldown (Image) + cooldownAnimator = cooldownOverlay.GetComponentInParent(); + + // Animator가 Cooldown GameObject를 제어하므로 + // 쿨다운 표시를 위해 Animator를 비활성화하고 수동으로 제어 + if (cooldownAnimator != null) + { + cooldownAnimator.enabled = false; + + // Animator가 제어하던 Cooldown GameObject 찾기 + // SPR_Cooldown의 부모가 Cooldown + cooldownContainer = cooldownOverlay.transform.parent?.gameObject; + } + + // 쿨다운 오버레이 초기화 + cooldownOverlay.fillAmount = 0f; + cooldownOverlay.enabled = false; + + // Cooldown 컨테이너 비활성화 + if (cooldownContainer != null) + { + cooldownContainer.SetActive(false); + } + } + } + + public void Initialize(int index, SkillData skillData, string keyLabel) + { + slotIndex = index; + skill = skillData; + + if (keybindText != null) + keybindText.text = keyLabel; + + if (skill != null && iconImage != null) + { + iconImage.sprite = skill.Icon; + iconImage.enabled = true; + iconImage.color = availableColor; + } + else if (iconImage != null) + { + iconImage.enabled = false; + } + + Debug.Log($"[SkillSlotUI] Init slot {index}: skill={skillData?.SkillName}, useIcon={useIconForCooldown}"); + } + + public void UpdateState(float cooldownRemaining, float cooldownTotal, bool hasEnoughMana) + { + if (skill == null) + { + if (cooldownContainer != null) cooldownContainer.SetActive(false); + if (cooldownOverlay != null) cooldownOverlay.enabled = false; + if (cooldownText != null) cooldownText.text = ""; + return; + } + + if (cooldownRemaining > 0f) + { + float ratio = cooldownRemaining / cooldownTotal; + + if (useIconForCooldown && iconImage != null) + { + // 아이콘 색상으로 쿨다운 표시 + float brightness = Mathf.Lerp(0.3f, 1f, 1f - ratio); + iconImage.color = new Color(brightness, brightness, brightness, 1f); + } + else if (cooldownOverlay != null) + { + // Cooldown 컨테이너 활성화 + if (cooldownContainer != null && !cooldownContainer.activeSelf) + { + cooldownContainer.SetActive(true); + } + + // Image 컴포넌트 활성화 + cooldownOverlay.enabled = true; + cooldownOverlay.fillAmount = ratio; + } + + if (cooldownText != null) + { + cooldownText.text = cooldownRemaining < 1f + ? $"{cooldownRemaining:F1}" + : $"{Mathf.CeilToInt(cooldownRemaining)}"; + } + } + else + { + // 쿨다운 완료 + if (useIconForCooldown && iconImage != null) + { + iconImage.color = hasEnoughMana ? availableColor : noManaColor; + } + else if (cooldownOverlay != null) + { + // Image 컴포넌트 비활성화 + cooldownOverlay.enabled = false; + + // Cooldown 컨테이너 비활성화 + if (cooldownContainer != null) + { + cooldownContainer.SetActive(false); + } + } + + if (cooldownText != null) + { + cooldownText.text = ""; + } + } + } + + public void SetSkill(SkillData skillData) + { + skill = skillData; + + if (skill != null && iconImage != null) + { + iconImage.sprite = skill.Icon; + iconImage.enabled = true; + iconImage.color = availableColor; + } + else if (iconImage != null) + { + iconImage.enabled = false; + } + } + } +} diff --git a/Assets/Scripts/UI/SkillSlotUI.cs.meta b/Assets/Scripts/UI/SkillSlotUI.cs.meta new file mode 100644 index 00000000..450246fc --- /dev/null +++ b/Assets/Scripts/UI/SkillSlotUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: bad7358e0082af244b16b0a515710fbc \ No newline at end of file diff --git a/Assets/Skills/DodgeRoll_Sword.asset b/Assets/Skills/DodgeRoll_Sword.asset index f51c76d2..9cd98623 100644 --- a/Assets/Skills/DodgeRoll_Sword.asset +++ b/Assets/Skills/DodgeRoll_Sword.asset @@ -14,11 +14,11 @@ MonoBehaviour: m_EditorClassIdentifier: Colosseum.Game::Colosseum.Skills.SkillData skillName: "\uAD6C\uB974\uAE30" description: - icon: {fileID: 0} + icon: {fileID: 21300000, guid: 2b3889a2bb9beb444adf6734821e1c02, type: 3} skillClip: {fileID: -14460799136228694, guid: d6d51384d6dd17a419c1d8e2a1c0c875, type: 3} endClip: {fileID: 0} useRootMotion: 1 ignoreRootMotionY: 1 - cooldown: 1 + cooldown: 10 manaCost: 0 effects: []