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2 Commits

Author SHA1 Message Date
8d21922e2f feat: 플레이어 역할별 스킬 프리셋 적용 경로 추가
- 탱커, 지원, 딜러 기본 슬롯 프리셋을 로컬 플레이어에 즉시 적용하는 디버그 메뉴를 추가
- PlayerSkillInput에 7칸 슬롯 자동 보정과 일괄 갱신 API를 넣어 기존 프리팹 직렬화와 호환되도록 정리
- SkillQuickSlotUI가 스킬 슬롯 변경 이벤트를 구독해 프리셋 적용 시 액션바가 즉시 갱신되도록 보강
- 플레이 검증에서 탱커, 지원, 딜러 프리셋이 모두 기대한 슬롯 순서와 Ctrl 회피 슬롯까지 정상 적용되는 것을 확인
2026-03-25 00:14:22 +09:00
7a62e6c631 feat: 플레이어 이상상태 HUD 표시 및 디버그 보강
- AbnormalityData에 UI 표시 여부 플래그를 추가하고 이상상태 목록 UI가 이를 반영하도록 정리
- PlayerHUD가 로컬 플레이어의 이상상태 요약 문자열을 런타임에 자동 생성해 표시하도록 확장
- 디버그 메뉴에 기절, 침묵, 집행자의 낙인 적용과 HUD 요약 로그 기능을 추가
- TMP 한글 폰트를 HUD 요약에 재사용하고 관련 폰트 아틀라스를 갱신
- Unity 리프레시, 빌드, 집행자의 낙인 HUD 출력 로그로 동작 검증
2026-03-25 00:05:23 +09:00
17 changed files with 491 additions and 6036 deletions

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@@ -17,6 +17,7 @@ MonoBehaviour:
duration: 1
level: 1
isDebuff: 0
showInUI: 0
statModifiers: []
periodicInterval: 0
periodicValue: 0

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@@ -17,6 +17,7 @@ MonoBehaviour:
duration: 3
level: 1
isDebuff: 1
showInUI: 1
statModifiers: []
periodicInterval: 0
periodicValue: 0

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@@ -17,6 +17,7 @@ MonoBehaviour:
duration: 2
level: 1
isDebuff: 1
showInUI: 1
statModifiers: []
periodicInterval: 0
periodicValue: 0

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@@ -17,6 +17,7 @@ MonoBehaviour:
duration: 4
level: 1
isDebuff: 0
showInUI: 1
statModifiers: []
periodicInterval: 0
periodicValue: 0

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@@ -17,6 +17,7 @@ MonoBehaviour:
duration: 0
level: 1
isDebuff: 1
showInUI: 1
statModifiers: []
periodicInterval: 0
periodicValue: 0

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@@ -17,6 +17,7 @@ MonoBehaviour:
duration: 1.5
level: 1
isDebuff: 0
showInUI: 1
statModifiers: []
periodicInterval: 0
periodicValue: 0

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@@ -17,6 +17,7 @@ MonoBehaviour:
duration: 10
level: 1
isDebuff: 0
showInUI: 0
statModifiers: []
periodicInterval: 0
periodicValue: 0

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@@ -17,6 +17,7 @@ MonoBehaviour:
duration: 10
level: 1
isDebuff: 1
showInUI: 0
statModifiers: []
periodicInterval: 0
periodicValue: 0

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File diff suppressed because one or more lines are too long

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@@ -65,6 +65,9 @@ namespace Colosseum.Abnormalities
[Tooltip("디버프 여부")]
public bool isDebuff = false;
[Tooltip("플레이어 HUD의 이상상태 UI에 표시할지 여부")]
public bool showInUI = true;
[Header("스탯 수정자")]
[Tooltip("스탯에 적용할 수정자 목록")]
public List<AbnormalityStatModifier> statModifiers = new List<AbnormalityStatModifier>();

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@@ -1,8 +1,11 @@
using System.Text;
using System.Collections.Generic;
using Colosseum.Enemy;
using Colosseum.Player;
using Colosseum.Skills;
using Colosseum.UI;
using Colosseum.Abnormalities;
using UnityEditor;
using UnityEngine;
@@ -18,6 +21,18 @@ namespace Colosseum.Editor
private const string HealSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_치유.asset";
private const string AreaHealSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_광역치유.asset";
private const string ShieldSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_보호막.asset";
private const string SlashSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_베기.asset";
private const string PierceSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_찌르기.asset";
private const string SpinSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_회전베기.asset";
private const string DashSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_돌진.asset";
private const string ProjectileSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_투사체.asset";
private const string TauntSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_도발.asset";
private const string GuardSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_방어태세.asset";
private const string IronWallSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_철벽.asset";
private const string EvadeSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_구르기.asset";
private const string StunAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Stun.asset";
private const string SilenceAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Silence.asset";
private const string MarkAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_집행자의낙인.asset";
[MenuItem("Tools/Colosseum/Debug/Cast Local Skill 3")]
private static void CastLocalSkill3()
@@ -129,6 +144,118 @@ namespace Colosseum.Editor
Debug.Log($"[Debug] 보스 위협 요약\n{builder}");
}
[MenuItem("Tools/Colosseum/Debug/Apply Local Stun")]
private static void ApplyLocalStun()
{
ApplyLocalAbnormality(StunAbnormalityPath);
}
[MenuItem("Tools/Colosseum/Debug/Apply Local Silence")]
private static void ApplyLocalSilence()
{
ApplyLocalAbnormality(SilenceAbnormalityPath);
}
[MenuItem("Tools/Colosseum/Debug/Apply Local Mark")]
private static void ApplyLocalMark()
{
ApplyLocalAbnormality(MarkAbnormalityPath);
}
[MenuItem("Tools/Colosseum/Debug/Log HUD Abnormality Summary")]
private static void LogHudAbnormalitySummary()
{
if (!EditorApplication.isPlaying)
{
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
return;
}
PlayerHUD playerHud = Object.FindFirstObjectByType<PlayerHUD>();
if (playerHud == null)
{
Debug.LogWarning("[Debug] PlayerHUD를 찾지 못했습니다.");
return;
}
Debug.Log($"[Debug] HUD 이상상태 요약 | {playerHud.CurrentAbnormalitySummary}");
}
[MenuItem("Tools/Colosseum/Debug/Apply Tank Loadout")]
private static void ApplyTankLoadout()
{
ApplyLoadout(
"탱커",
SlashSkillPath,
TauntSkillPath,
GuardSkillPath,
DashSkillPath,
IronWallSkillPath,
PierceSkillPath,
EvadeSkillPath);
}
[MenuItem("Tools/Colosseum/Debug/Apply Support Loadout")]
private static void ApplySupportLoadout()
{
ApplyLoadout(
"지원",
SlashSkillPath,
HealSkillPath,
AreaHealSkillPath,
ShieldSkillPath,
DashSkillPath,
ProjectileSkillPath,
EvadeSkillPath);
}
[MenuItem("Tools/Colosseum/Debug/Apply DPS Loadout")]
private static void ApplyDpsLoadout()
{
ApplyLoadout(
"딜러",
SlashSkillPath,
PierceSkillPath,
SpinSkillPath,
DashSkillPath,
ProjectileSkillPath,
ShieldSkillPath,
EvadeSkillPath);
}
[MenuItem("Tools/Colosseum/Debug/Log Local Skill Loadout")]
private static void LogLocalSkillLoadout()
{
if (!EditorApplication.isPlaying)
{
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
return;
}
PlayerSkillInput localSkillInput = FindLocalSkillInput();
if (localSkillInput == null)
{
Debug.LogWarning("[Debug] 로컬 PlayerSkillInput을 찾지 못했습니다.");
return;
}
string[] slotNames = { "L", "R", "1", "2", "3", "4", "Ctrl" };
int[] slotOrder = { 0, 1, 2, 3, 4, 5, 6 };
StringBuilder builder = new StringBuilder();
for (int i = 0; i < slotOrder.Length; i++)
{
SkillData skill = localSkillInput.GetSkill(slotOrder[i]);
builder.Append(slotNames[i]);
builder.Append(": ");
builder.Append(skill != null ? skill.SkillName : "(비어 있음)");
if (i < slotOrder.Length - 1)
builder.Append(" | ");
}
Debug.Log($"[Debug] 로컬 스킬 구성 | {builder}");
}
private static PlayerSkillInput FindLocalSkillInput()
{
PlayerSkillInput[] skillInputs = Object.FindObjectsByType<PlayerSkillInput>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
@@ -153,6 +280,17 @@ namespace Colosseum.Editor
return null;
}
private static AbnormalityManager FindLocalAbnormalityManager()
{
PlayerNetworkController localNetworkController = FindLocalNetworkController();
if (localNetworkController == null)
{
return null;
}
return localNetworkController.GetComponent<AbnormalityManager>();
}
private static void CastLocalSkill(int slotIndex)
{
if (!EditorApplication.isPlaying)
@@ -196,5 +334,62 @@ namespace Colosseum.Editor
localSkillInput.SetSkill(TemporaryDebugSlotIndex, skill);
localSkillInput.DebugCastSkill(TemporaryDebugSlotIndex);
}
private static void ApplyLocalAbnormality(string assetPath)
{
if (!EditorApplication.isPlaying)
{
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
return;
}
AbnormalityManager abnormalityManager = FindLocalAbnormalityManager();
if (abnormalityManager == null)
{
Debug.LogWarning("[Debug] 로컬 AbnormalityManager를 찾지 못했습니다.");
return;
}
AbnormalityData abnormality = AssetDatabase.LoadAssetAtPath<AbnormalityData>(assetPath);
if (abnormality == null)
{
Debug.LogWarning($"[Debug] 이상상태 에셋을 찾지 못했습니다: {assetPath}");
return;
}
abnormalityManager.ApplyAbnormality(abnormality, abnormalityManager.gameObject);
}
private static void ApplyLoadout(string loadoutName, params string[] skillPaths)
{
if (!EditorApplication.isPlaying)
{
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
return;
}
PlayerSkillInput localSkillInput = FindLocalSkillInput();
if (localSkillInput == null)
{
Debug.LogWarning("[Debug] 로컬 PlayerSkillInput을 찾지 못했습니다.");
return;
}
List<SkillData> skills = new List<SkillData>(skillPaths.Length);
for (int i = 0; i < skillPaths.Length; i++)
{
SkillData skill = AssetDatabase.LoadAssetAtPath<SkillData>(skillPaths[i]);
if (skill == null)
{
Debug.LogWarning($"[Debug] 스킬 에셋을 찾지 못했습니다: {skillPaths[i]}");
return;
}
skills.Add(skill);
}
localSkillInput.SetSkills(skills);
Debug.Log($"[Debug] {loadoutName} 프리셋을 적용했습니다.");
}
}
}

View File

@@ -1,6 +1,8 @@
using UnityEngine;
using UnityEngine.InputSystem;
using Unity.Netcode;
using System;
using System.Collections.Generic;
using Colosseum.Skills;
using Colosseum.Weapons;
@@ -14,9 +16,11 @@ namespace Colosseum.Player
[RequireComponent(typeof(PlayerActionState))]
public class PlayerSkillInput : NetworkBehaviour
{
private const int ExpectedSkillSlotCount = 7;
[Header("Skill Slots")]
[Tooltip("각 슬롯에 등록할 스킬 데이터 (6개 + 추가 슬롯)")]
[SerializeField] private SkillData[] skillSlots = new SkillData[7];
[SerializeField] private SkillData[] skillSlots = new SkillData[ExpectedSkillSlotCount];
[Header("References")]
[Tooltip("SkillController (없으면 자동 검색)")]
@@ -32,8 +36,15 @@ namespace Colosseum.Player
public SkillData[] SkillSlots => skillSlots;
/// <summary>
/// 스킬 슬롯 구성이 변경되었을 때 호출됩니다.
/// </summary>
public event Action OnSkillSlotsChanged;
public override void OnNetworkSpawn()
{
EnsureSkillSlotCapacity();
if (!IsOwner)
{
enabled = false;
@@ -99,6 +110,16 @@ namespace Colosseum.Player
CleanupInputActions();
}
private void Awake()
{
EnsureSkillSlotCapacity();
}
private void OnValidate()
{
EnsureSkillSlotCapacity();
}
private void OnEnable()
{
if (IsOwner && inputActions != null)
@@ -107,6 +128,28 @@ namespace Colosseum.Player
}
}
/// <summary>
/// 기존 프리팹이나 씬 직렬화 데이터가 6칸으로 남아 있어도
/// 긴급 회피 슬롯까지 포함한 7칸 구성을 항상 보장합니다.
/// </summary>
private void EnsureSkillSlotCapacity()
{
if (skillSlots != null && skillSlots.Length == ExpectedSkillSlotCount)
return;
SkillData[] resizedSlots = new SkillData[ExpectedSkillSlotCount];
if (skillSlots != null)
{
int copyCount = Mathf.Min(skillSlots.Length, resizedSlots.Length);
for (int i = 0; i < copyCount; i++)
{
resizedSlots[i] = skillSlots[i];
}
}
skillSlots = resizedSlots;
}
private void CleanupInputActions()
{
if (inputActions != null)
@@ -227,6 +270,8 @@ namespace Colosseum.Player
/// </summary>
public SkillData GetSkill(int slotIndex)
{
EnsureSkillSlotCapacity();
if (slotIndex < 0 || slotIndex >= skillSlots.Length)
return null;
return skillSlots[slotIndex];
@@ -237,10 +282,37 @@ namespace Colosseum.Player
/// </summary>
public void SetSkill(int slotIndex, SkillData skill)
{
EnsureSkillSlotCapacity();
if (slotIndex < 0 || slotIndex >= skillSlots.Length)
return;
skillSlots[slotIndex] = skill;
OnSkillSlotsChanged?.Invoke();
}
/// <summary>
/// 전체 스킬 슬롯을 한 번에 갱신합니다.
/// </summary>
public void SetSkills(IReadOnlyList<SkillData> skills)
{
EnsureSkillSlotCapacity();
if (skills == null)
return;
int count = Mathf.Min(skillSlots.Length, skills.Count);
for (int i = 0; i < count; i++)
{
skillSlots[i] = skills[i];
}
for (int i = count; i < skillSlots.Length; i++)
{
skillSlots[i] = null;
}
OnSkillSlotsChanged?.Invoke();
}
/// <summary>

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@@ -237,6 +237,9 @@ namespace Colosseum.UI
foreach (var abnormality in abnormalities)
{
if (abnormality?.Data == null || !abnormality.Data.showInUI)
continue;
var slot = GetSlot();
if (slot == null) continue;

View File

@@ -1,11 +1,17 @@
using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using TMPro;
using Colosseum.Abnormalities;
using Colosseum.Player;
namespace Colosseum.UI
{
/// <summary>
/// 플레이어 HUD - 체력/마나 바 관리
/// 플레이어 HUD - 체력/마나 바와 이상상태 요약 관리
/// </summary>
public class PlayerHUD : MonoBehaviour
{
@@ -13,11 +19,27 @@ namespace Colosseum.UI
[SerializeField] private StatBar healthBar;
[SerializeField] private StatBar manaBar;
[Header("Abnormality Summary")]
[Tooltip("이상상태 요약 텍스트 (비어 있으면 런타임에 자동 생성)")]
[SerializeField] private TMP_Text abnormalitySummaryText;
[Tooltip("이상상태 요약 텍스트를 자동 생성할지 여부")]
[SerializeField] private bool autoCreateAbnormalitySummary = true;
[Header("Target")]
[Tooltip("자동으로 로컬 플레이어 찾기")]
[SerializeField] private bool autoFindPlayer = true;
private PlayerNetworkController targetPlayer;
private AbnormalityManager targetAbnormalityManager;
private float abnormalityRefreshTimer;
private const float AbnormalityRefreshInterval = 0.1f;
/// <summary>
/// 현재 HUD에 표시 중인 이상상태 요약 문자열
/// </summary>
public string CurrentAbnormalitySummary => abnormalitySummaryText != null ? abnormalitySummaryText.text : string.Empty;
private void Start()
{
@@ -25,6 +47,8 @@ namespace Colosseum.UI
{
FindLocalPlayer();
}
EnsureAbnormalitySummaryText();
}
private void Update()
@@ -34,6 +58,16 @@ namespace Colosseum.UI
{
FindLocalPlayer();
}
if (targetAbnormalityManager != null)
{
abnormalityRefreshTimer += Time.deltaTime;
if (abnormalityRefreshTimer >= AbnormalityRefreshInterval)
{
abnormalityRefreshTimer = 0f;
UpdateAbnormalitySummary();
}
}
}
private void OnDestroy()
@@ -63,12 +97,14 @@ namespace Colosseum.UI
UnsubscribeFromEvents();
targetPlayer = player;
targetAbnormalityManager = targetPlayer != null ? targetPlayer.GetComponent<AbnormalityManager>() : null;
// 새 타겟 구독
SubscribeToEvents();
// 초기 값 설정
UpdateStatBars();
UpdateAbnormalitySummary();
}
private void SubscribeToEvents()
@@ -78,15 +114,30 @@ namespace Colosseum.UI
targetPlayer.OnHealthChanged += HandleHealthChanged;
targetPlayer.OnManaChanged += HandleManaChanged;
targetPlayer.OnShieldChanged += HandleShieldChanged;
if (targetAbnormalityManager != null)
{
targetAbnormalityManager.OnAbnormalityAdded += HandleAbnormalityAdded;
targetAbnormalityManager.OnAbnormalityRemoved += HandleAbnormalityRemoved;
targetAbnormalityManager.OnAbnormalitiesChanged += HandleAbnormalitiesChanged;
}
}
private void UnsubscribeFromEvents()
{
if (targetPlayer == null) return;
if (targetPlayer != null)
{
targetPlayer.OnHealthChanged -= HandleHealthChanged;
targetPlayer.OnManaChanged -= HandleManaChanged;
targetPlayer.OnShieldChanged -= HandleShieldChanged;
}
targetPlayer.OnHealthChanged -= HandleHealthChanged;
targetPlayer.OnManaChanged -= HandleManaChanged;
targetPlayer.OnShieldChanged -= HandleShieldChanged;
if (targetAbnormalityManager != null)
{
targetAbnormalityManager.OnAbnormalityAdded -= HandleAbnormalityAdded;
targetAbnormalityManager.OnAbnormalityRemoved -= HandleAbnormalityRemoved;
targetAbnormalityManager.OnAbnormalitiesChanged -= HandleAbnormalitiesChanged;
}
}
private void HandleHealthChanged(float oldValue, float newValue)
@@ -113,6 +164,21 @@ namespace Colosseum.UI
}
}
private void HandleAbnormalityAdded(ActiveAbnormality abnormality)
{
UpdateAbnormalitySummary();
}
private void HandleAbnormalityRemoved(ActiveAbnormality abnormality)
{
UpdateAbnormalitySummary();
}
private void HandleAbnormalitiesChanged()
{
UpdateAbnormalitySummary();
}
private void UpdateStatBars()
{
if (targetPlayer == null) return;
@@ -127,5 +193,93 @@ namespace Colosseum.UI
manaBar.SetValue(targetPlayer.Mana, targetPlayer.MaxMana);
}
}
private void EnsureAbnormalitySummaryText()
{
if (abnormalitySummaryText != null || !autoCreateAbnormalitySummary)
return;
if (transform is not RectTransform parentRect)
return;
GameObject summaryObject = new GameObject("AbnormalitySummaryText", typeof(RectTransform));
summaryObject.transform.SetParent(parentRect, false);
RectTransform rectTransform = summaryObject.GetComponent<RectTransform>();
rectTransform.anchorMin = new Vector2(1f, 1f);
rectTransform.anchorMax = new Vector2(1f, 1f);
rectTransform.pivot = new Vector2(1f, 1f);
rectTransform.anchoredPosition = new Vector2(-24f, -120f);
rectTransform.sizeDelta = new Vector2(320f, 180f);
TextMeshProUGUI summaryText = summaryObject.AddComponent<TextMeshProUGUI>();
summaryText.fontSize = 18f;
summaryText.alignment = TextAlignmentOptions.TopRight;
summaryText.textWrappingMode = TextWrappingModes.NoWrap;
summaryText.richText = true;
summaryText.text = string.Empty;
TMP_FontAsset summaryFont = healthBar != null && healthBar.FontAsset != null
? healthBar.FontAsset
: manaBar != null ? manaBar.FontAsset : null;
if (summaryFont != null)
{
summaryText.font = summaryFont;
}
else if (TMP_Settings.defaultFontAsset != null)
{
summaryText.font = TMP_Settings.defaultFontAsset;
}
abnormalitySummaryText = summaryText;
}
private void UpdateAbnormalitySummary()
{
if (abnormalitySummaryText == null)
{
EnsureAbnormalitySummaryText();
}
if (abnormalitySummaryText == null)
return;
if (targetAbnormalityManager == null)
{
abnormalitySummaryText.text = string.Empty;
return;
}
IReadOnlyList<ActiveAbnormality> activeAbnormalities = targetAbnormalityManager.ActiveAbnormalities;
StringBuilder builder = new StringBuilder();
for (int i = 0; i < activeAbnormalities.Count; i++)
{
ActiveAbnormality abnormality = activeAbnormalities[i];
if (abnormality?.Data == null || !abnormality.Data.showInUI)
continue;
if (builder.Length > 0)
builder.AppendLine();
string color = abnormality.Data.isDebuff ? "#FF7070" : "#70D0FF";
builder.Append("<color=");
builder.Append(color);
builder.Append(">");
builder.Append(abnormality.Data.abnormalityName);
if (!abnormality.Data.IsPermanent)
{
builder.Append(" ");
builder.Append(Mathf.CeilToInt(Mathf.Max(0f, abnormality.RemainingDuration)));
builder.Append("s");
}
builder.Append("</color>");
}
abnormalitySummaryText.text = builder.ToString();
}
}
}

View File

@@ -44,6 +44,14 @@ namespace Colosseum.UI
FindLocalPlayer();
}
private void OnDestroy()
{
if (playerSkillInput != null)
{
playerSkillInput.OnSkillSlotsChanged -= HandleSkillSlotsChanged;
}
}
/// <summary>
/// 자식 슬롯을 자동 수집해 프리팹 중첩 구조 변경에도 참조가 유지되도록 합니다.
/// </summary>
@@ -212,10 +220,9 @@ namespace Colosseum.UI
{
if (player.IsOwner)
{
playerSkillInput = player;
SetPlayer(player);
networkController = player.GetComponent<PlayerNetworkController>();
Debug.Log($"[SkillQuickSlotUI] Found local player: {player.name}");
InitializeSlots();
return;
}
}
@@ -294,8 +301,19 @@ namespace Colosseum.UI
/// </summary>
public void SetPlayer(PlayerSkillInput player)
{
if (playerSkillInput != null)
{
playerSkillInput.OnSkillSlotsChanged -= HandleSkillSlotsChanged;
}
playerSkillInput = player;
networkController = player?.GetComponent<PlayerNetworkController>();
if (playerSkillInput != null)
{
playerSkillInput.OnSkillSlotsChanged += HandleSkillSlotsChanged;
}
InitializeSlots();
}
@@ -312,5 +330,10 @@ namespace Colosseum.UI
string keyLabel = displayIndex < keyLabels.Length ? keyLabels[displayIndex] : (displayIndex + 1).ToString();
skillSlots[displayIndex].Initialize(slotIndex, skill, keyLabel);
}
private void HandleSkillSlotsChanged()
{
InitializeSlots();
}
}
}

View File

@@ -34,6 +34,11 @@ namespace Colosseum.UI
private float displayValue;
private float bonusValue;
/// <summary>
/// 현재 바가 사용하는 폰트 에셋
/// </summary>
public TMP_FontAsset FontAsset => valueText != null ? valueText.font : null;
/// <summary>
/// 바 값 설정
/// </summary>