- Assets/_Game/ 하위로 게임 에셋 통합 - External/ 패키지 벤더별 분류 (Synty, Animations, UI) - 에셋 네이밍 컨벤션 확립 및 적용 (Data_Skill_, Data_SkillEffect_, Prefab_, Anim_, Model_, BT_ 등) - pre-commit hook으로 네이밍 컨벤션 자동 검사 추가 - RESTRUCTURE_CHECKLIST.md 작성 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
143 lines
4.7 KiB
C#
143 lines
4.7 KiB
C#
using UnityEngine;
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using Colosseum.Player;
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using Colosseum.Skills;
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namespace Colosseum.UI
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{
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/// <summary>
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/// 스킬 퀵슬롯 UI 관리자.
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/// PlayerSkillInput과 연동하여 쿨타임, 마나 등을 표시합니다.
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/// </summary>
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public class SkillQuickSlotUI : MonoBehaviour
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{
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[Header("Skill Slots")]
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[Tooltip("6개의 스킬 슬롯 UI (인덱스 순서대로)")]
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[SerializeField] private SkillSlotUI[] skillSlots = new SkillSlotUI[6];
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[Header("Debug")]
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[SerializeField] private bool debugMode = false;
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[Header("Keybind Labels")]
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[Tooltip("키바인딩 표시 텍스트 (기본: Q, W, E, R, A, S)")]
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[SerializeField] private string[] keyLabels = { "Q", "W", "E", "R", "A", "S" };
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private PlayerSkillInput playerSkillInput;
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private PlayerNetworkController networkController;
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private void Start()
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{
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// 로컬 플레이어 찾기
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FindLocalPlayer();
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}
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private void FindLocalPlayer()
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{
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var players = FindObjectsByType<PlayerSkillInput>(FindObjectsSortMode.None);
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if (players.Length == 0)
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{
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Debug.LogWarning("[SkillQuickSlotUI] No PlayerSkillInput found in scene");
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return;
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}
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foreach (var player in players)
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{
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if (player.IsOwner)
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{
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playerSkillInput = player;
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networkController = player.GetComponent<PlayerNetworkController>();
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Debug.Log($"[SkillQuickSlotUI] Found local player: {player.name}");
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InitializeSlots();
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return;
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}
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}
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Debug.LogWarning("[SkillQuickSlotUI] No local player found (IsOwner = false)");
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}
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private void InitializeSlots()
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{
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if (playerSkillInput == null) return;
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int initializedCount = 0;
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for (int i = 0; i < skillSlots.Length && i < keyLabels.Length; i++)
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{
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SkillData skill = playerSkillInput.GetSkill(i);
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string keyLabel = i < keyLabels.Length ? keyLabels[i] : (i + 1).ToString();
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if (skillSlots[i] != null)
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{
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skillSlots[i].Initialize(i, skill, keyLabel);
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if (skill != null) initializedCount++;
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}
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else
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{
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Debug.LogWarning($"[SkillQuickSlotUI] Slot {i} is not assigned");
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}
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}
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Debug.Log($"[SkillQuickSlotUI] Initialized {initializedCount} skill slots");
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}
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private void Update()
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{
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if (playerSkillInput == null)
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{
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// 플레이어가 아직 없으면 다시 찾기 시도
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FindLocalPlayer();
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return;
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}
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UpdateSlotStates();
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}
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private float debugLogTimer = 0f;
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private void UpdateSlotStates()
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{
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bool shouldLog = debugMode && Time.time > debugLogTimer;
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if (shouldLog) debugLogTimer = Time.time + 1f;
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for (int i = 0; i < skillSlots.Length; i++)
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{
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if (skillSlots[i] == null) continue;
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SkillData skill = playerSkillInput.GetSkill(i);
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if (skill == null) continue;
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float remainingCooldown = playerSkillInput.GetRemainingCooldown(i);
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float totalCooldown = skill.Cooldown;
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bool hasEnoughMana = networkController == null || networkController.Mana >= skill.ManaCost;
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if (shouldLog && remainingCooldown > 0f)
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{
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Debug.Log($"[SkillQuickSlotUI] Slot {i}: {skill.SkillName}, CD: {remainingCooldown:F1}/{totalCooldown:F1}");
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}
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skillSlots[i].UpdateState(remainingCooldown, totalCooldown, hasEnoughMana);
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}
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}
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/// <summary>
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/// 플레이어 참조 수동 설정 (씬 전환 등에서 사용)
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/// </summary>
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public void SetPlayer(PlayerSkillInput player)
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{
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playerSkillInput = player;
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networkController = player?.GetComponent<PlayerNetworkController>();
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InitializeSlots();
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}
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/// <summary>
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/// 특정 슬롯의 스킬 변경
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/// </summary>
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public void UpdateSkillSlot(int slotIndex, SkillData skill)
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{
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if (slotIndex < 0 || slotIndex >= skillSlots.Length) return;
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string keyLabel = slotIndex < keyLabels.Length ? keyLabels[slotIndex] : (slotIndex + 1).ToString();
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skillSlots[slotIndex].Initialize(slotIndex, skill, keyLabel);
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}
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}
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}
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