사망 시 리스폰 안내 팝업 UI 추가

- 리소스, 프리팹, UI 전용 스크립트(RespawnCountdownUI.cs) 추가
This commit is contained in:
BoyongHwang
2026-02-23 16:19:50 +09:00
parent 84d4eee6a1
commit 840ddc1c2c
9 changed files with 981 additions and 0 deletions

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using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class RespawnCountdownUI : MonoBehaviour
{
[Header("Refs")]
[SerializeField] private GameObject root; // DeathOverlayRoot
[SerializeField] private TMP_Text titleText; // "DEAD"
[SerializeField] private TMP_Text countdownText;
[SerializeField] private Image radialFill; // Filled Image (Radial)
[Header("Text")]
[SerializeField] private string title = "DEAD";
[SerializeField] private string countdownFormat = "Respawn in {0}";
private bool _running;
private double _endServerTime;
private float _duration;
// 외부에서 호출: 사망 시 UI 시작
public void Show(double respawnEndServerTime, float durationSeconds)
{
_endServerTime = respawnEndServerTime;
_duration = Mathf.Max(0.01f, durationSeconds);
titleText.text = title;
root.SetActive(true);
_running = true;
// 초기값
SetVisual(remainingSeconds: (float)_duration);
}
// 외부에서 호출: 리스폰 완료 시 UI 종료
public void Hide()
{
_running = false;
root.SetActive(false);
}
private void Update()
{
if (!_running) return;
// 서버 기준 시간 사용 (Netcode 기준)
// 만약 ServerTime이 없다면, "서버가 remainingSeconds를 주기적으로 보내는 방식"으로 대체 가능.
double now = Unity.Netcode.NetworkManager.Singleton.ServerTime.Time;
float remaining = (float)(_endServerTime - now);
if (remaining <= 0f)
{
// 0초 도달: UI는 즉시 숨기거나, 리스폰 이벤트에서 Hide() 호출하도록 둘 중 택1
SetVisual(0f);
return;
}
SetVisual(remaining);
}
private void SetVisual(float remainingSeconds)
{
int sec = Mathf.CeilToInt(Mathf.Max(0f, remainingSeconds));
countdownText.text = string.Format(countdownFormat, sec);
// 1 -> 0으로 감소하는 연출
float t = Mathf.Clamp01(remainingSeconds / _duration);
if (radialFill != null) radialFill.fillAmount = t;
}
}

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