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public T Load(string path) where T : Object { if (string.IsNullOrEmpty(path)) diff --git a/Assets/Scripts/Managers/UIManager.cs b/Assets/Scripts/Managers/UIManager.cs index 7ed0d3d32..e8194fab6 100644 --- a/Assets/Scripts/Managers/UIManager.cs +++ b/Assets/Scripts/Managers/UIManager.cs @@ -1,5 +1,7 @@ using System.Collections.Generic; +using JetBrains.Annotations; using UnityEngine; +using UnityEngine.Events; public class UIManager : IManager { @@ -14,7 +16,7 @@ public class UIManager : IManager foreach (var ui in _uiList) { string path = Define.MapPath(ui); - CreateObject(path); + CreateObject(path, ui); } } } @@ -28,36 +30,51 @@ public class UIManager : IManager _canvas = GameObject.Find("@Canvas").GetComponent(); } - private void CreateObject(string path) + private void CreateObject(string path, string prefabName) { GameObject createObj = Manager.Resource.Load(path); + // GameObject createObj = Manager.Resource.Instantiate(path, _canvas.transform); if (createObj != null) { - _objects.Add(createObj.name, createObj); - _switchObjects.Add(createObj.name, false); + // string objName = createObj.name; + // if (objName != prefabName) objName = prefabName; + // createObj.name = objName; + _objects.Add(prefabName, createObj); + _switchObjects.Add(prefabName, false); } } - public void SwitchOnObject(string name, bool isOn) + public T SwitchOnObject(string name, bool isOn, UnityAction action = null) where T : MonoBehaviour { if (_switchObjects.ContainsKey(name) && (_switchObjects[name] != isOn)) _switchObjects[name] = isOn; - else return; - + else return null; + + GameObject instance; if (!_instances.ContainsKey(name)) { - GameObject obj = Manager.Resource.Instantiate(_objects[name], _canvas.transform); - _instances.Add(name, obj); + // GameObject obj = Manager.Resource.Instantiate(_objects[name], _canvas.transform); + // _instances.Add(name, obj); + instance = Manager.Resource.Instantiate(_objects[name], _canvas.transform); + _instances.Add(name, instance); } + else instance = _instances[name]; if (_switchObjects.ContainsKey(name) && _switchObjects[name]) { - _objects[name].SetActive(true); + instance.SetActive(true); + // _objects[name].SetActive(true); } else { - _objects[name].SetActive(false); + instance.SetActive(false); + // _objects[name].SetActive(false); } + + T component = instance.GetComponent(); + if (action != null && component is UIButton button) button.Bind(action); + + return component; } #region UI Object 특화 메서드 diff --git a/Assets/Scripts/Scenes/GameScene.cs b/Assets/Scripts/Scenes/GameScene.cs index 026bbf2d1..3721bc2dd 100644 --- a/Assets/Scripts/Scenes/GameScene.cs +++ b/Assets/Scripts/Scenes/GameScene.cs @@ -10,15 +10,22 @@ public class GameScene : BaseScene base.Init(); _sceneType = Define.Scene.Game; - Manager.UI.UIList = new List { "ExpBar" , "JoyStick"}; - var onList = new[] {"ExpBar", "JoyStick"}; - foreach (var list in onList) - { - Manager.UI.SwitchOnObject(list, true); - } + Manager.UI.UIList = new List { "ExpBar" , "JoyStick", "Button_Attack", "Button_Defence"}; + // var onList = new[] { "ExpBar" , "JoyStick", "Button_Attack", "Button_Defence"}; + + Manager.UI.SwitchOnObject("ExpBar", true); + Manager.UI.SwitchOnObject("JoyStick", true); + + UIButton atkbtn = Manager.UI.SwitchOnObject("Button_Attack", true, () => Debug.Log("Attack Button Clicked")); + if (atkbtn != null) atkbtn.SetButtonContents(null,"공", false, true); + UIButton defbtn = Manager.UI.SwitchOnObject("Button_Defence", true, () => Debug.Log("Defence Button Clicked")); + if (defbtn != null) defbtn.SetButtonContents(null,"방", false, true); + // foreach (var list in onList) + // { + // Manager.UI.SwitchOnObject("ExpBar", true); + // } + Manager.UI.ExclusiveExpBar(); - // CreateJoyStick(); - CreateButtons(); CreateSpawner(); } void CreateJoyStick() diff --git a/Assets/Scripts/UI/Button_Action.cs b/Assets/Scripts/UI/Button_Action.cs index d2f8431b4..4e391ce06 100644 --- a/Assets/Scripts/UI/Button_Action.cs +++ b/Assets/Scripts/UI/Button_Action.cs @@ -3,6 +3,7 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; +// 백그라운드 + 버튼 + 텍스트 로 구성된 오브젝트 public class Button_Action : MonoBehaviour { private Button _attackButton; diff --git a/Assets/Scripts/UI/Button_Menu.cs b/Assets/Scripts/UI/Button_Menu.cs deleted file mode 100644 index dad684eac..000000000 --- a/Assets/Scripts/UI/Button_Menu.cs +++ /dev/null @@ -1,56 +0,0 @@ -using System; -using TMPro; -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.UI; - -/// -/// 원하는 스크립트에서 메서드 만들고 {버튼}.Bind(메서드) 하면 클릭시 메서드 실행 -/// -public class Button_Menu: MonoBehaviour -{ - private Button _button; - private Image _image; - private TextMeshPro _text; - - private void Awake() - { - _button = GetComponent