UI 들 세분화 작업
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SEAN-59 2025-10-13 00:22:30 +09:00
parent 60d64f1069
commit b9b2e92284
991 changed files with 41734 additions and 33597 deletions

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@ -425,47 +425,53 @@
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@ -16,7 +16,7 @@ public class CameraController : MonoBehaviour
GameObject _player = null;
[SerializeField]
// 카메라가 플레이어 캐릭터의 발에서 이정도 위치만큼 이동한 곳의 위치를 바라보도록 한다.
Vector3 _lookAt = new Vector3(0.0f, 1.2f, 0.0f);
Vector3 _lookAt = new Vector3(0.0f, 0.0f, 0.0f);
void Start()
@ -28,12 +28,11 @@ public class CameraController : MonoBehaviour
switch (_cameraMode)
{
case Define.CameraMode.QuarterView:
// if (_playerController.IsAttack) return; // 여기 공격 넣어서 하는거 확인하기
Vector3 lookAtPos = _player.transform.position + _lookAt;
transform.position = _player.transform.position + _position;
transform.LookAt(lookAtPos);
transform.Rotate(Vector3.right, _verticalFraming, Space.Self);
break;
default:
break;

View File

@ -12,8 +12,8 @@ public class InputManager: IManager
// 조이스틱의 이동을 담당하는 액션
public Action<Vector2> MoveAction = null;
public VirtualJoystick JoyStick { get; set; }
public VirtualButtons Buttons { get; set; }
public Joystick JoyStick { get; set; }
public Button_Action Buttons { get; set; }
private InputActions _action;

View File

@ -10,8 +10,8 @@ public class GameScene : BaseScene
base.Init();
_sceneType = Define.Scene.Game;
Manager.UI.UIList = new List<string> { "ExpBar" , "VirtualJoyStick"};
var onList = new[] {"ExpBar", "VirtualJoyStick"};
Manager.UI.UIList = new List<string> { "ExpBar" , "JoyStick"};
var onList = new[] {"ExpBar", "JoyStick"};
foreach (var list in onList)
{
Manager.UI.SwitchOnObject(list, true);
@ -29,7 +29,7 @@ public class GameScene : BaseScene
void CreateButtons()
{
VirtualButtons buttons = _canvas.AddComponent<VirtualButtons>();
Button_Action buttons = _canvas.AddComponent<Button_Action>();
// if (buttons != null)
// {

View File

@ -3,7 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class VirtualButtons : MonoBehaviour
public class Button_Action : MonoBehaviour
{
private Button _attackButton;
private Button[] _skillButtons = new Button[3];
@ -32,7 +32,7 @@ public class VirtualButtons : MonoBehaviour
void CreateAttackButtons()
{
GameObject ButtonObj = Manager.Resource.Instantiate("Prefabs/UI/VirtualButton", transform);
GameObject ButtonObj = Manager.Resource.Instantiate("Prefabs/UI/Button_Action", transform);
ButtonObj.name = "AttackButton";
_attackButton = ButtonObj.GetComponent<Button>();
@ -53,7 +53,7 @@ public class VirtualButtons : MonoBehaviour
float[] angles = { 90f, 135f, 180f};
for (int i = 0; i < 3; i++)
{
GameObject ButtonObj = Manager.Resource.Instantiate("Prefabs/UI/VirtualButton", transform);
GameObject ButtonObj = Manager.Resource.Instantiate("Prefabs/UI/Button_Action", transform);
ButtonObj.name = $"SkillButton_{i}";
_skillButtons[i] = ButtonObj.GetComponent<Button>();

View File

@ -0,0 +1,56 @@
using System;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
/// <summary>
/// 원하는 스크립트에서 메서드 만들고 {버튼}.Bind(메서드) 하면 클릭시 메서드 실행
/// </summary>
public class Button_Menu: MonoBehaviour
{
private Button _button;
private Image _image;
private TextMeshPro _text;
private void Awake()
{
_button = GetComponent<Button>();
_image = GetComponentInChildren<Image>();
_text = GetComponentInChildren<TextMeshPro>();
}
public void SetButton(Sprite image, string text, bool onImage = true, bool onText = true)
{
if (onImage)
{
_image.enabled = true;
_image.sprite = image;
}
else _image.enabled = false;
if (onText)
{
_text.enabled = true;
_text.text = text;
}
else _text.enabled = false;
}
// 기존에 바인딩된 액션을 모두 제거하고 새로 바인딩
public void Bind(UnityAction action)
{
_button.onClick.RemoveAllListeners();
_button.onClick.AddListener(action);
}
// 기존에 바인딩된 액션을 유지하며 바인딩추가
public void Add(UnityAction action)
{
_button.onClick.AddListener(action);
}
// 버튼 클릭 강제 실행
// 버튼의 onClick 이벤트에 등록된 모든 리스너를 호출
public void Click() => _button.onClick?.Invoke();
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e94b36a8b70bf4862a4cd3e7f12c1044

View File

@ -6,7 +6,7 @@ using UnityEngine.UI;
// IPointerDownHandler: 터치가 시작될 때 OnPointerDown 함수를 호출합니다.
// IDragHandler: 터치한 채로 드래그할 때 OnDrag 함수를 호출합니다.
// IPointerUpHandler: 터치가 끝났을 때 OnPointerUp 함수를 호출합니다.
public class VirtualJoystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
{
// --- 내부 변수 --- //
private Image _background; // 조이스틱의 배경 이미지를 저장할 변수입니다.

View File

@ -5,8 +5,8 @@ public class Define
{
static readonly Dictionary<string, string> PathtoObject = new ()
{
{"VirtualJoyStick", "Prefabs/UI/VirtualJoyStick"},
{"Button", "Prefabs/UI/VirtualButton"},
{"JoyStick", "Prefabs/UI/JoyStick"},
{"Button_Action", "Prefabs/UI/Button_Action"},
{"ExpBar", "Prefabs/UI/ExpBar"}
};
public static string MapPath(string name) => PathtoObject.TryGetValue(name, out string path) ? path : string.Empty;

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