CapersProject/Assets/02.Scripts/Ui/Combat/CombatTutorialUi.cs
Nam Tae Gun 0cdf1aa3a8 전투플레이어 로직 전체 수정
+ 이벤트 구독 방식에서 인터페이스 형식으로 변경
2024-06-17 06:29:06 +09:00

70 lines
2.2 KiB
C#

using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine;
namespace BlueWater.Uis
{
public enum TutorialState
{
None = 0,
First,
Second,
End
}
public class CombatTutorialUi : MonoBehaviour
{
[SerializeField]
private GameObject _firstTutorialUi;
[SerializeField]
private GameObject _secondTutorialUi;
public TutorialState CurrentTutorialState { get; private set; }
[Button("컴포넌트 초기화")]
private void InitializeComponents()
{
_firstTutorialUi = transform.Find("FirstTutorialUi").gameObject;
_secondTutorialUi = transform.Find("SecondTutorialUi").gameObject;
}
public void ShowFirstTutorialUi()
{
PlayerInputKeyManager.Instance.DisableAllActionMaps();
gameObject.SetActive(true);
_firstTutorialUi.SetActive(true);
_secondTutorialUi.SetActive(false);
CurrentTutorialState = TutorialState.First;
Invoke(nameof(FirstTutorialCoroutine), 0.1f);
}
private void FirstTutorialCoroutine()
{
PlayerInputKeyManager.Instance.EnableCurrentPlayerInput();
PlayerInputKeyManager.Instance.SwitchCurrentActionMap(InputActionMaps.CombatUi);
PlayerInputKeyManager.Instance.DisableAllActionsExcept("InteractionUi");
}
public void SecondFirstTutorialUi()
{
gameObject.SetActive(true);
_firstTutorialUi.SetActive(false);
_secondTutorialUi.SetActive(true);
CurrentTutorialState = TutorialState.Second;
}
public void EndTutorialUi()
{
gameObject.SetActive(false);
_firstTutorialUi.SetActive(false);
_secondTutorialUi.SetActive(false);
CurrentTutorialState = TutorialState.End;
//PlayerInputKeyManager.Instance.SwitchCurrentActionMap(InputActionMaps.Combat);
//PlayerInputKeyManager.Instance.EnableAllActions();
CombatUiManager.Instance.MoveSelectStage((int)SaveStage.FirstTutorial);
}
}
}