CapersProject/Assets/02.Scripts/Ui/Combat/CombatUiManager.cs
Nam Tae Gun 7fb0da5888 #25, #26 아이템 직접 획득 방식 추가 및 선형적인 맵 구조 변경
+ Item관련 Excel, Json, So 수정
+ DropItemTable 로직 수정
+ 아이템 프리팹에서 Enable Interaction 체크하면 직접 룻팅, 해제하면 자동 룻팅
+ 체력회복 아이템 추가
+ 개발자 메뉴 상호작용 "F1" 키를 통해 접근 가능
+ 보스 맵은 마법진을 상호작용하면 보스전 시작
+ 맵 안에서 교전 중일 때, 투명 벽 쉐이더 추가
+ 맵 마다의 통로를 통해서 이동 가능
+ 선형적인 맵 구조에 맞게 리소스 및 위치 수정
+ 타이틀 화면으로 이동할 때 나타나는 오류 수정(CombatUiManager OnDisable 싱글톤 문제)

Closes #25, #26
2024-06-22 07:11:53 +09:00

192 lines
6.3 KiB
C#

using System.Collections.Generic;
using BlueWater.Items;
using BlueWater.Maps;
using DG.Tweening;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace BlueWater.Uis
{
public class CombatUiManager : Singleton<CombatUiManager>
{
[field: Title("UI")]
[field: SerializeField]
public Canvas MainCanvas { get; private set; }
[field: SerializeField]
public RectTransform MainCanvasRect { get; private set; }
[field: SerializeField]
public CombatSkillUi CombatSkillUi { get; private set; }
[field: SerializeField]
public FieldBossHealthPointUi FieldBossHealthPointUi { get; private set; }
[field: SerializeField]
public PlayerHealthPointUi PlayerHealthPointUi { get; private set; }
[field: SerializeField]
public ItemLootUi ItemLootUi { get; private set; }
[field: SerializeField]
public CombatItemInventoryUi CombatItemInventoryUi { get; private set; }
[field: SerializeField]
public GameOverPopupUi GameOverPopupUi { get; private set; }
[field: SerializeField]
public ClearPopupUi ClearPopupUi { get; private set; }
[field: SerializeField]
public MenuPopupUi CombatMenuPopupUi { get; private set; }
[field: SerializeField]
public CombatTutorialUi CombatTutorialUi { get; private set; }
[field: SerializeField]
public MenuPopupUi DevelopMenuPopupUi { get; private set; }
[SerializeField]
private Image _fadeImage;
public List<PopupUi> PopupUiList { get; private set; }
protected override void OnAwake()
{
InitializeComponents();
}
private void Start()
{
PopupUi.OnPopupUiOpenEvent += RegisterPopup;
PopupUi.OnPopupUiCloseEvent += UnregisterPopup;
Invoke(nameof(StartTutorial), 0.1f);
}
private void StartTutorial()
{
CombatTutorialUi.ShowFirstTutorialUi();
}
private void OnDestroy()
{
if (Quitting) return;
PopupUi.OnPopupUiOpenEvent -= RegisterPopup;
PopupUi.OnPopupUiCloseEvent -= UnregisterPopup;
}
[Button("셋팅 초기화")]
private void InitializeComponents()
{
MainCanvas = GetComponent<Canvas>();
MainCanvasRect = MainCanvas.GetComponent<RectTransform>();
CombatSkillUi = MainCanvas.transform.Find("CombatSkillUi").GetComponent<CombatSkillUi>();
FieldBossHealthPointUi = MainCanvas.transform.Find("FieldBossHealthPointUi").GetComponent<FieldBossHealthPointUi>();
PlayerHealthPointUi = MainCanvas.transform.Find("PlayerHealthPointUi").GetComponent<PlayerHealthPointUi>();
ItemLootUi = MainCanvas.transform.Find("ItemLootUi").GetComponent<ItemLootUi>();
CombatItemInventoryUi = MainCanvas.transform.Find("CombatItemInventoryUi").GetComponent<CombatItemInventoryUi>();
GameOverPopupUi = MainCanvas.transform.Find("GameOverPopupUi").GetComponent<GameOverPopupUi>();
ClearPopupUi = MainCanvas.transform.Find("ClearPopupUi").GetComponent<ClearPopupUi>();
CombatMenuPopupUi = MainCanvas.transform.Find("CombatMenuPopupUi").GetComponent<MenuPopupUi>();
CombatTutorialUi = MainCanvas.transform.Find("CombatTutorialUi").GetComponent<CombatTutorialUi>();
DevelopMenuPopupUi = MainCanvas.transform.Find("DevelopMenuPopupUi").GetComponent<MenuPopupUi>();
_fadeImage = MainCanvas.transform.Find("FadeImage").GetComponent<Image>();
PopupUiList = new List<PopupUi>(8);
}
private void RegisterPopup(PopupUi popup)
{
if (!PopupUiList.Contains(popup))
{
PopupUiList.Add(popup);
}
}
private void UnregisterPopup(PopupUi popup)
{
if (PopupUiList.Contains(popup))
{
PopupUiList.Remove(popup);
}
}
public void CloseLastPopup()
{
if (PopupUiList.Count <= 0) return;
PopupUiList[^1].Close();
}
public void CloseAllPopup()
{
var tempList = new List<PopupUi>(PopupUiList);
foreach (var popup in tempList)
{
popup.Close();
}
PopupUiList.Clear();
}
public void FadeInOut(float fadeInTime, float fadeOutTime, Color? fadeColor = null, float delayAfterFadeIn = 0f)
{
var newColor = new Color(1f, 1f, 1f, 0f);
if (fadeColor != null)
{
newColor = (Color)fadeColor;
}
_fadeImage.color = newColor;
_fadeImage.enabled = true;
_fadeImage.DOFade(1f, fadeInTime).OnComplete(() =>
{
DOVirtual.DelayedCall(delayAfterFadeIn, () =>
{
_fadeImage.DOFade(0f, fadeOutTime).OnComplete(() =>
{
_fadeImage.enabled = false;
});
});
});
}
public void HardResetAllMaps()
{
MapManager.Instance.HardResetAllMaps();
CloseAllPopup();
}
public void RestartCurrentStage()
{
MapManager.Instance.CurrentMapRestart();
CloseAllPopup();
}
public void MoveSelectStage(int stage)
{
MapManager.Instance.MoveSelectStage(stage);
CloseAllPopup();
}
public void MoveTitleScene()
{
PostProcessingManager.Instance.ToggleRendererFeature(RendererFeatureName.GrayscaleRenderPassFeature, false);
VisualFeedbackManager.Instance.SetBaseTimeScale(1f);
SceneManager.LoadScene("00.CombatTitle");
}
public void QuitGame()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}
}