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MIM
man-in-the-mirror
Commits
bfd1bdec
Commit
bfd1bdec
authored
Aug 03, 2019
by
18신대성
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clear status ui 에 이미지들 적용
parent
3e34c4b8
Changes
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7 changed files
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544 additions
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75 deletions
+544
-75
ClearStatusUI.prefab
Assets/Prefabs/UIs/ClearStatusUI.prefab
+344
-0
ClearStatusUI.prefab.meta
Assets/Prefabs/UIs/ClearStatusUI.prefab.meta
+1
-1
ex1.png
Assets/Resources/ex1.png
+0
-0
ex1.png.meta
Assets/Resources/ex1.png.meta
+103
-0
PlayStage.unity
Assets/Scenes/PlayStage.unity
+44
-44
ClearStatusUI.cs
Assets/Scripts/UIs/ClearStatusUI.cs
+42
-20
ClearUIGenerator.cs
Assets/Scripts/UIs/ClearUIGenerator.cs
+10
-10
No files found.
Assets/Prefabs/UIs/ClearUI.prefab
→
Assets/Prefabs/UIs/Clear
Status
UI.prefab
View file @
bfd1bdec
This diff is collapsed.
Click to expand it.
Assets/Prefabs/UIs/ClearUI.prefab.meta
→
Assets/Prefabs/UIs/Clear
Status
UI.prefab.meta
View file @
bfd1bdec
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...
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Assets/Resources/ex1.png
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View file @
bfd1bdec
404 KB
Assets/Resources/ex1.png.meta
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View file @
bfd1bdec
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bfd1bdec
...
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...
...
Assets/Scripts/UIs/ClearStatusUI.cs
View file @
bfd1bdec
...
...
@@ -7,14 +7,16 @@ public class ClearStatusUI : MonoBehaviour
{
[
Header
(
"gameobjects"
)]
public
ClearCondition
assignedCondition
;
public
Sprite
emptyBox
;
public
Sprite
fullBox
;
public
Sprite
notCleared
;
public
Color
notClearedTooltipColor
;
public
Color
notClearedColor
;
public
Sprite
whenCleared
;
public
Color
clearColor
;
[
Header
(
"inside"
)]
public
Image
condImage
;
public
Text
tooltipText
;
public
Text
slashText
;
public
Text
goalText
;
public
Text
statusText
;
public
Image
doneImage
;
public
Text
checkerText
;
public
Text
counterText
;
public
void
Init
(
ClearCondition
condition
,
string
tooltip
)
{
...
...
@@ -22,33 +24,53 @@ public class ClearStatusUI : MonoBehaviour
tooltipText
.
text
=
tooltip
;
if
(
condition
.
type
==
ClearType
.
AllCase
||
condition
.
type
==
ClearType
.
AllFloor
||
condition
.
type
==
ClearType
.
AllTurret
)
{
goalText
.
text
=
""
;
statusText
.
text
=
""
;
slashText
.
text
=
(
assignedCondition
.
goal
-
assignedCondition
.
count
).
ToString
();
checkerText
.
text
=
"잔여"
;
counterText
.
text
=
(
condition
.
goal
-
condition
.
count
).
ToString
();
}
else
{
goalText
.
text
=
assignedCondition
.
goal
.
ToString
();
statusText
.
text
=
assignedCondition
.
count
.
ToString
();
checkerText
.
text
=
"현재"
;
counterText
.
text
=
condition
.
count
.
ToString
();
}
if
(
assignedCondition
.
isDone
)
{
condImage
.
sprite
=
whenCleared
;
tooltipText
.
color
=
clearColor
;
checkerText
.
color
=
clearColor
;
counterText
.
color
=
clearColor
;
}
else
{
condImage
.
sprite
=
notCleared
;
tooltipText
.
color
=
notClearedTooltipColor
;
counterText
.
color
=
notClearedColor
;
checkerText
.
color
=
notClearedColor
;
}
if
(
assignedCondition
.
isDone
)
doneImage
.
sprite
=
fullBox
;
else
doneImage
.
sprite
=
emptyBox
;
}
public
void
RefreshClearCondition
()
{
if
(
assignedCondition
.
type
==
ClearType
.
AllCase
||
assignedCondition
.
type
==
ClearType
.
AllFloor
||
assignedCondition
.
type
==
ClearType
.
AllTurret
)
{
goalText
.
text
=
""
;
statusText
.
text
=
""
;
slashText
.
text
=
(
assignedCondition
.
goal
-
assignedCondition
.
count
).
ToString
();
counterText
.
text
=
(
assignedCondition
.
goal
-
assignedCondition
.
count
).
ToString
();
}
else
{
counterText
.
text
=
assignedCondition
.
count
.
ToString
();
}
if
(
assignedCondition
.
isDone
)
{
condImage
.
sprite
=
whenCleared
;
tooltipText
.
color
=
clearColor
;
checkerText
.
color
=
clearColor
;
counterText
.
color
=
clearColor
;
}
else
{
goalText
.
text
=
assignedCondition
.
goal
.
ToString
();
statusText
.
text
=
assignedCondition
.
count
.
ToString
();
condImage
.
sprite
=
notCleared
;
tooltipText
.
color
=
notClearedTooltipColor
;
counterText
.
color
=
notClearedColor
;
checkerText
.
color
=
notClearedColor
;
}
if
(
assignedCondition
.
isDone
)
doneImage
.
sprite
=
fullBox
;
else
doneImage
.
sprite
=
emptyBox
;
}
}
Assets/Scripts/UIs/ClearUIGenerator.cs
View file @
bfd1bdec
...
...
@@ -8,8 +8,8 @@ public class ClearUIGenerator : MonoBehaviour
public
Transform
clearUIParent
;
public
List
<
GameObject
>
uiList
;
private
int
nextx
=
-
175
;
private
int
nexty
=
-
100
;
private
int
nextx
=
-
260
;
private
int
nexty
=
-
65
;
// Start is called before the first frame update
public
void
GenerateAllClearUI
()
...
...
@@ -20,22 +20,22 @@ public class ClearUIGenerator : MonoBehaviour
uiList
.
Add
(
uiObject
);
ClearStatusUI
ui
=
uiObject
.
GetComponent
<
ClearStatusUI
>();
ui
.
GetComponent
<
RectTransform
>().
anchoredPosition
=
new
Vector2
(
nextx
,
nexty
);
nexty
-=
20
0
;
nexty
-=
11
0
;
string
str
;
switch
(
cond
.
type
)
{
case
ClearType
.
NFloor
:
str
=
"강조된 바닥에 올라서세요."
;
str
=
"강조된 바닥
중 "
+
cond
.
goal
+
"개 이상
에 올라서세요."
;
break
;
case
ClearType
.
NTurret
:
str
=
"카메라터렛을 파괴하세요."
;
str
=
"카메라터렛을
"
+
cond
.
goal
+
"개 이상
파괴하세요."
;
break
;
case
ClearType
.
NCase
:
str
=
"서류가방을 획득하세요."
;
str
=
"서류가방을
"
+
cond
.
goal
+
"개 이상
획득하세요."
;
break
;
case
ClearType
.
NPlayer
:
str
=
"캐릭터를
일정 수
로 만드세요."
;
str
=
"캐릭터를
"
+
cond
.
goal
+
"명으
로 만드세요."
;
break
;
case
ClearType
.
AllFloor
:
str
=
"모든 강조된 바닥에 올라서세요."
;
...
...
@@ -47,10 +47,10 @@ public class ClearUIGenerator : MonoBehaviour
str
=
"모든 서류가방을 획득하세요"
;
break
;
case
ClearType
.
White
:
str
=
"흰 마네킹을 만드세요."
;
str
=
"흰 마네킹을
"
+
cond
.
goal
+
"개로
만드세요."
;
break
;
case
ClearType
.
Black
:
str
=
"검은 마네킹을 만드세요."
;
str
=
"검은 마네킹을
"
+
cond
.
goal
+
"개로
만드세요."
;
break
;
default
:
str
=
"오류입니다."
;
...
...
@@ -69,6 +69,6 @@ public class ClearUIGenerator : MonoBehaviour
Destroy
(
uiList
[
i
]);
uiList
.
RemoveAt
(
i
);
}
nexty
=
-
100
;
nexty
=
-
65
;
}
}
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