컴퓨터 ui 완성

This commit is contained in:
dldydtn9755-crypto
2026-07-08 19:03:07 +09:00
parent fb64493648
commit 6e4ff9fcb4
29 changed files with 1541 additions and 151 deletions

6
.vsconfig Normal file
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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

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using System.Text;
using UnityEngine;
public class StoryComputerSystem : MonoBehaviour
{
[Header("Computer State")]
[SerializeField] private bool isPowerOn = false;
[Header("Affection Check Characters")]
[SerializeField] private CharacterData[] characters;
public bool IsPowerOn => isPowerOn;
public void TogglePower()
{
isPowerOn = !isPowerOn;
Debug.Log(isPowerOn
? "[StoryComputer] 컴퓨터 전원이 켜졌습니다."
: "[StoryComputer] 컴퓨터 전원이 꺼졌습니다.");
if (isPowerOn)
{
PrintCurrentState();
}
}
public void SaveFromComputer()
{
if (!CanUseComputer()) return;
StoryManager.Instance.Save();
Debug.Log("[StoryComputer] 현재 스토리 상태를 저장했습니다.");
}
public void LoadFromComputer()
{
if (!CanUseComputer()) return;
bool success = StoryManager.Instance.Load();
if (success)
{
Debug.Log("[StoryComputer] 저장된 스토리 상태를 불러왔습니다.");
PrintCurrentState();
}
else
{
Debug.LogWarning("[StoryComputer] 불러올 저장 파일이 없습니다.");
}
}
public void ResetStoryFromComputer()
{
if (!CanUseComputer()) return;
StoryManager.Instance.ResetAll();
Debug.Log("[StoryComputer] 스토리 상태를 초기화했습니다.");
PrintCurrentState();
}
public void PrintCurrentState()
{
if (StoryManager.Instance == null)
{
Debug.LogWarning("[StoryComputer] StoryManager가 없습니다.");
return;
}
StringBuilder sb = new StringBuilder();
sb.AppendLine("========== 현재 스토리 상태 ==========");
sb.AppendLine($"메인 진행도: {StoryManager.Instance.MainProgress}");
sb.AppendLine();
sb.AppendLine("공룡별 호감도:");
if (characters == null || characters.Length == 0)
{
sb.AppendLine("- 등록된 캐릭터 없음");
}
else
{
foreach (CharacterData character in characters)
{
if (character == null) continue;
int affection = StoryManager.Instance.GetAffection(character);
sb.AppendLine($"- {character.name}: {affection}");
}
}
sb.AppendLine("====================================");
Debug.Log(sb.ToString());
}
private bool CanUseComputer()
{
if (!isPowerOn)
{
Debug.LogWarning("[StoryComputer] 컴퓨터 전원이 꺼져 있어서 사용할 수 없습니다.");
return false;
}
if (StoryManager.Instance == null)
{
Debug.LogWarning("[StoryComputer] StoryManager가 씬에 없습니다.");
return false;
}
return true;
}
[ContextMenu("TEST / Power Toggle")]
private void TestPowerToggle()
{
TogglePower();
}
[ContextMenu("TEST / Save")]
private void TestSave()
{
SaveFromComputer();
}
[ContextMenu("TEST / Load")]
private void TestLoad()
{
LoadFromComputer();
}
[ContextMenu("TEST / Reset Story")]
private void TestReset()
{
ResetStoryFromComputer();
}
[ContextMenu("TEST / Print State")]
private void TestPrintState()
{
PrintCurrentState();
}
}

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folderAsset: yes
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userData:
assetBundleName:
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using System.IO;
using System.Text;
using UnityEngine;
using TMPro;
public class StoryComputerSystem : MonoBehaviour
{
private enum SlotMode
{
None,
Save,
Load
}
[System.Serializable]
public class AffectionUIBind
{
public CharacterData character;
public HeartAffectionUI heartUI;
}
[System.Serializable]
private class SlotPreviewData
{
public int MainProgress;
}
[Header("Computer State")]
[SerializeField] private bool isPowerOn = false;
[Header("Panel UI")]
[SerializeField] private GameObject windowPanel;
[SerializeField] private GameObject notePanel;
[SerializeField] private GameObject slotPanel;
[Header("Slot Text UI")]
[SerializeField] private TMP_Text[] slotTexts;
[Header("Affection Check Characters")]
[SerializeField] private CharacterData[] characters;
[Header("Status UI")]
[SerializeField] private MainProgressUI mainProgressUI;
[SerializeField] private AffectionUIBind[] affectionUIBinds;
private SlotMode currentSlotMode = SlotMode.None;
public bool IsPowerOn => isPowerOn;
private static string BaseSavePath =>
Path.Combine(Application.persistentDataPath, "story_state.json");
private static string SlotSavePath(int slotIndex) =>
Path.Combine(Application.persistentDataPath, $"story_state_slot_{slotIndex}.json");
private void Start()
{
ApplyPowerState();
RefreshSlotTexts();
}
public void TogglePower()
{
isPowerOn = !isPowerOn;
ApplyPowerState();
if (isPowerOn)
{
RefreshStatusUI();
RefreshSlotTexts();
}
Debug.Log(isPowerOn
? "[StoryComputer] 컴퓨터 전원이 켜졌습니다."
: "[StoryComputer] 컴퓨터 전원이 꺼졌습니다.");
}
private void ApplyPowerState()
{
currentSlotMode = SlotMode.None;
if (windowPanel != null)
windowPanel.SetActive(isPowerOn);
if (notePanel != null)
notePanel.SetActive(false);
if (slotPanel != null)
slotPanel.SetActive(false);
}
public void OpenCurrentStatePanel()
{
if (!CanUseComputer()) return;
currentSlotMode = SlotMode.None;
if (slotPanel != null)
slotPanel.SetActive(false);
if (notePanel != null)
notePanel.SetActive(true);
RefreshStatusUI();
}
public void OpenSaveSlotPanel()
{
if (!CanUseComputer()) return;
currentSlotMode = SlotMode.Save;
if (notePanel != null)
notePanel.SetActive(false);
if (slotPanel != null)
slotPanel.SetActive(true);
RefreshSlotTexts();
}
public void OpenLoadSlotPanel()
{
if (!CanUseComputer()) return;
currentSlotMode = SlotMode.Load;
if (notePanel != null)
notePanel.SetActive(false);
if (slotPanel != null)
slotPanel.SetActive(true);
RefreshSlotTexts();
}
public void SelectSlot1()
{
SelectSlot(1);
}
public void SelectSlot2()
{
SelectSlot(2);
}
public void SelectSlot3()
{
SelectSlot(3);
}
private void SelectSlot(int slotIndex)
{
if (!CanUseComputer()) return;
if (currentSlotMode == SlotMode.Save)
{
SaveToSlot(slotIndex);
}
else if (currentSlotMode == SlotMode.Load)
{
LoadFromSlot(slotIndex);
}
else
{
Debug.LogWarning("[StoryComputer] 저장/불러오기 모드가 선택되지 않았습니다.");
}
}
private void SaveToSlot(int slotIndex)
{
if (StoryManager.Instance == null)
{
Debug.LogWarning("[StoryComputer] StoryManager가 없습니다.");
return;
}
StoryManager.Instance.Save();
if (!File.Exists(BaseSavePath))
{
Debug.LogWarning("[StoryComputer] 기본 저장 파일이 생성되지 않았습니다.");
return;
}
File.Copy(BaseSavePath, SlotSavePath(slotIndex), true);
RefreshSlotTexts();
RefreshStatusUI();
Debug.Log($"[StoryComputer] 슬롯 {slotIndex}에 저장했습니다.");
}
private void LoadFromSlot(int slotIndex)
{
string slotPath = SlotSavePath(slotIndex);
if (!File.Exists(slotPath))
{
Debug.LogWarning($"[StoryComputer] 슬롯 {slotIndex}에 저장 파일이 없습니다.");
return;
}
File.Copy(slotPath, BaseSavePath, true);
bool success = StoryManager.Instance.Load();
if (!success)
{
Debug.LogWarning($"[StoryComputer] 슬롯 {slotIndex} 불러오기에 실패했습니다.");
return;
}
currentSlotMode = SlotMode.None;
if (slotPanel != null)
slotPanel.SetActive(false);
if (notePanel != null)
notePanel.SetActive(true);
RefreshSlotTexts();
RefreshStatusUI();
Debug.Log($"[StoryComputer] 슬롯 {slotIndex}에서 불러왔습니다.");
}
public void ResetStoryFromComputer()
{
if (!CanUseComputer()) return;
StoryManager.Instance.ResetAll();
currentSlotMode = SlotMode.None;
if (slotPanel != null)
slotPanel.SetActive(false);
if (notePanel != null)
notePanel.SetActive(true);
RefreshStatusUI();
Debug.Log("[StoryComputer] 스토리 상태를 초기화했습니다.");
}
public void CloseComputerWindow()
{
isPowerOn = false;
currentSlotMode = SlotMode.None;
if (notePanel != null)
notePanel.SetActive(false);
if (slotPanel != null)
slotPanel.SetActive(false);
if (windowPanel != null)
windowPanel.SetActive(false);
Debug.Log("[StoryComputer] 컴퓨터 UI 창을 닫고 전원을 껐습니다.");
}
public void SaveFromComputer()
{
OpenSaveSlotPanel();
}
public void LoadFromComputer()
{
OpenLoadSlotPanel();
}
private void RefreshSlotTexts()
{
if (slotTexts == null) return;
for (int i = 0; i < slotTexts.Length; i++)
{
if (slotTexts[i] == null) continue;
int slotIndex = i + 1;
string slotPath = SlotSavePath(slotIndex);
if (!File.Exists(slotPath))
{
slotTexts[i].text = $"슬롯 {slotIndex}\n저장된 데이터 없음";
continue;
}
int progress = ReadSlotMainProgress(slotPath);
slotTexts[i].text = $"슬롯 {slotIndex}\n저장됨 · 진행도 {progress}%";
}
}
private int ReadSlotMainProgress(string slotPath)
{
try
{
string json = File.ReadAllText(slotPath);
SlotPreviewData data = JsonUtility.FromJson<SlotPreviewData>(json);
if (data == null)
return 0;
return Mathf.Clamp(data.MainProgress, 0, 100);
}
catch
{
return 0;
}
}
public void PrintCurrentState()
{
if (StoryManager.Instance == null)
{
Debug.LogWarning("[StoryComputer] StoryManager가 없습니다.");
return;
}
StringBuilder sb = new StringBuilder();
sb.AppendLine("========== 현재 스토리 상태 ==========");
sb.AppendLine($"메인 진행도: {StoryManager.Instance.MainProgress}");
sb.AppendLine();
sb.AppendLine("공룡별 호감도:");
if (characters == null || characters.Length == 0)
{
sb.AppendLine("- 등록된 캐릭터 없음");
}
else
{
foreach (CharacterData character in characters)
{
if (character == null) continue;
int affection = StoryManager.Instance.GetAffection(character);
sb.AppendLine($"- {character.name}: {affection}");
}
}
sb.AppendLine("====================================");
Debug.Log(sb.ToString());
}
private void RefreshStatusUI()
{
if (StoryManager.Instance == null)
{
Debug.LogWarning("[StoryComputer] StoryManager가 없어서 UI를 갱신할 수 없습니다.");
return;
}
if (mainProgressUI != null)
{
mainProgressUI.SetProgress(StoryManager.Instance.MainProgress);
}
if (affectionUIBinds != null)
{
foreach (AffectionUIBind bind in affectionUIBinds)
{
if (bind == null) continue;
if (bind.character == null) continue;
if (bind.heartUI == null) continue;
int affection = StoryManager.Instance.GetAffection(bind.character);
bind.heartUI.SetAffection(affection);
}
}
}
private bool CanUseComputer()
{
if (!isPowerOn)
{
Debug.LogWarning("[StoryComputer] 컴퓨터 전원이 꺼져 있어서 사용할 수 없습니다.");
return false;
}
if (StoryManager.Instance == null)
{
Debug.LogWarning("[StoryComputer] StoryManager가 씬에 없습니다.");
return false;
}
return true;
}
}

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using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class HeartAffectionUI : MonoBehaviour
{
[Header("채워지는 하트 10개")]
public Image[] fillHearts;
[Header("퍼센트 텍스트")]
public TMP_Text percentText;
[Header("호감도")]
[Range(0, 100)]
public int affectionPercent = 0;
private void Start()
{
SetAffection(affectionPercent);
}
public void SetAffection(int percent)
{
affectionPercent = Mathf.Clamp(percent, 0, 100);
// 11% = 1.1개 하트
// 45% = 4.5개 하트
// 78% = 7.8개 하트
float heartValue = affectionPercent / 10f;
for (int i = 0; i < fillHearts.Length; i++)
{
fillHearts[i].fillAmount = Mathf.Clamp01(heartValue - i);
}
if (percentText != null)
{
percentText.text = affectionPercent + "%";
}
}
public void AddAffection(int amount)
{
SetAffection(affectionPercent + amount);
}
}

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fileFormatVersion: 2
guid: c24b2d88eab370744b5aa15143ad93d7

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using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class MainProgressUI : MonoBehaviour
{
[Header("진행도 채움 이미지")]
public Image progressFill;
[Header("퍼센트 텍스트")]
public TMP_Text percentText;
[Header("메인 진행도")]
[Range(0, 100)]
public int progressPercent = 0;
private void Start()
{
SetProgress(progressPercent);
}
public void SetProgress(int percent)
{
progressPercent = Mathf.Clamp(percent, 0, 100);
if (progressFill != null)
{
progressFill.fillAmount = progressPercent / 100f;
}
if (percentText != null)
{
percentText.text = progressPercent + "%";
}
}
public void AddProgress(int amount)
{
SetProgress(progressPercent + amount);
}
}

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