using UnityEngine; public class StoryComputerStatusBinder : MonoBehaviour { [Header("메인 진행도 UI")] public MainProgressUI mainProgressUI; [Header("호감도 UI")] public CharacterData character1; public HeartAffectionUI heartUI1; public CharacterData character2; public HeartAffectionUI heartUI2; public CharacterData character3; public HeartAffectionUI heartUI3; private void OnEnable() { Refresh(); } public void Refresh() { if (StoryManager.Instance == null) { Debug.LogWarning("[StoryComputerStatusBinder] StoryManager가 없습니다."); return; } // 메인 진행도 if (mainProgressUI != null) { mainProgressUI.SetProgress(StoryManager.Instance.MainProgress); } // 1번 캐릭터 호감도 if (character1 != null && heartUI1 != null) { int affection = StoryManager.Instance.GetAffection(character1); heartUI1.SetAffection(affection); } // 2번 캐릭터 호감도 if (character2 != null && heartUI2 != null) { int affection = StoryManager.Instance.GetAffection(character2); heartUI2.SetAffection(affection); } // 3번 캐릭터 호감도 if (character3 != null && heartUI3 != null) { int affection = StoryManager.Instance.GetAffection(character3); heartUI3.SetAffection(affection); } } }