2026-01-29 06:58:38 +00:00
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using UnityEngine;
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using TMPro;
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using UnityEngine.UI;
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public class CardUI : MonoBehaviour
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{
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[SerializeField] private TextMeshProUGUI effectText;
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[SerializeField] private Image iconImage;
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private CardData cardData;
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private LevelUpUIManager uiManager;
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private StatType s1, s2;
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private int v1, v2;
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private bool isRandomCard = false;
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public void Setup(CardData data, LevelUpUIManager manager)
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{
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cardData = data;
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uiManager = manager;
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RandomStatCardData randomData = cardData as RandomStatCardData;
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if (randomData != null)
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{
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isRandomCard = true;
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2026-01-30 02:46:55 +00:00
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// 스탯 2개 랜덤 선택 (중복 방지)
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2026-01-29 06:58:38 +00:00
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s1 = randomData.possibleStats[Random.Range(0, randomData.possibleStats.Length)];
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2026-01-30 02:46:55 +00:00
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do
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{
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s2 = randomData.possibleStats[Random.Range(0, randomData.possibleStats.Length)];
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}
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while (s1 == s2);
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// ✅ v1 = 무조건 양수
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int positiveMin = Mathf.Max(1, randomData.minValue);
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int positiveMax = Mathf.Max(1, randomData.maxValue);
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v1 = Random.Range(positiveMin, positiveMax + 1);
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// ✅ v2 = 무조건 음수
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int negativeMin = Mathf.Min(-1, randomData.minValue);
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int negativeMax = -1;
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v2 = Random.Range(negativeMin, negativeMax + 1);
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2026-01-29 06:58:38 +00:00
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effectText.text = $"{s1} +{v1}\n{s2} {v2}";
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}
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2026-01-30 02:46:55 +00:00
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else
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{
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effectText.text = cardData.GetText();
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}
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2026-01-29 06:58:38 +00:00
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}
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public void OnClick()
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{
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if (isRandomCard)
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{
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Debug.Log($"[CardClick] clicked = {gameObject.name}");
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RandomStatCardData randomData = cardData as RandomStatCardData;
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randomData.ApplyToPlayer(s1, v1);
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randomData.ApplyToPlayer(s2, v2);
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}
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else
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{
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cardData.Execute();
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}
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2026-01-29 16:11:10 +00:00
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// ⭐ [추가] 카드 선택 직후 플레이어의 체력 UI를 강제로 동기화합니다.
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// 씬에서 PlayerHealth 스크립트를 찾아 갱신 함수를 실행합니다.
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FindObjectOfType<PlayerHealth>()?.RefreshHealthUI();
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2026-01-29 06:58:38 +00:00
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uiManager.Close();
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}
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}
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