2026-02-01 15:49:12 +00:00
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using UnityEngine;
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using TMPro;
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2026-01-30 03:24:13 +00:00
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public class PlayerStatsUI : MonoBehaviour
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{
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2026-02-01 15:49:12 +00:00
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[Header("--- 데이터 연결 ---")]
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2026-01-30 03:24:13 +00:00
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[SerializeField] private Stats playerStats;
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2026-02-01 15:49:12 +00:00
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[Header("--- UI 오브젝트 ---")]
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[SerializeField] private GameObject statWindowPanel;
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2026-01-30 03:24:13 +00:00
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2026-02-01 15:49:12 +00:00
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[Header("--- 텍스트 UI ---")]
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2026-01-30 03:24:13 +00:00
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[SerializeField] private TextMeshProUGUI maxHealthText;
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2026-02-08 14:20:23 +00:00
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// [제거] strengthText 변수는 인스펙터에서 비워두거나 삭제하세요.
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2026-01-30 03:24:13 +00:00
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[SerializeField] private TextMeshProUGUI damageText;
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[SerializeField] private TextMeshProUGUI speedText;
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private void Start()
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{
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2026-02-01 15:49:12 +00:00
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if (statWindowPanel != null) statWindowPanel.SetActive(false);
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2026-01-30 03:24:13 +00:00
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}
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public void ToggleWindow()
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{
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if (statWindowPanel == null) return;
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bool isActive = !statWindowPanel.activeSelf;
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statWindowPanel.SetActive(isActive);
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2026-02-01 15:49:12 +00:00
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if (isActive) UpdateStatTexts();
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2026-01-30 03:24:13 +00:00
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}
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2026-02-01 15:49:12 +00:00
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public void UpdateStatTexts()
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2026-01-30 03:24:13 +00:00
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{
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if (playerStats == null) return;
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maxHealthText.text = $"MaxHP: {playerStats.MaxHealth}";
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2026-02-08 14:20:23 +00:00
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// ✨ [수정] 힘 텍스트 업데이트 로직 삭제
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2026-02-01 15:49:12 +00:00
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damageText.text = $"Damage: {playerStats.TotalAttackDamage} (+{playerStats.weaponDamage})";
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2026-02-08 14:20:23 +00:00
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// ✨ [수정] 무게 페널티 없이 현재 속도만 깔끔하게 표기
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speedText.text = $"Speed: {playerStats.CurrentMoveSpeed:F1}";
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2026-01-30 03:24:13 +00:00
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}
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}
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