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Copy pathMissionPanelController.cs
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214 lines (191 loc) · 7.09 KB
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using UnityEngine;
using UnityEngine.UI;
using System.Collections.Generic;
using System.Linq;
using System;
public class MissionPanelController : UIBase
{
[Header("--- UI 연결 ---")]
[SerializeField] private ScrollRect m_ScrollRect;
[SerializeField] private RectTransform m_Content;
[SerializeField] private GameObject m_MissionSlotPrefab;
[SerializeField] private Button m_BtnClose;
[SerializeField] private Button m_BtnSort;
[Header("--- 세팅 값 ---")]
[SerializeField] private int m_itemHeight = 166;
[SerializeField] private int m_Spacing = 4;
[SerializeField] private int m_InstancingCount = 11;
[SerializeField] private MissionRepository m_MissionRepository;
[SerializeField] private Color m_sortBtnActiveColor;
[Header("--- 스크롤 경계 설정 ---")]
public float m_topThreshold = 1.7f;
public float m_lastThreshold = 0.9f;
[Header("--- Event Channels (Listen) ---")]
[SerializeField] private CSharpObjectEventChannelSO m_OnUpdateMissionStatChannel;
private LinkedList<MissionSlot> m_SlotList = new LinkedList<MissionSlot>();
private List<MissionDataSO> m_DisplayMissions = new List<MissionDataSO>();
private MissionStatisticsData m_stats;
private RectTransform m_ScrollRectTransform;
private bool m_isSorted = false;
private void Awake()
{
m_ScrollRect.onValueChanged.AddListener(OnScroll);
m_BtnClose.onClick.AddListener(Close);
m_BtnSort.onClick.AddListener(Sort);
m_ScrollRectTransform = m_ScrollRect.GetComponent<RectTransform>();
}
private void OnEnable()
{
m_OnUpdateMissionStatChannel.OnEventRaised += HandleUpdateMissionStatData;
}
private void Start()
{
m_DisplayMissions = new List<MissionDataSO>(m_MissionRepository.Missions);
SetContentHeight();
CreateSlotInstance();
}
private void OnDisable()
{
m_OnUpdateMissionStatChannel.OnEventRaised -= HandleUpdateMissionStatData;
}
private void OnDestroy()
{
if (m_ScrollRect != null) m_ScrollRect.onValueChanged.RemoveAllListeners();
if (m_BtnClose != null) m_BtnClose.onClick.RemoveAllListeners();
if (m_BtnSort != null) m_BtnSort.onClick.RemoveAllListeners();
}
// 보상 수령 시 MissionStatisticsData에서 호출됨
public void HandleUpdateMissionStatData(object obj)
{
if (obj is MissionStatisticsData stats)
{
m_stats = stats;
// 1. 현재 정렬 모드라면 데이터를 실시간으로 재정렬
if (m_isSorted)
{
ExecuteSortLogic();
// 정렬 후 슬롯들의 데이터 인덱스에 맞는 값들로 UI 갱신
foreach (var slot in m_SlotList)
{
if (slot.gameObject.activeSelf)
UpdateSlotState(slot);
}
}
else
{
// 정렬 모드가 아니라면 단순히 데이터만 업데이트
foreach (var slot in m_SlotList)
{
if (slot.gameObject.activeSelf)
slot.UpdateData(m_stats);
}
}
}
}
private void CreateSlotInstance()
{
for (int i = 0; i < m_InstancingCount; i++)
{
GameObject slotObj = Instantiate(m_MissionSlotPrefab, m_Content);
MissionSlot slot = slotObj.GetComponent<MissionSlot>();
slot.DataIndex = i;
m_SlotList.AddLast(slot);
}
ResetVirtualView();
}
private void SetContentHeight()
{
float contentHeight = m_DisplayMissions.Count * (m_itemHeight + m_Spacing);
m_Content.sizeDelta = new Vector2(m_Content.sizeDelta.x, contentHeight);
}
private void OnScroll(Vector2 vec)
{
CheckAndRelocate(m_Content.anchoredPosition.y, m_ScrollRectTransform.rect.height);
}
private void CheckAndRelocate(float contentY, float scrollHeight)
{
if (m_SlotList.Count == 0) return;
var firstSlot = m_SlotList.First.Value;
if (firstSlot.transform.localPosition.y + contentY > m_itemHeight * m_topThreshold)
{
var lastSlot = m_SlotList.Last.Value;
firstSlot.transform.localPosition = lastSlot.transform.localPosition - new Vector3(0, m_itemHeight + m_Spacing);
firstSlot.DataIndex = lastSlot.DataIndex + 1;
m_SlotList.RemoveFirst();
m_SlotList.AddLast(firstSlot);
UpdateSlotState(firstSlot);
}
else if (m_SlotList.Last.Value.transform.localPosition.y + contentY < -scrollHeight - m_itemHeight * m_lastThreshold)
{
var lastSlot = m_SlotList.Last.Value;
var fSlot = m_SlotList.First.Value;
lastSlot.transform.localPosition = fSlot.transform.localPosition + new Vector3(0, m_itemHeight + m_Spacing);
lastSlot.DataIndex = fSlot.DataIndex - 1;
m_SlotList.RemoveLast();
m_SlotList.AddFirst(lastSlot);
UpdateSlotState(lastSlot);
}
}
private void UpdateSlotState(MissionSlot slot)
{
bool hasData = slot.DataIndex >= 0 && slot.DataIndex < m_DisplayMissions.Count;
if (hasData)
{
slot.gameObject.SetActive(true);
slot.UpdateData(m_DisplayMissions[slot.DataIndex], m_stats);
}
else
{
slot.gameObject.SetActive(false);
}
}
private void Sort()
{
m_ScrollRect.StopMovement();
m_Content.anchoredPosition = Vector2.zero;
m_isSorted = !m_isSorted;
if (m_isSorted)
{
ExecuteSortLogic();
m_BtnSort.GetComponent<Image>().color = m_sortBtnActiveColor;
}
else
{
m_DisplayMissions = new List<MissionDataSO>(m_MissionRepository.Missions);
m_BtnSort.GetComponent<Image>().color = Color.white;
}
ResetVirtualView();
}
// 정렬 로직만 따로 분리 (실시간 갱신 시 활용)
private void ExecuteSortLogic()
{
if (m_stats == null) return;
m_DisplayMissions = m_DisplayMissions
.OrderBy(mission =>
{
int rawValue = mission.GetCurrentValue(m_stats);
bool isReached = rawValue >= mission.Target;
bool isClaimed = m_stats.StatusTracker.IsCompleted(mission.Id);
if (isReached && !isClaimed) return 0; // 보상 가능
if (!isReached) return 1; // 진행 중
return 2; // 완료
})
.ThenBy(mission => mission.Id)
.ToList();
}
private void ResetVirtualView()
{
m_Content.anchoredPosition = Vector2.zero;
int index = 0;
foreach (var slot in m_SlotList)
{
RectTransform slotRt = slot.GetComponent<RectTransform>();
slotRt.anchoredPosition = new Vector2(0, -(m_itemHeight + m_Spacing) * index);
slot.DataIndex = index;
UpdateSlotState(slot);
index++;
}
SetContentHeight();
}
private void Close() => gameObject.SetActive(false);
}