draggableList/Tab 개발 중

This commit is contained in:
logonkhi
2025-07-30 20:16:21 +09:00
parent 231af33e6f
commit f7befb048c
99 changed files with 8819 additions and 1172 deletions

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@@ -47,9 +47,6 @@ namespace SampleProject
{ {
Initialized.Invoke(); Initialized.Invoke();
} }
//MqttReceiver 시작
DataRepository.Instance.MqttReceiver.Start();
} }
/// <summary> /// <summary>
@@ -70,7 +67,8 @@ namespace SampleProject
Debug.Log("requestDataAsync"); Debug.Log("requestDataAsync");
UILoading.Show(); //UILoading.Show();
//Debug.Log("Requesting BaseInfo data..."); //Debug.Log("Requesting BaseInfo data...");
//var httpFetcher = DataRepository.Instance.HttpFetcher; //var httpFetcher = DataRepository.Instance.HttpFetcher;
//var splitRequest = new HttpRequestConfig(URLList.Get("baseinfo")) //var splitRequest = new HttpRequestConfig(URLList.Get("baseinfo"))
@@ -83,12 +81,12 @@ namespace SampleProject
//UILoading.Hide(); //UILoading.Hide();
//MqttReceiver 시작 //MqttReceiver 시작
DataRepository.Instance.MqttReceiver.Start(); //DataRepository.Instance.MqttReceiver.Start();
if(AGVManager.Instance.Created) //if(AGVManager.Instance.Created)
{ //{
await UniTask.Delay(1000); // await UniTask.Delay(1000);
UILoading.Hide(); // UILoading.Hide();
} //}
} }
private async void OnExitPlayback() private async void OnExitPlayback()

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@@ -1,9 +1,8 @@
using Newtonsoft.Json.Linq; using Newtonsoft.Json.Linq;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Collections.ObjectModel; using System.Collections.ObjectModel;
using System.Linq; using System.Linq;
using UnityEngine;
namespace UVC.Data.Core namespace UVC.Data.Core
{ {
@@ -17,7 +16,9 @@ namespace UVC.Data.Core
/// 이 객체가 객체 풀에 있는지 여부를 나타냅니다. /// 이 객체가 객체 풀에 있는지 여부를 나타냅니다.
/// 중복 반환을 방지하기 위해 DataArrayPool에서 내부적으로 사용됩니다. /// 중복 반환을 방지하기 위해 DataArrayPool에서 내부적으로 사용됩니다.
/// </summary> /// </summary>
internal bool IsInPool { get => isInPool; internal bool IsInPool
{
get => isInPool;
set set
{ {
isInPool = value; isInPool = value;
@@ -268,7 +269,7 @@ namespace UVC.Data.Core
// 기존 변경 추적 목록을 초기화합니다. // 기존 변경 추적 목록을 초기화합니다.
ClearTrackedChanges(); ClearTrackedChanges();
var thisDict = this.ToDictionary(item => item.Id); var thisDict = this.ToDictionary(item => item.Id);
var otherDict = otherArray.ToDictionary(item => item.Id); var otherDict = otherArray.ToDictionary(item => item.Id);
@@ -453,7 +454,7 @@ namespace UVC.Data.Core
{ {
// 풀에서 새 DataArray 인스턴스를 가져옵니다. // 풀에서 새 DataArray 인스턴스를 가져옵니다.
DataArray clone; DataArray clone;
if(fromPool) clone = DataArrayPool.Get(); if (fromPool) clone = DataArrayPool.Get();
else clone = new DataArray(); else clone = new DataArray();
// 배열의 모든 DataObject를 순회하며 각각을 복제합니다. // 배열의 모든 DataObject를 순회하며 각각을 복제합니다.
@@ -475,7 +476,7 @@ namespace UVC.Data.Core
{ {
clone.modifiedList.Add(clonedItem); clone.modifiedList.Add(clonedItem);
} }
} }
return clone; return clone;

View File

@@ -5,7 +5,6 @@ using Newtonsoft.Json;
using Newtonsoft.Json.Linq; using Newtonsoft.Json.Linq;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine;
using UVC.Data.Core; using UVC.Data.Core;
using UVC.Data.Http; using UVC.Data.Http;
using UVC.Data.Mqtt; using UVC.Data.Mqtt;
@@ -241,7 +240,8 @@ namespace UVC.Data
{ {
if (dataUpdateHandlers.ContainsKey(key)) if (dataUpdateHandlers.ContainsKey(key))
{ {
UniTask.Post(() => dataUpdateHandlers[key]!.Invoke(dataObject)); var handler = dataUpdateHandlers[key];
UniTask.Post(() => handler.Invoke(dataObject));
} }
} }
} }

View File

@@ -0,0 +1,75 @@
#nullable enable
using UnityEngine;
using UVC.UI.List;
namespace UVC.Factory.Modal
{
public class ConfigDataOrderModal : MonoBehaviour
{
[SerializeField]
private DraggableScrollList? draggableList;
protected virtual void Awake()
{
if (draggableList == null)
{
Debug.LogError("draggableList 참조가 설정되지 않았습니다.");
return;
}
// 이벤트 구독
draggableList.OnItemReordered += OnItemReordered;
draggableList.OnItemSelected += OnItemSelected;
}
private void Start()
{
// 1. DraggableItemData 설정
for (int i = 0; i < 10; i++)
{
draggableList?.AddItem(new DraggableItemData($"Item {i + 1}", i));
}
}
/// <summary>
/// 아이템 순서 변경 이벤트 처리
/// </summary>
/// <param name = "sender" > 이벤트 발생자</param>
/// <param name = "e" > 이벤트 인자</param>
private void OnItemReordered(object? sender, DraggableItemReorderEventArgs e)
{
Debug.Log($"아이템 순서 변경됨: ID={e.ItemId}, {e.OldIndex} -> {e.NewIndex}");
// 여기에 순서 변경에 대한 비즈니스 로직 구현
// 예: 서버에 변경사항 전송, 설정 저장 등
}
/// <summary>
/// 아이템 선택 이벤트 처리
/// </summary>
/// <param name="sender">이벤트 발생자</param>
/// <param name="item">선택된 아이템</param>
private void OnItemSelected(object? sender, DraggableListItem item)
{
if (item?.Data != null)
{
Debug.Log($"아이템 선택됨: {item.Data.Id}");
// 선택된 아이템에 대한 처리
// 예: 상세 정보 표시, 편집 모드 진입 등
}
}
/// <summary>
/// 컴포넌트 정리
/// </summary>
private void OnDestroy()
{
if (draggableList != null)
{
draggableList.OnItemReordered -= OnItemReordered;
draggableList.OnItemSelected -= OnItemSelected;
}
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: dc92cc933c1ce844c955ffc32982d3af

View File

@@ -8,33 +8,75 @@ using UVC.UI.Modal;
namespace UVC.Factory.Playback namespace UVC.Factory.Playback
{ {
/// <summary>
/// 재생(Playback) 명령을 실행하는 클래스입니다.
///
/// <para>
/// 이 명령은 팩토리 카메라를 비활성화하고, 재생 목록 모달을 띄운 뒤,
/// 사용자가 재생 항목을 선택하면 재생을 시작합니다.
/// 사용자가 취소하면 재생을 종료합니다.
/// </para>
///
/// <example>
/// <code>
/// // ICommand 인터페이스를 구현하므로 다음과 같이 사용할 수 있습니다.
/// ICommand playbackCommand = new PlaybackCommand();
/// playbackCommand.Execute();
/// </code>
/// </example>
/// </summary>
public class PlaybackCommand : ICommand public class PlaybackCommand : ICommand
{ {
/// <summary>
/// 재생 명령을 실행합니다.
///
/// <para>
/// 1. 카메라를 비활성화합니다.<br/>
/// 2. 재생 목록 모달을 띄웁니다.<br/>
/// 3. 사용자가 항목을 선택하면 재생을 시작합니다.<br/>
/// 4. 사용자가 취소하면 재생을 종료합니다.<br/>
/// </para>
///
/// <example>
/// <code>
/// // 명령 실행 예시
/// var command = new PlaybackCommand();
/// command.Execute();
/// </code>
/// </example>
/// </summary>
/// <param name="parameter">사용하지 않음</param>
public async void Execute(object? parameter = null) public async void Execute(object? parameter = null)
{ {
// 1. 카메라 비활성화
FactoryCameraController.Instance.Enable = false; FactoryCameraController.Instance.Enable = false;
// 2. 재생 목록 모달 생성 및 표시
var modalContent = new ModalContent(UIPlaybackListModal.PrefabPath) var modalContent = new ModalContent(UIPlaybackListModal.PrefabPath)
{ {
Title = "Playback List", Title = "Playback List",
ConfirmButtonText = "Play", ConfirmButtonText = "Play",
ShowCancelButton = false ShowCancelButton = false
}; };
// 3. 사용자가 항목을 선택할 때까지 대기
UIPlaybackListItemData? result = await UVC.UI.Modal.Modal.Open<UIPlaybackListItemData>(modalContent); UIPlaybackListItemData? result = await UVC.UI.Modal.Modal.Open<UIPlaybackListItemData>(modalContent);
Debug.Log($"PlaybackCommand result==null:{result==null}"); Debug.Log($"PlaybackCommand result==null:{result==null}");
if (result != null) if (result != null)
{ {
// 4. 항목 선택 시: 로딩 표시, 재생 시작
UILoading.Show(); UILoading.Show();
UIPlaybackListItemData data = result; UIPlaybackListItemData data = result;
Debug.Log($"PlaybackCommand data:{data}"); Debug.Log($"PlaybackCommand data:{data}");
DataRepository.Instance.MqttReceiver.Stop(); DataRepository.Instance.MqttReceiver.Stop();
await PlaybackService.Instance.StartAsync(data); await PlaybackService.Instance.StartAsync(data);
FactoryCameraController.Instance.Enable = true; FactoryCameraController.Instance.Enable = true;
UILoading.Hide(); UILoading.Hide();
} }
else else
{ {
// 5. 취소 시: 재생 종료
UILoading.Show(); UILoading.Show();
PlaybackService.Instance.Exit(); PlaybackService.Instance.Exit();
FactoryCameraController.Instance.Enable = true; FactoryCameraController.Instance.Enable = true;

View File

@@ -1,7 +1,6 @@
#nullable enable #nullable enable
using Best.HTTP; using Best.HTTP;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using SampleProject.Config;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@@ -15,6 +14,23 @@ namespace UVC.Factory.Playback
private PlaybackSQLiteService? sqliteService = null; private PlaybackSQLiteService? sqliteService = null;
/// <summary>
/// 서버에서 재생 목록 날짜 리스트를 요청합니다.
///
/// 예시:
/// <code>
/// var repo = new PlaybackRepository();
/// var dateList = await repo.RequestPlaybackDateList();
/// if (dateList != null)
/// {
/// foreach (var date in dateList.Keys)
/// {
/// Debug.Log($"날짜: {date}");
/// }
/// }
/// </code>
/// </summary>
/// <returns>성공 시 날짜별 재생 목록 딕셔너리, 실패 시 null</returns>
public async UniTask<Dictionary<string, Dictionary<string, string>>?> RequestPlaybackDateList() public async UniTask<Dictionary<string, Dictionary<string, string>>?> RequestPlaybackDateList()
{ {
@@ -45,6 +61,29 @@ namespace UVC.Factory.Playback
} }
} }
/// <summary>
/// 서버에서 재생 데이터 파일을 다운로드합니다.
///
/// 예시:
/// <code>
/// var repo = new PlaybackRepository();
/// string fileName = "sample.db";
/// string savePath = Application.persistentDataPath + "/sample.db";
/// repo.DownloadPlaybackData(
/// fileName,
/// savePath,
/// (current, total) => Debug.Log($"{current}/{total} bytes 다운로드 중"),
/// () => Debug.Log("다운로드 완료"),
/// (error) => Debug.LogError($"다운로드 실패: {error}")
/// );
/// </code>
/// </summary>
/// <param name="fileName">다운로드할 파일명</param>
/// <param name="savePath">저장 경로</param>
/// <param name="OnProgress">다운로드 진행 콜백 (현재, 전체 바이트)</param>
/// <param name="OnComplete">다운로드 완료 콜백</param>
/// <param name="OnError">다운로드 실패 콜백 (에러 메시지)</param>
/// <returns>다운로드 요청 객체(필요시 Abort 등 제어 가능), 실패 시 null</returns>
public HTTPRequest? DownloadPlaybackData(string fileName, string savePath, Action<long, long> OnProgress, Action OnComplete, Action<string> OnError) public HTTPRequest? DownloadPlaybackData(string fileName, string savePath, Action<long, long> OnProgress, Action OnComplete, Action<string> OnError)
{ {
try try
@@ -59,15 +98,29 @@ namespace UVC.Factory.Playback
} }
/// <summary> /// <summary>
/// selectTime보다 +- second 사이의 데이터 요청. selectTime, second 포함 /// selectTime보다 ±second 사이의 데이터를 조회합니다. selectTime, second 포함.
///
/// 예시:
/// <code>
/// var repo = new PlaybackRepository();
/// string date = "2024-07-29";
/// string sqlFileName = "sample.db";
/// string selectTime = "2024-07-29T12:00:00.000Z";
/// int second = 10;
/// var list = await repo.SelectBySecondAsync(date, sqlFileName, selectTime, second, true, 5);
/// foreach (var entity in list)
/// {
/// Debug.Log($"데이터: {entity.data}, 시간: {entity.timestamp}");
/// }
/// </code>
/// </summary> /// </summary>
/// <param name="date"></param> /// <param name="date">폴더명(날짜 등)</param>
/// <param name="sqlFileName"></param> /// <param name="sqlFileName">SQLite 파일명</param>
/// <param name="selectTime">yyyy-MM-ddTHH:mm:ss.fffZ format string</param> /// <param name="selectTime">yyyy-MM-ddTHH:mm:ss.fffZ 형식의 기준 시간</param>
/// <param name="second"></param> /// <param name="second">±초(양수: 미래, 음수: 과거)</param>
/// <param name="orderAsc">true: 오래된 시간이 먼저, false: 최근 시간이 먼저</param> /// <param name="orderAsc">true: 오래된 시간부터, false: 최근 시간부터</param>
/// <param name="limit"></param> /// <param name="limit">최대 조회 개수(0이면 제한 없음)</param>
/// <returns></returns> /// <returns>조회된 데이터 리스트</returns>
public async UniTask<List<PlaybackSQLiteDataEntity>> SelectBySecondAsync(string date, string sqlFileName, string selectTime, int second, bool orderAsc = true, int limit = 0) public async UniTask<List<PlaybackSQLiteDataEntity>> SelectBySecondAsync(string date, string sqlFileName, string selectTime, int second, bool orderAsc = true, int limit = 0)
{ {
validationSqliteService(date, sqlFileName); validationSqliteService(date, sqlFileName);
@@ -75,22 +128,46 @@ namespace UVC.Factory.Playback
} }
/// <summary> /// <summary>
/// selectTime보다 +- second 사이의 데이터 요청. selectTime, second 포함 /// baseInfo 테이블에서 selectTime보다 ±second 사이의 데이터를 조회합니다. selectTime, second 포함.
///
/// 예시:
/// <code>
/// var repo = new PlaybackRepository();
/// string date = "2024-07-29";
/// string sqlFileName = "sample.db";
/// string selectTime = "2024-07-29T12:00:00.000Z";
/// int second = -5;
/// var list = await repo.SelectBySecondBaseInfo(date, sqlFileName, selectTime, second, false, 1);
/// foreach (var entity in list)
/// {
/// Debug.Log($"데이터: {entity.data}, 시간: {entity.timestamp}");
/// }
/// </code>
/// </summary> /// </summary>
/// <param name="date"></param> /// <param name="date">폴더명(날짜 등)</param>
/// <param name="sqlFileName"></param> /// <param name="sqlFileName">SQLite 파일명</param>
/// <param name="selectTime">yyyy-MM-ddTHH:mm:ss.fffZ format string</param> /// <param name="selectTime">yyyy-MM-ddTHH:mm:ss.fffZ 형식의 기준 시간</param>
/// <param name="second"></param> /// <param name="second">±초(양수: 미래, 음수: 과거)</param>
/// <param name="orderAsc">true: 오래된 시간이 먼저, false: 최근 시간이 먼저</param> /// <param name="orderAsc">true: 오래된 시간부터, false: 최근 시간부터</param>
/// <param name="limit"></param> /// <param name="limit">최대 조회 개수</param>
/// <returns></returns> /// <returns>조회된 데이터 리스트</returns>
public async UniTask<List<PlaybackSQLiteDataEntity>> SelectBySecondBaseInfo(string date, string sqlFileName, string selectTime, int second = 59, bool orderAsc = true, int limit = 1) public async UniTask<List<PlaybackSQLiteDataEntity>> SelectBySecondBaseInfo(string date, string sqlFileName, string selectTime, int second = 59, bool orderAsc = true, int limit = 1)
{ {
validationSqliteService(date, sqlFileName); validationSqliteService(date, sqlFileName);
return await sqliteService!.SelectBySecondBaseInfo(selectTime, second, orderAsc, limit); return await sqliteService!.SelectBySecondBaseInfo(selectTime, second, orderAsc, limit);
} }
/// <summary>
/// 내부적으로 SQLite 서비스가 올바른 파일에 연결되어 있는지 확인하고, 필요시 재연결합니다.
///
/// 예시:
/// <code>
/// // 일반적으로 직접 호출할 필요 없음(내부에서 자동 호출)
/// validationSqliteService("2024-07-29", "sample.db");
/// </code>
/// </summary>
/// <param name="date">폴더명(날짜 등)</param>
/// <param name="sqlFileName">SQLite 파일명</param>
private void validationSqliteService(string date, string sqlFileName) private void validationSqliteService(string date, string sqlFileName)
{ {
if (sqliteService == null) sqliteService = new PlaybackSQLiteService(); if (sqliteService == null) sqliteService = new PlaybackSQLiteService();

View File

@@ -4,7 +4,6 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO; using System.IO;
using System.Text; using System.Text;
using UnityEngine;
using UVC.Factory.Playback; using UVC.Factory.Playback;
using UVC.Util; using UVC.Util;
@@ -12,16 +11,10 @@ namespace UVC.Factory
{ {
public class PlaybackSQLiteService public class PlaybackSQLiteService
{ {
// SQLite 데이터베이스 연결 객체
//#region Singleton
//private static readonly SQLiteService instance = new SQLiteService();
//public static SQLiteService Instance => instance;
//static SQLiteService() { }
//#endregion
private SQLiteConnection dbConnection; private SQLiteConnection dbConnection;
// 데이터베이스 연결 여부 확인
public bool Connected { get => dbConnection != null; } public bool Connected { get => dbConnection != null; }
private string date; private string date;
@@ -29,6 +22,16 @@ namespace UVC.Factory
private string sqliteFileName; private string sqliteFileName;
public string SqliteFileName { get => sqliteFileName; } public string SqliteFileName { get => sqliteFileName; }
/// <summary>
/// 데이터베이스 파일에 연결합니다.
/// 예시:
/// <code>
/// var service = new PlaybackSQLiteService();
/// service.Connect("2024-07-29", "sample.db");
/// </code>
/// </summary>
/// <param name="date">폴더명(날짜 등)</param>
/// <param name="sqliteFileName">SQLite 파일명</param>
public void Connect(string date, string sqliteFileName) public void Connect(string date, string sqliteFileName)
{ {
this.date = date; this.date = date;
@@ -36,6 +39,13 @@ namespace UVC.Factory
dbConnection = new SQLiteConnection(Path.Combine(PlaybackService.PlaybackFolderPath, date, sqliteFileName)); dbConnection = new SQLiteConnection(Path.Combine(PlaybackService.PlaybackFolderPath, date, sqliteFileName));
} }
/// <summary>
/// 데이터베이스 연결을 닫습니다.
/// 예시:
/// <code>
/// service.CloseDB();
/// </code>
/// </summary>
public void CloseDB() public void CloseDB()
{ {
dbConnection.Close(); dbConnection.Close();
@@ -43,30 +53,23 @@ namespace UVC.Factory
} }
/// <summary> /// <summary>
/// 추가하기 /// realTime 테이블에 데이터를 추가합니다.
/// 예시:
/// <code>
/// int rows = service.Insert("센서값", "2024-07-29T12:00:00.000Z", "온도값");
/// </code>
/// </summary> /// </summary>
/// <param name="data"></param> /// <param name="data">저장할 데이터(문자열)</param>
/// <param name="timeStamp">yyyy-MM-ddTHH:mm:ss.fffZ format string</param> /// <param name="timeStamp">yyyy-MM-ddTHH:mm:ss.fffZ 형식의 시간</param>
/// <param name="temp"></param> /// <param name="temp">임시 데이터(옵션)</param>
/// <returns>데이터베이스에서 추가된 행 수</returns> /// <returns>추가된 행 수</returns>
public int Insert(string data, string timeStamp, string temp = null) public int Insert(string data, string timeStamp, string temp = null)
{ {
var query = $"INSERT INTO realTime (data, timestamp, temp) VALUES ('{data}', '{timeStamp}', " + (temp == null ? "null" : "'" + temp + "'") + ");"; var query = $"INSERT INTO realTime (data, timestamp, temp) VALUES ('{data}', '{timeStamp}', " + (temp == null ? "null" : "'" + temp + "'") + ");";
int changedRowLen = dbConnection.Execute(query); int changedRowLen = dbConnection.Execute(query);
return changedRowLen; return changedRowLen;
} }
/// <summary>
/// selectTime보다 +- second 사이의 데이터 요청. selectTime, second 포함
/// second > 0 : selectTime <= data < selectTime + second
/// second < 0 : selectTime + second < data <= selectTime
/// </summary>
/// <param name="selectTime">yyyy-MM-ddTHH:mm:ss.fffZ format string</param>
/// <param name="second"></param>
/// <param name="orderAsc">true: 오래된 시간이 먼저, false: 최근 시간이 먼저</param>
/// <param name="limit"></param>
/// <returns></returns>
///
readonly string[] queryParts = readonly string[] queryParts =
{ {
"SELECT * FROM realTime WHERE ", "SELECT * FROM realTime WHERE ",
@@ -77,6 +80,20 @@ namespace UVC.Factory
" ORDER BY timestamp ", " ORDER BY timestamp ",
" LIMIT ", " LIMIT ",
}; };
/// <summary>
/// 특정 시간(selectTime) 기준으로 ±second 범위의 데이터를 조회합니다.
/// 예시:
/// <code>
/// // 10초 뒤까지의 데이터 5개를 조회(오름차순)
/// var list = await service.SelectBySecond("2024-07-29T12:00:00.000Z", 10, true, 5);
/// </code>
/// </summary>
/// <param name="selectTime">기준 시간(yyyy-MM-ddTHH:mm:ss.fffZ)</param>
/// <param name="second">±초(양수: 미래, 음수: 과거)</param>
/// <param name="orderAsc">true: 오래된 시간부터, false: 최근 시간부터</param>
/// <param name="limit">최대 조회 개수(0이면 제한 없음)</param>
/// <returns>조회된 데이터 리스트</returns>
public async UniTask<List<PlaybackSQLiteDataEntity>> SelectBySecond(string selectTime, int second, bool orderAsc = true, int limit = 0) public async UniTask<List<PlaybackSQLiteDataEntity>> SelectBySecond(string selectTime, int second, bool orderAsc = true, int limit = 0)
{ {
bool isMainThread = PlayerLoopHelper.IsMainThread; bool isMainThread = PlayerLoopHelper.IsMainThread;
@@ -104,25 +121,26 @@ namespace UVC.Factory
//Debug.Log($"SelectBySecond {query}"); //Debug.Log($"SelectBySecond {query}");
var query = queryBuilder.ToString(); var query = queryBuilder.ToString();
queryBuilder.Clear(); queryBuilder.Clear();
// 쿼리 실행 및 결과 반환
return dbConnection.Query<PlaybackSQLiteDataEntity>(query); return dbConnection.Query<PlaybackSQLiteDataEntity>(query);
}); });
if (!isMainThread) await UniTask.SwitchToThreadPool(); if (!isMainThread) await UniTask.SwitchToThreadPool();
return result; return result;
} }
/// <summary>
/// selectTime보다 +- second 사이의 데이터 요청. selectTime, second 포함
/// second > 0 : selectTime <= data < selectTime + second
/// second < 0 : selectTime + second < data <= selectTime
/// </summary>
/// <param name="selectTime">yyyy-MM-ddTHH:mm:ss.fffZ format string</param>
/// <param name="second"></param>
/// <param name="orderAsc">true: 오래된 시간이 먼저, false: 최근 시간이 먼저</param>
/// <param name="limit"></param>
/// <returns></returns>
///
StringBuilder queryBuilder = new(); StringBuilder queryBuilder = new();
/// baseInfo 테이블에서 특정 시간(selectTime) 기준으로 ±second 범위의 데이터를 조회합니다.
/// 예시:
/// <code>
/// // 5초 전까지의 데이터 1개를 조회(내림차순)
/// var list = await service.SelectBySecondBaseInfo("2024-07-29T12:00:00.000Z", -5);
/// </code>
/// </summary>
/// <param name="selectTime">기준 시간(yyyy-MM-ddTHH:mm:ss.fffZ)</param>
/// <param name="second">±초(양수: 미래, 음수: 과거)</param>
/// <param name="orderAsc">true: 오래된 시간부터, false: 최근 시간부터</param>
/// <param name="limit">최대 조회 개수</param>
/// <returns>조회된 데이터 리스트</returns>
public async UniTask<List<PlaybackSQLiteDataEntity>> SelectBySecondBaseInfo(string selectTime, int second, bool orderAsc = false, int limit = 1) public async UniTask<List<PlaybackSQLiteDataEntity>> SelectBySecondBaseInfo(string selectTime, int second, bool orderAsc = false, int limit = 1)
{ {
bool isMainThread = PlayerLoopHelper.IsMainThread; bool isMainThread = PlayerLoopHelper.IsMainThread;
@@ -148,6 +166,7 @@ namespace UVC.Factory
//Debug.Log($"SelectBySecondBaseInfo {query}"); //Debug.Log($"SelectBySecondBaseInfo {query}");
var query = queryBuilder.ToString(); var query = queryBuilder.ToString();
queryBuilder.Clear(); queryBuilder.Clear();
// 쿼리 실행 및 결과 반환
return dbConnection.Query<PlaybackSQLiteDataEntity>(query); return dbConnection.Query<PlaybackSQLiteDataEntity>(query);
}); });
if (!isMainThread) await UniTask.SwitchToThreadPool(); if (!isMainThread) await UniTask.SwitchToThreadPool();
@@ -155,14 +174,25 @@ namespace UVC.Factory
} }
} }
/// <summary>
/// 데이터베이스에서 사용하는 데이터 구조체입니다.
/// 예시:
/// <code>
/// var entity = new PlaybackSQLiteDataEntity {
/// data = "센서값",
/// timestamp = "2024-07-29T12:00:00.000Z",
/// temp = "임시값"
/// };
/// </code>
/// </summary>
[System.Serializable] [System.Serializable]
public class PlaybackSQLiteDataEntity public class PlaybackSQLiteDataEntity
{ {
public string data { get; set; } public string data { get; set; }
[PrimaryKey] [PrimaryKey]
public string timestamp { get; set; } public string timestamp { get; set; }
public DateTime timestampHungary { get => DateTimeUtil.UtcStringToKoreaDateTime(timestamp); } // timestampHungary는 timestamp를 DateTime으로 변환한 값입니다.
public DateTime timestampHungary { get => DateTimeUtil.UtcStringToHungaryDateTime(timestamp); }
public string temp { get; set; } public string temp { get; set; }
} }
} }

View File

@@ -12,14 +12,34 @@ using UVC.Factory.Playback.UI;
using UVC.Util; using UVC.Util;
namespace UVC.Factory.Playback namespace UVC.Factory.Playback
{ {
/// <summary>
/// Playback 관련 서비스 클래스입니다.
/// - 싱글턴 패턴으로 사용합니다.
/// - 재생 데이터 요청, 다운로드, 시간 스케일 조정 등 주요 기능을 제공합니다.
///
/// <example>
/// <code>
/// // 재생 시작 예시
/// var itemData = new UIPlaybackListItemData { date = "2024-07-29", time = "13", sqlFileName = "2024-07-29_13.sqlite" };
/// await PlaybackService.Instance.StartAsync(itemData);
///
/// // 재생 목록 데이터 요청 예시
/// var data = await PlaybackService.Instance.RequestDataAsync();
///
/// // 재생 종료 예시
/// PlaybackService.Instance.Exit();
/// </code>
/// </example>
/// </summary>
public class PlaybackService public class PlaybackService
{ {
#region Singleton #region Singleton
// 싱글턴 인스턴스. PlaybackService.Instance로 접근합니다.
private static readonly PlaybackService instance = new PlaybackService(new PlaybackRepository()); private static readonly PlaybackService instance = new PlaybackService(new PlaybackRepository());
public static PlaybackService Instance => instance; public static PlaybackService Instance => instance;
static PlaybackService() { } static PlaybackService() { }
#endregion #endregion
// 재생 데이터가 저장되는 폴더 경로입니다.
public static readonly string PlaybackFolderPath = Path.Combine(Application.persistentDataPath, "playback");//streamingAssetsPath, "playback"); appData 폴더로 변경 public static readonly string PlaybackFolderPath = Path.Combine(Application.persistentDataPath, "playback");//streamingAssetsPath, "playback"); appData 폴더로 변경
private readonly PlaybackRepository repository; private readonly PlaybackRepository repository;
@@ -31,6 +51,15 @@ namespace UVC.Factory.Playback
public Action OnExitPlayback; public Action OnExitPlayback;
private float timeScale = 1.0f; private float timeScale = 1.0f;
/// <summary>
/// 재생 시간 스케일(배속)입니다. 1.0f가 기본입니다.
/// </summary>
/// <example>
/// <code>
/// // 재생 속도를 2배로 변경
/// PlaybackService.Instance.TimeScale = 2.0f;
/// </code>
/// </example>
public float TimeScale public float TimeScale
{ {
get => timeScale; get => timeScale;
@@ -48,17 +77,49 @@ namespace UVC.Factory.Playback
public Action<float> OnChangeTimeScale; public Action<float> OnChangeTimeScale;
/// <summary>
/// 생성자. 일반적으로 직접 호출하지 않고 싱글턴 인스턴스를 사용합니다.
/// </summary>
public PlaybackService(PlaybackRepository repository) public PlaybackService(PlaybackRepository repository)
{ {
this.repository = repository; this.repository = repository;
} }
/// <summary>
/// 서버에서 재생 가능한 날짜별 데이터 목록을 비동기로 요청합니다.
/// </summary>
/// <returns>성공 시 날짜별 재생 목록 딕셔너리, 실패 시 null</returns>
/// <example>
/// <code>
/// var data = await PlaybackService.Instance.RequestDataAsync();
/// if (data != null)
/// {
/// foreach (var date in data.Keys)
/// {
/// Debug.Log($"날짜: {date}");
/// }
/// }
/// </code>
/// </example>
public async UniTask<Dictionary<string, Dictionary<string, string>>?> RequestDataAsync() public async UniTask<Dictionary<string, Dictionary<string, string>>?> RequestDataAsync()
{ {
Dictionary<string, Dictionary<string, string>>? data = await repository.RequestPlaybackDateList(); Dictionary<string, Dictionary<string, string>>? data = await repository.RequestPlaybackDateList();
return data; return data;
} }
/// <summary>
/// 재생을 위한 기본 정보 데이터를 비동기로 처리합니다.
/// </summary>
/// <param name="date">날짜(예: "2024-07-29")</param>
/// <param name="time">시간(예: "13")</param>
/// <param name="fileName">파일명(예: "2024-07-29_13.sqlite")</param>
/// <param name="minute">분(기본값: "00")</param>
/// <param name="second">초(기본값: "00")</param>
/// <example>
/// <code>
/// await PlaybackService.Instance.DispatchBaseInfoData("2024-07-29", "13", "2024-07-29_13.sqlite");
/// </code>
/// </example>
public async UniTask DispatchBaseInfoData(string date, string time, string fileName, string minute = "00", string second = "00") public async UniTask DispatchBaseInfoData(string date, string time, string fileName, string minute = "00", string second = "00")
{ {
await UniTask.RunOnThreadPool(async () => await UniTask.RunOnThreadPool(async () =>
@@ -87,9 +148,15 @@ namespace UVC.Factory.Playback
} }
/// <summary> /// <summary>
/// /// 실시간 재생 데이터(특정 초 단위)를 비동기로 처리합니다.
/// </summary> /// </summary>
/// <param name="second">0 ~ 3600</param> /// <param name="second">0 ~ 3600 (초 단위)</param>
/// <param name="speed">재생 속도</param>
/// <example>
/// <code>
/// await PlaybackService.Instance.DispatchRealTimeData(120, 1); // 120초(2분) 위치 데이터 처리
/// </code>
/// </example>
public async UniTask DispatchRealTimeData(int second, int speed) public async UniTask DispatchRealTimeData(int second, int speed)
{ {
await UniTask.RunOnThreadPool(async () => await UniTask.RunOnThreadPool(async () =>
@@ -117,6 +184,16 @@ namespace UVC.Factory.Playback
}); });
} }
/// <summary>
/// 재생을 시작합니다. UI를 표시하고 데이터를 세팅합니다.
/// </summary>
/// <param name="data">재생 목록 아이템 데이터</param>
/// <example>
/// <code>
/// var itemData = new UIPlaybackListItemData { date = "2024-07-29", time = "13", sqlFileName = "2024-07-29_13.sqlite" };
/// await PlaybackService.Instance.StartAsync(itemData);
/// </code>
/// </example>
public async Task StartAsync(UIPlaybackListItemData data) public async Task StartAsync(UIPlaybackListItemData data)
{ {
timeScale = 1.0f; //기본 시간 스케일 설정 timeScale = 1.0f; //기본 시간 스케일 설정
@@ -124,11 +201,44 @@ namespace UVC.Factory.Playback
await UIPlayback.Instance.SetData(data.date, data.time, data.sqlFileName); await UIPlayback.Instance.SetData(data.date, data.time, data.sqlFileName);
} }
/// <summary>
/// 재생을 종료합니다. (이벤트 발생)
/// </summary>
/// <example>
/// <code>
/// PlaybackService.Instance.Exit();
/// </code>
/// </example>
public void Exit() public void Exit()
{ {
OnExitPlayback?.Invoke(); OnExitPlayback?.Invoke();
} }
/// <summary>
/// 재생 데이터 파일을 준비(다운로드 및 압축 해제)합니다.
/// 이미 파일이 있으면 바로 콜백을 호출합니다.
/// </summary>
/// <param name="date">날짜(예: "2024-12-05")</param>
/// <param name="time">시간(예: "13")</param>
/// <param name="fileName">파일명(예: "2024-12-05_0.sqlite.7z")</param>
/// <param name="OnProgress">진행 상황 콜백 (진행 바이트, 전체 바이트, 퍼센트)</param>
/// <param name="OnComplete">완료 콜백 (에러 메시지, 성공 시 null)</param>
/// <returns>다운로드 요청 객체(필요시 Abort 등 제어 가능), 이미 파일이 있으면 null</returns>
/// <example>
/// <code>
/// // 파일 준비 및 다운로드 예시
/// PlaybackService.Instance.ReadyData(
/// "2024-12-05", "13", "2024-12-05_0.sqlite.7z",
/// (progress, total, percent) => Debug.Log($"{progress}/{total} ({percent * 100:F1}%)"),
/// (error) => {
/// if (string.IsNullOrEmpty(error))
/// Debug.Log("파일 준비 완료");
/// else
/// Debug.LogError($"오류: {error}");
/// }
/// );
/// </code>
/// </example>
public HTTPRequest? ReadyData(string date, string time, string fileName, Action<long, long, float> OnProgress, Action<string> OnComplete) public HTTPRequest? ReadyData(string date, string time, string fileName, Action<long, long, float> OnProgress, Action<string> OnComplete)
{ {
//date : "2024-12-05" //date : "2024-12-05"

View File

@@ -3,15 +3,18 @@ using System;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using UVC.Extension;
using UVC.UI; using UVC.UI;
using UVC.UI.Loading;
namespace UVC.Factory.Playback.UI namespace UVC.Factory.Playback.UI
{ {
/// <summary>
/// 재생 UI를 관리하는 클래스입니다.
/// - UI 요소의 표시/숨김, 버튼/슬라이더 등 UI 이벤트를 처리합니다.
/// - 실제 재생 로직은 UIPlaybackController에서 처리합니다.
/// </summary>
public class UIPlayback : MonoBehaviour public class UIPlayback : MonoBehaviour
{ {
// 싱글톤 패턴: 어디서든 UIPlayback.Instance로 접근할 수 있습니다.
private static UIPlayback instance; private static UIPlayback instance;
public static UIPlayback Instance public static UIPlayback Instance
{ {
@@ -22,98 +25,129 @@ namespace UVC.Factory.Playback.UI
} }
} }
/// <summary>
/// UIPlayback 프리팹을 동적으로 생성합니다.
/// </summary>
/// <returns>생성된 UIPlayback 인스턴스</returns>
private static UIPlayback CreateUIPlayBack() private static UIPlayback CreateUIPlayBack()
{ {
GameObject prefab = Resources.Load<GameObject>("Prefabs/Factory/Playback/UIPlayback"); // Resources 폴더에서 프리팹을 불러와 인스턴스화합니다.
GameObject prefab = Resources.Load<GameObject>("Prefabs/UI/Playback/UIPlayback");
GameObject go = GameObject.Instantiate(prefab); GameObject go = GameObject.Instantiate(prefab);
return go.GetComponent<UIPlayback>(); return go.GetComponent<UIPlayback>();
} }
// Inspector에서 연결할 UI 컴포넌트들입니다.
[SerializeField] [SerializeField]
[Tooltip("종료 버튼")] [Tooltip("종료 버튼")]
private Button exitButton; private Button exitButton;
[SerializeField] [SerializeField]
[Tooltip("종료 버튼")] [Tooltip("종료 버튼")]
private TextMeshProUGUI dateTimeTxt0; private TextMeshProUGUI dateTimeTxt0;
[SerializeField] [SerializeField]
[Tooltip("종료 버튼")] [Tooltip("종료 버튼")]
private TextMeshProUGUI dateTimeTxt1; private TextMeshProUGUI dateTimeTxt1;
[SerializeField] [SerializeField]
[Tooltip("play 버튼")] [Tooltip("play 버튼")]
private Button playButton; private Button playButton;
[SerializeField] [SerializeField]
[Tooltip("play 버튼 이미지")] [Tooltip("play 버튼 이미지")]
private Image playButtonImage; private Image playButtonImage;
[SerializeField] [SerializeField]
[Tooltip("play 버튼 이미지 Sprite")] [Tooltip("play 버튼 이미지 Sprite")]
private Sprite playButtonImagePlay; private Sprite playButtonImagePlay;
[SerializeField] [SerializeField]
[Tooltip("play 버튼 Puase 이미지 Sprite")] [Tooltip("play 버튼 Puase 이미지 Sprite")]
private Sprite playButtonImagePause; private Sprite playButtonImagePause;
[SerializeField] [SerializeField]
[Tooltip("Speed Slider")] [Tooltip("Speed Slider")]
private UISliderWithLabel sliderSpeed; private UISliderWithLabel sliderSpeed;
[SerializeField] [SerializeField]
[Tooltip("투명 조절 Slider")] [Tooltip("투명 조절 Slider")]
private SliderWithEvent opacitySlider; private SliderWithEvent opacitySlider;
[SerializeField] [SerializeField]
[Tooltip("Progress Bar")] [Tooltip("Progress Bar")]
private UIPlaybackProgressBar progressBar; private UIPlaybackProgressBar progressBar;
[SerializeField] [SerializeField]
private CanvasGroup canvasGroup; private CanvasGroup canvasGroup;
[SerializeField] [SerializeField]
private UIDragger uiDragger; private UIDragger uiDragger;
private bool isPlaying = false; // 컨트롤러: 실제 재생 로직을 담당합니다.
private bool preparingData = false; private UIPlaybackController controller;
private string date; // UI 이벤트를 외부(Controller)로 전달하기 위한 이벤트입니다.
private string time; public event Action OnClickExitButton;
private string fileName; public event Action OnClickPlayButton;
public event Action<int> OnChangeProgressValue;
public event Action<int> OnChangeSpeedValue;
public event Action<float> OnChangeOpacityValue;
private bool isTick = false; /// <summary>
private bool IsTick /// 오브젝트가 생성될 때 호출됩니다.
/// </summary>
private void Awake()
{ {
get => isTick; controller = new UIPlaybackController(this);
set Init();
{
if (isTick != value)
{
var temp = isTick;
isTick = value;
if (!temp && value) OnTimer().Forget();
}
}
} }
/// <summary>
/// UI 이벤트 리스너를 등록합니다.
/// </summary>
private void Init() private void Init()
{ {
exitButton.onClick.AddListener(OnClickExit); // 버튼 클릭 시 이벤트 발생
playButton.onClick.AddListener(OnClickPlay); exitButton.onClick.AddListener(() => OnClickExitButton?.Invoke());
playButton.onClick.AddListener(() => OnClickPlayButton?.Invoke());
progressBar.OnChangeValue += OnChangeProgress; // 슬라이더/프로그레스바 값 변경 시 이벤트 발생
sliderSpeed.OnChangeValue += OnChangeSpeed; progressBar.OnChangeValue += (value) => OnChangeProgressValue?.Invoke(value);
opacitySlider.onValueChanged.AddListener(OnValueChangedOpcity); sliderSpeed.OnChangeValue += (value) => OnChangeSpeedValue?.Invoke(value);
opacitySlider.onValueChanged.AddListener((value) => OnChangeOpacityValue?.Invoke(value));
} }
/// <summary>
/// 오브젝트가 파괴될 때 호출됩니다.
/// </summary>
private void OnDestroy() private void OnDestroy()
{ {
exitButton.onClick.RemoveListener(OnClickExit); // 모든 이벤트 리스너 해제
playButton.onClick.RemoveListener(OnClickPlay); exitButton.onClick.RemoveAllListeners();
playButton.onClick.RemoveAllListeners();
progressBar.OnChangeValue = null; progressBar.OnChangeValue = null;
sliderSpeed.OnChangeValue = null; sliderSpeed.OnChangeValue = null;
opacitySlider.onValueChanged.RemoveListener(OnValueChangedOpcity); opacitySlider.onValueChanged.RemoveAllListeners();
if (isPlaying) IsTick = false; controller.Dispose();
} }
/// <summary>
/// UI를 화면에 표시합니다.
/// </summary>
/// <example>
/// <code>
/// // UIPlayback을 화면에 띄우는 예시
/// UIPlayback.Instance.Show();
/// </code>
/// </example>
public void Show() public void Show()
{ {
if (playButton == null) Init(); if (playButton == null) Init();
gameObject.SetActive(true); gameObject.SetActive(true);
if (transform.parent == null) if (transform.parent == null)
{ {
// ModalCanvas에 붙여서 항상 위에 보이도록 설정
var canvases = GameObject.FindObjectsByType<Canvas>(FindObjectsSortMode.None); var canvases = GameObject.FindObjectsByType<Canvas>(FindObjectsSortMode.None);
foreach (var canvas in canvases) foreach (var canvas in canvases)
{ {
@@ -127,146 +161,118 @@ namespace UVC.Factory.Playback.UI
} }
} }
/// <summary>
/// UI를 화면에서 숨깁니다.
/// </summary>
/// <example>
/// <code>
/// // UIPlayback을 숨기는 예시
/// UIPlayback.Instance.Hide();
/// </code>
/// </example>
public void Hide() public void Hide()
{ {
UpdateTimeScale(1); controller.UpdateTimeScale(1);
IsTick = false; controller.IsTick = false;
gameObject.SetActive(false); gameObject.SetActive(false);
} }
private void OnClickExit() /// <summary>
/// 재생에 필요한 데이터를 설정합니다.
/// </summary>
/// <param name="date">날짜(예: "2024-07-29")</param>
/// <param name="time">시간(초 단위 문자열, 예: "3600")</param>
/// <param name="fileName">파일명</param>
/// <returns>비동기 작업(UniTask)</returns>
/// <example>
/// <code>
/// await UIPlayback.Instance.SetData("2024-07-29", "3600", "sample.sqlite");
/// </code>
/// </example>
public UniTask SetData(string date, string time, string fileName)
{ {
UILoading.Show(); return controller.SetData(date, time, fileName);
isPlaying = false;
UpdatePlayState();
Hide();
PlaybackService.Instance.Exit();
} }
private void OnClickPlay() #region View Update Methods
/// <summary>
/// 날짜/시간 텍스트를 갱신합니다.
/// </summary>
/// <param name="date">표시할 날짜 문자열</param>
public void UpdateDateTime(string date)
{ {
isPlaying = !isPlaying; dateTimeTxt0.text = dateTimeTxt1.text = date;
UpdatePlayState();
} }
private void OnChangeProgress(int newValue) /// <summary>
/// 재생 진행 바를 초기화합니다.
/// </summary>
/// <param name="time">전체 재생 시간(초)</param>
public void InitProgressBar(int time) => progressBar.Init(time);
/// <summary>
/// 속도 슬라이더를 초기화합니다.
/// </summary>
public void InitSpeedSlider() => sliderSpeed.Init();
/// <summary>
/// 재생/일시정지 버튼 이미지를 갱신합니다.
/// </summary>
/// <param name="isPlaying">재생 중이면 true, 아니면 false</param>
public void UpdatePlayButtonState(bool isPlaying)
{ {
ChangePlayTime().Forget();
}
private void OnChangeSpeed(int newValue)
{
if (isPlaying)
{
//if (Time.timeScale != sliderSpeed.Value) UpdateTimeScale(sliderSpeed.Value);
UpdateTimeScale(sliderSpeed.Value);
}
else
{
UpdateTimeScale(1);
}
}
private void OnValueChangedOpcity(float newValue)
{
canvasGroup.alpha = opacitySlider.value;
}
private async UniTaskVoid ChangePlayTime()
{
bool tempIsPlaing = isPlaying;
isPlaying = false;
int newSecond = (int)progressBar.Value;
if (newSecond == progressBar.MaxValue)
{
newSecond -= 60;
progressBar.Value = newSecond;
}
preparingData = true;
progressBar.Interactable = !preparingData;
IsTick = false;
UILoading.Show();
UpdatePlayState();
await UniTask.WaitForSeconds(0.5f);
int minute = (int)newSecond / 60;
int seconds = (int)newSecond % 60;
await PlaybackService.Instance.DispatchBaseInfoData(date, time, fileName, minute.ToString("00"), seconds.ToString("00"));
preparingData = false;
progressBar.Interactable = !preparingData;
if (isPlaying != tempIsPlaing)
{
isPlaying = tempIsPlaing;
UpdatePlayState();
}
UILoading.Hide();
await UniTask.WaitForSeconds(0.5f);
}
public async UniTask SetData(string date, string time, string fileName)
{
Init();
this.date = date;
this.time = time;
this.fileName = fileName;
Debug.Log($"UIPlayback SetData {date} {time}");
int timeInt = int.Parse(time);
dateTimeTxt0.text = dateTimeTxt1.text = date.Substring(2).Replace("-", ".");
progressBar.Init(timeInt);
sliderSpeed.Init();
UpdateTimeScale(1);
canvasGroup.alpha = opacitySlider.value = 1;
preparingData = true;
progressBar.Interactable = !preparingData;
isPlaying = false;
UpdatePlayState();
await PlaybackService.Instance.DispatchBaseInfoData(date, time, fileName);
preparingData = false;
progressBar.Interactable = !preparingData;
}
private void UpdatePlayState()
{
playButton.enabled = false;
progressBar.enabled = false;
playButtonImage.sprite = isPlaying ? playButtonImagePause : playButtonImagePlay; playButtonImage.sprite = isPlaying ? playButtonImagePause : playButtonImagePlay;
IsTick = isPlaying;
progressBar.enabled = true;
playButton.enabled = true;
OnChangeSpeed(sliderSpeed.Value);
} }
/// <summary>
private async UniTaskVoid OnTimer() /// 재생 진행 바의 값을 설정합니다.
/// </summary>
/// <param name="value">설정할 값(초)</param>
public void SetProgressValue(int value)
{ {
if (progressBar.Value == progressBar.MaxValue) if (progressBar.Value != value)
{ {
if (isPlaying) OnClickPlay(); progressBar.Value = value;
return;
}
progressBar.Value += 1;
//PlaybackService.Instance.DispatchingTimelineEvent = false;
PlaybackService.Instance.DispatchRealTimeData(progressBar.Value, sliderSpeed.Value).Forget();
if (isTick)
{
//PlaybackService.Instance.DispatchingTimelineEvent = true;
await UniTask.Delay(TimeSpan.FromMilliseconds(1000 / sliderSpeed.Value));
OnTimer().Forget();
} }
} }
private void UpdateTimeScale(float timeScale) /// <summary>
/// 현재 재생 위치(초)를 반환합니다.
/// </summary>
public int GetProgressValue() => progressBar.Value;
/// <summary>
/// 전체 재생 시간(초)를 반환합니다.
/// </summary>
public int GetProgressMaxValue() => progressBar.MaxValue;
/// <summary>
/// 현재 선택된 재생 속도를 반환합니다.
/// </summary>
public int GetSpeedValue() => sliderSpeed.Value;
/// <summary>
/// UI의 투명도를 설정합니다.
/// </summary>
/// <param name="value">0(완전 투명) ~ 1(완전 불투명)</param>
public void SetOpacity(float value)
{ {
PlaybackService.Instance.TimeScale = timeScale; canvasGroup.alpha = value;
opacitySlider.value = value;
} }
/// <summary>
/// UI의 상호작용 가능 여부를 설정합니다.
/// </summary>
/// <param name="isInteractable">true면 버튼/슬라이더 사용 가능</param>
public void SetUIInteractable(bool isInteractable)
{
playButton.enabled = isInteractable;
progressBar.Interactable = isInteractable;
}
#endregion
} }
} }

View File

@@ -0,0 +1,283 @@
using Cysharp.Threading.Tasks;
using System;
using UVC.UI.Loading;
namespace UVC.Factory.Playback.UI
{
/// <summary>
/// UIPlaybackController는 UIPlayback(View)에서 발생하는 이벤트를 받아
/// 실제 재생, 일시정지, 데이터 준비 등 비즈니스 로직을 처리하는 컨트롤러입니다.
///
/// <b>예시: UIPlayback과의 연결</b>
/// <code>
/// // UIPlayback에서 컨트롤러를 생성할 때 View를 넘겨줍니다.
/// var controller = new UIPlaybackController(this);
/// </code>
/// </summary>
public class UIPlaybackController : IDisposable
{
/// <summary>
/// View 역할을 하는 UIPlayback 참조입니다.
/// </summary>
private readonly UIPlayback view;
// 재생 중 여부
private bool isPlaying = false;
// 데이터 준비 중 여부
private bool preparingData = false;
// 재생에 필요한 정보
private string date;
private string time;
private string fileName;
// 타이머 동작 여부
private bool isTick = false;
/// <summary>
/// 타이머 동작 여부를 외부에서 제어할 수 있습니다.
/// true로 설정하면 내부적으로 OnTimer()가 실행됩니다.
/// </summary>
/// <example>
/// <code>
/// // 타이머를 시작하려면
/// controller.IsTick = true;
/// // 타이머를 멈추려면
/// controller.IsTick = false;
/// </code>
/// </example>
public bool IsTick
{
get => isTick;
set
{
if (isTick != value)
{
isTick = value;
if (isTick) OnTimer().Forget();
}
}
}
/// <summary>
/// 생성자에서 View와 이벤트를 연결합니다.
/// </summary>
/// <param name="view">UIPlayback 인스턴스</param>
public UIPlaybackController(UIPlayback view)
{
this.view = view;
SubscribeToViewEvents();
}
/// <summary>
/// View에서 발생하는 이벤트를 컨트롤러의 메서드와 연결합니다.
/// </summary>
private void SubscribeToViewEvents()
{
view.OnClickExitButton += OnClickExit;
view.OnClickPlayButton += OnClickPlay;
view.OnChangeProgressValue += OnChangeProgress;
view.OnChangeSpeedValue += OnChangeSpeed;
view.OnChangeOpacityValue += OnValueChangedOpacity;
}
/// <summary>
/// 컨트롤러가 더 이상 필요 없을 때 이벤트 연결을 해제합니다.
/// </summary>
public void Dispose()
{
if (isPlaying) IsTick = false;
view.OnClickExitButton -= OnClickExit;
view.OnClickPlayButton -= OnClickPlay;
view.OnChangeProgressValue -= OnChangeProgress;
view.OnChangeSpeedValue -= OnChangeSpeed;
view.OnChangeOpacityValue -= OnValueChangedOpacity;
}
/// <summary>
/// 재생에 필요한 데이터를 설정하고 UI를 초기화합니다.
/// </summary>
/// <param name="date">날짜(예: "2024-07-29")</param>
/// <param name="time">시간(초 단위 문자열, 예: "3600")</param>
/// <param name="fileName">파일명</param>
/// <returns>비동기 작업(UniTask)</returns>
/// <example>
/// <code>
/// // 재생 데이터를 설정하는 예시
/// await controller.SetData("2024-07-29", "3600", "sample.sqlite");
/// </code>
/// </example>
public async UniTask SetData(string date, string time, string fileName)
{
this.date = date;
this.time = time;
this.fileName = fileName;
int timeInt = int.Parse(time);
view.UpdateDateTime(date.Substring(2).Replace("-", "."));
view.InitProgressBar(timeInt);
view.InitSpeedSlider();
view.SetOpacity(1);
UpdateTimeScale(1);
preparingData = true;
view.SetUIInteractable(!preparingData);
isPlaying = false;
UpdatePlayState();
// 실제 데이터 로딩 (비동기)
await PlaybackService.Instance.DispatchBaseInfoData(date, time, fileName);
preparingData = false;
view.SetUIInteractable(!preparingData);
}
/// <summary>
/// 종료 버튼 클릭 시 호출됩니다.
/// </summary>
/// <remarks>
/// UI를 숨기고, 재생 상태를 초기화하며, PlaybackService에 종료를 알립니다.
/// </remarks>
private void OnClickExit()
{
UILoading.Show();
isPlaying = false;
UpdatePlayState();
view.Hide();
PlaybackService.Instance.Exit();
}
/// <summary>
/// 재생/일시정지 버튼 클릭 시 호출됩니다.
/// </summary>
/// <remarks>
/// 데이터 준비 중에는 동작하지 않습니다.
/// </remarks>
private void OnClickPlay()
{
if (preparingData) return;
isPlaying = !isPlaying;
UpdatePlayState();
}
// <summary>
/// 재생 위치(프로그레스바) 변경 시 호출됩니다.
/// </summary>
/// <param name="newValue">변경된 위치(초)</param>
private void OnChangeProgress(int newValue)
{
ChangePlayTime().Forget();
}
/// <summary>
/// 재생 속도 변경 시 호출됩니다.
/// </summary>
/// <param name="newValue">변경된 속도 값</param>
private void OnChangeSpeed(int newValue)
{
UpdateTimeScale(isPlaying ? view.GetSpeedValue() : 1);
}
/// <summary>
/// 투명도 슬라이더 변경 시 호출됩니다.
/// </summary>
/// <param name="newValue">0~1 사이의 투명도 값</param>
private void OnValueChangedOpacity(float newValue)
{
view.SetOpacity(newValue);
}
/// <summary>
/// 재생/일시정지 상태에 따라 UI와 타이머를 갱신합니다.
/// </summary>
private void UpdatePlayState()
{
view.UpdatePlayButtonState(isPlaying);
IsTick = isPlaying;
OnChangeSpeed(view.GetSpeedValue());
}
/// <summary>
/// 재생 위치를 변경할 때 호출됩니다.
/// 데이터 준비, UI 비활성화, 로딩 표시 등 처리 후 재생 위치를 이동합니다.
/// </summary>
private async UniTaskVoid ChangePlayTime()
{
bool tempIsPlaying = isPlaying;
isPlaying = false;
UpdatePlayState();
int newSecond = view.GetProgressValue();
if (newSecond == view.GetProgressMaxValue())
{
newSecond -= 60;
view.SetProgressValue(newSecond);
}
preparingData = true;
view.SetUIInteractable(!preparingData);
IsTick = false;
UILoading.Show();
int minute = newSecond / 60;
int seconds = newSecond % 60;
// 새로운 위치로 데이터 요청
await PlaybackService.Instance.DispatchBaseInfoData(date, time, fileName, minute.ToString("00"), seconds.ToString("00"));
preparingData = false;
view.SetUIInteractable(!preparingData);
if (tempIsPlaying)
{
isPlaying = true;
UpdatePlayState();
}
UILoading.Hide();
}
/// <summary>
/// 재생 중일 때 일정 간격으로 호출되어 진행 바를 업데이트합니다.
/// </summary>
/// <remarks>
/// IsTick이 true일 때만 동작합니다.
/// </remarks>
/// <example>
/// <code>
/// // 타이머를 시작하려면
/// controller.IsTick = true;
/// </code>
/// </example>
private async UniTaskVoid OnTimer()
{
if (view.GetProgressValue() >= view.GetProgressMaxValue())
{
if (isPlaying) OnClickPlay();
return;
}
view.SetProgressValue(view.GetProgressValue() + 1);
// 실시간 데이터 요청
PlaybackService.Instance.DispatchRealTimeData(view.GetProgressValue(), view.GetSpeedValue()).Forget();
if (IsTick)
{
// 재생 속도에 따라 대기 시간 조절
await UniTask.Delay(TimeSpan.FromMilliseconds(1000 / view.GetSpeedValue()));
if (IsTick) OnTimer().Forget();
}
}
/// <summary>
/// 재생 속도를 PlaybackService에 반영합니다.
/// </summary>
/// <param name="timeScale">적용할 재생 속도</param>
/// <example>
/// <code>
/// // 재생 속도를 2배로 변경
/// controller.UpdateTimeScale(2f);
/// </code>
/// </example>
internal void UpdateTimeScale(float timeScale)
{
PlaybackService.Instance.TimeScale = timeScale;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: eedd46434a3229b479a141df871ae2ae

View File

@@ -14,20 +14,55 @@ using UVC.Util;
namespace UVC.Factory.Playback.UI namespace UVC.Factory.Playback.UI
{ {
/// <summary>
/// 재생 목록의 각 아이템(1시간 단위 파일)을 나타내는 UI 컴포넌트입니다.
/// 다운로드, 삭제, 선택 등 다양한 상태를 관리합니다.
///
/// <para>샘플 사용법:</para>
/// <code>
/// // 1. 풀에서 아이템 생성 및 초기화
/// var itemData = new UIPlaybackListItemData {
/// date = "2024-07-29",
/// time = "13",
/// zipFileName = "2024-07-29_13.zip",
/// sqlFileName = "2024-07-29_13.sql"
/// };
/// var item = UIPlaybackListItem.CreateFromPool(parentTransform);
/// item.Init(itemData);
///
/// // 2. 선택 이벤트 등록
/// item.OnSelect = (data, selected) => {
/// Debug.Log($"{data.time}시 아이템이 {(selected ? "선택됨" : "선택 해제됨")}");
/// };
///
/// // 3. 상태 변경 이벤트 등록
/// item.OnChangeStatus = (data, status) => {
/// Debug.Log($"{data.time}시 아이템 상태: {status}");
/// };
///
/// // 4. 다운로드 버튼 클릭(직접 호출 예시)
/// // item.SendMessage("onClickDownload");
/// </code>
/// </summary>
public enum UIPlaybackListItemStatus public enum UIPlaybackListItemStatus
{ {
/// <summary>기본 상태(다운로드 전)</summary>
Default, Default,
/// <summary>다운로드 중</summary>
Downloading, Downloading,
/// <summary>다운로드 완료</summary>
Downloaded Downloaded
} }
/// <summary>
/// 재생 목록 아이템의 데이터 구조체입니다.
/// </summary>
public class UIPlaybackListItemData public class UIPlaybackListItemData
{ {
public string date = ""; public string date = ""; // 날짜 (예: "2024-07-29")
public string time = ""; public string time = ""; // 시간 (예: "13")
public string zipFileName = ""; public string zipFileName = ""; // ZIP 파일명
public string sqlFileName = ""; public string sqlFileName = ""; // SQL 파일명
public UIPlaybackListItemStatus status = UIPlaybackListItemStatus.Default; public UIPlaybackListItemStatus status = UIPlaybackListItemStatus.Default;
public override string ToString() public override string ToString()
@@ -36,13 +71,28 @@ namespace UVC.Factory.Playback.UI
} }
} }
/// <summary>
/// 재생 목록의 각 아이템을 관리하는 UI 컴포넌트입니다.
/// - 풀링, 상태 관리, 다운로드/삭제/중지 버튼, 선택 이벤트 등을 제공합니다.
/// </summary>
public class UIPlaybackListItem : UnityEngine.MonoBehaviour, IPointerClickHandler public class UIPlaybackListItem : UnityEngine.MonoBehaviour, IPointerClickHandler
{ {
// 오브젝트 풀: 아이템을 효율적으로 재사용하기 위한 풀입니다.
protected static ItemPool<UIPlaybackListItem> pool; protected static ItemPool<UIPlaybackListItem> pool;
public static readonly string PrefabPath = "Prefabs/Factory/Playback/UIPlaybackListItem"; /// <summary>
/// 프리팹 경로(Resources 폴더 기준)
/// </summary>
public static readonly string PrefabPath = "Prefabs/UI/Playback/UIPlaybackListItem";
/// <summary>
/// 풀에서 아이템을 생성(또는 재사용)합니다.
/// </summary>
/// <param name="parent">부모 Transform</param>
/// <returns>UIPlaybackListItem 인스턴스</returns>
/// <example>
/// var item = UIPlaybackListItem.CreateFromPool(parentTransform);
/// </example>
public static UIPlaybackListItem CreateFromPool(Transform parent) public static UIPlaybackListItem CreateFromPool(Transform parent)
{ {
if (pool == null) if (pool == null)
@@ -53,6 +103,9 @@ namespace UVC.Factory.Playback.UI
return pool.GetItem(true, parent); return pool.GetItem(true, parent);
} }
/// <summary>
/// 현재 활성화된(화면에 보이는) 아이템 목록
/// </summary>
public static List<UIPlaybackListItem> ActiveItems public static List<UIPlaybackListItem> ActiveItems
{ {
get get
@@ -62,6 +115,9 @@ namespace UVC.Factory.Playback.UI
} }
} }
/// <summary>
/// 현재 다운로드 중인 아이템 목록
/// </summary>
public static List<UIPlaybackListItem> DownloadingItems public static List<UIPlaybackListItem> DownloadingItems
{ {
get get
@@ -70,6 +126,9 @@ namespace UVC.Factory.Playback.UI
} }
} }
/// <summary>
/// 모든 아이템을 풀에 반환(비활성화)합니다.
/// </summary>
public static void ReleaseAll() public static void ReleaseAll()
{ {
if (pool != null) if (pool != null)
@@ -79,6 +138,9 @@ namespace UVC.Factory.Playback.UI
} }
} }
/// <summary>
/// 모든 아이템을 풀에 반환하고, 재활용 목록도 비웁니다.
/// </summary>
public static void ClearAll() public static void ClearAll()
{ {
if (pool != null) if (pool != null)
@@ -89,6 +151,7 @@ namespace UVC.Factory.Playback.UI
} }
} }
// --- UI 요소들 (Unity 에디터에서 할당) ---
[SerializeField] [SerializeField]
private Image loadingImage; private Image loadingImage;
[SerializeField] [SerializeField]
@@ -104,13 +167,26 @@ namespace UVC.Factory.Playback.UI
[SerializeField] [SerializeField]
private TextMeshProUGUI text; private TextMeshProUGUI text;
/// <summary>
/// 아이템이 선택될 때 호출되는 콜백 (data, 선택여부)
/// </summary>
public Action<UIPlaybackListItemData, bool> OnSelect { get; set; } public Action<UIPlaybackListItemData, bool> OnSelect { get; set; }
/// <summary>
/// 아이템 상태가 변경될 때 호출되는 콜백 (data, 변경된 상태)
/// </summary>
public Action<UIPlaybackListItemData, UIPlaybackListItemStatus> OnChangeStatus { get; set; } public Action<UIPlaybackListItemData, UIPlaybackListItemStatus> OnChangeStatus { get; set; }
private UIPlaybackListItemData data; private UIPlaybackListItemData data;
/// <summary>
/// 이 아이템의 데이터
/// </summary>
public UIPlaybackListItemData Data { get => data; } public UIPlaybackListItemData Data { get => data; }
/// <summary>
/// 아이템의 현재 상태 (Default/Downloading/Downloaded)
/// </summary>
public UIPlaybackListItemStatus Status public UIPlaybackListItemStatus Status
{ {
get => data.status; get => data.status;
@@ -125,8 +201,12 @@ namespace UVC.Factory.Playback.UI
} }
} }
private bool selected = false; private bool selected = false;
/// <summary>
/// 아이템이 선택되었는지 여부
/// </summary>
public bool Selected public bool Selected
{ {
get => selected; get => selected;
@@ -140,10 +220,17 @@ namespace UVC.Factory.Playback.UI
} }
} }
// 다운로드 요청 객체 (다운로드 중일 때만 사용)
private HTTPRequest? downloadRequest; private HTTPRequest? downloadRequest;
/// <summary>
/// 아이템을 초기화합니다. (데이터 바인딩 및 버튼 이벤트 등록)
/// </summary>
/// <param name="data">초기화할 데이터</param>
/// <example>
/// var item = UIPlaybackListItem.CreateFromPool(parent);
/// item.Init(data);
/// </example>
public void Init(UIPlaybackListItemData data) public void Init(UIPlaybackListItemData data)
{ {
transform.localScale = Vector3.one; transform.localScale = Vector3.one;
@@ -158,6 +245,10 @@ namespace UVC.Factory.Playback.UI
ChangeStatus(); ChangeStatus();
} }
/// <summary>
/// 다운로드 버튼 클릭 시 호출됩니다.
/// - 용량 체크, 동시 다운로드 제한, 다운로드 시작 등 처리
/// </summary>
private void onClickDownload() private void onClickDownload()
{ {
if (Status == UIPlaybackListItemStatus.Downloading) return; if (Status == UIPlaybackListItemStatus.Downloading) return;
@@ -179,6 +270,8 @@ namespace UVC.Factory.Playback.UI
} }
Status = UIPlaybackListItemStatus.Downloading; Status = UIPlaybackListItemStatus.Downloading;
// 실제 다운로드 요청 (진행률/완료/에러 콜백 처리)
downloadRequest = PlaybackService.Instance.ReadyData(data.date, data.time, data.zipFileName, downloadRequest = PlaybackService.Instance.ReadyData(data.date, data.time, data.zipFileName,
(long read, long total, float percent) => (long read, long total, float percent) =>
{ {
@@ -206,6 +299,9 @@ namespace UVC.Factory.Playback.UI
}); });
} }
/// <summary>
/// 다운로드/삭제 시 파일을 실제로 삭제합니다.
/// </summary>
private void deleteFile() private void deleteFile()
{ {
try try
@@ -231,6 +327,9 @@ namespace UVC.Factory.Playback.UI
} }
} }
/// <summary>
/// 다운로드 중지 버튼 클릭 시 호출됩니다.
/// </summary>
private void onClickStop() private void onClickStop()
{ {
if (downloadRequest != null && Status == UIPlaybackListItemStatus.Downloading) if (downloadRequest != null && Status == UIPlaybackListItemStatus.Downloading)
@@ -243,23 +342,36 @@ namespace UVC.Factory.Playback.UI
} }
} }
/// <summary>
/// 삭제 버튼 클릭 시 호출됩니다.
/// </summary>
private void onClickDelete() private void onClickDelete()
{ {
deleteFile(); deleteFile();
Status = UIPlaybackListItemStatus.Default; Status = UIPlaybackListItemStatus.Default;
} }
/// <summary>
/// 아이템을 클릭하면 선택/해제 상태가 토글됩니다.
/// </summary>
/// <param name="eventData">이벤트 데이터</param>
public void OnPointerClick(PointerEventData eventData) public void OnPointerClick(PointerEventData eventData)
{ {
Selected = !selected; Selected = !selected;
if (OnSelect != null) OnSelect.Invoke(data, Selected); if (OnSelect != null) OnSelect.Invoke(data, Selected);
} }
/// <summary>
/// 풀에 반환될 때 호출 (이벤트 해제 등)
/// </summary>
public void Release() public void Release()
{ {
OnDestroy(); OnDestroy();
} }
/// <summary>
/// 오브젝트가 파괴될 때 호출 (이벤트 해제)
/// </summary>
private void OnDestroy() private void OnDestroy()
{ {
downloadButton.onClick.RemoveListener(onClickDownload); downloadButton.onClick.RemoveListener(onClickDownload);
@@ -270,6 +382,9 @@ namespace UVC.Factory.Playback.UI
transform.SetParent(null); transform.SetParent(null);
} }
/// <summary>
/// 상태에 따라 UI를 갱신합니다.
/// </summary>
private void ChangeStatus() private void ChangeStatus()
{ {
downloadText.text = ""; downloadText.text = "";

View File

@@ -13,11 +13,43 @@ using UVC.Util;
namespace UVC.Factory.Playback.UI namespace UVC.Factory.Playback.UI
{ {
/// <summary>
/// 📅 재생 목록(Playback List)을 날짜별로 보여주고, 원하는 시간대의 파일을 선택할 수 있는 모달 창입니다.
/// - 날짜 드롭다운, 시간별 리스트, 다운로드 상태, 선택/확인 버튼 등을 제공합니다.
///
/// <para>샘플 사용법:</para>
/// <code>
/// // 1. 모달을 띄우는 코드 예시
/// var content = new ModalContent(UIPlaybackListModal.PrefabPath)
/// {
/// Title = "Playback List",
/// ConfirmButtonText = "Play",
/// ShowCancelButton = false
/// };
/// // 모달을 열고, 사용자가 선택한 결과를 기다립니다.
/// var result = await Modal.Open<UIPlaybackListItemData>(content);
/// if (result != null)
/// {
/// Debug.Log($"선택된 파일: {result.date} {result.time}시");
/// }
/// </code>
/// </summary>
[RequireComponent(typeof(CanvasGroup))] [RequireComponent(typeof(CanvasGroup))]
public class UIPlaybackListModal : ModalView public class UIPlaybackListModal : ModalView
{ {
public static new readonly string PrefabPath = "Prefabs/Factory/Playback/UIPlaybackListModal"; /// <summary>
/// 이 모달의 프리팹 경로(Resources 폴더 기준)
/// </summary>
public static readonly string PrefabPath = "Prefabs/UI/Playback/UIPlaybackListModal";
/// <summary>
/// 프리팹에서 모달을 생성합니다.
/// </summary>
/// <param name="parent">부모 Transform (생략 가능)</param>
/// <returns>UIPlaybackListModal 인스턴스</returns>
/// <example>
/// var modal = UIPlaybackListModal.CreateFromPrefab(parentTransform);
/// </example>
public static UIPlaybackListModal CreateFromPrefab(Transform parent = null) public static UIPlaybackListModal CreateFromPrefab(Transform parent = null)
{ {
GameObject prefab = Resources.Load<GameObject>(PrefabPath); GameObject prefab = Resources.Load<GameObject>(PrefabPath);
@@ -26,26 +58,40 @@ namespace UVC.Factory.Playback.UI
return modal; return modal;
} }
// 날짜별로 시간대 파일 목록을 저장하는 딕셔너리
private Dictionary<string, List<UIPlaybackListItemData>>? data; private Dictionary<string, List<UIPlaybackListItemData>>? data;
/// <summary>
/// '확인' 버튼을 누를 수 있는지 여부
/// (다운로드 완료된 항목이 선택되어 있고, 현재 다운로드 중인 항목이 없을 때만 true)
/// </summary>
public bool IsOkable => (selectedItem != null && selectedItem.status == UIPlaybackListItemStatus.Downloaded && UIPlaybackListItem.DownloadingItems.Count == 0); public bool IsOkable => (selectedItem != null && selectedItem.status == UIPlaybackListItemStatus.Downloaded && UIPlaybackListItem.DownloadingItems.Count == 0);
// 현재 선택된 아이템 데이터
private UIPlaybackListItemData? selectedItem = null; private UIPlaybackListItemData? selectedItem = null;
[SerializeField] [SerializeField]
private TMP_Dropdown dropdownDate; private TMP_Dropdown dropdownDate; // 날짜 선택 드롭다운
[SerializeField] [SerializeField]
private ScrollRect scrollRectTime; private ScrollRect scrollRectTime; // 시간대 리스트 스크롤 영역
// 모달이 닫힐 때 반환할 결과 데이터
private UIPlaybackListItemData? resultData = null; private UIPlaybackListItemData? resultData = null;
/// <summary>
/// 모달이 열릴 때 호출됩니다. (비동기)
/// </summary>
/// <param name="content">모달에 표시할 내용/설정</param>
public override async UniTask OnOpen(ModalContent content) public override async UniTask OnOpen(ModalContent content)
{ {
await base.OnOpen(content); // 부모의 OnOpen을 먼저 호출해서 기본 UI를 설정해요. await base.OnOpen(content); // 부모의 OnOpen을 먼저 호출해서 기본 UI를 설정해요.
initContent(); initContent();
} }
/// <summary>
/// 모달이 닫힐 때 결과로 반환할 데이터를 돌려줍니다.
/// </summary>
/// <returns>선택된 UIPlaybackListItemData 또는 null</returns>
public override object? GetResult() public override object? GetResult()
{ {
if (data != null) data.Clear(); if (data != null) data.Clear();
@@ -53,29 +99,40 @@ namespace UVC.Factory.Playback.UI
return resultData; return resultData;
} }
/// <summary>
/// 모달이 닫힐 때 호출됩니다.
/// </summary>
public override async UniTask OnClose(ModalContent content) public override async UniTask OnClose(ModalContent content)
{ {
await base.OnClose(content); await base.OnClose(content);
} }
/// <summary>
/// 모달의 내용을 초기화합니다. (날짜/시간대 데이터 불러오기)
/// </summary>
private async void initContent() private async void initContent()
{ {
confirmButton.interactable = false; confirmButton.interactable = false;
// 서버에서 날짜/시간대 목록을 받아옵니다.
Dictionary<string, Dictionary<string, string>>? data = await PlaybackService.Instance.RequestDataAsync(); Dictionary<string, Dictionary<string, string>>? data = await PlaybackService.Instance.RequestDataAsync();
dropdownDate.onValueChanged.AddListener(DropDownDateChanged); dropdownDate.onValueChanged.AddListener(DropDownDateChanged);
LocalSetData(); LocalSetData(); // 로컬 파일 기준으로 먼저 리스트를 만듭니다.
if (data != null) SetData(data); if (data != null) SetData(data); // 서버 데이터가 있으면 반영합니다.
} }
/// <summary>
/// 오브젝트가 파괴될 때 이벤트 해제 및 정리
/// </summary>
protected void OnDestroy() protected void OnDestroy()
{ {
dropdownDate.onValueChanged.RemoveListener(DropDownDateChanged); dropdownDate.onValueChanged.RemoveListener(DropDownDateChanged);
UIPlaybackListItem.ClearAll(); UIPlaybackListItem.ClearAll();
} }
/// <summary>
/// 로컬 저장소에서 날짜/시간대 파일 목록을 읽어와 리스트를 만듭니다.
/// </summary>
public void LocalSetData() public void LocalSetData()
{ {
Dictionary<string, List<UIPlaybackListItemData>> newData = new Dictionary<string, List<UIPlaybackListItemData>>(); Dictionary<string, List<UIPlaybackListItemData>> newData = new Dictionary<string, List<UIPlaybackListItemData>>();
@@ -131,6 +188,10 @@ namespace UVC.Factory.Playback.UI
dropdownDate.value = -1; dropdownDate.value = -1;
} }
/// <summary>
/// 서버에서 받은 날짜/시간대 데이터를 리스트에 반영합니다.
/// </summary>
/// <param name="data">서버에서 받은 데이터</param>
public void SetData(Dictionary<string, Dictionary<string, string>> data) public void SetData(Dictionary<string, Dictionary<string, string>> data)
{ {
//{ //{
@@ -142,7 +203,7 @@ namespace UVC.Factory.Playback.UI
//} //}
Dictionary<string, Dictionary<string, string>> dataList = new Dictionary<string, Dictionary<string, string>>(); Dictionary<string, Dictionary<string, string>> dataList = new Dictionary<string, Dictionary<string, string>>();
//헝가리 시간으로 변경 // 날짜/시간대 정규화
foreach (var keyPair in data) foreach (var keyPair in data)
{ {
if (!dataList.ContainsKey(keyPair.Key)) dataList[keyPair.Key] = new Dictionary<string, string>(); if (!dataList.ContainsKey(keyPair.Key)) dataList[keyPair.Key] = new Dictionary<string, string>();
@@ -215,8 +276,7 @@ namespace UVC.Factory.Playback.UI
} }
} }
// 서버 데이터 기준으로 추가
foreach (var keyPair in dataList) foreach (var keyPair in dataList)
{ {
string date = keyPair.Key; string date = keyPair.Key;
@@ -238,7 +298,8 @@ namespace UVC.Factory.Playback.UI
}); });
} }
} }
//내림차순 정리
// 시간 오름차순 정렬
if (newData.ContainsKey(date)) newData[date].Sort((a, b) => int.Parse(a.time) - int.Parse(b.time)); if (newData.ContainsKey(date)) newData[date].Sort((a, b) => int.Parse(a.time) - int.Parse(b.time));
} }
@@ -249,14 +310,17 @@ namespace UVC.Factory.Playback.UI
} }
/// <summary>
/// 날짜 드롭다운이 변경될 때 호출됩니다.
/// </summary>
/// <param name="value">선택된 인덱스</param>
private void DropDownDateChanged(int value) private void DropDownDateChanged(int value)
{ {
// 선택된 날짜의 시간대 리스트를 갱신
//dropdownDatePlaceHolder.gameObject.SetActive(value == -1); //dropdownDatePlaceHolder.gameObject.SetActive(value == -1);
string key = dropdownDate.options[dropdownDate.value].text; string key = dropdownDate.options[dropdownDate.value].text;
Debug.Log($"DropDownDateChanged dropdownDate.value:{dropdownDate.value} value:{value} key:{key}"); Debug.Log($"DropDownDateChanged dropdownDate.value:{dropdownDate.value} value:{value} key:{key}");
if (data.ContainsKey(key)) if (data != null && data.ContainsKey(key))
{ {
if (UIPlaybackListItem.ActiveItems.Count > 0) UIPlaybackListItem.ReleaseAll(); if (UIPlaybackListItem.ActiveItems.Count > 0) UIPlaybackListItem.ReleaseAll();
List<UIPlaybackListItemData> itemList = data[key]; List<UIPlaybackListItemData> itemList = data[key];
@@ -270,11 +334,16 @@ namespace UVC.Factory.Playback.UI
selectedItem = null; selectedItem = null;
updateButtonStatus(); updateButtonStatus();
} }
//scroll move to top
scrollRectTime.normalizedPosition = new Vector2(0, 1);
// 스크롤을 맨 위로 이동
scrollRectTime.normalizedPosition = new Vector2(0, 1);
} }
/// <summary>
/// 시간대 아이템이 선택될 때 호출됩니다.
/// </summary>
/// <param name="data">선택된 아이템 데이터</param>
/// <param name="selected">선택 여부</param>
private void OnItemSelect(UIPlaybackListItemData data, bool selected) private void OnItemSelect(UIPlaybackListItemData data, bool selected)
{ {
if (selected) if (selected)
@@ -296,17 +365,26 @@ namespace UVC.Factory.Playback.UI
updateButtonStatus(); updateButtonStatus();
} }
/// <summary>
/// 아이템의 다운로드 상태가 변경될 때 호출됩니다.
/// </summary>
private void OnItemChangeStatus(UIPlaybackListItemData data, UIPlaybackListItemStatus status) private void OnItemChangeStatus(UIPlaybackListItemData data, UIPlaybackListItemStatus status)
{ {
bool enable = UIPlaybackListItem.DownloadingItems.Count == 0; bool enable = UIPlaybackListItem.DownloadingItems.Count == 0;
dropdownDate.interactable = enable; dropdownDate.interactable = enable;
} }
/// <summary>
/// '확인' 버튼의 활성화 상태를 갱신합니다.
/// </summary>
private void updateButtonStatus() private void updateButtonStatus()
{ {
confirmButton.interactable = IsOkable; confirmButton.interactable = IsOkable;
} }
/// <summary>
/// '확인' 버튼 클릭 시 호출됩니다.
/// </summary>
public override void OnConfirmButtonClicked() public override void OnConfirmButtonClicked()
{ {
resultData = selectedItem; resultData = selectedItem;

View File

@@ -1,4 +1,4 @@
using System; using System;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UVC.Extension; using UVC.Extension;
@@ -6,18 +6,59 @@ using UVC.UI;
namespace UVC.Factory.Playback.UI namespace UVC.Factory.Playback.UI
{ {
/// <summary>
/// 재생 위치를 표시하고 조작할 수 있는 UI 프로그레스바 컴포넌트입니다.
/// - 현재 재생 시간, 전체 시간, 슬라이더(Seek Bar)로 구성됩니다.
/// - 슬라이더를 드래그하거나 클릭하여 재생 위치를 변경할 수 있습니다.
///
/// <para>샘플 사용법:</para>
/// <code>
/// // UIPlaybackProgressBar를 가진 오브젝트를 찾고 초기화
/// var progressBar = FindObjectOfType&lt;UIPlaybackProgressBar&gt;();
/// progressBar.Init(1); // 1시간짜리 재생바로 초기화
///
/// // 값이 변경될 때마다 호출되는 콜백 등록
/// progressBar.OnChangeValue = (value) =&gt; {
/// Debug.Log($"재생 위치가 {value}초로 변경됨");
/// };
///
/// // 재생 위치를 코드로 변경
/// progressBar.Value = 120; // 2분(120초) 위치로 이동
/// </code>
/// </summary>
public class UIPlaybackProgressBar : MonoBehaviour public class UIPlaybackProgressBar : MonoBehaviour
{ {
private TextMeshProUGUI playTimeTxt; [Header("UI Playback Progress Bar")]
private TextMeshProUGUI totalTimeTxt; [Tooltip("UI 활성/비활성 및 상호작용 제어용")]
private SliderWithEvent progressBar; [SerializeField]
private float progressBarPrevValue = 0; private CanvasGroup canvasGroup;// UI 활성/비활성 및 상호작용 제어용
private CanvasGroup canvasGroup; [Tooltip("현재 재생 시간 텍스트")]
[SerializeField]
private TextMeshProUGUI playTimeTxt;// 현재 재생 시간 텍스트
[Tooltip("전체 재생 시간 텍스트")]
[SerializeField]
private TextMeshProUGUI totalTimeTxt;// 전체 재생 시간 텍스트
[Tooltip("재생 위치를 조작하는 슬라이더")]
[SerializeField]
private SliderWithEvent progressBar;// 재생 위치를 조작하는 슬라이더
private float progressBarPrevValue = 0;// 이전 슬라이더 값(변경 감지용)
// 전체 시간(시간 단위, 예: 1이면 1시간)
private int time; private int time;
/// <summary>
/// 슬라이더 값이 변경될 때 호출되는 이벤트입니다.
/// <para>예시: progressBar.OnChangeValue = (value) =&gt; { ... };</para>
/// </summary>
public Action<int> OnChangeValue { get; set; } public Action<int> OnChangeValue { get; set; }
/// <summary>
/// 현재 슬라이더(재생 위치) 값(초 단위)입니다.
/// 값을 설정하면 UI와 내부 상태가 함께 갱신됩니다.
/// </summary>
public int Value public int Value
{ {
get get
@@ -36,17 +77,26 @@ namespace UVC.Factory.Playback.UI
} }
} }
/// <summary>
/// 슬라이더의 최대값(전체 재생 시간, 초 단위)입니다.
/// </summary>
public int MaxValue public int MaxValue
{ {
get => (int)progressBar.maxValue; get => (int)progressBar.maxValue;
} }
/// <summary>
/// 프로그레스바의 상호작용 가능 여부를 설정/조회합니다.
/// </summary>
public bool Interactable public bool Interactable
{ {
get => canvasGroup.interactable; get => canvasGroup.interactable;
set => canvasGroup.interactable = value; set => canvasGroup.interactable = value;
} }
/// <summary>
/// 오브젝트가 파괴될 때 이벤트 리스너를 해제합니다.
/// </summary>
private void OnDestroy() private void OnDestroy()
{ {
progressBar.onValueChanged.RemoveListener(OnChangeSlider); progressBar.onValueChanged.RemoveListener(OnChangeSlider);
@@ -55,27 +105,35 @@ namespace UVC.Factory.Playback.UI
progressBar.OnEndDragAction = null; progressBar.OnEndDragAction = null;
} }
/// <summary>
/// 프로그레스바를 초기화합니다.
/// </summary>
/// <param name="time">전체 시간(시간 단위, 예: 1이면 1시간)</param>
/// <example>
/// progressBar.Init(1); // 1시간짜리 재생바로 초기화
/// </example>
public void Init(int time) public void Init(int time)
{ {
this.time = time; this.time = time;
canvasGroup = GetComponent<CanvasGroup>();
playTimeTxt = transform.FindChildren("PlayTimeTxt").GetComponent<TextMeshProUGUI>();
totalTimeTxt = transform.FindChildren("TotalTimeTxt").GetComponent<TextMeshProUGUI>();
progressBar = GetComponentInChildren<SliderWithEvent>();
// 슬라이더 이벤트 등록
progressBar.onValueChanged.AddListener(OnChangeSlider); progressBar.onValueChanged.AddListener(OnChangeSlider);
progressBar.OnClickAction += OnClickProgressBar; progressBar.OnClickAction += OnClickProgressBar;
progressBar.OnDragAction += OnDragProgressBar; progressBar.OnDragAction += OnDragProgressBar;
progressBar.OnEndDragAction += OnEndDragProgressBar; progressBar.OnEndDragAction += OnEndDragProgressBar;
// 초기 텍스트 및 값 설정
playTimeTxt.text = $"{time.ToString("00")}:00:00"; playTimeTxt.text = $"{time.ToString("00")}:00:00";
totalTimeTxt.text = $"{(time + 1).ToString("00")}:00:00"; totalTimeTxt.text = $"{(time + 1).ToString("00")}:00:00";
progressBar.value = 0; progressBar.value = 0;
Interactable = true; Interactable = true;
} }
/// <summary>
/// 슬라이더 값이 변경될 때 호출됩니다.
/// 상호작용 불가 상태면 값을 되돌립니다.
/// </summary>
/// <param name="newValue">변경된 값</param>
private void OnChangeSlider(float newValue) private void OnChangeSlider(float newValue)
{ {
if (!Interactable) if (!Interactable)
@@ -86,6 +144,10 @@ namespace UVC.Factory.Playback.UI
} }
} }
/// <summary>
/// 슬라이더를 클릭했을 때 호출됩니다.
/// 값이 변경되면 OnChangeValue 이벤트가 발생합니다.
/// </summary>
private void OnClickProgressBar() private void OnClickProgressBar()
{ {
float snapedValue = SnapProgressBarValue(); float snapedValue = SnapProgressBarValue();
@@ -98,6 +160,9 @@ namespace UVC.Factory.Playback.UI
} }
} }
/// <summary>
/// 슬라이더를 드래그하는 동안 계속 호출됩니다.
/// </summary>
private void OnDragProgressBar() private void OnDragProgressBar()
{ {
float snapedValue = SnapProgressBarValue(); float snapedValue = SnapProgressBarValue();
@@ -105,6 +170,10 @@ namespace UVC.Factory.Playback.UI
UpdateTimeText(); UpdateTimeText();
} }
/// <summary>
/// 슬라이더 드래그가 끝났을 때 호출됩니다.
/// 값이 변경되면 OnChangeValue 이벤트가 발생합니다.
/// </summary>
private void OnEndDragProgressBar() private void OnEndDragProgressBar()
{ {
float snapedValue = SnapProgressBarValue(); float snapedValue = SnapProgressBarValue();
@@ -117,6 +186,10 @@ namespace UVC.Factory.Playback.UI
} }
} }
/// <summary>
/// 슬라이더 값을 60초(1분) 단위로 스냅합니다.
/// </summary>
/// <returns>스냅된 값</returns>
private float SnapProgressBarValue() private float SnapProgressBarValue()
{ {
float value = progressBar.value; float value = progressBar.value;
@@ -125,6 +198,9 @@ namespace UVC.Factory.Playback.UI
return value; return value;
} }
/// <summary>
/// 현재 재생 시간 텍스트를 갱신합니다.
/// </summary>
private void UpdateTimeText() private void UpdateTimeText()
{ {
int minute = (int)progressBar.value / 60; int minute = (int)progressBar.value / 60;

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 01351942c80cc7042b2ec18f41173854
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,53 @@
#nullable enable
using System;
using UnityEngine;
using UnityEngine.EventSystems;
namespace UVC.UI.List
{
/// <summary>
/// 개별 드래그 가능한 아이템의 UI 컴포넌트
/// 드래그 동작과 시각적 피드백을 담당
/// </summary>
public class DraggableItem : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
// 이벤트
public Action<PointerEventData>? OnBeginDragEvent;
public Action<PointerEventData>? OnDragEvent;
public Action<PointerEventData>? OnEndDragEvent;
/// <summary>
/// 드래그 시작 시 호출
/// </summary>
public void OnBeginDrag(PointerEventData eventData)
{
OnBeginDragEvent?.Invoke(eventData);
}
/// <summary>
/// 드래그 중 호출
/// </summary>
public void OnDrag(PointerEventData eventData)
{
// 이벤트 발생
OnDragEvent?.Invoke(eventData);
}
/// <summary>
/// 드래그 종료 시 호출
/// </summary>
public void OnEndDrag(PointerEventData eventData)
{
// 이벤트 발생
OnEndDragEvent?.Invoke(eventData);
}
void OnDestroy()
{
// 이벤트 구독 해제
OnBeginDragEvent = null;
OnDragEvent = null;
OnEndDragEvent = null;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2d93b757e3738184492e84c051530130

View File

@@ -0,0 +1,42 @@
#nullable enable
using System;
using UnityEngine;
namespace UVC.UI.List
{
/// <summary>
/// 드래그 가능한 목록 아이템의 데이터 모델
/// </summary>
[Serializable]
public class DraggableItemData
{
[SerializeField] protected string id;
[SerializeField] protected int sortOrder;
public string Id => id;
public int SortOrder { get => sortOrder; set => sortOrder = value; }
public DraggableItemData(string id, int sortOrder = 0)
{
this.id = id ?? throw new ArgumentNullException(nameof(id));
this.sortOrder = sortOrder;
}
}
/// <summary>
/// 드래그 작업의 결과를 나타내는 이벤트 인자
/// </summary>
public class DraggableItemReorderEventArgs : EventArgs
{
public string ItemId { get; }
public int OldIndex { get; }
public int NewIndex { get; }
public DraggableItemReorderEventArgs(string itemId, int oldIndex, int newIndex)
{
ItemId = itemId;
OldIndex = oldIndex;
NewIndex = newIndex;
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2a576b71abcd5ff41a1c3d0adf21a45c

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@@ -0,0 +1,191 @@
#nullable enable
using System;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
namespace UVC.UI.List
{
/// <summary>
/// 개별 드래그 가능한 아이템의 UI 컴포넌트
/// 드래그 동작과 시각적 피드백을 담당
/// </summary>
public class DraggableListItem : MonoBehaviour
{
[Header("UI 컴포넌트")]
[SerializeField] protected CanvasGroup? canvasGroup;
[SerializeField] protected RectTransform? rectTransform;
[SerializeField] protected DraggableItem? dragAnchor;
[SerializeField] protected TMP_InputField? inputField;
[Header("드래그 설정")]
[SerializeField] protected float dragAlpha = 0.6f;
[SerializeField] protected bool blockRaycastsWhileDragging = false;
// 프로퍼티
public DraggableItemData? Data { get; private set; }
public RectTransform? RectTransform => rectTransform;
public bool IsDragging { get; private set; }
public event Action<DraggableListItem>? OnBeginDragEvent;
public event Action<DraggableListItem, Vector2>? OnDragEvent;
public event Action<DraggableListItem>? OnEndDragEvent;
private Vector2 originalPosition;
private Transform? originalParent;
private int originalSiblingIndex;
/// <summary>
/// 컴포넌트 초기화
/// </summary>
private void Awake()
{
// null 체크 및 자동 할당
if (rectTransform == null)
rectTransform = GetComponent<RectTransform>();
if (canvasGroup == null)
canvasGroup = GetComponent<CanvasGroup>();
// CanvasGroup이 없으면 추가
if (canvasGroup == null)
canvasGroup = gameObject.AddComponent<CanvasGroup>();
if (dragAnchor == null)
{
Debug.LogError("Drag Anchor is not assigned. Please assign it in the inspector.");
return;
}
dragAnchor.OnBeginDragEvent += OnBeginDrag;
dragAnchor.OnDragEvent += OnDrag;
dragAnchor.OnEndDragEvent += OnEndDrag;
}
/// <summary>
/// 아이템 데이터로 UI 업데이트
/// </summary>
/// <param name="data">표시할 데이터</param>
public void SetData(DraggableItemData? data)
{
if (data == null) return;
Data = data;
UpdateUI();
}
/// <summary>
/// UI 요소들을 데이터에 맞게 업데이트
/// </summary>
protected virtual void UpdateUI()
{
if (Data == null) return;
if(inputField != null)
{
inputField.text = Data.Id;
}
}
/// <summary>
/// 드래그 시작 시 호출
/// </summary>
public void OnBeginDrag(PointerEventData eventData)
{
if (rectTransform == null) return;
IsDragging = true;
// 원래 위치와 부모 저장
originalPosition = rectTransform.anchoredPosition;
originalParent = transform.parent;
originalSiblingIndex = transform.GetSiblingIndex();
// 시각적 피드백 적용
ApplyDragVisuals(true);
// 이벤트 발생
OnBeginDragEvent?.Invoke(this);
}
/// <summary>
/// 드래그 중 호출
/// </summary>
public void OnDrag(PointerEventData eventData)
{
if (rectTransform == null) return;
// 마우스 위치로 아이템 이동
rectTransform.anchoredPosition += new Vector2(0, eventData.delta.y);//eventData.delta
// 이벤트 발생
OnDragEvent?.Invoke(this, rectTransform.anchoredPosition);
}
/// <summary>
/// 드래그 종료 시 호출
/// </summary>
public void OnEndDrag(PointerEventData eventData)
{
IsDragging = false;
// 시각적 피드백 복원
ApplyDragVisuals(false);
// 이벤트 발생
OnEndDragEvent?.Invoke(this);
}
/// <summary>
/// 드래그 시각적 효과 적용/해제
/// </summary>
/// <param name="isDragging">드래그 중인지 여부</param>
private void ApplyDragVisuals(bool isDragging)
{
if (canvasGroup == null) return;
if (isDragging)
{
canvasGroup.alpha = dragAlpha;
canvasGroup.blocksRaycasts = blockRaycastsWhileDragging;
}
else
{
canvasGroup.alpha = 1f;
canvasGroup.blocksRaycasts = true;
}
}
/// <summary>
/// 원래 위치로 되돌리기 (드래그 취소 시 사용)
/// </summary>
public void ResetToOriginalPosition()
{
if (rectTransform == null || originalParent == null) return;
transform.SetParent(originalParent);
transform.SetSiblingIndex(originalSiblingIndex);
rectTransform.anchoredPosition = originalPosition;
}
public void OnDestroy()
{
// 이벤트 구독 해제
if (dragAnchor != null)
{
dragAnchor.OnBeginDragEvent -= OnBeginDrag;
dragAnchor.OnDragEvent -= OnDrag;
dragAnchor.OnEndDragEvent -= OnEndDrag;
}
OnBeginDragEvent = null;
OnDragEvent = null;
OnEndDragEvent = null;
// 리소스 정리
canvasGroup = null;
rectTransform = null;
dragAnchor = null;
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7cdfe032ad5874e4cbc571f344516b93

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 71e6121c6103b0a4c9aeadc24c891b86

View File

@@ -2,101 +2,214 @@ using System.Collections;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
/*
* UILoading 스크립트 사용법 예시
*
* 다른 스크립트에서 아래와 같이 간단하게 호출하여 로딩 화면을 표시하거나 숨길 수 있습니다.
*
* public class MyGameManager : MonoBehaviour
* {
* public void LoadNextScene()
* {
* // 로딩 화면 표시
* UVC.UI.Loading.UILoading.Show();
*
* // 코루틴을 사용하여 비동기 씬 로딩 시작
* StartCoroutine(LoadSceneAsync());
* }
*
* private IEnumerator LoadSceneAsync()
* {
* // 씬을 비동기로 로드합니다.
* AsyncOperation asyncLoad = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync("NextSceneName");
*
* // 씬 로딩이 완료될 때까지 대기합니다.
* while (!asyncLoad.isDone)
* {
* yield return null;
* }
*
* // 씬 로딩이 완료되면 로딩 화면을 숨깁니다.
* UVC.UI.Loading.UILoading.Hide();
* }
* }
*/
namespace UVC.UI.Loading namespace UVC.UI.Loading
{ {
/// <summary>
/// 게임 전체에서 사용되는 로딩 UI를 제어하는 클래스입니다.
/// 싱글톤(Singleton)과 유사한 방식으로 구현되어 어디서든 쉽게 접근하고 사용할 수 있습니다.
/// </summary>
[RequireComponent(typeof(CanvasGroup))] [RequireComponent(typeof(CanvasGroup))]
public class UILoading : UnityEngine.MonoBehaviour public class UILoading : MonoBehaviour
{ {
// 로딩 UI 프리팹이 Resources 폴더 내에 위치하는 경로입니다.
// Resources.Load를 통해 동적으로 프리팹을 불러올 때 사용됩니다.
public static string PrefabPath = "Prefabs/UI/Loading/UILoading"; public static string PrefabPath = "Prefabs/UI/Loading/UILoading";
// UILoading 클래스의 유일한 인스턴스를 저장하는 정적(static) 변수입니다.
// 이 변수를 통해 다른 모든 스크립트에서 동일한 로딩 화면 인스턴스에 접근할 수 있습니다.
private static UILoading instance; private static UILoading instance;
/// <summary>
/// 로딩 화면을 표시합니다.
/// 만약 로딩 화면이 아직 생성되지 않았다면, 프리팹을 이용해 새로 생성합니다.
/// </summary>
public static void Show() public static void Show()
{ {
if (instance == null) { // instance가 null일 경우, 아직 로딩 화면이 만들어지지 않았다는 의미입니다.
if (instance == null)
{
// Resources 폴더에서 프리팹을 불러옵니다.
GameObject prefab = Resources.Load<GameObject>(PrefabPath); GameObject prefab = Resources.Load<GameObject>(PrefabPath);
// 불러온 프리팹을 씬에 인스턴스(복제)하여 생성합니다.
GameObject go = Instantiate(prefab); GameObject go = Instantiate(prefab);
// 생성된 GameObject의 이름을 "UILoading"으로 설정하여 씬에서 쉽게 식별할 수 있도록 합니다.
go.name = "UILoading"; go.name = "UILoading";
// 부모를 null로 설정하여 씬의 최상위 계층에 위치시킵니다.
// 이렇게 하면 다른 씬으로 전환될 때 함께 파괴되지 않도록 관리하기 용이합니다. (DontDestroyOnLoad와 함께 사용 가능)
go.transform.SetParent(null, false); go.transform.SetParent(null, false);
// 생성된 GameObject에서 UILoading 컴포넌트를 찾아 instance 변수에 할당합니다.
instance = go.GetComponent<UILoading>(); instance = go.GetComponent<UILoading>();
} }
// 인스턴스의 ShowLoading 메서드를 호출하여 페이드인 애니메이션을 시작합니다.
instance.ShowLoading(); instance.ShowLoading();
} }
/// <summary>
/// 현재 표시되고 있는 로딩 화면을 숨깁니다.
/// </summary>
public static void Hide() public static void Hide()
{ {
// instance가 null이 아닐 경우에만 (즉, 로딩 화면이 존재할 때만) 실행합니다.
if (instance != null) if (instance != null)
{ {
// 인스턴스의 HideLoading 메서드를 호출하여 페이드아웃 애니메이션을 시작합니다.
instance.HideLoading(); instance.HideLoading();
} }
} }
// --- 인스펙터(Inspector)에서 설정할 변수들 ---
[Header("Component References")]
[Tooltip("페이드 효과를 제어할 CanvasGroup 컴포넌트")]
[SerializeField] [SerializeField]
private CanvasGroup canvasGroup; private CanvasGroup canvasGroup;
[Tooltip("채우기(Fill) 및 회전 효과를 적용할 Image 컴포넌트")]
[SerializeField] [SerializeField]
private Image loadinImage; private Image loadinImage;
private float duration = 0.25f;
private float target = 0;
private float alpha = 1;
private bool animatting = false;
private Transform loadingImageTransform;
// --- 내부 동작을 위한 변수들 ---
[Header("Animation Settings")]
[Tooltip("페이드인/아웃 애니메이션의 지속 시간 (초)")]
[SerializeField]
private float duration = 0.25f;
[Tooltip("로딩 아이콘의 회전 속도")]
[SerializeField]
private float loadingSpeed = -1.5f; private float loadingSpeed = -1.5f;
[Tooltip("이미지 채우기(Fill) 효과의 속도")]
[SerializeField]
private float rotationSpeed = -1.0f; private float rotationSpeed = -1.0f;
private float target = 0; // 애니메이션의 목표 알파 값 (0: 투명, 1: 불투명)
private bool animatting = false; // 현재 애니메이션이 진행 중인지 여부
private Transform loadingImageTransform; // 회전 애니메이션을 적용할 이미지의 Transform
/// <summary>
/// 스크립트 인스턴스가 처음 로드될 때 호출됩니다.
/// 변수 초기화에 사용됩니다.
/// </summary>
private void Awake() private void Awake()
{ {
// Image 컴포넌트의 Transform을 미리 찾아 변수에 저장해두어,
// LateUpdate에서 매번 찾는 비용을 절약합니다.
loadingImageTransform = loadinImage.transform; loadingImageTransform = loadinImage.transform;
} }
/// <summary>
/// 로딩 화면을 나타나게 하는 애니메이션을 시작합니다.
/// </summary>
public void ShowLoading() public void ShowLoading()
{ {
// 이미 애니메이션이 진행 중이고, 목표가 '나타나기(target=1)'라면 중복 실행을 방지합니다.
if (animatting && target == 1) return; if (animatting && target == 1) return;
target = 1; target = 1; // 목표 알파 값을 1(불투명)로 설정
animatting = true; animatting = true; // 애니메이션 시작 상태로 변경
StopCoroutine("Animate"); StopCoroutine("Animate"); // 이전에 실행 중이던 Animate 코루틴이 있다면 중지
StartCoroutine(Animate()); StartCoroutine(Animate()); // Animate 코루틴을 새로 시작
} }
/// <summary>
/// 로딩 화면을 사라지게 하는 애니메이션을 시작합니다.
/// </summary>
public void HideLoading() public void HideLoading()
{ {
// 이미 애니메이션이 진행 중이고, 목표가 '사라지기(target=0)'라면 중복 실행을 방지합니다.
if (animatting && target == 0) return; if (animatting && target == 0) return;
target = 0; target = 0; // 목표 알파 값을 0(투명)으로 설정
animatting = true; animatting = true; // 애니메이션 시작 상태로 변경
StopCoroutine("Animate"); StopCoroutine("Animate"); // 이전에 실행 중이던 Animate 코루틴이 있다면 중지
StartCoroutine(Animate()); StartCoroutine(Animate()); // Animate 코루틴을 새로 시작
} }
/// <summary>
/// CanvasGroup의 알파 값을 부드럽게 변경하여 페이드인/아웃 효과를 주는 코루틴입니다.
/// </summary>
private IEnumerator Animate() private IEnumerator Animate()
{ {
float start = canvasGroup.alpha; float start = canvasGroup.alpha; // 현재 알파 값을 시작 값으로 설정
float time = 0; float time = 0;
// 경과 시간이 duration에 도달할 때까지 반복합니다.
while (time < duration) while (time < duration)
{ {
time += Time.deltaTime; // Time.unscaledDeltaTime: Time.timeScale 값에 영향을 받지 않는 시간 간격입니다.
// 로딩 중 Time.timeScale이 0이 되어도 UI 애니메이션은 계속 실행되어야 하므로 사용합니다.
time += Time.unscaledDeltaTime;
// Mathf.Lerp(시작값, 목표값, 진행률): 두 값 사이를 선형 보간합니다.
// 진행률(time / duration)에 따라 부드럽게 알파 값이 변합니다.
canvasGroup.alpha = Mathf.Lerp(start, target, time / duration); canvasGroup.alpha = Mathf.Lerp(start, target, time / duration);
// 다음 프레임까지 대기합니다.
yield return null; yield return null;
} }
// 애니메이션이 끝난 후 목표 알파 값으로 정확히 맞춰줍니다.
canvasGroup.alpha = target; canvasGroup.alpha = target;
animatting = false; animatting = false; // 애니메이션 종료 상태로 변경
if(target == 0)
// 만약 목표가 '사라지기(target=0)'였다면, 애니메이션 종료 후 GameObject를 파괴합니다.
if (target == 0)
{ {
Destroy(gameObject); Destroy(gameObject);
} }
} }
private void Update() /// <summary>
/// 모든 Update 함수가 호출된 후에 프레임마다 호출됩니다.
/// 주로 카메라 이동이나 다른 애니메이션이 끝난 후 최종적으로 UI를 업데이트할 때 사용되어,
/// 떨림(Jitter) 현상을 방지하는 데 도움이 됩니다.
/// </summary>
private void LateUpdate()
{ {
// 로딩 화면이 완전히 불투명할 때(애니메이션이 진행 중일 때)만 실행합니다.
if (canvasGroup.alpha == 1) if (canvasGroup.alpha == 1)
{ {
loadingImageTransform.Rotate(Vector3.forward, loadingSpeed * Time.deltaTime * 360); // 1. 이미지 회전 애니메이션
loadinImage.fillAmount = Mathf.PingPong(Time.time * rotationSpeed, 1); // Time.unscaledTime: Time.timeScale에 영향을 받지 않는 전체 게임 시간입니다.
// 시간에 비례하는 절대적인 회전 각도를 계산하여 매 프레임 설정합니다.
// 이렇게 하면 프레임 속도 변화에 관계없이 항상 일관되고 부드러운 회전을 보장할 수 있습니다.
float zRotation = Time.unscaledTime * loadingSpeed * 360;
loadingImageTransform.rotation = Quaternion.Euler(0, 0, zRotation);
// 2. 이미지 채우기(Fill) 애니메이션 (필요 시 주석 해제하여 사용)
// Mathf.PingPong(시간, 길이): 0과 '길이' 사이를 왕복하는 값을 반환합니다.
// 여기서는 fillAmount가 0과 1 사이를 계속 오가도록 하여 채워졌다 비워지는 효과를 만듭니다.
loadinImage.fillAmount = Mathf.PingPong(Time.unscaledTime * rotationSpeed, 1);
} }
} }
} }

View File

@@ -5,16 +5,36 @@ using UnityEngine.UI;
namespace UVC.UI.Loading namespace UVC.UI.Loading
{ {
/// <summary>
/// 로딩 UI의 표시와 숨김, 진행 상태를 관리하는 클래스입니다.
/// CanvasGroup 컴포넌트를 사용하여 페이드 인/아웃 효과를 구현합니다.
/// 이 클래스가 게임 오브젝트에 추가되면 CanvasGroup 컴포넌트도 자동으로 추가됩니다.
/// </summary>
[RequireComponent(typeof(CanvasGroup))] [RequireComponent(typeof(CanvasGroup))]
public class UILoadingBar : UnityEngine.MonoBehaviour public class UILoadingBar : MonoBehaviour
{ {
/// <summary>
/// 로딩 바 UI 프리팹이 있는 Resources 폴더 내의 경로입니다.
/// Show() 메서드가 처음 호출될 때 이 경로를 사용하여 프리팹을 동적으로 생성합니다.
/// </summary>
public static string PrefabPath = "Prefabs/UI/Loading/UILoadingBar"; public static string PrefabPath = "Prefabs/UI/Loading/UILoadingBar";
/// <summary>
/// UILoadingBar의 유일한 인스턴스(Singleton)입니다.
/// static으로 선언되어 어디서든 UILoadingBar.instance 형태로 접근할 수 있습니다.
/// </summary>
private static UILoadingBar instance; private static UILoadingBar instance;
/// <summary> /// <summary>
/// 0.0~1.0 /// 로딩 진행률을 0.0에서 1.0 사이의 값으로 설정하거나 가져옵니다.
/// 이 값은 로딩 이미지의 채워지는 양(fillAmount)에 직접 반영됩니다.
/// </summary> /// </summary>
/// <example>
/// <code>
/// // 로딩 진행률을 50%로 설정
/// UILoadingBar.Percent = 0.5f;
/// </code>
/// </example>
public static float Percent public static float Percent
{ {
get get
@@ -29,6 +49,15 @@ namespace UVC.UI.Loading
} }
} }
/// <summary>
/// 로딩 화면에 표시될 메시지를 설정하거나 가져옵니다.
/// </summary>
/// <example>
/// <code>
/// // 로딩 메시지 설정
/// UILoadingBar.Message = "데이터를 불러오는 중입니다...";
/// </code>
/// </example>
public static string Message public static string Message
{ {
get get
@@ -43,6 +72,20 @@ namespace UVC.UI.Loading
} }
} }
/// <summary>
/// 로딩 바를 화면에 표시합니다.
/// 만약 로딩 바 인스턴스가 없다면 PrefabPath에서 프리팹을 불러와 생성합니다.
/// </summary>
/// <param name="message">로딩 화면에 표시할 메시지입니다.</param>
/// <example>
/// <code>
/// // 기본 메시지로 로딩 바 표시
/// UILoadingBar.Show();
///
/// // 특정 메시지와 함께 로딩 바 표시
/// UILoadingBar.Show("플레이어 정보를 로딩 중입니다...");
/// </code>
/// </example>
public static void Show(string message = "") public static void Show(string message = "")
{ {
if (instance == null) { if (instance == null) {
@@ -56,6 +99,16 @@ namespace UVC.UI.Loading
instance.ShowLoading(); instance.ShowLoading();
} }
/// <summary>
/// 로딩 바를 화면에서 숨깁니다.
/// 숨겨진 후에는 자동으로 파괴됩니다.
/// </summary>
/// <example>
/// <code>
/// // 로딩 완료 후 로딩 바 숨기기
/// UILoadingBar.Hide();
/// </code>
/// </example>
public static void Hide() public static void Hide()
{ {
if (instance != null) if (instance != null)
@@ -64,64 +117,74 @@ namespace UVC.UI.Loading
} }
} }
[Tooltip("페이드 인/아웃 효과를 제어하는 CanvasGroup 컴포넌트입니다. 알파 값을 조정하여 UI의 투명도를 변경합니다.")]
[SerializeField]
private CanvasGroup canvasGroup; // 페이드 효과를 제어하기 위한 CanvasGroup 컴포넌트
[Tooltip("로딩 진행 상태를 표시하는 이미지 컴포넌트입니다. 로딩 중 진행률을 시각적으로 나타냅니다.")]
[SerializeField]
private Image loadinImage; // 로딩 진행 상태를 표시하는 이미지
[Tooltip("로딩 메시지를 표시하는 텍스트 컴포넌트입니다. 로딩 중 사용자에게 정보를 제공합니다.")]
[SerializeField]
private TextMeshProUGUI text; // 로딩 메시지를 표시하는 텍스트
private float target = 0; // 애니메이션의 목표 알파 값 (0: 투명, 1: 불투명)
private float duration = 0.25f; // 페이드 인/아웃 애니메이션 지속 시간
private bool animatting = false; // 현재 애니메이션이 진행 중인지 여부
/// <summary>
private CanvasGroup canvasGroup; /// 로딩 바를 부드럽게 나타나게 하는 애니메이션을 시작합니다.
private float target = 0; /// 이미 나타나는 중이면 다시 호출되지 않습니다.
private float duration = 0.25f; /// </summary>
private float alpha = 1;
private bool animatting = false;
private Image loadinImage;
private Transform loadingImageTransform;
private TextMeshProUGUI text;
private float loadingSpeed = 1.5f;
private float rotationSpeed = 1.0f;
private void Awake()
{
canvasGroup = GetComponent<CanvasGroup>();
loadinImage = transform.Find("loadingImage").GetComponent<Image>();
text = transform.Find("message").GetComponent<TextMeshProUGUI>();
loadingImageTransform = loadinImage.transform;
}
public void ShowLoading() public void ShowLoading()
{ {
// 이미 애니메이션 중이고 목표 알파 값이 1(불투명)이면 중복 실행 방지
if (animatting && target == 1) return; if (animatting && target == 1) return;
target = 1; target = 1;
animatting = true; animatting = true;
StopCoroutine("Animate"); StopCoroutine("Animate"); // 이전에 실행 중이던 Animate 코루틴이 있다면 중지
StartCoroutine(Animate()); StartCoroutine(Animate()); // Animate 코루틴 시작
} }
/// <summary>
/// 로딩 바를 부드럽게 사라지게 하는 애니메이션을 시작합니다.
/// 이미 사라지는 중이면 다시 호출되지 않습니다.
/// </summary>
public void HideLoading() public void HideLoading()
{ {
// 이미 애니메이션 중이고 목표 알파 값이 0(투명)이면 중복 실행 방지
if (animatting && target == 0) return; if (animatting && target == 0) return;
target = 0; target = 0;
animatting = true; animatting = true;
StopCoroutine("Animate"); StopCoroutine("Animate"); // 이전에 실행 중이던 Animate 코루틴이 있다면 중지
StartCoroutine(Animate()); StartCoroutine(Animate()); // Animate 코루틴 시작
} }
/// <summary>
/// CanvasGroup의 알파 값을 조절하여 페이드 인/아웃 효과를 주는 코루틴입니다.
/// 코루틴은 특정 시간 동안 또는 특정 조건이 만족될 때까지 함수의 실행을 잠시 멈출 수 있는 특별한 함수입니다.
/// </summary>
private IEnumerator Animate() private IEnumerator Animate()
{ {
float start = canvasGroup.alpha; float start = canvasGroup.alpha; // 애니메이션 시작 시점의 알파 값
float time = 0; float time = 0; // 애니메이션 경과 시간
// 경과 시간이 duration에 도달할 때까지 반복
while (time < duration) while (time < duration)
{ {
time += Time.deltaTime; time += Time.deltaTime; // 한 프레임 동안의 시간을 더해줌
// Mathf.Lerp를 사용하여 시작 알파 값과 목표 알파 값 사이를 부드럽게 보간
canvasGroup.alpha = Mathf.Lerp(start, target, time / duration); canvasGroup.alpha = Mathf.Lerp(start, target, time / duration);
// 다음 프레임까지 대기
yield return null; yield return null;
} }
// 애니메이션이 끝난 후 목표 알파 값으로 정확히 설정
canvasGroup.alpha = target; canvasGroup.alpha = target;
animatting = false; animatting = false;
if(target == 0)
// 만약 목표 알파 값이 0(사라지는 애니메이션)이었다면, 게임 오브젝트를 파괴
if (target == 0)
{ {
Destroy(gameObject); Destroy(gameObject);
} }

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 87d7308ca55b2a34e818090493d0b897
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,16 @@
#nullable enable
namespace UVC.UI.Tab
{
/// <summary>
/// 모든 탭 콘텐츠 클래스가 구현해야 하는 인터페이스입니다.
/// 데이터를 받을 수 있는 공통 메서드를 정의합니다.
/// </summary>
public interface ITabContent
{
/// <summary>
/// 탭 콘텐츠에 데이터를 전달합니다.
/// </summary>
/// <param name="data">전달할 데이터 객체</param>
void SetContentData(object? data);
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2226fb1b6c4b11a4a9f899ab5e456a21

View File

@@ -0,0 +1,113 @@
#nullable enable
using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace UVC.UI.Tab
{
/// <summary>
/// 단일 탭 버튼의 UI를 관리하는 컴포넌트입니다.
/// </summary>
public class TabButtonView : MonoBehaviour
{
[Tooltip("탭 버튼 컴포넌트")]
[SerializeField] private Button? button;
[Tooltip("탭 이름을 표시할 Text 컴포넌트")]
[SerializeField] private TextMeshProUGUI? tabText;
[Tooltip("탭 아이콘을 표시할 Image 컴포넌트")]
[SerializeField] private Image? tabIcon;
[Tooltip("탭 배경 이미지 컴포넌트")]
[SerializeField] private Image? background;
[Tooltip("탭이 활성화되었을 때의 색상")]
[SerializeField] private Color? activeColor;// = Color.white;
[Tooltip("탭이 비활성화되었을 때의 색상")]
[SerializeField] private Color? inactiveColor;// = new Color(0.8f, 0.8f, 0.8f);
private int _tabIndex;
private Action<int>? _onTabSelected;
private void Awake()
{
// Button 컴포넌트가 할당되지 않은 경우 자동으로 찾기
if (button == null)
button = GetComponent<Button>();
// 버튼 클릭 이벤트 연결
if (button != null)
button.onClick.AddListener(OnButtonClick);
}
/// <summary>
/// 탭 버튼을 초기화합니다.
/// </summary>
/// <param name="index">탭 인덱스</param>
/// <param name="tabName">탭 이름</param>
/// <param name="icon">탭 아이콘</param>
/// <param name="onSelectedCallback">탭 선택 시 호출될 콜백</param>
public void Setup(int index, string tabName, Sprite? icon, Action<int> onSelectedCallback)
{
_tabIndex = index;
_onTabSelected = onSelectedCallback;
// 탭 이름 설정
if (tabText != null)
tabText.text = tabName;
// 탭 아이콘 설정
if (tabIcon != null)
{
if (icon != null)
{
tabIcon.sprite = icon;
tabIcon.gameObject.SetActive(true);
}
else
{
tabIcon.gameObject.SetActive(false);
}
}
}
/// <summary>
/// 탭 버튼의 활성화 상태를 변경합니다.
/// </summary>
/// <param name="isActive">활성화 여부</param>
public void SetActive(bool isActive)
{
// 배경 색상 변경
if (background != null && activeColor.HasValue && inactiveColor.HasValue)
{
background.color = isActive ? activeColor.Value : inactiveColor.Value;
}
else if(button != null)
{
button.image.color = isActive ? button.colors.pressedColor : button.colors.normalColor;
}
// 텍스트 스타일 변경
if (tabText != null) {
tabText.fontStyle = isActive ? FontStyles.Bold : FontStyles.Normal;
}
}
// 버튼 클릭 이벤트 처리
private void OnButtonClick()
{
_onTabSelected?.Invoke(_tabIndex);
}
// 게임 오브젝트가 제거될 때 이벤트 리스너 제거
private void OnDestroy()
{
if (button != null)
button.onClick.RemoveListener(OnButtonClick);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 58af61b23f40877429f8889337d2006a

View File

@@ -0,0 +1,29 @@
#nullable enable
using UnityEngine;
namespace UVC.UI.Tab
{
/// <summary>
/// 탭 컨텐츠 설정 정보를 정의하는 클래스
/// </summary>
[System.Serializable]
public class TabContentConfig
{
public string tabID = "";
public string tabName = "";
public string contentPath = "";
public Sprite? tabIcon = null;
public bool useLazyLoading = false;
public object? initialData = null;
public TabContentConfig(string id, string name, string path, Sprite? icon = null, bool lazy = false, object? data = null)
{
tabID = id;
tabName = name;
contentPath = path;
tabIcon = icon;
useLazyLoading = lazy;
initialData = data;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d7ed77ea0eae0094b92dd0507d68f76d

View File

@@ -0,0 +1,285 @@
#nullable enable
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace UVC.UI.Tab
{
/// <summary>
/// 탭 컨텐츠의 동적 로딩을 관리하는 클래스입니다.
/// TabView에 소속되어 지연 로딩 기능을 제공합니다.
/// </summary>
public class TabContentLoader : MonoBehaviour
{
[Tooltip("지연 로딩 사용 여부")]
[SerializeField] private bool lazyLoadTabs = true;
[Tooltip("최대 동시 로드 탭 수")]
[SerializeField] private int maxLoadedTabs = 3;
[Tooltip("탭 전환 시 자동 로드/언로드 여부")]
[SerializeField] private bool autoManageTabs = true;
/// <summary>
/// 지연 로딩할 탭 컨텐츠 정보를 정의하는 클래스입니다.
/// </summary>
[System.Serializable]
public class LazyTabContent
{
public string tabID = "";
public string contentPrefabPath = "";
public bool isLoaded = false;
[HideInInspector] public GameObject? instance = null;
[HideInInspector] public object? contentData = null;
public LazyTabContent(string id, string path, object? data = null)
{
tabID = id;
contentPrefabPath = path;
contentData = data;
isLoaded = false;
instance = null;
}
}
// 지연 로드 컨텐츠 목록
private List<LazyTabContent> _lazyContents = new List<LazyTabContent>();
// 초기화 여부
private bool _isInitialized = false;
// 현재 활성화된 탭 ID
private string? _currentTabID = null;
// 부모 TabView 참조
private TabView? _parentTabView;
// 이벤트
public UnityEvent<string> OnTabContentLoaded = new UnityEvent<string>();
public UnityEvent<string> OnTabContentUnloaded = new UnityEvent<string>();
private void Awake()
{
_parentTabView = GetComponentInParent<TabView>();
}
/// <summary>
/// 탭 로더를 초기화합니다.
/// </summary>
public void InitializeTabLoader()
{
if (_isInitialized) return;
if (!lazyLoadTabs)
{
PreloadAllTabs();
}
_isInitialized = true;
}
/// <summary>
/// 지연 로드 탭 설정을 추가합니다.
/// </summary>
public bool AddLazyTabContent(string tabID, string prefabPath, object? initialData = null)
{
LazyTabContent content = new LazyTabContent(tabID, prefabPath, initialData);
_lazyContents.Add(content);
return true;
}
/// <summary>
/// 모든 지연 로드 설정을 제거합니다.
/// </summary>
public void ClearLazyContents()
{
foreach (var content in _lazyContents)
{
if (content.isLoaded && content.instance != null)
{
Destroy(content.instance);
}
}
_lazyContents.Clear();
_isInitialized = false;
}
/// <summary>
/// 특정 탭의 컨텐츠를 로드합니다.
/// </summary>
public GameObject? LoadTabContent(string tabID, object? data = null)
{
LazyTabContent? contentToLoad = _lazyContents.Find(c => c.tabID == tabID);
if (contentToLoad == null)
{
Debug.LogWarning($"지연 로드할 탭 컨텐츠를 찾을 수 없음: {tabID}");
return null;
}
// 이미 로드된 경우
if (contentToLoad.isLoaded && contentToLoad.instance != null)
{
if (data != null)
{
contentToLoad.contentData = data;
UpdateContentData(contentToLoad);
}
return contentToLoad.instance;
}
try
{
// 프리팹 로드
GameObject prefab = Resources.Load<GameObject>(contentToLoad.contentPrefabPath);
if (prefab == null)
{
Debug.LogError($"탭 컨텐츠 프리팹을 찾을 수 없음: {contentToLoad.contentPrefabPath}");
return null;
}
// TabView의 ContentContainer를 부모로 사용
Transform parentTransform = _parentTabView?.ContentContainer ?? transform;
// 인스턴스 생성
contentToLoad.instance = Instantiate(prefab, parentTransform);
contentToLoad.instance.name = $"LazyTabContent_{tabID}";
contentToLoad.instance.SetActive(false);
contentToLoad.isLoaded = true;
// 데이터 설정
if (data != null)
{
contentToLoad.contentData = data;
}
UpdateContentData(contentToLoad);
// 이벤트 발생
OnTabContentLoaded.Invoke(tabID);
Debug.Log($"지연 로드 탭 컨텐츠 로드됨: {tabID}");
return contentToLoad.instance;
}
catch (System.Exception ex)
{
Debug.LogError($"탭 컨텐츠 로드 중 오류 발생: {ex.Message}");
return null;
}
}
/// <summary>
/// 특정 탭 컨텐츠의 데이터를 업데이트합니다.
/// </summary>
private void UpdateContentData(LazyTabContent content)
{
if (content.instance != null && content.contentData != null)
{
ITabContent? tabContent = content.instance.GetComponent<ITabContent>();
tabContent?.SetContentData(content.contentData);
}
}
/// <summary>
/// 특정 탭의 컨텐츠를 언로드합니다.
/// </summary>
public bool UnloadTabContent(string tabID)
{
LazyTabContent? contentToUnload = _lazyContents.Find(c => c.tabID == tabID);
if (contentToUnload == null || !contentToUnload.isLoaded || contentToUnload.instance == null)
{
return false;
}
try
{
Destroy(contentToUnload.instance);
contentToUnload.instance = null;
contentToUnload.isLoaded = false;
OnTabContentUnloaded.Invoke(tabID);
Debug.Log($"지연 로드 탭 컨텐츠 언로드됨: {tabID}");
return true;
}
catch (System.Exception ex)
{
Debug.LogError($"탭 컨텐츠 언로드 중 오류 발생: {ex.Message}");
return false;
}
}
/// <summary>
/// 현재 활성화된 탭을 제외한 모든 탭을 언로드합니다.
/// </summary>
public void UnloadAllExceptCurrent(string currentTabID)
{
foreach (var content in _lazyContents)
{
if (content.tabID != currentTabID && content.isLoaded)
{
UnloadTabContent(content.tabID);
}
}
}
/// <summary>
/// 모든 탭 컨텐츠를 미리 로드합니다.
/// </summary>
public void PreloadAllTabs()
{
foreach (var content in _lazyContents)
{
if (!content.isLoaded)
{
LoadTabContent(content.tabID);
}
}
}
/// <summary>
/// 특정 탭의 데이터를 설정합니다.
/// </summary>
public void SetTabContentData(string tabID, object? data)
{
LazyTabContent? content = _lazyContents.Find(c => c.tabID == tabID);
if (content != null)
{
content.contentData = data;
if (content.isLoaded && content.instance != null)
{
UpdateContentData(content);
}
}
}
/// <summary>
/// 특정 탭이 로드되었는지 확인합니다.
/// </summary>
public bool IsTabLoaded(string tabID)
{
LazyTabContent? content = _lazyContents.Find(c => c.tabID == tabID);
return content?.isLoaded == true && content.instance != null;
}
/// <summary>
/// 특정 탭의 컨텐츠 인스턴스를 가져옵니다.
/// </summary>
public GameObject? GetTabInstance(string tabID)
{
LazyTabContent? content = _lazyContents.Find(c => c.tabID == tabID);
return content?.isLoaded == true ? content.instance : null;
}
private void OnDestroy()
{
foreach (var content in _lazyContents)
{
if (content.isLoaded && content.instance != null)
{
Destroy(content.instance);
}
}
}
}
}

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#nullable enable
using System;
using System.Collections.Generic;
using UnityEngine;
namespace UVC.UI.Tab
{
/// <summary>
/// 탭 시스템을 제어하는 컨트롤러 클래스입니다.
/// 설정 관리와 조정 역할만 담당하고, 실제 UI와 로딩은 TabView에서 처리합니다.
/// </summary>
/// <example>
/// <b>사용 예제:</b>
/// 1. TabContentConfig 설정
/// 2. 컨트롤러 초기화
/// <code>
/// public class TabSetup : MonoBehaviour
/// {
/// [SerializeField]
/// protected TabController? tabController;
///
/// protected virtual void Awake()
/// {
/// if (tabController == null)
/// {
/// Debug.LogError("TabController가 설정되지 않았습니다.");
/// return;
/// }
///
/// // 코드로 탭 설정하기
/// SetupTabs();
/// }
///
/// private void SetupTabs()
/// {
/// // 1. TabConfig 설정
/// tabController?.AddTabConfig("AGV", "AGV", "Prefabs/Factory/UI/Tab/DraggableListContent", null, CreateAGVData(), true);
/// tabController?.AddTabConfig("ALARM", "ALARM", "Prefabs/Factory/UI/Tab/DraggableListContent", null, CreateAlarmData(), true);
///
/// // 2. 컨트롤러 초기화
/// tabController?.Initialize();
/// }
///
/// // 샘플 데이터 생성 메서드들
///
/// private object CreateAGVData()
/// {
/// Dictionary<string, string> data = new Dictionary<string, string>();
/// return data;
/// }
///
/// private object CreateAlarmData()
/// {
/// Dictionary<string, string> data = new Dictionary<string, string>();
/// return data;
/// }
/// }
/// </code>
/// </example>
public class TabController : MonoBehaviour
{
[Header("탭 설정")]
[Tooltip("탭 뷰 컴포넌트")]
[SerializeField] private TabView? tabView;
[Header("탭 컨텐츠")]
[Tooltip("시작 시 자동 초기화 여부")]
[SerializeField] private bool initializeOnStart = false;
[Tooltip("탭 설정 목록")]
[SerializeField] private TabContentConfig[] tabConfigs = new TabContentConfig[0];
// 탭 모델
private TabModel? _tabModel;
// 초기화 여부
private bool _isInitialized = false;
// 코드로 추가된 탭 설정 저장
private List<TabContentConfig> _additionalTabConfigs = new List<TabContentConfig>();
// 탭 변경 이벤트
public event Action<int>? OnTabChanged;
private void Awake()
{
_tabModel = new TabModel();
}
private void Start()
{
if (initializeOnStart)
{
Initialize();
}
}
#region
/// <summary>
/// 코드에서 탭 설정을 추가합니다.
/// </summary>
public bool AddTabConfig(string id, string name, string path, Sprite? icon = null, object? data = null, bool useLazyLoading = false)
{
if (_isInitialized)
{
Debug.LogWarning("탭 시스템이 이미 초기화되었습니다.");
return false;
}
var config = new TabContentConfig(id, name, path, icon, useLazyLoading, data);
_additionalTabConfigs.Add(config);
return true;
}
/// <summary>
/// 모든 탭 설정을 가져옵니다.
/// </summary>
public List<TabContentConfig> GetAllTabConfigs()
{
List<TabContentConfig> allConfigs = new List<TabContentConfig>();
// Inspector 설정 추가
foreach (var config in tabConfigs)
{
if (!string.IsNullOrEmpty(config.tabID) && !string.IsNullOrEmpty(config.contentPath))
{
allConfigs.Add(config);
}
}
// 코드로 추가된 설정 추가
allConfigs.AddRange(_additionalTabConfigs);
return allConfigs;
}
#endregion
#region
/// <summary>
/// 탭 시스템을 초기화합니다.
/// </summary>
public void Initialize()
{
if (_isInitialized || _tabModel == null || tabView == null)
return;
// 탭 모델 초기화
InitializeModel();
// TabView에 설정 전달하여 초기화
List<TabContentConfig> allConfigs = GetAllTabConfigs();
tabView.InitializeTabs(_tabModel.Tabs, allConfigs, OnTabButtonSelected);
// 모델 이벤트 구독
_tabModel.OnTabChanged += HandleTabChanged;
// 초기 탭 활성화
if (_tabModel.Tabs.Count > 0)
{
HandleTabChanged(_tabModel.ActiveTabIndex);
}
_isInitialized = true;
}
/// <summary>
/// 탭 모델을 초기화합니다.
/// </summary>
private void InitializeModel()
{
if (_tabModel == null) return;
List<TabContentConfig> allConfigs = GetAllTabConfigs();
foreach (var config in allConfigs)
{
_tabModel.AddTab(new TabData(
config.tabID,
config.tabName,
config.contentPath,
config.tabIcon,
config.initialData
));
}
}
/// <summary>
/// 탭 버튼 선택 이벤트 처리
/// </summary>
private void OnTabButtonSelected(int tabIndex)
{
_tabModel?.SwitchToTab(tabIndex);
}
/// <summary>
/// 탭 변경 이벤트 처리
/// </summary>
private void HandleTabChanged(int newTabIndex)
{
if (_tabModel == null || tabView == null) return;
TabData? activeTabData = _tabModel.GetActiveTab();
if (activeTabData == null) return;
// TabView에 탭 변경 전달
tabView.UpdateActiveTab(newTabIndex, activeTabData);
// 외부 이벤트 발생
OnTabChanged?.Invoke(newTabIndex);
}
#endregion
#region
/// <summary>
/// ID로 특정 탭을 활성화합니다.
/// </summary>
public void ActivateTab(string tabID)
{
_tabModel?.SwitchToTab(tabID);
}
/// <summary>
/// 인덱스로 특정 탭을 활성화합니다.
/// </summary>
public void ActivateTab(int tabIndex)
{
_tabModel?.SwitchToTab(tabIndex);
}
/// <summary>
/// 현재 활성화된 탭 인덱스를 반환합니다.
/// </summary>
public int GetActiveTabIndex()
{
return _tabModel?.ActiveTabIndex ?? -1;
}
/// <summary>
/// 현재 활성화된 탭의 ID를 반환합니다.
/// </summary>
public string? GetActiveTabID()
{
TabData? activeTab = _tabModel?.GetActiveTab();
return activeTab?.tabID;
}
/// <summary>
/// 특정 탭의 데이터를 설정하고 갱신합니다.
/// </summary>
public void SetTabContentData(string tabID, object? data)
{
if (_tabModel == null || tabView == null) return;
// 모델 업데이트
_tabModel.UpdateTabContentData(tabID, data);
// TabView에 업데이트 전달
int tabIndex = GetTabIndexByID(tabID);
if (tabIndex >= 0)
{
tabView.UpdateTabContentData(tabIndex, data);
}
}
/// <summary>
/// 탭 ID로 인덱스를 찾습니다.
/// </summary>
private int GetTabIndexByID(string tabID)
{
if (_tabModel != null)
{
for (int i = 0; i < _tabModel.Tabs.Count; i++)
{
if (_tabModel.Tabs[i].tabID == tabID)
{
return i;
}
}
}
return -1;
}
#endregion
#region TabView
/// <summary>
/// 특정 탭의 컨텐츠 인스턴스를 가져옵니다.
/// </summary>
public GameObject? GetTabInstance(string tabID, bool autoLoad = false)
{
return tabView?.GetTabInstance(tabID, autoLoad);
}
/// <summary>
/// 특정 탭의 컴포넌트를 가져옵니다.
/// </summary>
public T? GetTabComponent<T>(string tabID, bool autoLoad = false) where T : Component
{
return tabView?.GetTabComponent<T>(tabID, autoLoad);
}
/// <summary>
/// 특정 탭이 로드되었는지 확인합니다.
/// </summary>
public bool IsTabLoaded(string tabID)
{
return tabView?.IsTabLoaded(tabID) ?? false;
}
/// <summary>
/// 현재 활성화된 탭을 제외한 모든 지연 로드 탭을 언로드합니다.
/// </summary>
public void UnloadAllExceptCurrent()
{
int currentIndex = GetActiveTabIndex();
tabView?.UnloadAllExceptCurrent(currentIndex);
}
/// <summary>
/// 특정 탭의 컨텐츠를 언로드합니다.
/// </summary>
public bool UnloadTabContent(string tabID)
{
return tabView?.UnloadTabContent(tabID) ?? false;
}
/// <summary>
/// 모든 탭 컨텐츠를 미리 로드합니다.
/// </summary>
public void PreloadAllTabs()
{
tabView?.PreloadAllTabs();
}
#endregion
private void OnDestroy()
{
if (_tabModel != null)
{
_tabModel.OnTabChanged -= HandleTabChanged;
}
}
}
}

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#nullable enable
using System;
using UnityEngine;
namespace UVC.UI.Tab
{
/// <summary>
/// 단일 탭에 대한 데이터를 보관하는 클래스입니다.
/// </summary>
[Serializable]
public class TabData
{
public string tabID; // 탭 고유 식별자
public string tabName; // 탭 표시 이름
public string contentPath; // 탭 내용을 담고 있는 Prefab 경로 (Resources 폴더 기준)
public Sprite? tabIcon; // 탭 아이콘 (선택사항, null 가능)
public object? contentData; // 탭 콘텐츠에 전달할 데이터 객체 (null 가능)
// 프리팹 경로로 초기화하는 생성자
/// <summary>
/// 탭 데이터를 초기화합니다.
/// </summary>
/// <param name="id">탭의 고유 식별자 (예: "inventory", "settings")</param>
/// <param name="name">탭의 표시 이름 (예: "인벤토리", "설정")</param>
/// <param name="path">탭 컨텐츠 프리팹의 리소스 경로 (예: "Prefabs/UI/InventoryTab")</param>
/// <param name="icon">탭 아이콘 이미지 (선택사항)</param>
/// <param name="data">탭 컨텐츠에 전달할 초기 데이터 (선택사항)</param>
public TabData(string id, string name, string path, Sprite? icon = null, object? data = null)
{
tabID = id;
tabName = name;
contentPath = path;
tabIcon = icon;
contentData = data;
}
}
}

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#nullable enable
using System;
using System.Collections.Generic;
using UnityEngine;
namespace UVC.UI.Tab
{
/// <summary>
/// 전체 탭 시스템의 데이터를 관리하는 모델 클래스입니다.
/// </summary>
public class TabModel
{
// 모든 탭 목록
private List<TabData> _tabs = new List<TabData>();
// 현재 활성화된 탭의 인덱스 (-1은 활성화된 탭이 없음을 의미)
private int _activeTabIndex = -1;
// 탭 컨텐츠 인스턴스를 저장하는 Dictionary (키: tabID)
private Dictionary<string, GameObject> _contentInstances = new Dictionary<string, GameObject>();
/// <summary>
/// 현재 활성화된 탭 인덱스를 가져옵니다.
/// </summary>
public int ActiveTabIndex => _activeTabIndex;
/// <summary>
/// 등록된 모든 탭의 목록을 가져옵니다.
/// </summary>
public IReadOnlyList<TabData> Tabs => _tabs;
/// <summary>
/// 탭이 변경될 때 발생하는 이벤트입니다.
/// </summary>
public event Action<int>? OnTabChanged;
/// <summary>
/// 새로운 탭을 모델에 추가합니다.
/// </summary>
/// <param name="tab">추가할 탭 데이터</param>
public void AddTab(TabData tab)
{
_tabs.Add(tab);
// 첫 번째 추가된 탭을 기본 활성화 탭으로 설정
if (_activeTabIndex == -1 && _tabs.Count == 1)
{
_activeTabIndex = 0;
}
}
/// <summary>
/// 탭 인덱스로 탭을 전환합니다.
/// </summary>
/// <param name="tabIndex">활성화할 탭의 인덱스</param>
public void SwitchToTab(int tabIndex)
{
// 인덱스 범위 확인
if (tabIndex < 0 || tabIndex >= _tabs.Count)
{
Debug.LogWarning($"잘못된 탭 인덱스: {tabIndex}");
return;
}
// 같은 탭을 다시 선택한 경우 무시
if (_activeTabIndex == tabIndex)
{
return;
}
// 활성화 탭 인덱스 업데이트
_activeTabIndex = tabIndex;
// 이벤트 발생
OnTabChanged?.Invoke(_activeTabIndex);
}
/// <summary>
/// 탭 ID로 탭을 전환합니다.
/// </summary>
/// <param name="tabID">활성화할 탭의 ID</param>
public void SwitchToTab(string tabID)
{
for (int i = 0; i < _tabs.Count; i++)
{
if (_tabs[i].tabID == tabID)
{
SwitchToTab(i);
return;
}
}
Debug.LogWarning($"해당 ID의 탭을 찾을 수 없음: {tabID}");
}
/// <summary>
/// 현재 활성화된 탭 데이터를 반환합니다.
/// </summary>
/// <returns>활성화된 탭 데이터 또는 활성화된 탭이 없는 경우 null</returns>
public TabData? GetActiveTab()
{
if (_activeTabIndex >= 0 && _activeTabIndex < _tabs.Count)
{
return _tabs[_activeTabIndex];
}
return null;
}
/// <summary>
/// 특정 탭의 contentData를 업데이트합니다.
/// </summary>
/// <param name="tabID">업데이트할 탭의 ID</param>
/// <param name="newData">새로운 데이터</param>
public void UpdateTabContentData(string tabID, object? newData)
{
for (int i = 0; i < _tabs.Count; i++)
{
if (_tabs[i].tabID == tabID)
{
_tabs[i].contentData = newData;
break;
}
}
}
/// <summary>
/// 특정 탭의 contentData를 업데이트합니다.
/// </summary>
/// <param name="tabIndex">업데이트할 탭의 인덱스</param>
/// <param name="newData">새로운 데이터</param>
public void UpdateTabContentData(int tabIndex, object? newData)
{
if (tabIndex >= 0 && tabIndex < _tabs.Count)
{
_tabs[tabIndex].contentData = newData;
}
}
/// <summary>
/// 특정 탭의 컨텐츠 인스턴스를 저장합니다.
/// </summary>
/// <param name="tabID">탭 ID</param>
/// <param name="instance">인스턴스화된 컨텐츠 GameObject</param>
public void SetContentInstance(string tabID, GameObject instance)
{
if (_contentInstances.ContainsKey(tabID))
{
_contentInstances[tabID] = instance;
}
else
{
_contentInstances.Add(tabID, instance);
}
}
/// <summary>
/// 특정 탭의 컨텐츠 인스턴스를 가져옵니다.
/// </summary>
/// <param name="tabID">탭 ID</param>
/// <returns>컨텐츠 인스턴스 또는 인스턴스가 없는 경우 null</returns>
public GameObject? GetContentInstance(string tabID)
{
if (_contentInstances.TryGetValue(tabID, out GameObject instance))
{
return instance;
}
return null;
}
/// <summary>
/// 인덱스로 특정 탭의 컨텐츠 인스턴스를 가져옵니다.
/// </summary>
/// <param name="tabIndex">탭 인덱스</param>
/// <returns>컨텐츠 인스턴스 또는 인스턴스가 없는 경우 null</returns>
public GameObject? GetContentInstance(int tabIndex)
{
if (tabIndex >= 0 && tabIndex < _tabs.Count)
{
return GetContentInstance(_tabs[tabIndex].tabID);
}
return null;
}
}
}

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fileFormatVersion: 2
guid: 35d6d440b8fa06549b7df3c17961456d

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@@ -0,0 +1,481 @@
#nullable enable
using System;
using System.Collections.Generic;
using UnityEngine;
namespace UVC.UI.Tab
{
/// <summary>
/// 전체 탭 시스템의 UI를 관리하는 View 클래스입니다.
/// TabContentLoader와 협력하여 컨텐츠 로딩도 담당합니다.
/// </summary>
public class TabView : MonoBehaviour
{
/// <summary>
/// 전체 탭 시스템의 UI를 관리하는 View 클래스입니다.
/// TabContentLoader와 협력하여 컨텐츠 로딩도 담당합니다.
/// </summary>
[Header("UI 설정")]
[Tooltip("탭 버튼들이 생성될 부모 Transform")]
[SerializeField] private Transform? tabButtonContainer;
[Tooltip("탭 컨텐츠들이 표시될 부모 Transform")]
[SerializeField] private Transform? contentContainer;
[Tooltip("탭 버튼 프리팹")]
[SerializeField] private GameObject? tabButtonPrefab;
[Header("컨텐츠 로딩")]
[Tooltip("컨텐츠 로더 (지연 로딩 기능, 선택사항)")]
[SerializeField] private TabContentLoader? contentLoader;
// 생성된 탭 버튼 컴포넌트들
private List<TabButtonView> _tabButtons = new List<TabButtonView>();
// 모든 컨텐츠 인스턴스를 저장
private List<GameObject?> _allContentInstances = new List<GameObject?>();
// 탭 설정 정보 (TabController에서 전달받음)
private List<TabContentConfig> _tabConfigs = new List<TabContentConfig>();
// 탭 버튼 클릭 시 호출될 콜백
private Action<int>? _onTabButtonClicked;
/// <summary>
/// 컨텐츠 컨테이너를 반환합니다.
/// </summary>
public Transform? ContentContainer => contentContainer;
/// <summary>
/// 탭 시스템을 초기화합니다.
/// </summary>
/// <param name="tabs">탭 데이터 목록</param>
/// <param name="configs">탭 설정 목록 (TabController에서 전달)</param>
/// <param name="onTabSelected">탭 선택 시 호출될 콜백</param>
public void InitializeTabs(IReadOnlyList<TabData> tabs, List<TabContentConfig> configs, Action<int> onTabSelected)
{
// 기존 탭 정리
ClearTabs();
_onTabButtonClicked = onTabSelected;
_tabConfigs = new List<TabContentConfig>(configs);
// 컨텐츠 인스턴스 리스트 초기화
_allContentInstances.Clear();
for (int i = 0; i < tabs.Count; i++)
{
_allContentInstances.Add(null);
}
// TabContentLoader 초기화 (있는 경우)
if (contentLoader != null)
{
InitializeContentLoader();
}
// 탭 버튼 생성
for (int i = 0; i < tabs.Count; i++)
{
CreateTabButton(i, tabs[i]);
}
// 지연 로딩을 사용하지 않는 탭들 미리 로드
PreloadNonLazyTabs();
}
/// <summary>
/// TabContentLoader를 초기화합니다.
/// </summary>
private void InitializeContentLoader()
{
if (contentLoader == null) return;
// 기존 설정 클리어
contentLoader.ClearLazyContents();
// 지연 로딩 탭들을 ContentLoader에 등록
foreach (var config in _tabConfigs)
{
if (config.useLazyLoading)
{
contentLoader.AddLazyTabContent(config.tabID, config.contentPath, config.initialData);
}
}
// ContentLoader 초기화
contentLoader.InitializeTabLoader();
}
/// <summary>
/// 지연 로딩을 사용하지 않는 탭들을 미리 로드합니다.
/// </summary>
private void PreloadNonLazyTabs()
{
for (int i = 0; i < _tabConfigs.Count; i++)
{
var config = _tabConfigs[i];
if (!config.useLazyLoading)
{
GameObject? instance = LoadTabContentDirectly(config);
if (instance != null)
{
_allContentInstances[i] = instance;
}
}
}
Debug.Log("지연 로딩을 사용하지 않는 탭들이 미리 로드되었습니다.");
}
/// <summary>
/// 탭 컨텐츠를 직접 로드합니다.
/// </summary>
private GameObject? LoadTabContentDirectly(TabContentConfig config)
{
try
{
// 프리팹 로드
GameObject prefab = Resources.Load<GameObject>(config.contentPath);
if (prefab == null)
{
Debug.LogError($"탭 컨텐츠 프리팹을 찾을 수 없음: {config.contentPath}");
return null;
}
// 인스턴스 생성
GameObject instance = Instantiate(prefab, contentContainer);
instance.name = $"TabContent_{config.tabID}";
instance.SetActive(false);
// 초기 데이터 전달
if (config.initialData != null)
{
ITabContent? tabContent = instance.GetComponent<ITabContent>();
tabContent?.SetContentData(config.initialData);
}
Debug.Log($"탭 컨텐츠 직접 로드됨: {config.tabID}");
return instance;
}
catch (System.Exception ex)
{
Debug.LogError($"탭 컨텐츠 직접 로드 중 오류 발생: {ex.Message}");
return null;
}
}
/// <summary>
/// 탭 버튼을 생성합니다.
/// </summary>
private void CreateTabButton(int index, TabData tabData)
{
if (tabButtonPrefab == null)
{
Debug.LogError("탭 버튼 프리팹이 설정되지 않았습니다.");
return;
}
if (tabButtonContainer == null)
{
Debug.LogError("탭 버튼 컨테이너가 설정되지 않았습니다.");
return;
}
// 탭 버튼 인스턴스 생성
GameObject tabButtonGO = Instantiate(tabButtonPrefab, tabButtonContainer);
TabButtonView? tabButton = tabButtonGO.GetComponent<TabButtonView>();
if (tabButton == null)
{
Debug.LogError("탭 버튼 프리팹에 TabButtonView 컴포넌트가 없습니다.");
Destroy(tabButtonGO);
return;
}
// 탭 버튼 설정
tabButton.Setup(index, tabData.tabName, tabData.tabIcon, OnTabButtonClicked);
_tabButtons.Add(tabButton);
}
/// <summary>
/// 탭 버튼 클릭 이벤트 처리
/// </summary>
private void OnTabButtonClicked(int tabIndex)
{
_onTabButtonClicked?.Invoke(tabIndex);
}
/// <summary>
/// 활성화된 탭을 업데이트합니다.
/// 필요한 경우 컨텐츠를 로드합니다.
/// </summary>
/// <param name="tabIndex">활성화할 탭 인덱스</param>
/// <param name="tabData">탭 데이터</param>
public void UpdateActiveTab(int tabIndex, TabData tabData)
{
if (tabIndex < 0 || tabIndex >= _tabConfigs.Count) return;
var config = _tabConfigs[tabIndex];
// 컨텐츠가 아직 로드되지 않은 경우 로드
if (_allContentInstances[tabIndex] == null)
{
if (config.useLazyLoading && contentLoader != null)
{
// 지연 로딩을 통해 로드
GameObject? lazyInstance = contentLoader.LoadTabContent(config.tabID, tabData.contentData);
if (lazyInstance != null)
{
// ContentContainer로 이동 (일관성 확보)
if (lazyInstance.transform.parent != contentContainer)
{
lazyInstance.transform.SetParent(contentContainer, false);
}
_allContentInstances[tabIndex] = lazyInstance;
}
}
else
{
// 직접 로드
_allContentInstances[tabIndex] = LoadTabContentDirectly(config);
}
}
// 모든 컨텐츠 비활성화
foreach (var content in _allContentInstances)
{
if (content != null)
content.SetActive(false);
}
// 활성화된 컨텐츠만 활성화
GameObject? activeContent = _allContentInstances[tabIndex];
if (activeContent != null)
{
activeContent.SetActive(true);
// 데이터 업데이트
if (tabData.contentData != null)
{
ITabContent? tabContent = activeContent.GetComponent<ITabContent>();
tabContent?.SetContentData(tabData.contentData);
}
}
// 탭 버튼 상태 업데이트
for (int i = 0; i < _tabButtons.Count; i++)
{
if (_tabButtons[i] != null)
_tabButtons[i].SetActive(i == tabIndex);
}
}
/// <summary>
/// 특정 탭의 컨텐츠 데이터를 업데이트합니다.
/// </summary>
/// <param name="tabIndex">업데이트할 탭 인덱스</param>
/// <param name="data">새로운 데이터</param>
public void UpdateTabContentData(int tabIndex, object? data)
{
if (tabIndex < 0 || tabIndex >= _allContentInstances.Count) return;
GameObject? contentInstance = _allContentInstances[tabIndex];
if (contentInstance != null && data != null)
{
ITabContent? tabContent = contentInstance.GetComponent<ITabContent>();
tabContent?.SetContentData(data);
}
// 지연 로딩 탭인 경우 ContentLoader에도 업데이트
if (tabIndex < _tabConfigs.Count)
{
var config = _tabConfigs[tabIndex];
if (config.useLazyLoading && contentLoader != null)
{
contentLoader.SetTabContentData(config.tabID, data);
}
}
}
/// <summary>
/// 특정 탭의 컨텐츠 인스턴스를 가져옵니다.
/// </summary>
/// <param name="tabID">탭 ID</param>
/// <param name="autoLoad">자동 로드 여부</param>
/// <returns>컨텐츠 인스턴스</returns>
public GameObject? GetTabInstance(string tabID, bool autoLoad = false)
{
int tabIndex = GetTabIndexByID(tabID);
if (tabIndex < 0) return null;
// 이미 로드된 인스턴스가 있으면 반환
if (_allContentInstances[tabIndex] != null)
{
return _allContentInstances[tabIndex];
}
// 자동 로드가 활성화된 경우
if (autoLoad && tabIndex < _tabConfigs.Count)
{
var config = _tabConfigs[tabIndex];
if (config.useLazyLoading && contentLoader != null)
{
// 지연 로딩을 통해 로드
GameObject? instance = contentLoader.LoadTabContent(tabID);
if (instance != null)
{
// ContentContainer로 이동
if (instance.transform.parent != contentContainer)
{
instance.transform.SetParent(contentContainer, false);
}
_allContentInstances[tabIndex] = instance;
}
return instance;
}
else
{
// 직접 로드
GameObject? instance = LoadTabContentDirectly(config);
if (instance != null)
{
_allContentInstances[tabIndex] = instance;
}
return instance;
}
}
return null;
}
/// <summary>
/// 특정 탭의 컴포넌트를 가져옵니다.
/// </summary>
public T? GetTabComponent<T>(string tabID, bool autoLoad = false) where T : Component
{
GameObject? instance = GetTabInstance(tabID, autoLoad);
return instance?.GetComponent<T>();
}
/// <summary>
/// 탭 ID로 인덱스를 찾습니다.
/// </summary>
private int GetTabIndexByID(string tabID)
{
for (int i = 0; i < _tabConfigs.Count; i++)
{
if (_tabConfigs[i].tabID == tabID)
{
return i;
}
}
return -1;
}
/// <summary>
/// 특정 탭이 로드되었는지 확인합니다.
/// </summary>
public bool IsTabLoaded(string tabID)
{
int tabIndex = GetTabIndexByID(tabID);
if (tabIndex < 0) return false;
return _allContentInstances[tabIndex] != null;
}
/// <summary>
/// ContentLoader 관련 메서드들 (있는 경우에만 동작)
/// </summary>
public void UnloadAllExceptCurrent(int currentTabIndex)
{
if (contentLoader != null && currentTabIndex < _tabConfigs.Count)
{
string currentTabID = _tabConfigs[currentTabIndex].tabID;
contentLoader.UnloadAllExceptCurrent(currentTabID);
// 언로드된 탭들의 인스턴스 참조도 제거
for (int i = 0; i < _allContentInstances.Count; i++)
{
if (i != currentTabIndex && _tabConfigs[i].useLazyLoading)
{
_allContentInstances[i] = null;
}
}
}
}
public bool UnloadTabContent(string tabID)
{
if (contentLoader != null)
{
bool result = contentLoader.UnloadTabContent(tabID);
if (result)
{
// 인스턴스 참조도 제거
int tabIndex = GetTabIndexByID(tabID);
if (tabIndex >= 0)
{
_allContentInstances[tabIndex] = null;
}
}
return result;
}
return false;
}
public void PreloadAllTabs()
{
if (contentLoader != null)
{
contentLoader.PreloadAllTabs();
// 지연 로딩 탭들의 인스턴스를 _allContentInstances에 등록
for (int i = 0; i < _tabConfigs.Count; i++)
{
var config = _tabConfigs[i];
if (config.useLazyLoading)
{
GameObject? instance = contentLoader.GetTabInstance(config.tabID);
if (instance != null)
{
// ContentContainer로 이동
if (instance.transform.parent != contentContainer)
{
instance.transform.SetParent(contentContainer, false);
}
_allContentInstances[i] = instance;
}
}
}
}
}
/// <summary>
/// 모든 탭과 관련 게임오브젝트를 정리합니다.
/// </summary>
private void ClearTabs()
{
// 탭 버튼 제거
foreach (var button in _tabButtons)
{
if (button != null)
Destroy(button.gameObject);
}
_tabButtons.Clear();
// 컨텐츠 인스턴스 제거
foreach (var content in _allContentInstances)
{
if (content != null)
Destroy(content);
}
_allContentInstances.Clear();
// 설정 클리어
_tabConfigs.Clear();
}
}
}

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fileFormatVersion: 2
guid: d5346e2ecd480134fa0aac7853ba41bb

View File

@@ -19,88 +19,151 @@ namespace UVC.UI
/// using UnityEngine; /// using UnityEngine;
/// using UVC.UI; /// using UVC.UI;
/// ///
/// public class DraggableWindowController : MonoBehaviour ///public class DraggableWindowController : MonoBehaviour
/// { ///{
/// // UIDragger 컴포넌트가 부착된 드래그 핸들 오브젝트 /// [SerializeField] private UIDragger draggerHandle;
/// public UIDragger draggerHandle; /// [SerializeField] private RectTransform customDragArea;
/// ///
/// void Start() /// private void Start()
/// { /// {
/// // 드래그 시작 이벤트 구독 /// // 커스텀 드래그 영역 설정
/// draggerHandle.onBeginDragHandler += () => /// if (customDragArea != null)
/// { /// {
/// Debug.Log("창 드래그가 시작되었습니다!"); /// draggerHandle.SetDragArea(customDragArea);
/// }; /// }
/// ///
/// // 드래그 종료 이벤트 구독 /// // 이벤트 구독
/// draggerHandle.OnEndDragHandler += pos => /// draggerHandle.OnBeginDragHandler += OnDragStart;
/// { /// draggerHandle.OnDragHandler += OnDragging;
/// Debug.Log($"창 드래그가 종료되었습니다! 최종 위치: {pos}"); /// draggerHandle.OnEndDragHandler += OnDragEnd;
/// }; ///
/// } /// // 창을 중앙으로 이동
/// } /// draggerHandle.CenterInDragArea();
/// }
///
/// private void OnDragStart()
/// {
/// Debug.Log("창 드래그 시작!");
/// // 드래그 시작 시 추가 로직
/// }
///
/// private void OnDragging(Vector2 position)
/// {
/// // 드래그 중 실시간 처리
/// Debug.Log($"드래그 중: {position}");
/// }
///
/// private void OnDragEnd(Vector2 finalPosition)
/// {
/// Debug.Log($"드래그 완료! 최종 위치: {finalPosition}");
/// // 위치 저장 등의 후처리
/// }
///
/// // 런타임에서 드래그 기능 제어
/// public void ToggleDragging()
/// {
/// draggerHandle.SetDraggingEnabled(!draggerHandle.enabled);
/// }
///}
/// </code> /// </code>
/// </example> /// </example>
public class UIDragger : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler public class UIDragger : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{ {
[Header("드래그 설정")] [Header("드래그 설정")]
[SerializeField] [SerializeField]
[Tooltip("드래그 가능한 영역을 지정합니다. 이 영역 내에서 드래그가 가능합니다.")] [Tooltip("드래그 가능한 영역을 지정합니다. null인 경우 Canvas를 자동으로 찾습니다.")]
private RectTransform dragArea; // 드래그가 가능한 영역 private RectTransform dragArea; // 드래그가 가능한 영역
[SerializeField] [SerializeField]
[Tooltip("드래그할 UI 요소를 지정합니다. 이 요소가 실제로 드래그됩니다.")] [Tooltip("드래그할 UI 요소를 지정합니다. null인 경우 부모를 자동으로 설정합니다.")]
private RectTransform dragObject; // 실제로 드래그될 UI 요소 (예: 창 전체) private RectTransform dragObject; // 실제로 드래그될 UI 요소 (예: 창 전체)
[SerializeField] [SerializeField]
[Tooltip("드래그 시작 시 해당 UI 요소를 맨 앞으로 가져올지 여부를 설정합니다.")] [Tooltip("드래그 시작 시 해당 UI 요소를 맨 앞으로 가져올지 여부를 설정합니다.")]
private bool topOnDrag = true; // 드래그 시작 시 맨 앞으로 가져올지 여부 private bool bringToFrontOnDrag = true; // 드래그 시작 시 맨 앞으로 가져올지 여부
[SerializeField] [SerializeField]
[Tooltip("드래그 영역 제한 시 사용할 최소 높이값")] [Tooltip("드래그 영역 제한 시 사용할 최소 높이값")]
private float yMinHeight = 30; private float yMinHeight = 0;
private Vector2 originalLocalPointerPosition; // 드래그 시작 시 마우스 포인터의 로컬 위치 [SerializeField]
private Vector3 originalPanelLocalPosition; // 드래그 시작 시 패널의 로컬 위치 [Tooltip("드래그 중 실시간으로 영역 제한을 적용할지 여부")]
private bool constrainDuringDrag = true;
/// <summary> // 이벤트
/// 드래그가 끝났을 때 발생하는 이벤트입니다. 최종 위치 정보를 전달합니다. public Action OnBeginDragHandler { get; set; }
/// </summary> public Action<Vector2> OnDragHandler { get; set; }
public Action<Vector3> OnEndDragHandler { get; set; } public Action<Vector2> OnEndDragHandler { get; set; }
/// <summary> // 캐시된 변수들
/// 드래그가 시작될 때 발생하는 액션입니다. private Vector2 originalLocalPointerPosition;
/// </summary> private Vector2 originalAnchoredPosition;
public Action onBeginDragHandler; private int originalSiblingIndex;
private Canvas parentCanvas;
private Camera canvasCamera;
// 프로퍼티
// 원래의 형제 순서(UI 렌더링 순서) public RectTransform DragObject => dragObject;
private int baseSibling; public RectTransform DragArea => dragArea;
public bool IsDragging { private set; get; }
private void Awake() private void Awake()
{ {
InitializeComponents();
ValidateSetup();
}
/// <summary>
/// 컴포넌트들을 초기화합니다.
/// </summary>
private void InitializeComponents()
{
// dragObject가 설정되지 않았다면, 부모를 드래그 대상으로 설정 // dragObject가 설정되지 않았다면, 부모를 드래그 대상으로 설정
if (dragObject == null) if (dragObject == null)
{ {
dragObject = transform.parent as RectTransform; dragObject = transform.parent as RectTransform;
if (dragObject == null)
{
Debug.LogError("<b>[UIDragger]</b> 드래그할 객체(dragObject)를 찾을 수 없습니다. 부모가 RectTransform이 아닙니다.", this);
enabled = false;
return;
}
} }
// dragArea가 설정되지 않았다면, 최상위 Canvas를 드래그 영역으로 설정 // Canvas와 Camera 캐싱
if (dragArea == null) parentCanvas = GetComponentInParent<Canvas>();
if (parentCanvas != null)
{ {
dragArea = GetComponentInParent<Canvas>()?.transform as RectTransform; canvasCamera = parentCanvas.worldCamera;
// dragArea가 설정되지 않았다면, Canvas를 드래그 영역으로 설정
if (dragArea == null) if (dragArea == null)
{ {
Debug.Log("<b>[UIDragger]</b> 드래그 영역(dragArea)으로 사용할 Canvas를 찾을 수 없습니다.", this); dragArea = parentCanvas.transform as RectTransform;
enabled = false;
return;
} }
} }
} }
/// <summary>
/// 설정이 올바른지 검증합니다.
/// </summary>
private void ValidateSetup()
{
if (dragObject == null)
{
Debug.LogError("[UIDragger] dragObject를 찾을 수 없습니다. 부모가 RectTransform이 아닙니다.", this);
enabled = false;
return;
}
if (dragArea == null)
{
Debug.LogError("[UIDragger] dragArea를 찾을 수 없습니다. Canvas를 찾을 수 없습니다.", this);
enabled = false;
return;
}
if (parentCanvas == null)
{
Debug.LogWarning("[UIDragger] Canvas를 찾을 수 없습니다. 드래그 기능이 제한될 수 있습니다.", this);
}
}
/// <summary> /// <summary>
/// 드래그가 허용되는 영역을 설정합니다. /// 드래그가 허용되는 영역을 설정합니다.
/// </summary> /// </summary>
@@ -109,43 +172,84 @@ namespace UVC.UI
/// <param name="area">드래그 영역의 경계를 정의하는 <see cref="RectTransform"/>입니다. null일 수 없습니다.</param> /// <param name="area">드래그 영역의 경계를 정의하는 <see cref="RectTransform"/>입니다. null일 수 없습니다.</param>
public void SetDragArea(RectTransform area) public void SetDragArea(RectTransform area)
{ {
if (area == null)
{
Debug.LogWarning("[UIDragger] null인 dragArea를 설정하려고 했습니다.", this);
return;
}
dragArea = area; dragArea = area;
enabled = true; enabled = true;
} }
/// <summary>
/// 드래그 대상을 동적으로 설정합니다.
/// </summary>
public void SetDragObject(RectTransform target)
{
if (target == null)
{
Debug.LogWarning("[UIDragger] null인 dragObject를 설정하려고 했습니다.", this);
return;
}
dragObject = target;
}
/// <summary> /// <summary>
/// 드래그가 시작될 때 호출됩니다. (IBeginDragHandler) /// 드래그가 시작될 때 호출됩니다. (IBeginDragHandler)
/// </summary> /// </summary>
public void OnBeginDrag(PointerEventData data) public void OnBeginDrag(PointerEventData eventData)
{ {
if (data.button != PointerEventData.InputButton.Left) return; if (eventData.button != PointerEventData.InputButton.Left) return;
if (!IsValidForDrag()) return;
originalPanelLocalPosition = dragObject.localPosition; IsDragging = true;
baseSibling = dragObject.GetSiblingIndex(); originalAnchoredPosition = dragObject.anchoredPosition;
originalSiblingIndex = dragObject.GetSiblingIndex();
RectTransformUtility.ScreenPointToLocalPointInRectangle(dragArea, data.position, data.pressEventCamera, out originalLocalPointerPosition); // 마우스 포인터의 로컬 위치 계산
RectTransformUtility.ScreenPointToLocalPointInRectangle(
dragArea,
eventData.position,
canvasCamera,
out originalLocalPointerPosition);
if (topOnDrag) // 맨 앞으로 가져오기
if (bringToFrontOnDrag)
{ {
dragObject.SetAsLastSibling(); dragObject.SetAsLastSibling();
} }
onBeginDragHandler?.Invoke();
OnBeginDragHandler?.Invoke();
} }
/// <summary> /// <summary>
/// 드래그 중일 때 매 프레임 호출됩니다. (IDragHandler) /// 드래그 중일 때 매 프레임 호출됩니다. (IDragHandler)
/// </summary> /// </summary>
public void OnDrag(PointerEventData data) public void OnDrag(PointerEventData eventData)
{ {
if (data.button != PointerEventData.InputButton.Left) return; if (eventData.button != PointerEventData.InputButton.Left) return;
if (!IsDragging || !IsValidForDrag()) return;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(dragArea, data.position, data.pressEventCamera, out Vector2 localPointerPosition)) if (RectTransformUtility.ScreenPointToLocalPointInRectangle(
dragArea,
eventData.position,
canvasCamera,
out Vector2 localPointerPosition))
{ {
Vector3 offsetToOriginal = localPointerPosition - originalLocalPointerPosition; Vector2 offsetToOriginal = localPointerPosition - originalLocalPointerPosition;
dragObject.localPosition = originalPanelLocalPosition + offsetToOriginal; Vector2 newPosition = originalAnchoredPosition + offsetToOriginal;
}
ClampToArea(); // 실시간 제약 적용
if (constrainDuringDrag)
{
newPosition = ClampToArea(newPosition);
}
dragObject.anchoredPosition = newPosition;
OnDragHandler?.Invoke(newPosition);
}
} }
/// <summary> /// <summary>
@@ -154,34 +258,100 @@ namespace UVC.UI
public void OnEndDrag(PointerEventData eventData) public void OnEndDrag(PointerEventData eventData)
{ {
if (eventData.button != PointerEventData.InputButton.Left) return; if (eventData.button != PointerEventData.InputButton.Left) return;
if (!IsDragging) return;
if (topOnDrag) IsDragging = false;
// 원래 형제 순서로 복원
if (bringToFrontOnDrag)
{ {
dragObject.SetSiblingIndex(baseSibling); dragObject.SetSiblingIndex(originalSiblingIndex);
} }
OnEndDragHandler?.Invoke(dragObject.anchoredPosition);
// 최종 위치 제약 적용
Vector2 finalPosition = ClampToArea(dragObject.anchoredPosition);
dragObject.anchoredPosition = finalPosition;
OnEndDragHandler?.Invoke(finalPosition);
}
/// <summary>
/// 드래그가 가능한 상태인지 확인합니다.
/// </summary>
private bool IsValidForDrag()
{
return dragObject != null && dragArea != null && enabled;
} }
/// <summary> /// <summary>
/// UI 요소가 드래그 영역 내에 있도록 위치를 제한합니다. /// UI 요소가 드래그 영역 내에 있도록 위치를 제한합니다.
/// </summary> /// </summary>
private void ClampToArea() private Vector2 ClampToArea(Vector2 position)
{ {
Vector3 pos = dragObject.localPosition; if (dragArea == null || dragObject == null)
return position;
Rect dragObjectRect = dragObject.rect; Rect dragObjectRect = dragObject.rect;
Rect dragAreaRect = dragArea.rect; Rect dragAreaRect = dragArea.rect;
// Pivot을 기준으로 최소/최대 위치를 계산합니다. // Pivot과 앵커를 고려한 경계 계산
float minX = dragAreaRect.xMin - dragObjectRect.xMin; Vector2 pivot = dragObject.pivot;
float maxX = dragAreaRect.xMax - dragObjectRect.xMax; Vector2 size = dragObjectRect.size;
float minY = dragAreaRect.yMin - dragObjectRect.yMin;
float maxY = dragAreaRect.yMax - dragObjectRect.yMax;
pos.x = Mathf.Clamp(pos.x, minX, maxX); float leftBoundary = dragAreaRect.xMin + (size.x * pivot.x);
pos.y = Mathf.Clamp(pos.y, minY, maxY - yMinHeight); float rightBoundary = dragAreaRect.xMax - (size.x * (1f - pivot.x));
float bottomBoundary = dragAreaRect.yMin + (size.y * pivot.y) + yMinHeight;
float topBoundary = dragAreaRect.yMax - (size.y * (1f - pivot.y));
dragObject.localPosition = pos; position.x = Mathf.Clamp(position.x, leftBoundary, rightBoundary);
position.y = Mathf.Clamp(position.y, bottomBoundary, topBoundary);
return position;
} }
}
/// <summary>
/// 드래그 객체를 특정 위치로 이동시킵니다.
/// </summary>
public void SetPosition(Vector2 position, bool clampToArea = true)
{
if (dragObject == null) return;
if (clampToArea)
{
position = ClampToArea(position);
}
dragObject.anchoredPosition = position;
}
/// <summary>
/// 드래그 객체를 중앙으로 이동시킵니다.
/// </summary>
public void CenterInDragArea()
{
if (dragArea == null || dragObject == null) return;
Vector2 centerPosition = dragArea.rect.center;
SetPosition(centerPosition, false);
}
/// <summary>
/// 드래그 기능을 활성화/비활성화합니다.
/// </summary>
public void SetDraggingEnabled(bool enabled)
{
this.enabled = enabled;
}
#if UNITY_EDITOR
private void OnValidate()
{
// 에디터에서 값 변경 시 유효성 검사
if (Application.isPlaying)
{
ValidateSetup();
}
}
#endif
}
} }