feat(deck): 컨트롤러 UI 경로를 새 UIGroup으로 재연결
cb/*.mjs의 /ui/DefaultGroup/<Section> 리터럴을 메이커 재편 UIGroup으로 일괄 remap: - SelectUIGroup(charselect/job), LobbyUIGroup(lobby/board/soulshop), RunUIGroup(combat/map/shop/rest/treasure/reward/cardhand/deck), DeckUIGroup(덱 도감). MainMenu·월드조작은 DefaultGroup 잔류. - 몬스터 슬롯 CombatHud/MonsterSlot → RunUIGroup/CombatHud/MonsterStatus - 검증: cbgap GAP 0 (참조 경로 전부 새 .ui에 실재), 이동섹션 DefaultGroup 잔여 0 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -10,19 +10,19 @@ self:RenderCharacterSelect()`),
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self:RenderCharacterSelect()`, [
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{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'className' },
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]),
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method('RenderCharacterSelect', `local warriorArt = _EntityService:GetEntityByPath("/ui/DefaultGroup/CharacterSelectHud/WarriorButton/Art")
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method('RenderCharacterSelect', `local warriorArt = _EntityService:GetEntityByPath("/ui/SelectUIGroup/CharacterSelectHud/WarriorButton/Art")
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if warriorArt ~= nil and warriorArt.SpriteGUIRendererComponent ~= nil and self.ClassPortraits ~= nil and self.ClassPortraits["warrior"] ~= nil then
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warriorArt.SpriteGUIRendererComponent.ImageRUID = self.ClassPortraits["warrior"]
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end
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local mageArt = _EntityService:GetEntityByPath("/ui/DefaultGroup/CharacterSelectHud/MageButton/Art")
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local mageArt = _EntityService:GetEntityByPath("/ui/SelectUIGroup/CharacterSelectHud/MageButton/Art")
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if mageArt ~= nil and mageArt.SpriteGUIRendererComponent ~= nil and self.ClassPortraits ~= nil and self.ClassPortraits["magician"] ~= nil then
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mageArt.SpriteGUIRendererComponent.ImageRUID = self.ClassPortraits["magician"]
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end
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local thiefArt = _EntityService:GetEntityByPath("/ui/DefaultGroup/CharacterSelectHud/ThiefButton/Art")
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local thiefArt = _EntityService:GetEntityByPath("/ui/SelectUIGroup/CharacterSelectHud/ThiefButton/Art")
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if thiefArt ~= nil and thiefArt.SpriteGUIRendererComponent ~= nil and self.ClassPortraits ~= nil and self.ClassPortraits["bandit"] ~= nil then
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thiefArt.SpriteGUIRendererComponent.ImageRUID = self.ClassPortraits["bandit"]
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end
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local warrior = _EntityService:GetEntityByPath("/ui/DefaultGroup/CharacterSelectHud/WarriorButton")
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local warrior = _EntityService:GetEntityByPath("/ui/SelectUIGroup/CharacterSelectHud/WarriorButton")
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if warrior ~= nil and warrior.SpriteGUIRendererComponent ~= nil then
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if self.SelectedClass == "warrior" then
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warrior.SpriteGUIRendererComponent.Color = Color(1, 0.82, 0.3, 1)
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@@ -30,7 +30,7 @@ if warrior ~= nil and warrior.SpriteGUIRendererComponent ~= nil then
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warrior.SpriteGUIRendererComponent.Color = Color(0.16, 0.2, 0.26, 1)
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end
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end
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local mage = _EntityService:GetEntityByPath("/ui/DefaultGroup/CharacterSelectHud/MageButton")
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local mage = _EntityService:GetEntityByPath("/ui/SelectUIGroup/CharacterSelectHud/MageButton")
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if mage ~= nil and mage.SpriteGUIRendererComponent ~= nil then
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if self.SelectedClass == "magician" then
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mage.SpriteGUIRendererComponent.Color = Color(1, 0.82, 0.3, 1)
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@@ -38,7 +38,7 @@ if mage ~= nil and mage.SpriteGUIRendererComponent ~= nil then
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mage.SpriteGUIRendererComponent.Color = Color(0.16, 0.2, 0.26, 1)
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end
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end
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local thief = _EntityService:GetEntityByPath("/ui/DefaultGroup/CharacterSelectHud/ThiefButton")
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local thief = _EntityService:GetEntityByPath("/ui/SelectUIGroup/CharacterSelectHud/ThiefButton")
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if thief ~= nil and thief.SpriteGUIRendererComponent ~= nil then
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if self.SelectedClass == "bandit" then
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thief.SpriteGUIRendererComponent.Color = Color(1, 0.82, 0.3, 1)
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@@ -47,16 +47,16 @@ if thief ~= nil and thief.SpriteGUIRendererComponent ~= nil then
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end
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end
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if self.SelectedClass == "warrior" then
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self:SetText("/ui/DefaultGroup/CharacterSelectHud/Status", "전사 선택됨")
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self:SetText("/ui/SelectUIGroup/CharacterSelectHud/Status", "전사 선택됨")
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elseif self.SelectedClass == "bandit" then
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self:SetText("/ui/DefaultGroup/CharacterSelectHud/Status", "도적 선택됨")
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self:SetText("/ui/SelectUIGroup/CharacterSelectHud/Status", "도적 선택됨")
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elseif self.SelectedClass == "magician" then
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self:SetText("/ui/DefaultGroup/CharacterSelectHud/Status", "마법사 선택됨")
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self:SetText("/ui/SelectUIGroup/CharacterSelectHud/Status", "마법사 선택됨")
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else
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self:SetText("/ui/DefaultGroup/CharacterSelectHud/Status", "직업을 선택하고 시작하세요")
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self:SetText("/ui/SelectUIGroup/CharacterSelectHud/Status", "직업을 선택하고 시작하세요")
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end`),
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method('StartNewGame', `if self.SelectedClass ~= "warrior" and self.SelectedClass ~= "bandit" and self.SelectedClass ~= "magician" then
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self:SetText("/ui/DefaultGroup/CharacterSelectHud/Status", "직업을 먼저 선택하세요")
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self:SetText("/ui/SelectUIGroup/CharacterSelectHud/Status", "직업을 먼저 선택하세요")
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return
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end
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self:StartRun()`),
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