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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@@ -115,7 +115,7 @@ for i = 1, #list do
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end
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end
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return false`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'id' }], 0, 'boolean'),
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method('RenderMapNode', `local base = "/ui/DefaultGroup/MapHud/Node_" .. id
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method('RenderMapNode', `local base = "/ui/RunUIGroup/MapHud/Node_" .. id
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local e = _EntityService:GetEntityByPath(base)
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if e == nil then
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return
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@@ -162,7 +162,7 @@ if node ~= nil then
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end
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end
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for k = 1, 3 do
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local d = _EntityService:GetEntityByPath("/ui/DefaultGroup/MapHud/Dot_" .. dotId .. "_" .. tostring(k))
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local d = _EntityService:GetEntityByPath("/ui/RunUIGroup/MapHud/Dot_" .. dotId .. "_" .. tostring(k))
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if d ~= nil then
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d.Enable = has
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if has == true and d.SpriteGUIRendererComponent ~= nil then
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@@ -210,7 +210,7 @@ if self.VisitedNodes == nil then
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self.VisitedNodes = {}
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end
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table.insert(self.VisitedNodes, id)
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local hud = _EntityService:GetEntityByPath("/ui/DefaultGroup/MapHud")
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local hud = _EntityService:GetEntityByPath("/ui/RunUIGroup/MapHud")
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if hud ~= nil then
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hud.Enable = false
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end
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