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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@@ -6,8 +6,8 @@ export const soulMethods = [
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method('ShowSoulShop', `self:RenderSoulLabel()
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self:RenderSoulShop()
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self:BindSoulShopButtons()
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self:SetEntityEnabled("/ui/DefaultGroup/SoulShopHud", true)`),
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method('CloseSoulShop', `self:SetEntityEnabled("/ui/DefaultGroup/SoulShopHud", false)`),
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self:SetEntityEnabled("/ui/LobbyUIGroup/SoulShopHud", true)`),
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method('CloseSoulShop', `self:SetEntityEnabled("/ui/LobbyUIGroup/SoulShopHud", false)`),
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method('ReqLoadSouls', `local ds = _DataStorageService:GetUserDataStorage(userId)
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local e1, pts = ds:GetAndWait("soulPoints")
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local e2, unl = ds:GetAndWait("soulUnlocks")
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@@ -63,7 +63,7 @@ self:RenderSoulLabel()
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self:RenderSoulShop()`, [{ Type: "number", DefaultValue: null, SyncDirection: 0, Attributes: [], Name: "slot" }]),
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method('RenderSoulShop', `local defs = self.SoulShopDef or {}
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for i = 1, 4 do
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local base = "/ui/DefaultGroup/SoulShopHud/Item" .. tostring(i)
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local base = "/ui/LobbyUIGroup/SoulShopHud/Item" .. tostring(i)
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local d = defs[i]
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if d == nil then
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self:SetEntityEnabled(base, false)
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@@ -87,7 +87,7 @@ end
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self.SoulShopBound = true
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for i = 1, 4 do
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local idx = i
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local e = _EntityService:GetEntityByPath("/ui/DefaultGroup/SoulShopHud/Item" .. tostring(i))
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local e = _EntityService:GetEntityByPath("/ui/LobbyUIGroup/SoulShopHud/Item" .. tostring(i))
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if e ~= nil and e.ButtonComponent ~= nil then
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e:ConnectEvent(ButtonClickEvent, function() self:BuySoulUnlock(idx) end)
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end
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