Files
maplecontest/tools/deck/cb/charselect.mjs
gahusb afac34d7b5 fix(deck): UIGroup 분리 후 화면 표시 복구 (그룹 활성화 + .Enable 토글 ClientOnly + 부트 폴링)
메이커가 UI를 6개 UIGroup으로 분리하면서 발생한 2개 버그(시작이 MainMenu가
아니라 로비·NPC 상호작용 무반응) 근본 수정. 메이커 MCP 플레이테스트로 확정:
- 원인1: 새 UIGroup(Select/Lobby/Run/Deck)이 DefaultShow=false라 시작 시 비활성.
  → ActivateUIGroups(ClientOnly)로 그룹 :SetEnable(true) 활성화.
- 원인2: 컨트롤러의 중첩 self:SetEntityEnabled(.Enable 토글)가 비-DefaultGroup
  스코프를 잃음(ExecSpace 6 RPC 재디스패치). → SetEntityEnabled를 ClientOnly(2)로
  바꿔 인라인 실행 → 모든 UIGroup 해석. (.Text/RectSize/ImageRUID 등 다른 속성은
  중첩에서도 정상이라 SetText/SetHpBar는 무변경.)
- 원인3: OnBeginPlay가 UI 로드 전 실행 → DeckUIGroup 로드까지 폴링 후
  ActivateUIGroups + ShowMainMenu.

검증(플레이테스트): 부트→MainMenu·시작→로비+LobbyUIGroup·run NPC→charselect 전부 정상.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 08:15:44 +09:00

71 lines
4.6 KiB
JavaScript

import { method, RUN_LENGTH, GOLD_PER_WIN, CARD_PRICE, REST_HEAL, RELIC_PRICE, ACT_COUNT, ACT_MAPS, LOBBY_MAP, LOBBY_SPAWN } from '../lib/codeblock.mjs';
import { CARDS, ENEMIES, CLASSES, JOBS, SOUL_UNLOCKS, CARDFRAMES, RARITIES, MAP_ROWS, MAP_COLS, CHEST_CLOSED_RUID, CHEST_OPEN_RUID, NODEICONS, CHARS, CAM, RELICS, POTIONS, luaSoulShopTable, frameRuid, luaFramesTable, luaNodeIconsTable, luaRelicsTable, luaPotionsTable, luaIntentsArray, luaEnemiesTable, luaStr, luaJobsTable, luaCardsTable, luaDeckTable } from '../lib/data.mjs';
import { UI_FILE, COMMON_FILE, UI_ROOT, GENERATED_UI_SECTIONS, UI_APPEND_ORDER, DISABLED_STOCK_CONTROLS, TRANSPARENT, DARK, GOLD, ATTACK, DEFEND, SKILL, DAMAGE_DIGIT_RUIDS, DAMAGE_POP_MAX_DIGITS, DAMAGE_POP_DIGIT_W, DAMAGE_POP_DIGIT_H, DAMAGE_POP_DIGIT_SPACING, MAX_MONSTERS, HEAD_OFFSET_Y, HP_BAR_W, WHITE, CARD_NAME_TEXT, CARD_DESC_TEXT, cardFaceLayout, CARD_W, CARD_H, CARD_SPACING, CARD_XS, ALIGN_CENTER, ALIGN_BOTTOM_CENTER, guid, transform, sprite, button, text, scrollLayoutGroup, popupLayerFor, uiOrderFor, displayOrderFor, applySortingOverride, entity, uiPath, sectionRoot, isGeneratedUiEntity, appendUiSection } from '../lib/ui-helpers.mjs';
export const charSelectMethods = [
method('ShowCharacterSelect', `self.SelectedClass = ""
self:ShowState("charselect")
self:RenderCharacterSelect()`),
method('SelectClass', `self.SelectedClass = className
self:RenderCharacterSelect()`, [
{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'className' },
]),
method('RenderCharacterSelect', `local warriorArt = _EntityService:GetEntityByPath("/ui/SelectUIGroup/CharacterSelectHud/WarriorButton/Art")
if warriorArt ~= nil and warriorArt.SpriteGUIRendererComponent ~= nil and self.ClassPortraits ~= nil and self.ClassPortraits["warrior"] ~= nil then
warriorArt.SpriteGUIRendererComponent.ImageRUID = self.ClassPortraits["warrior"]
end
local mageArt = _EntityService:GetEntityByPath("/ui/SelectUIGroup/CharacterSelectHud/MageButton/Art")
if mageArt ~= nil and mageArt.SpriteGUIRendererComponent ~= nil and self.ClassPortraits ~= nil and self.ClassPortraits["magician"] ~= nil then
mageArt.SpriteGUIRendererComponent.ImageRUID = self.ClassPortraits["magician"]
end
local thiefArt = _EntityService:GetEntityByPath("/ui/SelectUIGroup/CharacterSelectHud/ThiefButton/Art")
if thiefArt ~= nil and thiefArt.SpriteGUIRendererComponent ~= nil and self.ClassPortraits ~= nil and self.ClassPortraits["bandit"] ~= nil then
thiefArt.SpriteGUIRendererComponent.ImageRUID = self.ClassPortraits["bandit"]
end
local warrior = _EntityService:GetEntityByPath("/ui/SelectUIGroup/CharacterSelectHud/WarriorButton")
if warrior ~= nil and warrior.SpriteGUIRendererComponent ~= nil then
if self.SelectedClass == "warrior" then
warrior.SpriteGUIRendererComponent.Color = Color(1, 0.82, 0.3, 1)
else
warrior.SpriteGUIRendererComponent.Color = Color(0.16, 0.2, 0.26, 1)
end
end
local mage = _EntityService:GetEntityByPath("/ui/SelectUIGroup/CharacterSelectHud/MageButton")
if mage ~= nil and mage.SpriteGUIRendererComponent ~= nil then
if self.SelectedClass == "magician" then
mage.SpriteGUIRendererComponent.Color = Color(1, 0.82, 0.3, 1)
else
mage.SpriteGUIRendererComponent.Color = Color(0.16, 0.2, 0.26, 1)
end
end
local thief = _EntityService:GetEntityByPath("/ui/SelectUIGroup/CharacterSelectHud/ThiefButton")
if thief ~= nil and thief.SpriteGUIRendererComponent ~= nil then
if self.SelectedClass == "bandit" then
thief.SpriteGUIRendererComponent.Color = Color(1, 0.82, 0.3, 1)
else
thief.SpriteGUIRendererComponent.Color = Color(0.16, 0.2, 0.26, 1)
end
end
if self.SelectedClass == "warrior" then
self:SetText("/ui/SelectUIGroup/CharacterSelectHud/Status", "전사 선택됨")
elseif self.SelectedClass == "bandit" then
self:SetText("/ui/SelectUIGroup/CharacterSelectHud/Status", "도적 선택됨")
elseif self.SelectedClass == "magician" then
self:SetText("/ui/SelectUIGroup/CharacterSelectHud/Status", "마법사 선택됨")
else
self:SetText("/ui/SelectUIGroup/CharacterSelectHud/Status", "직업을 선택하고 시작하세요")
end`),
method('StartNewGame', `if self.SelectedClass ~= "warrior" and self.SelectedClass ~= "bandit" and self.SelectedClass ~= "magician" then
self:SetText("/ui/SelectUIGroup/CharacterSelectHud/Status", "직업을 먼저 선택하세요")
return
end
self:StartRun()`),
method('SetEntityEnabled', `local e = _EntityService:GetEntityByPath(path)
if e ~= nil then
e.Enable = enabled
end`, [
{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'path' },
{ Type: 'boolean', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'enabled' },
], 2),
];