/// <summary> /// 수면에 대한 UI효과와 알림을 출력한다. /// </summary> /// <returns></returns> public IEnumerator PutToSleep(GameManager.SleepResultInfo sleepResultInfo, GameManager.OverworkResultInfo overworkResultInfo) { Debug.Log("black out start"); panelBlackOut.SetActive(true); _isBlackOut = true; yield return(new WaitForSeconds(_blackOutTime + 0.5f)); GeneralUIManager.Inst.UpdateTextDurability(); GeneralUIManager.Inst.UpdateTextTime(); GeneralUIManager.Inst.UpdateEnergy(); Debug.Log("안내 패널 출력"); panelNotice.SetActive(true); RecordResultsForSleep(sleepResultInfo); RecordResultsForOverwork(overworkResultInfo); _isBlackOut = false; panelBlackOut.GetComponent <Image>().color = new Color(0, 0, 0, 0); panelBlackOut.SetActive(false); Debug.Log("black out end"); }
/// <summary> /// 수면에 대한 에너지 변화를 안내한다. /// </summary> public void RecordResultsForSleep(GameManager.SleepResultInfo sleepResultInfo) { textNotice.text = "에너지를 " + sleepResultInfo.SpendEnergy + "소모하여 내구도를 " + Mathf.Ceil(sleepResultInfo.RegenedDurabilty * 10) / 10 + "." + Mathf.Ceil(sleepResultInfo.RegenedDurabilty * 10) % 10 + "%\n 회복했습니다."; }