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Add CommonWarningDialogUI and RegistryUtil to Support NVIDIA Driver Warning
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using System;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace ADOFAIRenderer.UI
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{
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public class DialogButton
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{
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public string Text;
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public Action OnClick;
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public Color? BackgroundColor;
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public DialogButton(string text, Action onClick, Color? backgroundColor = null)
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{
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Text = text;
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OnClick = onClick;
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BackgroundColor = backgroundColor;
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}
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}
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public class CommonWarningDialogUI : MonoBehaviour
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{
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public static CommonWarningDialogUI? Instance { get; private set; }
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private void Awake()
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{
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Instance = this;
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}
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private void OnDestroy()
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{
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if (Instance == this)
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{
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Instance = null;
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}
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}
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private static TMP_FontAsset GetNanumSquareNeoBdFontAsset()
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{
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TMP_FontAsset? font = null;
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if (RenderMod.FontBundle)
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{
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try
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{
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font = RenderMod.FontBundle.LoadAsset<TMP_FontAsset>("NanumSquareNeoOTF-Bd SDF");
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}
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catch
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{
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// 로딩 실패
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}
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}
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// 폴백 처리
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if (!font)
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{
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try
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{
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font = RDString.fontData.fontTMP;
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}
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catch
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{
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// ignored
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}
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}
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if (!font)
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{
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// ReSharper disable once Unity.UnknownResource
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font = Resources.Load<TMP_FontAsset>("Fonts & Materials/LiberationSans SDF");
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}
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if (font) return font;
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var fonts = Resources.FindObjectsOfTypeAll<TMP_FontAsset>();
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if (fonts.Length > 0) font = fonts[0];
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return font!;
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}
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public static void ShowDialog(string title, string description, params DialogButton[] buttons)
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{
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if (buttons.Length == 0) return;
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var obj = new GameObject("CommonWarningDialogUI");
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DontDestroyOnLoad(obj);
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var dialog = obj.AddComponent<CommonWarningDialogUI>();
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dialog.Initialize(title, description, buttons);
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}
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private void Initialize(string title, string description, DialogButton[] buttons)
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{
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// UI 레이어(5) 설정
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gameObject.layer = 5;
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// Canvas 설정
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var canvas = gameObject.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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canvas.sortingOrder = 32766; // FFmpegDownloadUI(32767) 바로 아래
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// 해상도 대응 캔버스 스케일러 설정
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var scaler = gameObject.AddComponent<CanvasScaler>();
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scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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scaler.referenceResolution = new Vector2(1920, 1080);
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scaler.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
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scaler.matchWidthOrHeight = 0.5f;
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gameObject.AddComponent<GraphicRaycaster>();
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// 1. 전체 화면 오버레이 배경 생성
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var bgPanelObj = new GameObject("BackgroundPanel");
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bgPanelObj.transform.SetParent(transform, false);
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bgPanelObj.layer = 5;
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var bgImage = bgPanelObj.AddComponent<Image>();
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bgImage.color = new Color(0f, 0f, 0f, 0.65f); // 어두운 투명 오버레이
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bgImage.raycastTarget = true;
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var bgRect = bgPanelObj.GetComponent<RectTransform>();
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bgRect.anchorMin = Vector2.zero;
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bgRect.anchorMax = Vector2.one;
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bgRect.offsetMin = Vector2.zero;
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bgRect.offsetMax = Vector2.zero;
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var font = GetNanumSquareNeoBdFontAsset();
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// 2. 모달 컨테이너 생성
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var modalContainerObj = new GameObject("ModalContainer");
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modalContainerObj.transform.SetParent(bgPanelObj.transform, false);
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modalContainerObj.layer = 5;
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var modalImage = modalContainerObj.AddComponent<Image>();
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modalImage.color = new Color(0.08f, 0.08f, 0.1f, 0.88f); // 기존 UI의 배경 톤과 동일
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var modalOutline = modalContainerObj.AddComponent<Outline>();
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modalOutline.effectColor = Color.white;
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modalOutline.effectDistance = new Vector2(3.0f, -3.0f); // 기존 UI 외곽선 스타일 일관성
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var modalRect = modalContainerObj.GetComponent<RectTransform>();
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modalRect.anchorMin = new Vector2(0.5f, 0.5f);
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modalRect.anchorMax = new Vector2(0.5f, 0.5f);
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modalRect.pivot = new Vector2(0.5f, 0.5f);
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modalRect.sizeDelta = new Vector2(650, 360);
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// 3. 타이틀 텍스트 생성
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var titleObj = new GameObject("TitleText");
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titleObj.transform.SetParent(modalContainerObj.transform, false);
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titleObj.layer = 5;
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var titleText = titleObj.AddComponent<TextMeshProUGUI>();
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titleText.text = title;
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titleText.fontSize = 24;
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titleText.font = font;
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titleText.color = new Color(1.0f, 0.8f, 0.2f, 1.0f); // 경고 테마에 맞는 주황/황색 계열
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titleText.alignment = TextAlignmentOptions.Center;
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var titleRect = titleObj.GetComponent<RectTransform>();
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titleRect.anchorMin = new Vector2(0, 1);
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titleRect.anchorMax = new Vector2(1, 1);
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titleRect.pivot = new Vector2(0.5f, 1);
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titleRect.anchoredPosition = new Vector2(0, -35);
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titleRect.sizeDelta = new Vector2(0, 40);
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// 4. 본문 설명 텍스트 생성
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var descObj = new GameObject("DescriptionText");
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descObj.transform.SetParent(modalContainerObj.transform, false);
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descObj.layer = 5;
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var descText = descObj.AddComponent<TextMeshProUGUI>();
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descText.text = description;
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descText.fontSize = 15;
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descText.font = font;
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descText.color = new Color(0.85f, 0.85f, 0.85f, 1f);
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descText.alignment = TextAlignmentOptions.Center;
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descText.lineSpacing = 8;
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var descRect = descObj.GetComponent<RectTransform>();
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descRect.anchorMin = new Vector2(0, 0.5f);
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descRect.anchorMax = new Vector2(1, 1);
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descRect.pivot = new Vector2(0.5f, 0.5f);
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descRect.anchoredPosition = new Vector2(0, -65);
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descRect.sizeDelta = new Vector2(-40, 120);
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// 5. 버튼 컨테이너 생성
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var buttonContainerObj = new GameObject("ButtonContainer", typeof(RectTransform));
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buttonContainerObj.transform.SetParent(modalContainerObj.transform, false);
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buttonContainerObj.layer = 5;
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var btnContainerRect = buttonContainerObj.GetComponent<RectTransform>();
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btnContainerRect.anchorMin = new Vector2(0, 0);
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btnContainerRect.anchorMax = new Vector2(1, 0);
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btnContainerRect.pivot = new Vector2(0.5f, 0);
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btnContainerRect.anchoredPosition = new Vector2(0, 35);
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btnContainerRect.sizeDelta = new Vector2(0, 50);
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// 6. 가변 버튼 동적 배치 및 스타일링
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float totalWidth = 560f;
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float spacing = 15f;
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float buttonHeight = 45f;
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int numButtons = buttons.Length;
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float buttonWidth = numButtons == 1
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? 200f
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: (totalWidth - (spacing * (numButtons - 1))) / numButtons;
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float startX = numButtons == 1
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? 0
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: (-totalWidth / 2f) + (buttonWidth / 2f);
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for (int i = 0; i < numButtons; i++)
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{
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var btnData = buttons[i];
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var btnObj = new GameObject($"Button_{i}");
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btnObj.transform.SetParent(buttonContainerObj.transform, false);
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btnObj.layer = 5;
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// 기본 색상 정의
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Color baseColor = btnData.BackgroundColor ?? new Color(0.2f, 0.2f, 0.23f, 1f); // 커스텀 색상 또는 회색톤 기본값
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Color hoverColor = ApplyColorBrightness(baseColor, 1.2f);
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Color pressedColor = ApplyColorBrightness(baseColor, 0.8f);
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var btnImage = btnObj.AddComponent<Image>();
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btnImage.color = baseColor;
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btnImage.raycastTarget = true;
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var btn = btnObj.AddComponent<Button>();
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SetupButtonStyle(btn, baseColor, hoverColor, pressedColor);
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// 클릭 콜백 등록
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btn.onClick.AddListener(() =>
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{
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try
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{
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btnData.OnClick?.Invoke();
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}
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catch (Exception ex)
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{
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MelonLoader.Melon<RenderMod>.Logger.Error($"Dialog Button Click Event Error: {ex}");
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}
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Destroy(gameObject);
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});
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var btnRect = btnObj.GetComponent<RectTransform>();
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btnRect.anchorMin = new Vector2(0.5f, 0.5f);
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btnRect.anchorMax = new Vector2(0.5f, 0.5f);
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btnRect.pivot = new Vector2(0.5f, 0.5f);
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float posX = numButtons == 1
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? 0
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: startX + i * (buttonWidth + spacing);
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btnRect.anchoredPosition = new Vector2(posX, 0);
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btnRect.sizeDelta = new Vector2(buttonWidth, buttonHeight);
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// 텍스트 라벨 추가
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var txtObj = new GameObject("Text");
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txtObj.transform.SetParent(btnObj.transform, false);
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txtObj.layer = 5;
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var text = txtObj.AddComponent<TextMeshProUGUI>();
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text.text = btnData.Text;
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text.fontSize = 14;
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text.font = font;
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text.color = Color.white;
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text.alignment = TextAlignmentOptions.Center;
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var txtRect = txtObj.GetComponent<RectTransform>();
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txtRect.anchorMin = Vector2.zero;
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txtRect.anchorMax = Vector2.one;
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txtRect.offsetMin = Vector2.zero;
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txtRect.offsetMax = Vector2.zero;
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}
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}
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private void SetupButtonStyle(Button button, Color normalColor, Color hoverColor, Color pressedColor)
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{
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button.transition = Selectable.Transition.ColorTint;
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var colors = button.colors;
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colors.normalColor = normalColor;
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colors.highlightedColor = hoverColor;
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colors.pressedColor = pressedColor;
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colors.disabledColor = new Color(0.3f, 0.3f, 0.3f, 1f);
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button.colors = colors;
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}
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private Color ApplyColorBrightness(Color color, float factor)
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{
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float r = Mathf.Clamp01(color.r * factor);
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float g = Mathf.Clamp01(color.g * factor);
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float b = Mathf.Clamp01(color.b * factor);
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return new Color(r, g, b, color.a);
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}
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}
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}
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