feat(ui): 몬스터 등급 UI 및 SFX 연동

- GamePlayScreen 회피/방어/패리 SFX 추가
- TaskProgressPanel 몬스터 등급 표시
- EnhancedAnimationPanel/AsciiAnimationCard 개선
- MobileCarouselLayout 몬스터 등급 전달
This commit is contained in:
JiWoong Sul
2026-01-05 17:53:02 +09:00
parent 7570a4205c
commit 20421dafd7
5 changed files with 154 additions and 71 deletions

View File

@@ -302,16 +302,21 @@ class _GamePlayScreenState extends State<GamePlayScreen>
case CombatEventType.monsterAttack:
audio.playMonsterSfx('hit');
// 회피/방어 SFX (Phase 11)
case CombatEventType.playerEvade:
audio.playPlayerSfx('evade');
case CombatEventType.monsterEvade:
// 몬스터 회피 = 플레이어 공격 빗나감 (evade SFX)
audio.playPlayerSfx('evade');
case CombatEventType.playerBlock:
audio.playPlayerSfx('block');
case CombatEventType.playerParry:
audio.playPlayerSfx('parry');
// SFX 없음
case CombatEventType.dotTick:
// DOT 틱은 SFX 없음 (너무 자주 발생)
break;
case CombatEventType.playerEvade:
case CombatEventType.monsterEvade:
case CombatEventType.playerBlock:
case CombatEventType.playerParry:
// 회피/방어는 별도 SFX 없음
break;
}
}
@@ -925,6 +930,7 @@ class _GamePlayScreenState extends State<GamePlayScreen>
shieldName: state.equipment.shield,
characterLevel: state.traits.level,
monsterLevel: state.progress.currentTask.monsterLevel,
monsterGrade: state.progress.currentTask.monsterGrade,
latestCombatEvent:
state.progress.currentCombat?.recentEvents.lastOrNull,
raceId: state.traits.raceId,

View File

@@ -663,9 +663,11 @@ class _MobileCarouselLayoutState extends State<MobileCarouselLayout> {
shieldName: state.equipment.shield,
characterLevel: state.traits.level,
monsterLevel: state.progress.currentTask.monsterLevel,
monsterGrade: state.progress.currentTask.monsterGrade,
latestCombatEvent:
state.progress.currentCombat?.recentEvents.lastOrNull,
raceId: state.traits.raceId,
weaponRarity: state.equipment.weaponItem.rarity,
),
// 중앙: 캐로셀 (PageView)

View File

@@ -17,6 +17,8 @@ import 'package:asciineverdie/src/core/animation/weapon_category.dart';
import 'package:asciineverdie/src/core/constants/ascii_colors.dart';
import 'package:asciineverdie/src/core/model/combat_event.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/item_stats.dart';
import 'package:asciineverdie/src/core/model/monster_grade.dart';
/// 애니메이션 모드
enum AnimationMode {
@@ -43,9 +45,11 @@ class AsciiAnimationCard extends StatefulWidget {
this.shieldName,
this.characterLevel,
this.monsterLevel,
this.monsterGrade,
this.isPaused = false,
this.latestCombatEvent,
this.raceId,
this.weaponRarity,
});
final TaskType taskType;
@@ -73,12 +77,18 @@ class AsciiAnimationCard extends StatefulWidget {
/// 몬스터 레벨 (몬스터 크기 결정용)
final int? monsterLevel;
/// 몬스터 등급 (Normal/Elite/Boss) - 색상/접두사 표시용
final MonsterGrade? monsterGrade;
/// 최근 전투 이벤트 (애니메이션 동기화용)
final CombatEvent? latestCombatEvent;
/// 종족 ID (Phase 4: 종족별 캐릭터 애니메이션)
final String? raceId;
/// 무기 희귀도 (Phase 9: 무기 등급별 이펙트 색상)
final ItemRarity? weaponRarity;
@override
State<AsciiAnimationCard> createState() => _AsciiAnimationCardState();
}
@@ -128,6 +138,12 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
bool _showParryEffect = false;
bool _showSkillEffect = false;
// 추가 전투 이펙트 (Phase 11)
bool _showEvadeEffect = false;
bool _showMissEffect = false;
bool _showDebuffEffect = false;
bool _showDotEffect = false;
// 공격 속도 기반 동적 페이즈 프레임 수 (Phase 6)
int _eventDrivenPhaseFrames = 0;
bool _isEventDrivenPhase = false;
@@ -191,12 +207,13 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
oldWidget.weaponName != widget.weaponName ||
oldWidget.shieldName != widget.shieldName ||
oldWidget.monsterLevel != widget.monsterLevel ||
oldWidget.raceId != widget.raceId) {
oldWidget.raceId != widget.raceId ||
oldWidget.weaponRarity != widget.weaponRarity) {
_updateAnimation();
}
}
/// 전투 이벤트에 따라 애니메이션 페이즈 강제 전환 (Phase 5)
/// 전투 이벤트에 따라 애니메이션 페이즈 강제 전환 (Phase 5, 11)
void _handleCombatEvent(CombatEvent event) {
_lastEventTimestamp = event.timestamp;
@@ -204,121 +221,90 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
if (_animationMode != AnimationMode.battle) return;
// 이벤트 타입에 따라 페이즈 및 효과 결정
// (targetPhase, isCritical, isBlock, isParry, isSkill, isEvade, isMiss, isDebuff, isDot)
final (
targetPhase,
isCritical,
isBlock,
isParry,
isSkill,
isEvade,
isMiss,
isDebuff,
isDot,
) = switch (event.type) {
// 플레이어 공격 → prepare 페이즈부터 시작 (준비 동작 표시)
CombatEventType.playerAttack => (
BattlePhase.prepare,
event.isCritical,
false,
false,
false,
false, false, false, false, false, false, false,
),
// 스킬 사용 → prepare 페이즈부터 시작 + 스킬 이펙트
CombatEventType.playerSkill => (
BattlePhase.prepare,
event.isCritical,
false,
false,
true,
false, false, true, false, false, false, false,
),
// 몬스터 공격 → prepare 페이즈부터 시작
CombatEventType.monsterAttack => (
BattlePhase.prepare,
false,
false,
false,
false,
false, false, false, false, false, false, false, false,
),
// 블록 → hit 페이즈 + 블록 이펙트
// 블록 → hit 페이즈 + 블록 이펙트 + 텍스트
CombatEventType.playerBlock => (
BattlePhase.hit,
false,
true,
false,
false,
false, true, false, false, false, false, false, false,
),
// 패리 → hit 페이즈 + 패리 이펙트
// 패리 → hit 페이즈 + 패리 이펙트 + 텍스트
CombatEventType.playerParry => (
BattlePhase.hit,
false,
false,
true,
false,
false, false, true, false, false, false, false, false,
),
// 회피 → recover 페이즈 (빠른 회피 동작)
// 플레이어 회피 → recover 페이즈 + 회피 텍스트
CombatEventType.playerEvade => (
BattlePhase.recover,
false,
false,
false,
false,
false, false, false, false, true, false, false, false,
),
// 몬스터 회피 → idle 페이즈 + 미스 텍스트
CombatEventType.monsterEvade => (
BattlePhase.idle,
false,
false,
false,
false,
false, false, false, false, false, true, false, false,
),
// 회복/버프 → idle 페이즈 유지
CombatEventType.playerHeal => (
BattlePhase.idle,
false,
false,
false,
false,
false, false, false, false, false, false, false, false,
),
CombatEventType.playerBuff => (
BattlePhase.idle,
false,
false,
false,
false,
false, false, false, false, false, false, false, false,
),
// 디버프 적용 → idle 페이즈 유지
// 디버프 적용 → idle 페이즈 + 디버프 텍스트
CombatEventType.playerDebuff => (
BattlePhase.idle,
false,
false,
false,
false,
false, false, false, false, false, false, true, false,
),
// DOT 틱 → attack 페이즈 (지속 피해)
// DOT 틱 → attack 페이즈 + DOT 텍스트
CombatEventType.dotTick => (
BattlePhase.attack,
false,
false,
false,
false,
false, false, false, false, false, false, false, true,
),
// 물약 사용 → idle 페이즈 유지
CombatEventType.playerPotion => (
BattlePhase.idle,
false,
false,
false,
false,
false, false, false, false, false, false, false, false,
),
// 물약 드랍 → idle 페이즈 유지
CombatEventType.potionDrop => (
BattlePhase.idle,
false,
false,
false,
false,
false, false, false, false, false, false, false, false,
),
};
@@ -330,6 +316,10 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
_showBlockEffect = isBlock;
_showParryEffect = isParry;
_showSkillEffect = isSkill;
_showEvadeEffect = isEvade;
_showMissEffect = isMiss;
_showDebuffEffect = isDebuff;
_showDotEffect = isDot;
// 페이즈 인덱스 동기화
_phaseIndex = _battlePhaseSequence.indexWhere((p) => p.$1 == targetPhase);
@@ -454,6 +444,7 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
monsterCategory: monsterCategory,
monsterSize: monsterSize,
raceId: widget.raceId,
weaponRarity: widget.weaponRarity,
);
// 환경 타입 추론
@@ -483,6 +474,10 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
_showBlockEffect = false;
_showParryEffect = false;
_showSkillEffect = false;
_showEvadeEffect = false;
_showMissEffect = false;
_showDebuffEffect = false;
_showDotEffect = false;
// 공격자 타입 및 이벤트 기반 페이즈 리셋 (idle 페이즈 진입 시에만)
// 공격 사이클(prepare→attack→hit→recover) 동안 유지 (Bug fix)
if (_battlePhaseSequence[_phaseIndex].$1 == BattlePhase.idle) {
@@ -513,6 +508,13 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
_environment,
_globalTick,
attacker: _currentAttacker,
isCritical: _showCriticalEffect,
isEvade: _showEvadeEffect,
isMiss: _showMissEffect,
isDebuff: _showDebuffEffect,
isDot: _showDotEffect,
isBlock: _showBlockEffect,
isParry: _showParryEffect,
) ??
[AsciiLayer.empty()],
AnimationMode.walking =>

View File

@@ -5,6 +5,8 @@ import 'package:asciineverdie/src/core/animation/ascii_animation_type.dart';
import 'package:asciineverdie/src/core/model/combat_event.dart';
import 'package:asciineverdie/src/core/model/combat_state.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/item_stats.dart';
import 'package:asciineverdie/src/core/model/monster_grade.dart';
import 'package:asciineverdie/src/features/game/widgets/ascii_animation_card.dart';
/// 모바일용 확장 애니메이션 패널
@@ -29,8 +31,10 @@ class EnhancedAnimationPanel extends StatefulWidget {
this.shieldName,
this.characterLevel,
this.monsterLevel,
this.monsterGrade,
this.latestCombatEvent,
this.raceId,
this.weaponRarity,
});
final ProgressState progress;
@@ -45,11 +49,17 @@ class EnhancedAnimationPanel extends StatefulWidget {
final String? shieldName;
final int? characterLevel;
final int? monsterLevel;
/// 몬스터 등급 (Normal/Elite/Boss) - UI 색상/접두사 표시용
final MonsterGrade? monsterGrade;
final CombatEvent? latestCombatEvent;
/// 종족 ID (Phase 4: 종족별 캐릭터 애니메이션)
final String? raceId;
/// 무기 희귀도 (Phase 9: 무기 등급별 이펙트 색상)
final ItemRarity? weaponRarity;
@override
State<EnhancedAnimationPanel> createState() => _EnhancedAnimationPanelState();
}
@@ -185,9 +195,11 @@ class _EnhancedAnimationPanelState extends State<EnhancedAnimationPanel>
shieldName: widget.shieldName,
characterLevel: widget.characterLevel,
monsterLevel: widget.monsterLevel,
monsterGrade: widget.monsterGrade,
isPaused: widget.isPaused,
latestCombatEvent: widget.latestCombatEvent,
raceId: widget.raceId,
weaponRarity: widget.weaponRarity,
),
),
@@ -630,11 +642,34 @@ class _EnhancedAnimationPanelState extends State<EnhancedAnimationPanel>
? (task.position / task.max).clamp(0.0, 1.0)
: 0.0;
// 몬스터 등급에 따른 접두사와 색상
final grade = widget.monsterGrade;
final isKillTask = widget.progress.currentTask.type == TaskType.kill;
final gradePrefix =
(isKillTask && grade != null) ? grade.displayPrefix : '';
final gradeColor =
(isKillTask && grade != null) ? grade.displayColor : null;
return Column(
children: [
// 캡션
Text(
_getStatusMessage(),
// 캡션 (등급에 따른 접두사 및 색상)
Text.rich(
TextSpan(
children: [
if (gradePrefix.isNotEmpty)
TextSpan(
text: gradePrefix,
style: TextStyle(
color: gradeColor,
fontWeight: FontWeight.bold,
),
),
TextSpan(
text: _getStatusMessage(),
style: gradeColor != null ? TextStyle(color: gradeColor) : null,
),
],
),
style: Theme.of(context).textTheme.bodySmall,
textAlign: TextAlign.center,
maxLines: 1,

View File

@@ -5,6 +5,7 @@ import 'package:asciineverdie/l10n/app_localizations.dart';
import 'package:asciineverdie/src/core/animation/ascii_animation_type.dart';
import 'package:asciineverdie/src/core/model/combat_event.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/monster_grade.dart';
import 'package:asciineverdie/src/features/game/widgets/ascii_animation_card.dart';
/// 상단 패널: ASCII 애니메이션 + Task Progress 바
@@ -23,6 +24,7 @@ class TaskProgressPanel extends StatelessWidget {
this.shieldName,
this.characterLevel,
this.monsterLevel,
this.monsterGrade,
this.latestCombatEvent,
this.raceId,
});
@@ -44,6 +46,9 @@ class TaskProgressPanel extends StatelessWidget {
final int? characterLevel;
final int? monsterLevel;
/// 몬스터 등급 (Normal/Elite/Boss) - UI 색상/접두사 표시용
final MonsterGrade? monsterGrade;
/// 최근 전투 이벤트 (애니메이션 동기화용, Phase 5)
final CombatEvent? latestCombatEvent;
@@ -74,6 +79,7 @@ class TaskProgressPanel extends StatelessWidget {
shieldName: shieldName,
characterLevel: characterLevel,
monsterLevel: monsterLevel,
monsterGrade: monsterGrade,
isPaused: isPaused,
latestCombatEvent: latestCombatEvent,
raceId: raceId,
@@ -87,11 +93,7 @@ class TaskProgressPanel extends StatelessWidget {
_buildPauseButton(context),
const SizedBox(width: 8),
Expanded(
child: Text(
_getStatusMessage(context),
style: Theme.of(context).textTheme.bodyMedium,
textAlign: TextAlign.center,
),
child: _buildStatusMessage(context),
),
const SizedBox(width: 8),
_buildSpeedButton(context),
@@ -153,6 +155,42 @@ class TaskProgressPanel extends StatelessWidget {
);
}
/// 상태 메시지 위젯 (등급에 따른 접두사 및 색상 적용)
Widget _buildStatusMessage(BuildContext context) {
final message = _getStatusMessage(context);
// 몬스터 등급에 따른 접두사와 색상
final grade = monsterGrade;
final isKillTask = progress.currentTask.type == TaskType.kill;
final gradePrefix =
(isKillTask && grade != null) ? grade.displayPrefix : '';
final gradeColor =
(isKillTask && grade != null) ? grade.displayColor : null;
return Text.rich(
TextSpan(
children: [
if (gradePrefix.isNotEmpty)
TextSpan(
text: gradePrefix,
style: TextStyle(
color: gradeColor,
fontWeight: FontWeight.bold,
),
),
TextSpan(
text: message,
style: gradeColor != null ? TextStyle(color: gradeColor) : null,
),
],
),
style: Theme.of(context).textTheme.bodyMedium,
textAlign: TextAlign.center,
maxLines: 1,
overflow: TextOverflow.ellipsis,
);
}
/// 현재 상태에 맞는 메시지 반환
///
/// 특수 애니메이션(부활 등) 중에는 해당 메시지 표시