feat(ui): 사망 화면 잃은 아이템 희귀도 색상 표시

- DeathInfo에 lostItemRarity 필드 추가
- 사망 처리 시 아이템 희귀도 저장
- 사망 오버레이에서 희귀도별 색상 적용
  - Common: 회색, Uncommon: 녹색, Rare: 파랑
  - Epic: 보라, Legendary: 주황
This commit is contained in:
JiWoong Sul
2026-01-16 00:13:24 +09:00
parent a2b5bb7dc0
commit 93f29f6c33
3 changed files with 40 additions and 8 deletions

View File

@@ -16,6 +16,7 @@ import 'package:asciineverdie/src/core/model/combat_stats.dart';
import 'package:asciineverdie/src/core/model/equipment_item.dart'; import 'package:asciineverdie/src/core/model/equipment_item.dart';
import 'package:asciineverdie/src/core/model/equipment_slot.dart'; import 'package:asciineverdie/src/core/model/equipment_slot.dart';
import 'package:asciineverdie/src/core/model/game_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_combat_stats.dart'; import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/model/monster_grade.dart'; import 'package:asciineverdie/src/core/model/monster_grade.dart';
import 'package:asciineverdie/src/core/model/potion.dart'; import 'package:asciineverdie/src/core/model/potion.dart';
@@ -970,6 +971,7 @@ class ProgressService {
var lostCount = 0; var lostCount = 0;
String? lostItemName; String? lostItemName;
EquipmentSlot? lostItemSlot; EquipmentSlot? lostItemSlot;
ItemRarity? lostItemRarity;
if (!isBossDeath) { if (!isBossDeath) {
// 무기(슬롯 0)를 제외한 장착된 장비 중 1개를 제물로 삭제 // 무기(슬롯 0)를 제외한 장착된 장비 중 1개를 제물로 삭제
@@ -999,6 +1001,7 @@ class ProgressService {
final lostItem = state.equipment.getItemByIndex(sacrificeIndex); final lostItem = state.equipment.getItemByIndex(sacrificeIndex);
lostItemName = lostItem.name; lostItemName = lostItem.name;
lostItemSlot = EquipmentSlot.values[sacrificeIndex]; lostItemSlot = EquipmentSlot.values[sacrificeIndex];
lostItemRarity = lostItem.rarity;
// 해당 슬롯을 빈 장비로 교체 // 해당 슬롯을 빈 장비로 교체
newEquipment = newEquipment.setItemByIndex( newEquipment = newEquipment.setItemByIndex(
@@ -1015,6 +1018,7 @@ class ProgressService {
lostEquipmentCount: lostCount, lostEquipmentCount: lostCount,
lostItemName: lostItemName, lostItemName: lostItemName,
lostItemSlot: lostItemSlot, lostItemSlot: lostItemSlot,
lostItemRarity: lostItemRarity,
goldAtDeath: state.inventory.gold, goldAtDeath: state.inventory.gold,
levelAtDeath: state.traits.level, levelAtDeath: state.traits.level,
timestamp: state.skillSystem.elapsedMs, timestamp: state.skillSystem.elapsedMs,

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@@ -132,6 +132,7 @@ class DeathInfo {
required this.timestamp, required this.timestamp,
this.lostItemName, this.lostItemName,
this.lostItemSlot, this.lostItemSlot,
this.lostItemRarity,
this.lastCombatEvents = const [], this.lastCombatEvents = const [],
}); });
@@ -150,6 +151,9 @@ class DeathInfo {
/// 제물로 바친 아이템 슬롯 (null이면 없음) /// 제물로 바친 아이템 슬롯 (null이면 없음)
final EquipmentSlot? lostItemSlot; final EquipmentSlot? lostItemSlot;
/// 제물로 바친 아이템 희귀도 (null이면 없음)
final ItemRarity? lostItemRarity;
/// 사망 시점 골드 /// 사망 시점 골드
final int goldAtDeath; final int goldAtDeath;
@@ -168,6 +172,7 @@ class DeathInfo {
int? lostEquipmentCount, int? lostEquipmentCount,
String? lostItemName, String? lostItemName,
EquipmentSlot? lostItemSlot, EquipmentSlot? lostItemSlot,
ItemRarity? lostItemRarity,
int? goldAtDeath, int? goldAtDeath,
int? levelAtDeath, int? levelAtDeath,
int? timestamp, int? timestamp,
@@ -179,6 +184,7 @@ class DeathInfo {
lostEquipmentCount: lostEquipmentCount ?? this.lostEquipmentCount, lostEquipmentCount: lostEquipmentCount ?? this.lostEquipmentCount,
lostItemName: lostItemName ?? this.lostItemName, lostItemName: lostItemName ?? this.lostItemName,
lostItemSlot: lostItemSlot ?? this.lostItemSlot, lostItemSlot: lostItemSlot ?? this.lostItemSlot,
lostItemRarity: lostItemRarity ?? this.lostItemRarity,
goldAtDeath: goldAtDeath ?? this.goldAtDeath, goldAtDeath: goldAtDeath ?? this.goldAtDeath,
levelAtDeath: levelAtDeath ?? this.levelAtDeath, levelAtDeath: levelAtDeath ?? this.levelAtDeath,
timestamp: timestamp ?? this.timestamp, timestamp: timestamp ?? this.timestamp,

View File

@@ -5,6 +5,7 @@ import 'package:asciineverdie/src/core/l10n/game_data_l10n.dart';
import 'package:asciineverdie/src/core/model/combat_event.dart'; import 'package:asciineverdie/src/core/model/combat_event.dart';
import 'package:asciineverdie/src/core/model/equipment_slot.dart'; import 'package:asciineverdie/src/core/model/equipment_slot.dart';
import 'package:asciineverdie/src/core/model/game_state.dart'; import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/item_stats.dart';
import 'package:asciineverdie/src/shared/retro_colors.dart'; import 'package:asciineverdie/src/shared/retro_colors.dart';
/// 사망 오버레이 위젯 (Phase 4) /// 사망 오버레이 위젯 (Phase 4)
@@ -294,10 +295,8 @@ class DeathOverlay extends StatelessWidget {
final expColor = RetroColors.expOf(context); final expColor = RetroColors.expOf(context);
final gold = RetroColors.goldOf(context); final gold = RetroColors.goldOf(context);
// 슬롯명 + 아이템명 조합 // 희귀도에 따른 아이템 이름 색상
final lostItemDisplay = hasLostItem final itemRarityColor = _getRarityColor(deathInfo.lostItemRarity);
? '[${_getSlotName(deathInfo.lostItemSlot)}] ${deathInfo.lostItemName}'
: null;
return Column( return Column(
children: [ children: [
@@ -326,12 +325,23 @@ class DeathOverlay extends StatelessWidget {
), ),
), ),
const SizedBox(height: 4), const SizedBox(height: 4),
Text( // 슬롯명 (회색) + 아이템명 (희귀도 색상)
lostItemDisplay!, Text.rich(
style: TextStyle( TextSpan(
children: [
TextSpan(
text: '[${_getSlotName(deathInfo.lostItemSlot)}] ',
style: TextStyle(color: muted),
),
TextSpan(
text: deathInfo.lostItemName!,
style: TextStyle(color: itemRarityColor),
),
],
),
style: const TextStyle(
fontFamily: 'PressStart2P', fontFamily: 'PressStart2P',
fontSize: 13, fontSize: 13,
color: hpColor,
), ),
), ),
], ],
@@ -695,4 +705,16 @@ class DeathOverlay extends StatelessWidget {
EquipmentSlot.sollerets => l10n.slotSollerets, EquipmentSlot.sollerets => l10n.slotSollerets,
}; };
} }
/// 희귀도에 따른 색상 반환
Color _getRarityColor(ItemRarity? rarity) {
if (rarity == null) return Colors.grey;
return switch (rarity) {
ItemRarity.common => Colors.grey,
ItemRarity.uncommon => Colors.green,
ItemRarity.rare => Colors.blue,
ItemRarity.epic => Colors.purple,
ItemRarity.legendary => Colors.orange,
};
}
} }