using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;

public class ActiveCard : MonoBehaviour
{
    public GameObject cardPrefab; // 인스펙터에서 프리팹을 할당하세요
    public TMP_Text valueTextPrefab; // 인스펙터에서 텍스트 프리팹을 할당하세요
    public Transform parentTransform; // 인스펙터에서 부모 변환을 할당하세요

    void Start()
    {
        PlayerManager.Instance.LoadPlayerCardData();
        PlayerManager.Instance.LoadPlayerCardInfo();
        PlayerManager.Instance.LoadPlayerCardInfoListData();

        foreach (var playerActiveCardInfo in PlayerManager.Instance.dicPlayerCardInfoList)
        {
            Debug.Log("버튼이 눌림");

            // 프리팹에서 새 카드 오브젝트를 복제합니다.
            GameObject newCard = Instantiate(cardPrefab, parentTransform);

            // 카드의 자식 오브젝트로서 새로운 TMP_Text를 생성합니다.
            TMP_Text valueText = Instantiate(valueTextPrefab, newCard.transform);

            // 값을 설정합니다.
            valueText.text = playerActiveCardInfo.Value.value.ToString();

            Debug.Log(valueText.text);
        }

        Debug.Log("데이터 개수: " + PlayerManager.Instance.dicPlayerCardInfoList.Count);
    }
}

 

 

데이터 불러오기 

using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;

public class ActiveCard : MonoBehaviour
{
    public TMP_Text valueTextPrefab;
    public TMP_Text cardNamePrefab;
    public TMP_Text cardInfoPrefab;
}

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ActiveCardDecBtn : MonoBehaviour
{
    public Button btn;
    public GameObject ActiveCardInventory;

    public GameObject cardPrefab;
    public Transform parentTransform;
    void Start()
    {
        
            btn.onClick.AddListener(() =>
            {
                ActiveCardInventory.SetActive(true);
            });


        List<PlayerCardInfo> card = new List<PlayerCardInfo>(PlayerManager.Instance.dicPlayerCardInfo.Values);



        for (int i = 0; i < PlayerManager.Instance.dicPlayerCardInfoList.Count; i++)
        {
            Debug.Log("버튼이 눌림");

            // 프리팹에서 새 카드 오브젝트를 생성
            GameObject Card = Instantiate(cardPrefab, parentTransform);
            ActiveCard newCard = Card.GetComponent<ActiveCard>();


            // 값을 설정
            newCard.valueTextPrefab.text = card[i].value.ToString();

            newCard.cardNamePrefab.text = card[i].card_name;

            newCard.cardInfoPrefab.text = PlayerManager.Instance.dicPlayerCardDatas[card[i].card_original_id].desc;
        }

    }

    void Update()
    {

    }
}

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