Merge pull request #43 from Degulleo/DO-47-승패-무승부-기보씬에-적용

기보씬 '끝' 버튼 시간차 돌놓기
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HaeinLEE117 2025-03-24 18:00:06 +09:00 committed by GitHub
commit 0c3c280882
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GPG Key ID: B5690EEEBB952194
5 changed files with 51 additions and 4 deletions

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@ -19668,6 +19668,7 @@ MonoBehaviour:
userBProfileImages: userBProfileImages:
- {fileID: 2288075173090734880} - {fileID: 2288075173090734880}
- {fileID: 7536757830621973007} - {fileID: 7536757830621973007}
replayFinishButton: {fileID: 609484620077371465}
--- !u!1 &8676936482266105011 --- !u!1 &8676936482266105011
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

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@ -7,4 +7,6 @@
public const int WIN_COUNT = 5; public const int WIN_COUNT = 5;
//무승부 확인을 위한 최소 착수 수 //무승부 확인을 위한 최소 착수 수
public const int MinCountForDrawCheck = 150; public const int MinCountForDrawCheck = 150;
public string[] AI_NAMIES = { "이세돌", "신사동호랭이","진짜인간임","종로3가짱돌","마스터김춘배","62세황순자","고준일 강사님"};
} }

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@ -3,6 +3,7 @@ using System.Collections.Generic;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
using UnityEngine.UI; using UnityEngine.UI;
public class ReplayController : MonoBehaviour public class ReplayController : MonoBehaviour
@ -11,6 +12,7 @@ public class ReplayController : MonoBehaviour
[SerializeField] private TMP_Text playerBNicknameText; [SerializeField] private TMP_Text playerBNicknameText;
[SerializeField] private GameObject[] userAProfileImages; [SerializeField] private GameObject[] userAProfileImages;
[SerializeField] private GameObject[] userBProfileImages; [SerializeField] private GameObject[] userBProfileImages;
[SerializeField] private Button replayFinishButton;
void Start() void Start()
{ {
InitReplayUI(); InitReplayUI();
@ -18,16 +20,26 @@ public class ReplayController : MonoBehaviour
public void OnclickExitButton() public void OnclickExitButton()
{ {
ReplayManager.Instance.StopReplayFinish(() => { });;
SceneManager.LoadScene("Main"); SceneManager.LoadScene("Main");
} }
public void OnclickFirstButton() public void OnclickFirstButton()
{ {
ReplayManager.Instance.StopReplayFinish(() =>
{
replayFinishButton.interactable = true;
});;
ReplayManager.Instance.ReplayFirst(); ReplayManager.Instance.ReplayFirst();
} }
public void OnclickUndoButton() public void OnclickUndoButton()
{ {
ReplayManager.Instance.StopReplayFinish(() =>
{
replayFinishButton.interactable = true;
});;
Move targetMove = ReplayManager.Instance.PopPlacedMove(); Move targetMove = ReplayManager.Instance.PopPlacedMove();
if (targetMove != null) if (targetMove != null)
{ {
@ -37,6 +49,10 @@ public class ReplayController : MonoBehaviour
public void OnclickNextButton() public void OnclickNextButton()
{ {
ReplayManager.Instance.StopReplayFinish(() =>
{
replayFinishButton.interactable = true;
});;
Move nextMove = ReplayManager.Instance.GetNextMove(); Move nextMove = ReplayManager.Instance.GetNextMove();
if (nextMove != null) if (nextMove != null)
{ {
@ -44,9 +60,17 @@ public class ReplayController : MonoBehaviour
} }
} }
/// <summary>
/// 끝 버튼 눌렸을 때 중복 클릭 방지
/// </summary>
public void OnClickFinishButton() public void OnClickFinishButton()
{ {
ReplayManager.Instance.ReplayFinish(); replayFinishButton.interactable = false;
//실행이 끝난 후 끝버튼 다시 활성화
ReplayManager.Instance.ReplayFinish(() =>
{
replayFinishButton.interactable = true;
});
} }
public void InitReplayUI() public void InitReplayUI()

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@ -34,6 +34,7 @@ public class Move
public class ReplayManager : Singleton<ReplayManager> public class ReplayManager : Singleton<ReplayManager>
{ {
private ReplayRecord _recordingReplayData; private ReplayRecord _recordingReplayData;
private Coroutine finishCoroutine;
#region #region
@ -223,14 +224,34 @@ public class ReplayManager : Singleton<ReplayManager>
} }
} }
public void ReplayFinish() public void ReplayFinish(Action onFinishEnd)
{
finishCoroutine = StartCoroutine(IReplayFinish(onFinishEnd));
}
/// <summary>
/// 끝 버튼을 중간에 멈춰야 할 때 사용
/// </summary>
/// <param name="onFinishStop">마지막 장면까지 가는 도중에 멈출경우 해야할 일 전달</param>
public void StopReplayFinish(Action onFinishStop)
{
if (finishCoroutine != null)
{
StopCoroutine(finishCoroutine);
finishCoroutine = null;
}
onFinishStop?.Invoke();
}
private IEnumerator IReplayFinish(Action onFinishEnd)
{ {
while(_placedStoneStack.Count < _selectedReplayRecord.moves.Count) while(_placedStoneStack.Count < _selectedReplayRecord.moves.Count)
{ {
ReplayNext(GetNextMove()); ReplayNext(GetNextMove());
yield return new WaitForSeconds(0.1f);
} }
onFinishEnd?.Invoke();
} }
public string GetPlayerANickname() public string GetPlayerANickname()
{ {
return _selectedReplayRecord.playerA; return _selectedReplayRecord.playerA;

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@ -27,7 +27,6 @@ public class ReplayPanelItemsController : ScrollPanelController
records = ReplayManager.Instance.LoadReplayDatas(); records = ReplayManager.Instance.LoadReplayDatas();
foreach (var replayRecord in records) foreach (var replayRecord in records)
{ {
Debug.Log($"{replayRecord.gameDate}의 결과는 {replayRecord.gameResult}");
var replayCellButtonObject = Instantiate(scrollItemPrefab, content.transform); var replayCellButtonObject = Instantiate(scrollItemPrefab, content.transform);
ReplayCell replayCell = replayCellButtonObject.GetComponent<ReplayCell>(); ReplayCell replayCell = replayCellButtonObject.GetComponent<ReplayCell>();