diff --git a/Assets/GameUIController.cs b/Assets/GameUIController.cs index f97ccd2..49883f4 100644 --- a/Assets/GameUIController.cs +++ b/Assets/GameUIController.cs @@ -40,37 +40,70 @@ public class GameUIController : MonoBehaviour public void OnClickSurrenderButton() { - GameManager.Instance.panelManager.OpenConfirmPanel("항복 하시겠습니까?", () => + if (GameManager.Instance.CheckIsSinglePlay()) { - _multiplayManager.RequestSurrender(); - }, true); + GameManager.Instance.SurrenderSinglePlay(); + } + else + { + GameManager.Instance.panelManager.OpenConfirmPanel("항복 하시겠습니까?", () => + { + _multiplayManager.RequestSurrender(); + }, true); + } } public void OnClickDrawRequestButton() { - if (GameManager.Instance.GetRequestDrawChance()) + if (GameManager.Instance.CheckIsSinglePlay()) { - GameManager.Instance.panelManager.OpenConfirmPanel("무승부 신청을 하시겠습니까?", () => - { - _multiplayManager.RequestDraw(); - }, true); - GameManager.Instance.SetRequestDrawChanceFalse(); + GameManager.Instance.DrawSinglePlay(); } else { - GameManager.Instance.panelManager.OpenConfirmPanel("무승부 요청이 제한돼있습니다.",()=>{}); + if (GameManager.Instance.GetRequestDrawChance()) + { + GameManager.Instance.panelManager.OpenConfirmPanel("무승부 신청을 하시겠습니까?", () => + { + _multiplayManager.RequestDraw(); + }); + GameManager.Instance.SetRequestDrawChanceFalse(); + } + else + { + GameManager.Instance.panelManager.OpenConfirmPanel("무승부 요청이 제한돼있습니다.",()=>{}); + } } } + public void OnClickRevengeRequestButton() + { + if (GameManager.Instance.CheckIsSinglePlay()) + { + GameManager.Instance.panelManager.OpenConfirmPanel("상대방이 방을 나갔습니다.",() => + { + + }); + } + else + { + GameManager.Instance.panelManager.OpenConfirmPanel("재대결 신청을\n하시겠습니까?", () => + { + GameManager.Instance.panelManager.OpenLoadingPanel(true, true, false, false); + _multiplayManager.RequestRevengeRequest(); + }); + } + } + + public void OnClickInGameMenuOpenButton() + { + GameManager.Instance.panelManager.OpenInGameMenuPanel(); + } + public void OnClickSettingsButton() { GameManager.Instance.panelManager.OpenSettingsPanel(); } - - public void OnClickInGameMenuButton() - { - GameManager.Instance.panelManager.OpenInGameMenuPanel(); - } public void InitPlayersName(string playerNameA, string playerNameB) { @@ -116,11 +149,11 @@ public class GameUIController : MonoBehaviour { profileImage.sprite = profileImageSprites[3]; } - + profileImage.transform.DOScale(1.5f, 0.3f).SetEase(Ease.InBack).OnComplete(() => { profileImage.transform.DOScale(1f, 0.3f).SetEase(Ease.OutBack); }); } - + } diff --git a/Assets/KJM/Admob.meta b/Assets/KJM/Admob.meta deleted file mode 100644 index 2d80dc7..0000000 --- a/Assets/KJM/Admob.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 83ca459a697bf9c4d8d5050e5f7655e9 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/KJM/KJMprefabs.meta b/Assets/KJM/KJMprefabs.meta deleted file mode 100644 index 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HALF_OPEN_FOUR = 6000f; public const float CLOSED_FOUR = 500f; - public const float OPEN_THREE = 3000f; + public const float OPEN_THREE = 3500f; public const float HALF_OPEN_THREE = 500f; public const float CLOSED_THREE = 50f; public const float OPEN_TWO = 100f; @@ -23,13 +23,13 @@ public static class AIEvaluator public const float CLOSED_ONE = 1f; // 복합 패턴 점수 - public const float DOUBLE_THREE = 8000f; + public const float DOUBLE_THREE = 9000f; public const float DOUBLE_FOUR = 12000f; - public const float FOUR_THREE = 10000f; + public const float FOUR_THREE = 11000f; // 위치 가중치 기본값 - public const float CENTER_WEIGHT = 1.2f; - public const float EDGE_WEIGHT = 0.8f; + public const float CENTER_WEIGHT = 1.3f; + public const float EDGE_WEIGHT = 0.85f; } private static readonly int[][] Directions = AIConstants.Directions; @@ -51,7 +51,7 @@ public static class AIEvaluator ai4Positions, player4Positions); // 2. 복합 패턴 평가 - score += EvaluateComplexPatterns(aiOpen3Positions, playerOpen3Positions, ai4Positions, player4Positions, aiPlayer); + score += EvaluateComplexPatterns(aiOpen3Positions, playerOpen3Positions, ai4Positions, player4Positions); return score; } @@ -153,8 +153,7 @@ public static class AIEvaluator List<(int row, int col, int[] dir)> aiOpen3Positions, List<(int row, int col, int[] dir)> playerOpen3Positions, List<(int row, int col, int[] dir)> ai4Positions, - List<(int row, int col, int[] dir)> player4Positions, - Enums.PlayerType aiPlayer) + List<(int row, int col, int[] dir)> player4Positions) { float score = 0; @@ -494,12 +493,12 @@ public static class AIEvaluator if (count >= 4) { - normalScore = PatternScore.FIVE_IN_A_ROW / 8.5f; + normalScore = PatternScore.FIVE_IN_A_ROW / 7.5f; } else if (count == 3) { // 일관된 분모 사용 (방어 가중치는 유지) - normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 1.3f : + normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 1.25f : (openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 3.2f : PatternScore.CLOSED_THREE / 4.2f; } @@ -562,7 +561,7 @@ public static class AIEvaluator if (!AreParallelDirections(openThrees[i].dir, openThrees[j].dir)) { float threeThreeScore = PatternScore.DOUBLE_THREE / 4; // 복합 패턴 가중치 - score += isAI ? threeThreeScore * 1.1f : threeThreeScore * 1.3f; + score += isAI ? threeThreeScore * 1.2f : threeThreeScore * 1.3f; break; } } @@ -579,7 +578,7 @@ public static class AIEvaluator if (!AreParallelDirections(fours[i].dir, fours[j].dir)) { float fourFourScore = PatternScore.DOUBLE_FOUR / 4; - score += isAI ? fourFourScore * 1.2f : fourFourScore * 1.5f; + score += isAI ? fourFourScore * 1.3f : fourFourScore * 1.7f; break; } } @@ -590,7 +589,7 @@ public static class AIEvaluator if (fours.Count > 0 && openThrees.Count > 0) { float fourThreeScore = PatternScore.FOUR_THREE / 4; - score += isAI ? fourThreeScore * 1.1f : fourThreeScore * 1.4f; + score += isAI ? fourThreeScore * 1.1f : fourThreeScore * 1.6f; } return score; diff --git a/Assets/Script/Common/AudioManager.cs b/Assets/Script/Common/AudioManager.cs index 01465c9..054e75d 100644 --- a/Assets/Script/Common/AudioManager.cs +++ b/Assets/Script/Common/AudioManager.cs @@ -64,7 +64,7 @@ public class AudioManager : Singleton // 메인 BGM을 재생하는 함수 public void PlayMainBGM() { - mainBgm = GetAudioClip("main bgm"); + mainBgm = GetAudioClip("MainBGM"); if (bgmAudioSource != null && mainBgm != null && !bgmAudioSource.isPlaying) { @@ -77,7 +77,7 @@ public class AudioManager : Singleton public void PlayGameBGM() { - gameBgm = GetAudioClip("Game bgm2"); + gameBgm = GetAudioClip("GameBGM"); if (bgmAudioSource != null && gameBgm != null && !bgmAudioSource.isPlaying) { @@ -126,7 +126,7 @@ public class AudioManager : Singleton { if (isPlaySFX && sfxAudioSource != null) { - sfxAudioSource.PlayOneShot(GetAudioClip("Click Sound"), sfxVolume); + sfxAudioSource.PlayOneShot(GetAudioClip("ClickSound"), sfxVolume); } } @@ -135,7 +135,7 @@ public class AudioManager : Singleton { if (isPlaySFX && sfxAudioSource != null) { - sfxAudioSource.PlayOneShot(GetAudioClip("Close Sound"), sfxVolume); + sfxAudioSource.PlayOneShot(GetAudioClip("CloseSound"), sfxVolume); } } @@ -143,7 +143,7 @@ public class AudioManager : Singleton { if (isPlaySFX && sfxAudioSource!=null) { - sfxAudioSource.PlayOneShot(GetAudioClip("Coins ADD Sound"), sfxVolume); + sfxAudioSource.PlayOneShot(GetAudioClip("CoinsAddSound"), sfxVolume); } } @@ -151,7 +151,7 @@ public class AudioManager : Singleton { if (isPlaySFX && sfxAudioSource!=null) { - sfxAudioSource.PlayOneShot(GetAudioClip("Coins Empty Sound"), sfxVolume); + sfxAudioSource.PlayOneShot(GetAudioClip("CoinsEmptySound"), sfxVolume); } } @@ -159,7 +159,7 @@ public class AudioManager : Singleton { if (isPlaySFX && sfxAudioSource!=null) { - sfxAudioSource.PlayOneShot(GetAudioClip("Coins Remove Sound"), sfxVolume); + sfxAudioSource.PlayOneShot(GetAudioClip("CoinsRemoveSound"), sfxVolume); } } @@ -167,7 +167,7 @@ public class AudioManager : Singleton { if (isPlaySFX && sfxAudioSource!=null) { - sfxAudioSource.PlayOneShot(GetAudioClip("lose sound"), sfxVolume); + sfxAudioSource.PlayOneShot(GetAudioClip("LoseSound"), sfxVolume); } } @@ -175,7 +175,15 @@ public class AudioManager : Singleton { if (isPlaySFX && sfxAudioSource!=null) { - sfxAudioSource.PlayOneShot(GetAudioClip("win sound"), sfxVolume); + sfxAudioSource.PlayOneShot(GetAudioClip("WinSound"), sfxVolume); + } + } + + public void PlayDrawSound() + { + if (isPlaySFX && sfxAudioSource!=null) + { + sfxAudioSource.PlayOneShot(GetAudioClip("DrawSound"), sfxVolume); } } @@ -183,7 +191,7 @@ public class AudioManager : Singleton { if (isPlaySFX && sfxAudioSource!=null) { - sfxAudioSource.PlayOneShot(GetAudioClip("stone sound3"), sfxVolume); + sfxAudioSource.PlayOneShot(GetAudioClip("StoneSound"), sfxVolume); } } } \ No newline at end of file diff --git a/Assets/Script/Common/CoinsPanelController.cs b/Assets/Script/Common/CoinsPanelController.cs index b184828..56d34d5 100644 --- a/Assets/Script/Common/CoinsPanelController.cs +++ b/Assets/Script/Common/CoinsPanelController.cs @@ -91,7 +91,6 @@ public class CoinsPanelController : MonoBehaviour /// 코인 추가 함수 /// /// 추가할 코인 수량 - /// 상점 패널 캔버스 그룹 /// 애니메이션 종료 후 동작 EX) 코인 수량 변경 public void AddCoins(int coinsCount, Action action) { diff --git a/Assets/Script/Common/Constants.cs b/Assets/Script/Common/Constants.cs index d7e84ab..83d9046 100644 --- a/Assets/Script/Common/Constants.cs +++ b/Assets/Script/Common/Constants.cs @@ -25,6 +25,12 @@ DrawConfirmed, DrawRejected, DrawRejectionConfirmed, + ReceiveRevengeRequest, // 재대결 요청 수신 + RevengeRequestSent, // 재대결 요청 전송 확인 + RevengeAccepted, // 재대결 수락 수신 + RevengeConfirmed, // 재대결 수락 전송 확인 + RevengeRejected, // 재대결 거절 수신 + RevengeRejectionConfirmed, // 재대결 거절 전송 확인 ReceiveTimeout // 상대방이 타임 아웃일 때 }; } \ No newline at end of file diff --git a/Assets/Script/Common/ScrollItem/GiboItem.cs b/Assets/Script/Common/ScrollItem/GiboItem.cs deleted file mode 100644 index ba3e15a..0000000 --- a/Assets/Script/Common/ScrollItem/GiboItem.cs +++ /dev/null @@ -1,10 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class GiboItem -{ - public int WinLoseSpriteIndex; - public string Date; - public string Name; -} diff --git a/Assets/Script/Common/ScrollItem/GiboItem.cs.meta b/Assets/Script/Common/ScrollItem/GiboItem.cs.meta deleted file mode 100644 index 897f76c..0000000 --- a/Assets/Script/Common/ScrollItem/GiboItem.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 49ebef5d325962540a3eb9ee2151bde9 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Script/Common/ScrollItem/RankingItem.cs b/Assets/Script/Common/ScrollItem/RankingItem.cs deleted file mode 100644 index cee7303..0000000 --- a/Assets/Script/Common/ScrollItem/RankingItem.cs +++ /dev/null @@ -1,11 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class RankingItem -{ - public int ProfileSpriteIndex; - public string Name; - public float WinRate; - -} diff --git a/Assets/Script/Common/ScrollItem/RankingItem.cs.meta b/Assets/Script/Common/ScrollItem/RankingItem.cs.meta deleted file mode 100644 index 435aea7..0000000 --- a/Assets/Script/Common/ScrollItem/RankingItem.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a238bcb53de9b72429a5407ca01d5e3e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Script/Game/GameLogic.cs b/Assets/Script/Game/GameLogic.cs index 9bb280c..63b1de0 100644 --- a/Assets/Script/Game/GameLogic.cs +++ b/Assets/Script/Game/GameLogic.cs @@ -1,300 +1,444 @@ using System; -using System.Collections; using System.Collections.Generic; using UnityEngine; -using UnityEngine.SceneManagement; using PimDeWitte.UnityMainThreadDispatcher; using Random = UnityEngine.Random; -public abstract class BasePlayerState +public partial class GameLogic : IDisposable { - public abstract void OnEnter(GameLogic gameLogic); - public abstract void OnExit(GameLogic gameLogic); - public abstract void HandleMove(GameLogic gameLogic, int row, int col); - public abstract void HandleNextTurn(GameLogic gameLogic); - - protected string _roomId; - protected bool _isMultiplay; - protected MultiplayManager _multiplayManager; + #region Fields - public void ProcessMove(GameLogic gameLogic, Enums.PlayerType playerType, int row, int col) - { - gameLogic.fioTimer.PauseTimer(); - gameLogic.SetNewBoardValue(playerType, row, col); - gameLogic.CountStoneCounter(); - - if (_isMultiplay) - { - _multiplayManager.SendPlayerMove(_roomId, new Vector2Int(row, col)); - } - - if (gameLogic.CheckGameWin(playerType, row, col)) - { - var gameResult = playerType == Enums.PlayerType.PlayerA? Enums.GameResult.Win:Enums.GameResult.Lose; - if (gameLogic.gameType == Enums.GameType.MultiPlay) - { - if (gameLogic.firstPlayerState.GetType() != typeof(PlayerState)) - { - gameResult = gameResult == Enums.GameResult.Win ? Enums.GameResult.Lose : Enums.GameResult.Win; - } - } - GameManager.Instance.panelManager.OpenEffectPanel(gameResult); - gameLogic.EndGame(gameResult); - } - else - { - if (gameLogic.TotalStoneCounter >= Constants.MinCountForDrawCheck) - { - if (gameLogic.CheckGameDraw()) - { - GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw); - gameLogic.EndGame(Enums.GameResult.Draw); - } - else - { - HandleNextTurn(gameLogic); - } - } - else - { - HandleNextTurn(gameLogic); - } - } - } -} - -public class PlayerState : BasePlayerState -{ - private Enums.PlayerType _playerType; - private bool _isFirstPlayer; - - public PlayerState(bool isFirstPlayer) - { - _isFirstPlayer = isFirstPlayer; - _playerType = isFirstPlayer ? Enums.PlayerType.PlayerA : Enums.PlayerType.PlayerB; - _isMultiplay = false; - } - - public PlayerState(bool isFirstPlayer, MultiplayManager multiplayManager, string roomId) - : this(isFirstPlayer) - { - _isFirstPlayer = isFirstPlayer; - _multiplayManager = multiplayManager; - _roomId = roomId; - _isMultiplay = true; - } - - public override void OnEnter(GameLogic gameLogic) - { - gameLogic.fioTimer.StartTimer(); - - //TODO: 첫번째 플레이어면 렌주 룰 확인 - #region Renju Turn Set - // 턴이 변경될 때마다 금수 위치 업데이트 - gameLogic.UpdateForbiddenMoves(); - #endregion - - gameLogic.currentTurn = _playerType; - gameLogic.stoneController.OnStoneClickedDelegate = (row, col) => - { - HandleMove(gameLogic, row, col); - }; - } - - public override void OnExit(GameLogic gameLogic) - { - //TODO: 렌주 룰 금수자리 초기화 - - gameLogic.fioTimer.InitTimer(); - gameLogic.stoneController.OnStoneClickedDelegate = null; - } - - public override void HandleMove(GameLogic gameLogic, int row, int col) - { - gameLogic.SetStoneSelectedState(row, col); - } - - public override void HandleNextTurn(GameLogic gameLogic) - { - if (_isFirstPlayer) - { - gameLogic.SetState(gameLogic.secondPlayerState); - } - else - { - gameLogic.SetState(gameLogic.firstPlayerState); - } - } -} - -public class AIState: BasePlayerState -{ - public override void OnEnter(GameLogic gameLogic) - { - gameLogic.fioTimer.StartTimer(); - OmokAI.Instance.StartBestMoveSearch(gameLogic.GetBoard(), (bestMove) => - { - if(bestMove.HasValue) - HandleMove(gameLogic, bestMove.Value.Item1, bestMove.Value.Item2); - }); - } - - public override void OnExit(GameLogic gameLogic) - { - gameLogic.fioTimer.InitTimer(); - } - - public override void HandleMove(GameLogic gameLogic, int row, int col) - { - ProcessMove(gameLogic, Enums.PlayerType.PlayerB,row, col); - } - - public override void HandleNextTurn(GameLogic gameLogic) - { - gameLogic.SetState(gameLogic.firstPlayerState); - } -} -public class MultiPlayerState: BasePlayerState -{ - private Enums.PlayerType _playerType; - private bool _isFirstPlayer; - - private MultiplayManager _multiplayManager; - - public MultiPlayerState(bool isFirstPlayer, MultiplayManager multiplayManager) - { - _isFirstPlayer = isFirstPlayer; - _playerType = isFirstPlayer ? Enums.PlayerType.PlayerA : Enums.PlayerType.PlayerB; - _multiplayManager = multiplayManager; - } - - public override void OnEnter(GameLogic gameLogic) - { - gameLogic.fioTimer.StartTimer(); - //TODO: 첫번째 플레이어면 렌주 룰 확인 - #region Renju Turn Set - // 턴이 변경될 때마다 금수 위치 업데이트 - gameLogic.UpdateForbiddenMoves(); - #endregion - - gameLogic.currentTurn = _playerType; - // gameLogic.stoneController.OnStoneClickedDelegate = (row, col) => - // { - // HandleMove(gameLogic, row, col); - // }; - _multiplayManager.OnOpponentMove = moveData => - { - var row = moveData.position.x; - var col = moveData.position.y; - UnityThread.executeInUpdate(() => - { - HandleMove(gameLogic, row, col); - }); - }; - } - - public override void OnExit(GameLogic gameLogic) - { - gameLogic.fioTimer.InitTimer(); - _multiplayManager.OnOpponentMove = null; - } - - public override void HandleMove(GameLogic gameLogic, int row, int col) - { - ProcessMove(gameLogic, _playerType, row, col); - } - - public override void HandleNextTurn(GameLogic gameLogic) - { - if (_isFirstPlayer) - { - gameLogic.SetState(gameLogic.secondPlayerState); - } - else - { - gameLogic.SetState(gameLogic.firstPlayerState); - } - } -} - -public class GameLogic : IDisposable -{ private Enums.PlayerType[,] _board; - public StoneController stoneController; - public Enums.PlayerType currentTurn; - public Enums.GameType gameType; - //총 착수된 돌 카운터 - public int _totalStoneCounter; - public int TotalStoneCounter{get{return _totalStoneCounter;}} - //무승부 요청 가능 여부 - private bool _requestDrawChance; - public bool RequestDrawChance{ - get { return _requestDrawChance;} - set { _requestDrawChance = value;} - } - - public BasePlayerState firstPlayerState; - public BasePlayerState secondPlayerState; - private BasePlayerState _currentPlayerState; - - //타이머 - public FioTimer fioTimer; - - //선택된 좌표 - public int selectedRow; - public int selectedCol; - //마지막 배치된 좌표 - private int _lastRow; - private int _lastCol; - - public MultiplayManager _multiplayManager; + private int _totalStoneCounter; // 총 착수된 돌 카운터 + private int _lastRow, _lastCol; // 마지막 배치된 좌표 + private RenjuForbiddenMoveDetector _forbiddenDetector; // 렌주룰 금수 검사기 + private List _forbiddenMoves = new (); // 현재 금수 위치 목록 private string _roomId; - - -#region Renju Members - // 렌주룰 금수 검사기 - private RenjuForbiddenMoveDetector _forbiddenDetector; + private string _opponentNickname; + private int _opponentImageIndex; + private bool isFirstPlayer; - // 현재 금수 위치 목록 - private List _forbiddenMoves = new List(); -#endregion + #endregion + + #region Properties + + public int TotalStoneCounter => _totalStoneCounter; + public bool RequestDrawChance { get; set; } // 무승부 요청 가능 여부 + public MultiplayManager MultiPlayManager { get; private set; } + public Enums.PlayerType CurrentTurn { get; set; } + public Enums.GameType GameType { get; set; } + public StoneController StoneController { get; set; } + public BasePlayerState CurrentPlayerState { get; private set; } + public BasePlayerState FirstPlayerState { get; private set; } + public BasePlayerState SecondPlayerState { get; private set; } + public int SelectedRow { get; private set; } + public int SelectedCol { get; private set; } + public FioTimer FioTimer { get; private set; } + + #endregion + + #region Constructor and Initialization public GameLogic(StoneController stoneController, Enums.GameType gameType, FioTimer fioTimer = null) { - //보드 초기화 + _forbiddenDetector = new RenjuForbiddenMoveDetector(); // 금수 감지기 초기화 + InitializeBoard(stoneController, gameType); // 보드 초기화 + InitializeFioTimer(fioTimer); // timer 초기화 + GameModeSetter(gameType); // 게임 모드 설정 + } + + // 게임 모드 분기 처리 + private void GameModeSetter(Enums.GameType gameType) + { + switch (gameType) + { + case Enums.GameType.MultiPlay: + InitializeMultiplayerMode(); + break; + case Enums.GameType.Replay: + //TODO: 리플레이 구현 + break; + // 현재 싱글 플레이로 바로 넘어가지 않기 때문에 미사용 + // case Enums.GameType.SinglePlay: + // InitializeSinglePlayMode(); + // break; + } + } + + private void InitializeMultiplayerMode() + { + // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요 + ExecuteOnMainThread(() => + { + GameManager.Instance.panelManager.OpenLoadingPanel(true, true); + }); + + MultiPlayManager = new MultiplayManager((state, data) => + { + Debug.Log($"## {state}"); + switch (state) + { + case Constants.MultiplayManagerState.CreateRoom: + Debug.Log("## Create Room"); + _roomId = data as string; + break; + case Constants.MultiplayManagerState.JoinRoom: + Debug.Log("## Join Room"); + var joinRoomData = data as JoinRoomData; + _roomId = joinRoomData.roomId; + // TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요 + if (!ValidateRoomData(joinRoomData, "Join Room")) return; + + // 플레이어 셋업 + SetupPlayer(joinRoomData.isBlack, _roomId, joinRoomData.opponentNickname, joinRoomData.opponentImageIndex); + + // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요 + StartGameOnMainThread(); + break; + case Constants.MultiplayManagerState.SwitchAI: + Debug.Log("## Switching to AI Mode"); + SwitchToSinglePlayer(); + break; + case Constants.MultiplayManagerState.StartGame: + Debug.Log("## Start Game"); + var startGameData = data as StartGameData; + + // TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요 + if (!ValidateRoomData(startGameData, "Start Game")) return; + + // 플레이어 셋업 + SetupPlayer(startGameData.isBlack, _roomId, startGameData.opponentNickname, startGameData.opponentImageIndex); + + // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요 + StartGameOnMainThread(); + break; + case Constants.MultiplayManagerState.ExitRoom: + Debug.Log("## Exit Room"); + // TODO: Exit Room 처리 + break; + case Constants.MultiplayManagerState.EndGame: + Debug.Log("## End Game"); + // TODO: End Room 처리 + break; + case Constants.MultiplayManagerState.DoSurrender: + Debug.Log("상대방의 항복 요청 들어옴"); + ExecuteOnMainThread(() => + { + GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win); + EndGame(Enums.GameResult.Win); + }); + break; + case Constants.MultiplayManagerState.SurrenderConfirmed: + Debug.Log("항복 요청 전송 완료"); + ExecuteOnMainThread(() => + { + GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Lose); + EndGame(Enums.GameResult.Lose); + }); + break; + case Constants.MultiplayManagerState.ReceiveDrawRequest: + Debug.Log("상대방의 무승부 요청 들어옴"); + TimerPause(); + ExecuteOnMainThread(() => + { + GameManager.Instance.panelManager.OpenLoadingPanel(true, true, false, false); + GameManager.Instance.panelManager.OpenDrawConfirmPanel("무승부 요청을 승낙하시겠습니까?", () => + { + GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw); + EndGame(Enums.GameResult.Draw); + MultiPlayManager.AcceptDraw(); + }, () => + { + MultiPlayManager.RejectDraw(); + }); + }); + break; + case Constants.MultiplayManagerState.DrawRequestSent: + { + Debug.Log("무승부 요청 전송 완료"); + ExecuteOnMainThread(() => + { + GameManager.Instance.panelManager.OpenLoadingPanel(true, true, false, false); + }); + TimerPause(); + break; + } + case Constants.MultiplayManagerState.DrawAccepted: + Debug.Log("무승부 요청이 승낙이 들어옴"); + ExecuteOnMainThread(() => + { + GameManager.Instance.panelManager.CloseLoadingPanel(); + GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw); + EndGame(Enums.GameResult.Draw); + }); + break; + case Constants.MultiplayManagerState.DrawConfirmed: + { + Debug.Log("무승부 요청 승낙 완료"); + ExecuteOnMainThread(() => + { + GameManager.Instance.panelManager.CloseLoadingPanel(); + }); + break; + } + case Constants.MultiplayManagerState.DrawRejected: + Debug.Log("무승부 요청이 거부가 들어옴"); + TimerUnpause(); + ExecuteOnMainThread(() => + { + GameManager.Instance.panelManager.CloseLoadingPanel(); + GameManager.Instance.panelManager.OpenConfirmPanel("무승부 요청을 거부하였습니다.", () => { }); + }); + break; + case Constants.MultiplayManagerState.DrawRejectionConfirmed: + { + Debug.Log("무승부 요청 거부 완료"); + ExecuteOnMainThread(() => + { + GameManager.Instance.panelManager.OpenLoadingPanel(true, true, false, false); + }); + TimerUnpause(); + break; + } + case Constants.MultiplayManagerState.ReceiveTimeout: + Debug.Log("상대방이 타임 아웃 됨"); + ExecuteOnMainThread(() => + { + GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win); + EndGame(Enums.GameResult.Win); + }); + break; + case Constants.MultiplayManagerState.RevengeRequestSent: + Debug.Log("재대결 요청: 전송 완료"); + break; + case Constants.MultiplayManagerState.ReceiveRevengeRequest: + Debug.Log("상대방의 재대결 요청이 들어옴"); + ExecuteOnMainThread(() => + { + GameManager.Instance.panelManager.OpenDrawConfirmPanel("상대방의 재대결 요청을\n승낙하시겠습니까?", () => + { + MultiPlayManager.AcceptRevenge(); + }, () => + { + MultiPlayManager.RejectRevenge(); + }); + }); + break; + case Constants.MultiplayManagerState.RevengeAccepted: + Debug.Log("재대결 요청: 승낙이 들어옴"); + var revengeAcceptedData = data as RevengeData; + + // TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요 + if (revengeAcceptedData == null) + { + Debug.Log("RevengeAccepted 응답값이 null 입니다"); + return; + } + + // 선공, 후공 처리 + isFirstPlayer = revengeAcceptedData.isBlack; + + ExecuteOnMainThread(() => + { + GameManager.Instance.panelManager.OpenConfirmPanel("상대방이\n재대결을 승낙하였습니다.\n게임이 다시 시작됩니다.", () => + { + InitBoardForRevenge(isFirstPlayer); + }); + }); + break; + case Constants.MultiplayManagerState.RevengeConfirmed: + Debug.Log("재대결 요청: 승낙 완료"); + var revengConfirmedData = data as RevengeData; + + // TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요 + if (revengConfirmedData == null) + { + Debug.Log("RevengeConfirmed 응답값이 null 입니다"); + return; + } + + // 선공, 후공 처리 + isFirstPlayer = revengConfirmedData.isBlack; + + ExecuteOnMainThread(() => + { + GameManager.Instance.panelManager.OpenConfirmPanel("재대결 요청을\n승낙하였습니다.\n게임이 다시 시작됩니다.", () => + { + InitBoardForRevenge(isFirstPlayer); + }); + }); + break; + case Constants.MultiplayManagerState.RevengeRejected: + Debug.Log("재대결 요청: 거부가 들어옴"); + ExecuteOnMainThread(() => + { + GameManager.Instance.panelManager.OpenConfirmPanel("상대방이\n재대결 요청을\n거부하였습니다.", () => + { + GameManager.Instance.panelManager.CloseLoadingPanel(); + }); + }); + break; + case Constants.MultiplayManagerState.RevengeRejectionConfirmed: + Debug.Log("재대결 요청: 거부 완료"); + ExecuteOnMainThread(() => + { + GameManager.Instance.panelManager.OpenConfirmPanel("재대결 요청을\n거부하였습니다.", () => + { + GameManager.Instance.panelManager.CloseLoadingPanel(); + }); + }); + break; + } + ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,"nicknameB"); + }); + + MultiPlayManager.RegisterPlayer(UserManager.Instance.Nickname, UserManager.Instance.Rating, UserManager.Instance.imageIndex); + } + + private void SetupPlayer(bool isBlack, string roomId, string opponentNickname, int opponentImageIndex) + { + // 선공, 후공 처리 + isFirstPlayer = isBlack; + + _opponentNickname = opponentNickname; + _opponentImageIndex = opponentImageIndex; + + if (isFirstPlayer) + { + Debug.Log("해당 플레이어가 선공 입니다"); + FirstPlayerState = new PlayerState(true, MultiPlayManager, roomId); + SecondPlayerState = new MultiPlayerState(false, MultiPlayManager); + + UpdateUIForFirstPlayer(_opponentNickname, _opponentImageIndex); + } + else + { + Debug.Log("해당 플레이어가 후공 입니다"); + FirstPlayerState = new MultiPlayerState(true, MultiPlayManager); + SecondPlayerState = new PlayerState(false, MultiPlayManager, roomId); + + UpdateUIForSecondPlayer(_opponentNickname, _opponentImageIndex); + } + } + + private void UpdateUIForFirstPlayer(string opponentNickname, int opponentImageIndex) + { + ExecuteOnMainThread(() => + { + GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, opponentNickname); + GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, opponentImageIndex); + + // 리플레이 데이터 업데이트 + ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, opponentNickname, UserManager.Instance.imageIndex, opponentImageIndex); + }); + } + + private void UpdateUIForSecondPlayer(string opponentNickname, int opponentImageIndex) + { + ExecuteOnMainThread(() => + { + GameManager.Instance.InitPlayersName(opponentNickname, UserManager.Instance.Nickname); + GameManager.Instance.InitProfileImages(opponentImageIndex, UserManager.Instance.imageIndex); + + // 리플레이 데이터 업데이트 + ReplayManager.Instance.InitReplayData(opponentNickname, UserManager.Instance.Nickname, opponentImageIndex, UserManager.Instance.imageIndex); + }); + } + + + // 메인스레드에서 게임 시작 + private void StartGameOnMainThread() + { + ExecuteOnMainThread(() => + { + // 로딩 패널 열려있으면 닫기 + GameManager.Instance.panelManager.CloseLoadingPanel(); + + // 게임 시작 + SetState(FirstPlayerState); + }); + } + + // 방 데이터 유효성 검사 헬퍼 함수 + private bool ValidateRoomData(object roomData, string operationName) + { + if (roomData == null) + { + Debug.Log($"{operationName} 응답값이 null 입니다"); + return false; + } + return true; + } + + // 메인 스레드에서 실행하는 헬퍼 함수 + private void ExecuteOnMainThread(Action action) + { + UnityMainThreadDispatcher.Instance().Enqueue(action); + } + + private void InitializeSinglePlayMode() + { + FirstPlayerState = new PlayerState(true); + SecondPlayerState = new AIState(); + // AI 난이도 설정(급수 설정) + OmokAI.Instance.SetRating(UserManager.Instance.Rating); + + // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요 + UnityMainThreadDispatcher.Instance().Enqueue(() => + { + // 스레드 확인 로그: 추후 디버깅 시 필요할 수 있을 것 같아 남겨둡니다 + // Debug.Log($"[UnityMainThreadDispatcher] 실행 스레드: {System.Threading.Thread.CurrentThread.ManagedThreadId}"); + + //AI닉네임 랜덤생성 + var aiName = RandomAINickname(); + var imageIndex = Random.Range(0, 2); + + //유저 이름 사진 초기화 + GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, aiName); + GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, imageIndex); + // 리플레이 데이터 업데이트 + ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,aiName, UserManager.Instance.imageIndex, imageIndex); + + // 로딩 패널 열려있으면 닫기 + GameManager.Instance.panelManager.CloseLoadingPanel(); + + // 첫 번째 플레이어(유저)부터 시작 + SetState(FirstPlayerState); + }); + } + + private void InitializeBoard(StoneController stoneController, Enums.GameType gameType) + { _board = new Enums.PlayerType[15, 15]; - this.stoneController = stoneController; - this.gameType = gameType; + StoneController = stoneController; + GameType = gameType; _totalStoneCounter = 0; RequestDrawChance = true; - - selectedRow = -1; - selectedCol = -1; - -#region Renju Init - // 금수 감지기 초기화 - _forbiddenDetector = new RenjuForbiddenMoveDetector(); -#endregion + SelectedRow = -1; + SelectedCol = -1; _lastRow = -1; _lastCol = -1; - //timer 초기화 + } + + private void InitializeFioTimer(FioTimer fioTimer) + { if (fioTimer != null) { - this.fioTimer = fioTimer; - this.fioTimer.InitTimer(); + FioTimer = fioTimer; + FioTimer.InitTimer(); //timer 시간초과시 진행 함수 - this.fioTimer.OnTimeout = () => + FioTimer.OnTimeout = () => { // 현재 턴의 플레이어가 로컬(유저)인지 확인 - bool isCurrentPlayerLocal = (currentTurn == Enums.PlayerType.PlayerA && firstPlayerState is PlayerState) || - (currentTurn == Enums.PlayerType.PlayerB && secondPlayerState is PlayerState); + bool isCurrentPlayerLocal = (CurrentTurn == Enums.PlayerType.PlayerA && FirstPlayerState is PlayerState) || + (CurrentTurn == Enums.PlayerType.PlayerB && SecondPlayerState is PlayerState); if (isCurrentPlayerLocal) // 내가 타임 오버일 때 { - if (this.gameType == Enums.GameType.MultiPlay) // 멀티플레이인 경우 + if (this.GameType == Enums.GameType.MultiPlay) // 멀티플레이인 경우 { - _multiplayManager?.SendTimeout(); + MultiPlayManager?.SendTimeout(); } GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Lose); EndGame(Enums.GameResult.Lose); @@ -307,497 +451,74 @@ public class GameLogic : IDisposable } }; } - - switch (gameType) - { - // TODO: 현재 싱글 플레이로 바로 넘어가지 않기 때문에 미사용 중 - // case Enums.GameType.SinglePlay: - // firstPlayerState = new PlayerState(true); - // secondPlayerState = new AIState(); - // // AI 난이도 설정(급수 설정) - // OmokAI.Instance.SetRating(UserManager.Instance.Rating); - // - // //AI닉네임 랜덤생성 - // var aiName = RandomAINickname(); - // var imageIndex = UnityEngine.Random.Range(0, 2); - // - // //유저 이름 사진 초기화 - // GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, aiName); - // GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, imageIndex); - // - // ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,aiName, UserManager.Instance.imageIndex, imageIndex); - // - // SetState(firstPlayerState); - // break; - case Enums.GameType.MultiPlay: - // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요 - UnityMainThreadDispatcher.Instance().Enqueue(() => - { - GameManager.Instance.panelManager.OpenLoadingPanel(true, true); - }); - _multiplayManager = new MultiplayManager((state, data) => - { - switch (state) - { - case Constants.MultiplayManagerState.CreateRoom: - Debug.Log("## Create Room"); - _roomId = data as string; - break; - case Constants.MultiplayManagerState.JoinRoom: - Debug.Log("## Join Room"); - var joinRoomData = data as JoinRoomData; - - // TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요 - if (joinRoomData == null) - { - Debug.Log("Join Room 응답값이 null 입니다"); - return; - } - - // 선공, 후공 처리 - bool isFirstPlayer = joinRoomData.isBlack; - - if (isFirstPlayer) - { - Debug.Log("해당 플레이어가 선공 입니다"); - firstPlayerState = new PlayerState(true, _multiplayManager, joinRoomData.roomId); - secondPlayerState = new MultiPlayerState(false, _multiplayManager); - UnityMainThreadDispatcher.Instance().Enqueue(() => - { - GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, joinRoomData.opponentNickname); - GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, joinRoomData.opponentImageIndex); - - // 리플레이 데이터 업데이트 - ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, joinRoomData.opponentNickname, UserManager.Instance.imageIndex, joinRoomData.opponentImageIndex); - }); - } - else - { - Debug.Log("해당 플레이어가 후공 입니다"); - firstPlayerState = new MultiPlayerState(true, _multiplayManager); - secondPlayerState = new PlayerState(false, _multiplayManager, joinRoomData.roomId); - - UnityMainThreadDispatcher.Instance().Enqueue(() => - { - GameManager.Instance.InitPlayersName(joinRoomData.opponentNickname, UserManager.Instance.Nickname); - GameManager.Instance.InitProfileImages(joinRoomData.opponentImageIndex, UserManager.Instance.imageIndex); - - // 리플레이 데이터 업데이트 - ReplayManager.Instance.InitReplayData(joinRoomData.opponentNickname, UserManager.Instance.Nickname, joinRoomData.opponentImageIndex, UserManager.Instance.imageIndex); - }); - } - - // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요 - UnityMainThreadDispatcher.Instance().Enqueue(() => - { - // 로딩 패널 열려있으면 닫기 - GameManager.Instance.panelManager.CloseLoadingPanel(); - - // 게임 시작 - SetState(firstPlayerState); - }); - break; - case Constants.MultiplayManagerState.SwitchAI: - Debug.Log("## Switching to AI Mode"); - SwitchToSinglePlayer(); - break; - case Constants.MultiplayManagerState.StartGame: - Debug.Log("## Start Game"); - var startGameData = data as StartGameData; - - // TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요 - if (startGameData == null) - { - Debug.Log("Start Game 응답값이 null 입니다"); - return; - } - // 선공, 후공 처리 - isFirstPlayer = startGameData.isBlack; - - if (isFirstPlayer) - { - Debug.Log("해당 플레이어가 선공 입니다"); - firstPlayerState = new PlayerState(true, _multiplayManager, _roomId); - secondPlayerState = new MultiPlayerState(false, _multiplayManager); - UnityMainThreadDispatcher.Instance().Enqueue(() => - { - GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, startGameData.opponentNickname); - GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, startGameData.opponentImageIndex); - - // 리플레이 데이터 업데이트 - ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, startGameData.opponentNickname, UserManager.Instance.imageIndex, startGameData.opponentImageIndex); - }); - } - else - { - Debug.Log("해당 플레이어가 후공 입니다"); - firstPlayerState = new MultiPlayerState(true, _multiplayManager); - secondPlayerState = new PlayerState(false, _multiplayManager, _roomId); - UnityMainThreadDispatcher.Instance().Enqueue(() => - { - GameManager.Instance.InitPlayersName(startGameData.opponentNickname, UserManager.Instance.Nickname); - GameManager.Instance.InitProfileImages(startGameData.opponentImageIndex, UserManager.Instance.imageIndex); - - // 리플레이 데이터 업데이트 - ReplayManager.Instance.InitReplayData(startGameData.opponentNickname, UserManager.Instance.Nickname, startGameData.opponentImageIndex, UserManager.Instance.imageIndex); - }); - } - - // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요 - UnityMainThreadDispatcher.Instance().Enqueue(() => - { - // 로딩 패널 열려있으면 닫기 - GameManager.Instance.panelManager.CloseLoadingPanel(); - - // 게임 시작 - SetState(firstPlayerState); - }); - break; - case Constants.MultiplayManagerState.ExitRoom: - Debug.Log("## Exit Room"); - // TODO: Exit Room 처리 - break; - case Constants.MultiplayManagerState.EndGame: - Debug.Log("## End Game"); - // TODO: End Room 처리 - break; - case Constants.MultiplayManagerState.DoSurrender: - Debug.Log("상대방의 항복 요청 들어옴"); - UnityMainThreadDispatcher.Instance().Enqueue(() => - { - GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win); - EndGame(Enums.GameResult.Win); - }); - break; - case Constants.MultiplayManagerState.SurrenderConfirmed: - Debug.Log("항복 요청 전송 완료"); - UnityMainThreadDispatcher.Instance().Enqueue(() => - { - GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Lose); - EndGame(Enums.GameResult.Lose); - }); - break; - case Constants.MultiplayManagerState.ReceiveDrawRequest: - Debug.Log("상대방의 무승부 요청 들어옴"); - UnityMainThreadDispatcher.Instance().Enqueue(() => - { - GameManager.Instance.panelManager.OpenDrawConfirmPanel("무승부 요청을 승락하시겠습니까?", () => - { - GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw); - EndGame(Enums.GameResult.Draw); - _multiplayManager.AcceptDraw(); - }, () => - { - _multiplayManager.RejectDraw(); - }); - }); - break; - case Constants.MultiplayManagerState.DrawRequestSent: - Debug.Log("무승부 요청 전송 완료"); - break; - case Constants.MultiplayManagerState.DrawAccepted: - Debug.Log("무승부 요청이 승락이 들어옴"); - UnityMainThreadDispatcher.Instance().Enqueue(() => - { - GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw); - EndGame(Enums.GameResult.Draw); - }); - break; - case Constants.MultiplayManagerState.DrawConfirmed: - Debug.Log("무승부 요청 승락 완료"); - break; - case Constants.MultiplayManagerState.DrawRejected: - Debug.Log("무승부 요청이 거부가 들어옴"); - UnityMainThreadDispatcher.Instance().Enqueue(() => - { - GameManager.Instance.panelManager.OpenConfirmPanel("무승부 요청을 거부하였습니다.", () => { }); - }); - break; - case Constants.MultiplayManagerState.DrawRejectionConfirmed: - Debug.Log("무승부 요청 거부 완료"); - - break; - case Constants.MultiplayManagerState.ReceiveTimeout: - Debug.Log("상대방이 타임 아웃 됨"); - UnityMainThreadDispatcher.Instance().Enqueue(() => - { - GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win); - EndGame(Enums.GameResult.Win); - }); - break; - } - ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,"nicknameB"); - - }); - _multiplayManager.RegisterPlayer(UserManager.Instance.Nickname, UserManager.Instance.Rating, UserManager.Instance.imageIndex); - break; - case Enums.GameType.Replay: - //TODO: 리플레이 구현 - break; - } } - //AI닉네임 랜덤 생성 - private string RandomAINickname() + private void InitBoardForRevenge(bool isFirstPlayer) { - string[] AI_NAMIES = { "이세돌", "신사동호랭이","진짜인간임","종로3가짱돌","마스터김춘배","62세황순자","고준일 강사님"}; + //보드 초기화 + _board = new Enums.PlayerType[15, 15]; + _totalStoneCounter = 0; + StoneController.InitStones(); + RequestDrawChance = false; + + SelectedRow = -1; + SelectedCol = -1; + _lastRow = -1; + _lastCol = -1; - var index = UnityEngine.Random.Range(0, AI_NAMIES.Length); + // 금수 감지기 초기화 + _forbiddenDetector.RenjuForbiddenMove(_board); - return AI_NAMIES[index]; + //timer 초기화 + FioTimer.InitTimer(); + + // 플레이어 셋업 + SetupPlayer(isFirstPlayer, _roomId, _opponentNickname, _opponentImageIndex); + + // 로딩 패널 열려 있으면 닫기 + GameManager.Instance.panelManager.CloseLoadingPanel(); + + // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요 + StartGameOnMainThread(); } - - public void SwitchToSinglePlayer() + + #endregion + + public Enums.PlayerType[,] GetBoard() => _board; + + // 보드 초기화 + public void ResetBoard() => Array.Clear(_board, 0, _board.Length); + + // 상대가 매칭되지 않을 경우 AI로 전환하는 함수 + private void SwitchToSinglePlayer() { - _multiplayManager?.Dispose(); + MultiPlayManager?.Dispose(); // 기존 멀티플레이 상태 초기화 - _multiplayManager = null; + MultiPlayManager = null; _roomId = null; // 싱글 플레이 상태로 변경 - firstPlayerState = new PlayerState(true); - secondPlayerState = new AIState(); - // AI 난이도 설정(급수 설정) - OmokAI.Instance.SetRating(UserManager.Instance.Rating); - - // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요 - UnityMainThreadDispatcher.Instance().Enqueue(() => - { - // 스레드 확인 로그: 추후 디버깅 시 필요할 수 있을 것 같아 남겨둡니다 - // Debug.Log($"[UnityMainThreadDispatcher] 실행 스레드: {System.Threading.Thread.CurrentThread.ManagedThreadId}"); - - //AI닉네임 랜덤생성 - var aiName = RandomAINickname(); - var imageIndex = UnityEngine.Random.Range(0, 2); - - //유저 이름 사진 초기화 - GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, aiName); - GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, imageIndex); - // 리플레이 데이터 업데이트 - ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,aiName, UserManager.Instance.imageIndex, imageIndex); - - // 로딩 패널 열려있으면 닫기 - GameManager.Instance.panelManager.CloseLoadingPanel(); - - // 첫 번째 플레이어(유저)부터 시작 - SetState(firstPlayerState); - }); - } - - public void Dispose() - { - _multiplayManager?.LeaveRoom(_roomId); - _multiplayManager?.Dispose(); - } - - //돌 카운터 증가 함수 - public void CountStoneCounter() - { - _totalStoneCounter++; - } - - //착수 버튼 클릭시 호출되는 함수 - public void OnConfirm() - { - _currentPlayerState.ProcessMove(this, currentTurn, selectedRow, selectedCol); - } - //보드 초기화 - public void ResetBoard() - { - Array.Clear(_board, 0, _board.Length); + InitializeSinglePlayMode(); } public void SetState(BasePlayerState state) { - _currentPlayerState?.OnExit(this); - _currentPlayerState = state; - _currentPlayerState?.OnEnter(this); - //턴 표시 - GameManager.Instance.SetTurnIndicator(_currentPlayerState == firstPlayerState); - } - - //스톤의 상태변경 명령함수 - public void SetStoneNewState(Enums.StoneState state, int row, int col) - { - stoneController.SetStoneState(state, row, col); + CurrentPlayerState?.OnExit(this); + CurrentPlayerState = state; + CurrentPlayerState?.OnEnter(this); + // 턴 표시 + GameManager.Instance.SetTurnIndicator(CurrentPlayerState == FirstPlayerState); } - public void SetStoneSelectedState(int row, int col) - { - if (_board[row, col] != Enums.PlayerType.None) return; - - if (stoneController.GetStoneState(row, col) != Enums.StoneState.None && currentTurn == Enums.PlayerType.PlayerA) return; - //첫수 및 중복 확인 - if ((selectedRow != row || selectedCol != col) && (selectedRow != -1 && selectedCol != -1)) - { - stoneController.SetStoneState(Enums.StoneState.None,selectedRow, selectedCol); - } - selectedRow = row; - selectedCol = col; - stoneController.SetStoneState(Enums.StoneState.Selected, row, col); - } - - //보드에 돌추가 함수 - public void SetNewBoardValue(Enums.PlayerType playerType, int row, int col) - { - if (_board[row, col] != Enums.PlayerType.None) return; + #region Utility - switch (playerType) - { - case Enums.PlayerType.PlayerA: - stoneController.SetStoneType(Enums.StoneType.Black, row, col); - stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col); - _board[row, col] = Enums.PlayerType.PlayerA; - LastNSelectedSetting(row, col); - - ReplayManager.Instance.RecordStonePlaced(Enums.StoneType.Black, row, col); //기보 데이터 저장 - break; - case Enums.PlayerType.PlayerB: - stoneController.SetStoneType(Enums.StoneType.White, row, col); - stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col); - _board[row, col] = Enums.PlayerType.PlayerB; - LastNSelectedSetting(row, col); - - ReplayManager.Instance.RecordStonePlaced(Enums.StoneType.White, row, col); - - break; - } - } - - //돌 지우는 함수 - public void RemoveStone(int row, int col) - { - _board[row, col] = Enums.PlayerType.None; - stoneController.SetStoneType(Enums.StoneType.None, row, col); - stoneController.SetStoneState(Enums.StoneState.None, row, col); - } - - //마지막 좌표와 선택 좌표 세팅 - private void LastNSelectedSetting(int row, int col) - { - //첫수 확인 - if (_lastRow != -1 || _lastCol != -1) - { - stoneController.SetStoneState(Enums.StoneState.None, _lastRow, _lastCol); - } - //마지막 좌표 저장 - _lastRow = row; - _lastCol = col; - //선택 좌표 초기화 - selectedRow = -1; - selectedCol = -1; - } - //게임 끝 - public void EndGame(Enums.GameResult result) - { - SetState(null); - ReplayManager.Instance.SaveReplayDataResult(result); - //TODO: 게임 종료 후 행동 구현 - } - - //승리 확인 함수 - public bool CheckGameWin(Enums.PlayerType player, int row, int col) - { - return OmokAI.Instance.CheckGameWin(player, _board, row, col); - } - - // 특정 방향으로 같은 돌 개수와 열린 끝 개수를 계산하는 함수 - private (int count, int openEnds) CountStones( - Enums.PlayerType[,] board, int row, int col, int[] direction, Enums.PlayerType player) - { - int size = board.GetLength(0); - int count = 0; - int openEnds = 0; - - // 정방향 탐색 - int r = row + direction[0], c = col + direction[1]; - while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player) - { - count++; - r += direction[0]; // row값 옮기기 - c += direction[1]; // col값 옮기기 - } - - if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None) - { - openEnds++; - } - - // 역방향 탐색 - r = row - direction[0]; - c = col - direction[1]; - while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player) - { - count++; - r -= direction[0]; - c -= direction[1]; - } - - if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None) - { - openEnds++; - } - - return (count, openEnds); - } - - public Enums.PlayerType[,] GetBoard() - { - return _board; - } - //무승부 확인 - public bool CheckGameDraw() - { - if (CheckIsFull(_board)) return true; // 빈 칸이 없으면 무승부 - bool playerAHasChance = CheckFiveChance(_board, Enums.PlayerType.PlayerA); - bool playerBHasChance = CheckFiveChance(_board, Enums.PlayerType.PlayerB); - return !(playerAHasChance || playerBHasChance); // 둘 다 기회가 없으면 무승부 - } - - //연속되는 5개가 만들어질 기회가 있는지 판단 - private bool CheckFiveChance(Enums.PlayerType[,] board, Enums.PlayerType player) - { - var tempBoard = (Enums.PlayerType[,])board.Clone(); - int size = board.GetLength(0); - for (int row = 0; row < size; row++) - { - for (int col = 0; col < size; col++) - { - if (tempBoard[row, col] != Enums.PlayerType.None) continue; - tempBoard[row, col] = player; - foreach (var dir in AIConstants.Directions) - { - var (count, _) = CountStones(tempBoard, row, col, dir, player); - - // 자기 자신 포함하여 5개 이상일 시 true 반환 - if (count + 1 >= Constants.WIN_COUNT) return true; - } - } - } - return false; - } - //보드가 꽉 찼는지 확인 - private static bool CheckIsFull(Enums.PlayerType[,] board) - { - int size = board.GetLength(0); - for (int row = 0; row < size; row++) - { - for (int col = 0; col < size; col++) - { - if (board[row, col] == Enums.PlayerType.None) return false; - } - } - return true; - } - - #region Renju Rule Detector // 금수 위치 업데이트 및 표시 public void UpdateForbiddenMoves() { ClearForbiddenMarks(); - if (currentTurn == Enums.PlayerType.PlayerA) + if (CurrentTurn == Enums.PlayerType.PlayerA) { var cloneBoard = (Enums.PlayerType[,])_board.Clone(); _forbiddenMoves = _forbiddenDetector.RenjuForbiddenMove(cloneBoard); @@ -809,6 +530,12 @@ public class GameLogic : IDisposable } } + // 타이머 일시정지 + private void TimerPause() => FioTimer.PauseTimer(); + + // 타이머 일시정지 해제 + private void TimerUnpause() => FioTimer.StartTimer(); + // 이전에 표시된 금수 마크 제거 private void ClearForbiddenMarks() { @@ -821,5 +548,22 @@ public class GameLogic : IDisposable } } } -#endregion + + // AI닉네임 랜덤 생성 + private string RandomAINickname() + { + string[] AI_NAMIES = { "이세돌", "신사동호랭이","진짜인간임","종로3가짱돌","마스터김춘배","62세황순자","고준일 강사님"}; + + var index = Random.Range(0, AI_NAMIES.Length); + + return AI_NAMIES[index]; + } + + #endregion + + public void Dispose() + { + MultiPlayManager?.LeaveRoom(_roomId); + MultiPlayManager?.Dispose(); + } } diff --git a/Assets/Script/Game/GameManager.cs b/Assets/Script/Game/GameManager.cs index b2dca0b..f34e129 100644 --- a/Assets/Script/Game/GameManager.cs +++ b/Assets/Script/Game/GameManager.cs @@ -30,7 +30,7 @@ public class GameManager : Singleton public MultiplayManager GetMultiplayManager() { - _multiplayManager = _gameLogic._multiplayManager; + _multiplayManager = _gameLogic.MultiPlayManager; if (_multiplayManager == null) Debug.Log("MultiplayManager가 null입니다"); return _multiplayManager; } @@ -49,7 +49,7 @@ public class GameManager : Singleton public void OnClickConfirmButton() { - if (_gameLogic.selectedRow != -1 && _gameLogic.selectedCol != -1) + if (_gameLogic.SelectedRow != -1 && _gameLogic.SelectedCol != -1) { _gameLogic.OnConfirm(); } @@ -99,7 +99,7 @@ public class GameManager : Singleton if (_gameLogic == null) return; _gameLogic.ResetBoard(); _stoneController.InitStones(); - _gameLogic.SetState(_gameLogic.firstPlayerState); + _gameLogic.SetState(_gameLogic.FirstPlayerState); } //유저 이름 Game UI에 초기화 public void InitPlayersName(string playerNameA, string playerNameB) @@ -122,7 +122,7 @@ public class GameManager : Singleton public bool GetRequestDrawChance() { - if (_gameLogic == null){ return false;} + if (_gameLogic == null) return false; return _gameLogic.RequestDrawChance; } @@ -131,4 +131,25 @@ public class GameManager : Singleton if (_gameLogic == null) return; _gameLogic.RequestDrawChance = false; } + + public bool CheckIsSinglePlay() + { + if (_gameLogic == null) return false; + return _gameLogic.GameType == Enums.GameType.SinglePlay; + } + + public void SurrenderSinglePlay() + { + if(_gameLogic == null) return; + panelManager.OpenEffectPanel(Enums.GameResult.Lose); + _gameLogic.EndGame(Enums.GameResult.Lose); + } + + public void DrawSinglePlay() + { + if(_gameLogic == null) return; + panelManager.OpenEffectPanel(Enums.GameResult.Draw); + _gameLogic.EndGame(Enums.GameResult.Draw); + } + } \ No newline at end of file diff --git a/Assets/Script/Game/GameStates.meta b/Assets/Script/Game/GameStates.meta new file mode 100644 index 0000000..7abcde1 --- /dev/null +++ b/Assets/Script/Game/GameStates.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: b15e90e5f55e4d338705bfffd558d056 +timeCreated: 1743068734 \ No newline at end of file diff --git a/Assets/Script/Game/GameStates/AIState.cs b/Assets/Script/Game/GameStates/AIState.cs new file mode 100644 index 0000000..29de06a --- /dev/null +++ b/Assets/Script/Game/GameStates/AIState.cs @@ -0,0 +1,27 @@ +public class AIState: BasePlayerState +{ + public override void OnEnter(GameLogic gameLogic) + { + gameLogic.FioTimer.StartTimer(); + OmokAI.Instance.StartBestMoveSearch(gameLogic.GetBoard(), (bestMove) => + { + if(bestMove.HasValue) + HandleMove(gameLogic, bestMove.Value.Item1, bestMove.Value.Item2); + }); + } + + public override void OnExit(GameLogic gameLogic) + { + gameLogic.FioTimer.InitTimer(); + } + + public override void HandleMove(GameLogic gameLogic, int row, int col) + { + ProcessMove(gameLogic, Enums.PlayerType.PlayerB,row, col); + } + + public override void HandleNextTurn(GameLogic gameLogic) + { + gameLogic.SetState(gameLogic.FirstPlayerState); + } +} \ No newline at end of file diff --git a/Assets/Script/Game/GameStates/AIState.cs.meta b/Assets/Script/Game/GameStates/AIState.cs.meta new file mode 100644 index 0000000..877d37d --- /dev/null +++ b/Assets/Script/Game/GameStates/AIState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: fbd2216a641845bc9892444713d3497f +timeCreated: 1743068785 \ No newline at end of file diff --git a/Assets/Script/Game/GameStates/BasePlayerState.cs b/Assets/Script/Game/GameStates/BasePlayerState.cs new file mode 100644 index 0000000..7a73f37 --- /dev/null +++ b/Assets/Script/Game/GameStates/BasePlayerState.cs @@ -0,0 +1,58 @@ +using UnityEngine; + +public abstract class BasePlayerState +{ + public abstract void OnEnter(GameLogic gameLogic); + public abstract void OnExit(GameLogic gameLogic); + public abstract void HandleMove(GameLogic gameLogic, int row, int col); + public abstract void HandleNextTurn(GameLogic gameLogic); + + protected string _roomId; + protected bool _isMultiplay; + protected MultiplayManager _multiplayManager; + + public void ProcessMove(GameLogic gameLogic, Enums.PlayerType playerType, int row, int col) + { + gameLogic.FioTimer.PauseTimer(); + gameLogic.SetNewBoardValue(playerType, row, col); + gameLogic.CountStoneCounter(); + + if (_isMultiplay) + { + _multiplayManager.SendPlayerMove(_roomId, new Vector2Int(row, col)); + } + + if (gameLogic.CheckGameWin(playerType, row, col)) + { + var gameResult = playerType == Enums.PlayerType.PlayerA? Enums.GameResult.Win:Enums.GameResult.Lose; + if (gameLogic.GameType == Enums.GameType.MultiPlay) + { + if (gameLogic.FirstPlayerState.GetType() != typeof(PlayerState)) + { + gameResult = gameResult == Enums.GameResult.Win ? Enums.GameResult.Lose : Enums.GameResult.Win; + } + } + GameManager.Instance.panelManager.OpenEffectPanel(gameResult); + gameLogic.EndGame(gameResult); + } + else + { + if (gameLogic.TotalStoneCounter >= Constants.MinCountForDrawCheck) + { + if (gameLogic.CheckGameDraw()) + { + GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw); + gameLogic.EndGame(Enums.GameResult.Draw); + } + else + { + HandleNextTurn(gameLogic); + } + } + else + { + HandleNextTurn(gameLogic); + } + } + } +} \ No newline at end of file diff --git a/Assets/Script/Game/GameStates/BasePlayerState.cs.meta b/Assets/Script/Game/GameStates/BasePlayerState.cs.meta new file mode 100644 index 0000000..7d599d0 --- /dev/null +++ b/Assets/Script/Game/GameStates/BasePlayerState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 28db9c0415a04bd288598b502b43066f +timeCreated: 1743068714 \ No newline at end of file diff --git a/Assets/Script/Game/GameStates/MultiPlayerState.cs b/Assets/Script/Game/GameStates/MultiPlayerState.cs new file mode 100644 index 0000000..bb0390b --- /dev/null +++ b/Assets/Script/Game/GameStates/MultiPlayerState.cs @@ -0,0 +1,62 @@ +public class MultiPlayerState: BasePlayerState +{ + private Enums.PlayerType _playerType; + private bool _isFirstPlayer; + + private MultiplayManager _multiplayManager; + + public MultiPlayerState(bool isFirstPlayer, MultiplayManager multiplayManager) + { + _isFirstPlayer = isFirstPlayer; + _playerType = isFirstPlayer ? Enums.PlayerType.PlayerA : Enums.PlayerType.PlayerB; + _multiplayManager = multiplayManager; + } + + public override void OnEnter(GameLogic gameLogic) + { + gameLogic.FioTimer.StartTimer(); + //TODO: 첫번째 플레이어면 렌주 룰 확인 + #region Renju Turn Set + // 턴이 변경될 때마다 금수 위치 업데이트 + gameLogic.UpdateForbiddenMoves(); + #endregion + + gameLogic.CurrentTurn = _playerType; + // gameLogic.stoneController.OnStoneClickedDelegate = (row, col) => + // { + // HandleMove(gameLogic, row, col); + // }; + _multiplayManager.OnOpponentMove = moveData => + { + var row = moveData.position.x; + var col = moveData.position.y; + UnityThread.executeInUpdate(() => + { + HandleMove(gameLogic, row, col); + }); + }; + } + + public override void OnExit(GameLogic gameLogic) + { + gameLogic.FioTimer.InitTimer(); + _multiplayManager.OnOpponentMove = null; + } + + public override void HandleMove(GameLogic gameLogic, int row, int col) + { + ProcessMove(gameLogic, _playerType, row, col); + } + + public override void HandleNextTurn(GameLogic gameLogic) + { + if (_isFirstPlayer) + { + gameLogic.SetState(gameLogic.SecondPlayerState); + } + else + { + gameLogic.SetState(gameLogic.FirstPlayerState); + } + } +} \ No newline at end of file diff --git a/Assets/Script/Game/GameStates/MultiPlayerState.cs.meta b/Assets/Script/Game/GameStates/MultiPlayerState.cs.meta new file mode 100644 index 0000000..a97769a --- /dev/null +++ b/Assets/Script/Game/GameStates/MultiPlayerState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 20e292a1c2064962ab8eaaa5a80bc3b9 +timeCreated: 1743068802 \ No newline at end of file diff --git a/Assets/Script/Game/GameStates/PlayerState.cs b/Assets/Script/Game/GameStates/PlayerState.cs new file mode 100644 index 0000000..c5d38a9 --- /dev/null +++ b/Assets/Script/Game/GameStates/PlayerState.cs @@ -0,0 +1,63 @@ +public class PlayerState : BasePlayerState +{ + private Enums.PlayerType _playerType; + private bool _isFirstPlayer; + + public PlayerState(bool isFirstPlayer) + { + _isFirstPlayer = isFirstPlayer; + _playerType = isFirstPlayer ? Enums.PlayerType.PlayerA : Enums.PlayerType.PlayerB; + _isMultiplay = false; + } + + public PlayerState(bool isFirstPlayer, MultiplayManager multiplayManager, string roomId) + : this(isFirstPlayer) + { + _isFirstPlayer = isFirstPlayer; + _multiplayManager = multiplayManager; + _roomId = roomId; + _isMultiplay = true; + } + + public override void OnEnter(GameLogic gameLogic) + { + gameLogic.FioTimer.StartTimer(); + + //TODO: 첫번째 플레이어면 렌주 룰 확인 + #region Renju Turn Set + // 턴이 변경될 때마다 금수 위치 업데이트 + gameLogic.UpdateForbiddenMoves(); + #endregion + + gameLogic.CurrentTurn = _playerType; + gameLogic.StoneController.OnStoneClickedDelegate = (row, col) => + { + HandleMove(gameLogic, row, col); + }; + } + + public override void OnExit(GameLogic gameLogic) + { + //TODO: 렌주 룰 금수자리 초기화 + + gameLogic.FioTimer.InitTimer(); + gameLogic.StoneController.OnStoneClickedDelegate = null; + } + + public override void HandleMove(GameLogic gameLogic, int row, int col) + { + gameLogic.SetStoneSelectedState(row, col); + } + + public override void HandleNextTurn(GameLogic gameLogic) + { + if (_isFirstPlayer) + { + gameLogic.SetState(gameLogic.SecondPlayerState); + } + else + { + gameLogic.SetState(gameLogic.FirstPlayerState); + } + } +} \ No newline at end of file diff --git a/Assets/Script/Game/GameStates/PlayerState.cs.meta b/Assets/Script/Game/GameStates/PlayerState.cs.meta new file mode 100644 index 0000000..5f9c74f --- /dev/null +++ b/Assets/Script/Game/GameStates/PlayerState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 951fc71a9c154522b3562053350536b8 +timeCreated: 1743068763 \ No newline at end of file diff --git a/Assets/Script/Game/GameUtility.meta b/Assets/Script/Game/GameUtility.meta new file mode 100644 index 0000000..cc52462 --- /dev/null +++ b/Assets/Script/Game/GameUtility.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 79bd83540d994967a0e3b7ee6d5bc835 +timeCreated: 1743076291 \ No newline at end of file diff --git a/Assets/Script/Game/GameUtility/GameRoutine.cs b/Assets/Script/Game/GameUtility/GameRoutine.cs new file mode 100644 index 0000000..b3148c3 --- /dev/null +++ b/Assets/Script/Game/GameUtility/GameRoutine.cs @@ -0,0 +1,95 @@ +public partial class GameLogic +{ + // 돌 카운터 증가 함수 + public void CountStoneCounter() => _totalStoneCounter++; + + // 착수 버튼 클릭시 호출되는 함수 + public void OnConfirm() => CurrentPlayerState.ProcessMove(this, CurrentTurn, SelectedRow, SelectedCol); + + // 스톤의 상태변경 명령함수 + private void SetStoneNewState(Enums.StoneState state, int row, int col) + { + StoneController.SetStoneState(state, row, col); + } + + public void SetStoneSelectedState(int row, int col) + { + if (_board[row, col] != Enums.PlayerType.None) return; + + if (StoneController.GetStoneState(row, col) != Enums.StoneState.None && + CurrentTurn == Enums.PlayerType.PlayerA) return; + // 첫수 및 중복 확인 + if ((SelectedRow != row || SelectedCol != col) && (SelectedRow != -1 && SelectedCol != -1)) + { + StoneController.SetStoneState(Enums.StoneState.None, SelectedRow, SelectedCol); + } + + (SelectedRow, SelectedCol) = (row, col); + + StoneController.SetStoneState(Enums.StoneState.Selected, row, col); + } + + // 보드에 돌추가 함수 + public void SetNewBoardValue(Enums.PlayerType playerType, int row, int col) + { + if (_board[row, col] != Enums.PlayerType.None) return; + + switch (playerType) + { + case Enums.PlayerType.PlayerA: + StoneController.SetStoneType(Enums.StoneType.Black, row, col); + StoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col); + _board[row, col] = Enums.PlayerType.PlayerA; + LastNSelectedSetting(row, col); + + ReplayManager.Instance.RecordStonePlaced(Enums.StoneType.Black, row, col); //기보 데이터 저장 + break; + case Enums.PlayerType.PlayerB: + StoneController.SetStoneType(Enums.StoneType.White, row, col); + StoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col); + _board[row, col] = Enums.PlayerType.PlayerB; + LastNSelectedSetting(row, col); + + ReplayManager.Instance.RecordStonePlaced(Enums.StoneType.White, row, col); + break; + } + } + + // 돌 지우는 함수 + public void RemoveStone(int row, int col) + { + _board[row, col] = Enums.PlayerType.None; + StoneController.SetStoneType(Enums.StoneType.None, row, col); + StoneController.SetStoneState(Enums.StoneState.None, row, col); + } + + // 마지막 좌표와 선택 좌표 세팅 + private void LastNSelectedSetting(int row, int col) + { + //첫수 확인 + if (_lastRow != -1 || _lastCol != -1) + { + StoneController.SetStoneState(Enums.StoneState.None, _lastRow, _lastCol); + } + + //마지막 좌표 저장 + (_lastRow, _lastCol) = (row, col); + + //선택 좌표 초기화 + (SelectedRow, SelectedCol) = (-1, -1); + } + + // 게임 끝 + public void EndGame(Enums.GameResult result) + { + SetState(null); + ReplayManager.Instance.SaveReplayDataResult(result); + //TODO: 게임 종료 후 행동 구현 + } + + public void SetLastPositioned(int row, int col) + { + _lastRow = row; + _lastCol = col; + } +} \ No newline at end of file diff --git a/Assets/Script/Game/GameUtility/GameRoutine.cs.meta b/Assets/Script/Game/GameUtility/GameRoutine.cs.meta new file mode 100644 index 0000000..80cebb3 --- /dev/null +++ b/Assets/Script/Game/GameUtility/GameRoutine.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: d911ca14696a433ebc112577b60de664 +timeCreated: 1743076571 \ No newline at end of file diff --git a/Assets/Script/Game/GameUtility/GameWinCheck.cs b/Assets/Script/Game/GameUtility/GameWinCheck.cs new file mode 100644 index 0000000..a4f8531 --- /dev/null +++ b/Assets/Script/Game/GameUtility/GameWinCheck.cs @@ -0,0 +1,96 @@ +public partial class GameLogic +{ + //승리 확인 함수 + public bool CheckGameWin(Enums.PlayerType player, int row, int col) + { + return OmokAI.Instance.CheckGameWin(player, _board, row, col); + } + + // 특정 방향으로 같은 돌 개수와 열린 끝 개수를 계산하는 함수 + public static (int count, int openEnds) CountStones( + Enums.PlayerType[,] board, int row, int col, int[] direction, Enums.PlayerType player) + { + int size = board.GetLength(0); + int count = 0; + int openEnds = 0; + + // 정방향 탐색 + int r = row + direction[0], c = col + direction[1]; + while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player) + { + count++; + r += direction[0]; // row값 옮기기 + c += direction[1]; // col값 옮기기 + } + + if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None) + { + openEnds++; + } + + // 역방향 탐색 + r = row - direction[0]; + c = col - direction[1]; + while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player) + { + count++; + r -= direction[0]; + c -= direction[1]; + } + + if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None) + { + openEnds++; + } + + return (count, openEnds); + } + + //무승부 확인 + public bool CheckGameDraw() + { + if (CheckIsFull(_board)) return true; // 빈 칸이 없으면 무승부 + bool playerAHasChance = CheckFiveChance(_board, Enums.PlayerType.PlayerA); + bool playerBHasChance = CheckFiveChance(_board, Enums.PlayerType.PlayerB); + return !(playerAHasChance || playerBHasChance); // 둘 다 기회가 없으면 무승부 + } + + //연속되는 5개가 만들어질 기회가 있는지 판단 + private bool CheckFiveChance(Enums.PlayerType[,] board, Enums.PlayerType player) + { + var tempBoard = (Enums.PlayerType[,])board.Clone(); + int size = board.GetLength(0); + for (int row = 0; row < size; row++) + { + for (int col = 0; col < size; col++) + { + if (tempBoard[row, col] != Enums.PlayerType.None) continue; + tempBoard[row, col] = player; + foreach (var dir in AIConstants.Directions) + { + var (count, _) = CountStones(tempBoard, row, col, dir, player); + + // 자기 자신 포함하여 5개 이상일 시 true 반환 + if (count + 1 >= Constants.WIN_COUNT) return true; + } + } + } + + return false; + } + + //보드가 꽉 찼는지 확인 + private static bool CheckIsFull(Enums.PlayerType[,] board) + { + int size = board.GetLength(0); + for (int row = 0; row < size; row++) + { + for (int col = 0; col < size; col++) + { + if (board[row, col] == Enums.PlayerType.None) return false; + } + } + + return true; + } +} \ No newline at end of file diff --git a/Assets/Script/Game/GameUtility/GameWinCheck.cs.meta b/Assets/Script/Game/GameUtility/GameWinCheck.cs.meta new file mode 100644 index 0000000..f6d41b4 --- /dev/null +++ b/Assets/Script/Game/GameUtility/GameWinCheck.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 367e9d42ab0f4a879d00bac722922970 +timeCreated: 1743076291 \ No newline at end of file diff --git a/Assets/Script/Game/MultiplayManager.cs b/Assets/Script/Game/MultiplayManager.cs index ca9846d..62a1a29 100644 --- a/Assets/Script/Game/MultiplayManager.cs +++ b/Assets/Script/Game/MultiplayManager.cs @@ -61,6 +61,14 @@ public class MessageData public string message { get; set; } } +public class RevengeData +{ + [JsonProperty("message")] + public string message { get; set; } + [JsonProperty("isBlack")] + public Boolean isBlack { get; set; } +} + public class MultiplayManager : IDisposable { private SocketIOUnity _socket; @@ -91,12 +99,20 @@ public class MultiplayManager : IDisposable _socket.On("doSurrender", DoSurrender); _socket.On("surrenderConfirmed", SurrenderConfirmed); _socket.On("receiveTimeout", ReceiveTimeout); + // 무승부 관련 _socket.On("receiveDrawRequest", ReceiveDrawRequest); _socket.On("drawRequestSent", DrawRequestSent); _socket.On("drawAccepted", DrawAccepted); _socket.On("drawConfirmed", DrawConfirmed); _socket.On("drawRejected", DrawRejected); _socket.On("drawRejectionConfirmed", DrawRejectionConfirmed); + // 재대결 관련 + _socket.On("receiveRevengeRequest", ReceiveRevengeRequest); + _socket.On("revengeRequestSent", RevengeRequestSent); + _socket.On("revengeAccepted", RevengeAccepted); + _socket.On("revengeConfirmed", RevengeConfirmed); + _socket.On("revengeRejected", RevengeRejected); + _socket.On("revengeRejectionConfirmed", RevengeRejectionConfirmed); _socket.Connect(); } @@ -153,7 +169,6 @@ public class MultiplayManager : IDisposable private void DoOpponent(SocketIOResponse response) { var data = response.GetValue(); - if (data != null && data.position != null) { Vector2Int opponentPosition = new Vector2Int(data.position.x, data.position.y); @@ -205,7 +220,7 @@ public class MultiplayManager : IDisposable { if (string.IsNullOrEmpty(_roomId)) { - Debug.LogError("LeaveRoom 호출 실패: _roomId가 설정되지 않음"); + Debug.LogError("RequestSurrender 호출 실패: _roomId가 설정되지 않음"); return; } _socket.Emit("requestSurrender",new { roomId = _roomId }); @@ -232,7 +247,7 @@ public class MultiplayManager : IDisposable { if (string.IsNullOrEmpty(_roomId)) { - Debug.LogError("LeaveRoom 호출 실패: _roomId가 설정되지 않음"); + Debug.LogError("SendTimeout 호출 실패: _roomId가 설정되지 않음"); return; } _socket.Emit("sendTimeout",new { roomId = _roomId }); @@ -249,6 +264,8 @@ public class MultiplayManager : IDisposable _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.ReceiveTimeout, data.message); } + #region 무승부 + public void RequestDraw() { if (string.IsNullOrEmpty(_roomId)) @@ -321,6 +338,84 @@ public class MultiplayManager : IDisposable _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawRejectionConfirmed, data.message); } + #endregion + + #region 재대결 + + public void RequestRevengeRequest() + { + if (string.IsNullOrEmpty(_roomId)) + { + Debug.LogError("requestDraw 호출 실패: _roomId가 설정되지 않음"); + return; + } + _socket.Emit("requestRevenge",new { roomId = _roomId }); + } + + private void ReceiveRevengeRequest(SocketIOResponse response) + { + var data = response.GetValue(); + + _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.ReceiveRevengeRequest, data.message); + } + + private void RevengeRequestSent(SocketIOResponse response) + { + var data = response.GetValue(); + + _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeRequestSent, data.message); + } + + public void AcceptRevenge() + { + if (string.IsNullOrEmpty(_roomId)) + { + Debug.LogError("acceptRevenge 호출 실패: _roomId가 설정되지 않음"); + return; + } + _socket.Emit("acceptRevenge", new { roomId = _roomId }); + } + + private void RevengeAccepted(SocketIOResponse response) + { + var data = response.GetValue(); + + _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeAccepted, data); + } + + private void RevengeConfirmed(SocketIOResponse response) + { + var data = response.GetValue(); + + _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeConfirmed, data); + } + + public void RejectRevenge() + { + if (string.IsNullOrEmpty(_roomId)) + { + Debug.LogError("rejectRevenge 호출 실패: _roomId가 설정되지 않음"); + return; + } + _socket.Emit("rejectRevenge", new { roomId = _roomId }); + } + + private void RevengeRejected(SocketIOResponse response) + { + var data = response.GetValue(); + + _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeRejected, data.message); + } + + private void RevengeRejectionConfirmed(SocketIOResponse response) + { + var data = response.GetValue(); + + _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeRejectionConfirmed, data.message); + } + + #endregion + public void Dispose() { if (_socket != null) @@ -328,6 +423,7 @@ public class MultiplayManager : IDisposable _socket.Disconnect(); _socket.Dispose(); _socket = null; + _roomId = null; } } } diff --git a/Assets/Script/Main/LoadingPanelController.cs b/Assets/Script/Main/LoadingPanelController.cs index 48def94..91b306f 100644 --- a/Assets/Script/Main/LoadingPanelController.cs +++ b/Assets/Script/Main/LoadingPanelController.cs @@ -3,6 +3,7 @@ using System.Collections.Generic; using System.Threading; using DG.Tweening; using TMPro; +using Unity.VisualScripting; using UnityEngine; using UnityEngine.UI; @@ -15,20 +16,48 @@ public class LoadingPanelController : MonoBehaviour [SerializeField] private Sprite[] dragonSprites; [SerializeField] private Sprite[] tigerSprites; - [SerializeField] private string fullText = "불러오는 중..."; // 원하는 문구를 인스펙터에서 설정 가능 - [SerializeField] private float interval = 0.4f; // 글자 추가 속도 조정 가능 + private string _fullText = "불러오는 중..."; + private readonly string[] _loadingMessages = { + "흑돌을 닦는 중...", + "백돌을 닦는 중...", + "알을 반짝반짝 닦는 중...", + "방석을 터는 중...", + "오목 룰북을 읽는 중...", + "한 수 깊이 생각하는 중...", + "흑돌과 백돌을 구분하는 중...", + "돌이 동글동글한지 확인하는 중..." + }; + + private string _watingText = "상대방을 기다리는 중..."; + private float interval = 0.2f; [SerializeField] float flipDuration = 0.3f; // 회전 시간 [SerializeField] float delayBetweenFlips = 1f; // 이미지 변경 주기 + + [SerializeField] private GameObject imageBackground; + [SerializeField] private GameObject simpleBackground; private int currentLength = 0; private CancellationTokenSource cancellationTokenSource; // 타 컴포넌트에서 애니메이션 효과 설정을 위해 호출(RotateImages와 FlipImages 혼용은 불가능: DORotate가 서로 충돌함) - public void StartLoading(bool animatedImage, bool animatedText, bool animatedFlip) + /// + /// 로딩 패널 보이기 + /// + /// 캐릭터들이 좌우로 회전하는 효과 + /// 한글자씩 나타나는 효과 + /// 캐릭터들이 뒤집히면서 표정이 바뀌는 효과 + /// 배경 이미지 여부 설정 + public void StartLoading(bool animatedImage, bool animatedText, bool animatedFlip, bool isBackgroundImage) { // 패널 활성화 gameObject.SetActive(true); cancellationTokenSource = new CancellationTokenSource(); + + // 배경 이미지 여부 설정 + imageBackground.SetActive(isBackgroundImage); + simpleBackground.SetActive(!isBackgroundImage); + + _fullText = !isBackgroundImage ? _watingText : _fullText; // 인게임에서 사용하는 경우 맨 처음 텍스트 고정 if (animatedImage) RotateImages(); // 캐릭터들이 좌우로 회전하는 효과 if (animatedText) StartCoroutine(AnimateLoadingText()); // 한글자씩 나타나는 효과 @@ -63,14 +92,15 @@ public class LoadingPanelController : MonoBehaviour while (!cancellationTokenSource.IsCancellationRequested) { // 글자 하나씩 추가 - currentLength = (currentLength + 1) % (fullText.Length + 1); // 글자 하나씩 추가 (0 ~ fullText.Length 반복) - loadingText.text = fullText.Substring(0, currentLength); // 부분 문자열 표시 + currentLength = (currentLength + 1) % (_fullText.Length + 1); // 글자 하나씩 추가 (0 ~ fullText.Length 반복) + loadingText.text = _fullText.Substring(0, currentLength); // 부분 문자열 표시 yield return new WaitForSeconds(interval); // 0.2초마다 변경 // 모든 글자가 다 표시되면 1초 대기 - if (currentLength == fullText.Length) + if (currentLength == _fullText.Length) { yield return new WaitForSeconds(1f); // 1초 대기 + _fullText = _loadingMessages[Random.Range(0, _loadingMessages.Length)]; // 랜덤 메시지 선택 currentLength = 0; // 다시 처음부터 시작 } diff --git a/Assets/Script/Main/MainPanelController.cs b/Assets/Script/Main/MainPanelController.cs index b799776..7759ad7 100644 --- a/Assets/Script/Main/MainPanelController.cs +++ b/Assets/Script/Main/MainPanelController.cs @@ -12,6 +12,7 @@ public class MainPanelController : MonoBehaviour [SerializeField] private Button signOutButton; [SerializeField] private GameObject[] profileImages; [SerializeField] private Button rankingButton; + [SerializeField] private Button gameStartButton; private int _selectedImageIndex; @@ -22,6 +23,8 @@ public class MainPanelController : MonoBehaviour { signOutButton.onClick.AddListener(OnSignOutClick); } + + gameStartButton.GetComponent().ResetButton(); } public void UpdateUserInfo() diff --git a/Assets/Script/Main/MainPanelManager.cs b/Assets/Script/Main/MainPanelManager.cs index 29b2ea6..4240e0f 100644 --- a/Assets/Script/Main/MainPanelManager.cs +++ b/Assets/Script/Main/MainPanelManager.cs @@ -26,7 +26,7 @@ public class MainPanelManager : MonoBehaviour _userManager = userManagerObj.AddComponent(); } // 로딩 화면 추가(자동 로그인 응답 전까지) - GameManager.Instance.panelManager.OpenLoadingPanel(false, false, true); + GameManager.Instance.panelManager.OpenLoadingPanel(false, true, true); // 자동 로그인 TryAutoSignin(); diff --git a/Assets/Script/Main/UserManager.cs b/Assets/Script/Main/UserManager.cs index 738aa56..392499e 100644 --- a/Assets/Script/Main/UserManager.cs +++ b/Assets/Script/Main/UserManager.cs @@ -43,6 +43,7 @@ public class CoinsPurchaseResult public int purchased; // 충전된 코인량 public int currentCoins; // 현재 보유 코인량 } + /// /// 광고 시청 응답 클래스 /// @@ -82,8 +83,6 @@ public class DeductCoinsResult public int remainingCoins; } - - public class UserManager : Singleton { public string UserId { get; private set; } diff --git a/Assets/Script/Renju/KSH_Renju.meta b/Assets/Script/Renju/KSH_Renju.meta new file mode 100644 index 0000000..b00f897 --- /dev/null +++ b/Assets/Script/Renju/KSH_Renju.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 787a283493d7435ea606170d7442790a +timeCreated: 1742967205 \ No newline at end of file diff --git a/Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs b/Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs new file mode 100644 index 0000000..b9900f9 --- /dev/null +++ b/Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs @@ -0,0 +1,268 @@ +using System; +using System.Collections.Generic; +using System.Text; +using UnityEngine; + +// 오목 렌주룰 4-4 금수 판정. +public class DoubleFourCheck : ForbiddenDetectorBase +{ + // 열린 4 패턴 정보를 저장하는 구조체 + private struct OpenFourInfo + { + public int direction; // 방향 인덱스 + public List emptyPositions; // 빈 좌표들 (5를 만들 수 있는 위치) + + public OpenFourInfo(int dir) + { + direction = dir; + emptyPositions = new List(); + } + } + + // 4-4 금수를 체크합니다. + public bool IsDoubleFour(Enums.PlayerType[,] board, int row, int col) + { + return FindDoubleLineFour(board, row, col) || // 각각 두개의 라인에서 쌍사를 형성하는 경우 + FindSingleLineDoubleFour(board, row, col); // 일직선으로 쌍사가 만들어지는 특수 패턴 + } + + // 쌍사(4-4) 여부를 검사합니다. + // 쌍사이면 true, 아니면 false + public bool FindDoubleLineFour(Enums.PlayerType[,] board, int row, int col) + { + // 임시로 돌 배치 + board[row, col] = Black; + + List openFourDirections = new List(); + + // 4개의 방향 검사 + for (int i = 0; i < 4; i++) + { + int dir1 = DirectionPairs[i, 0]; + int dir2 = DirectionPairs[i, 1]; + + // 이 방향에서 실제 열린 4가 있는지 확인 + if (HasRealOpenFour(board, row, col, dir1, dir2)) + { + if (HasRealOpenFour(board, row, col, dir1, dir2)) + { + openFourDirections.Add(i); + } + } + } + + // 원래 상태로 되돌림 + board[row, col] = Space; + + return openFourDirections.Count >= 2; + } + + private bool FindSingleLineDoubleFour(Enums.PlayerType[,] board, int row, int col) + { + for (int i = 0; i < 4; i++) + { + int dir1 = DirectionPairs[i, 0]; + int dir2 = DirectionPairs[i, 1]; + + // 각 방향 라인 패턴 + Enums.PlayerType[] linePattern = ExtractLinePattern(board, row, col, dir1, dir2); + + // 패턴을 문자열로 변환 + StringBuilder temp = new StringBuilder(); + foreach (var cell in linePattern) + { + temp.Append(cell switch + { + Enums.PlayerType.None => "□", + Enums.PlayerType.PlayerA => "●", + Enums.PlayerType.PlayerB => "○", + _ => "?" + }); + } + + string patternStr = temp.ToString(); + + // 한줄로 발생하는 쌍사 패턴 검사 + if (patternStr.Contains("●●□●●□●●") || patternStr.Contains("●□●●●□●")) + { + Debug.Log("patternStr: " + patternStr); + return true; + } + } + + return false; + } + + // 특정 방향에 대해 열린 4 검사 + private bool HasRealOpenFour(Enums.PlayerType[,] board, int row, int col, + int dir1, int dir2) + { + // 패턴 추출 + Enums.PlayerType[] linePattern = ExtractLinePattern(board, row, col, dir1, dir2); + int centerIndex = 5; // 중앙 인덱스 (현재 위치) + + // 연속된 4개 돌 패턴 검사 (●●●●) + for (int start = centerIndex - 3; start <= centerIndex; start++) + { + if (start < 0 || start + 3 >= linePattern.Length) continue; + + // 4개의 연속된 돌 확인 + bool isFour = true; + for (int i = 0; i < 4; i++) + { + if (linePattern[start + i] != Black) + { + isFour = false; + break; + } + } + + if (isFour) + { + // 양쪽이 모두 열려있는지 확인 + bool isLeftOpen = IsOpen(linePattern, start - 1); + bool isRightOpen = IsOpen(linePattern, start + 4); + + // 적어도 한쪽이 열려있으면 (한쪽이라도 5를 만들 수 있으면) 열린 4 + if ((isLeftOpen || isRightOpen) && CanFormFive(linePattern, start)) + { + return true; // 실제 열린 4 발견 + } + } + } + + // 한 칸 떨어진 패턴 검사 (●●●○● 또는 ●○●●● 등) + for (int start = Math.Max(0, centerIndex - 4); start <= centerIndex; start++) + { + if (start + 4 >= linePattern.Length) continue; + + // 5칸 내에 4개 돌과 1개 빈칸이 있는지 확인 + int stoneCount = 0; + int emptyCount = 0; + int emptyPos = -1; + + for (int i = 0; i < 5; i++) + { + if (linePattern[start + i] == Black) stoneCount++; + else if (linePattern[start + i] == Space) + { + emptyCount++; + emptyPos = start + i; + } + } + + // 4개 돌 + 1개 빈칸 패턴이면 + if (stoneCount == 4 && emptyCount == 1) + { + // 5개 돌을 만들 수 있는지 확인 + if (CanFormFive(linePattern, start)) + { + return true; // 실제 열린 4 발견 + } + } + } + + return false; // 열린 4 없음 + } + + // 해당 위치가 실제로 열려 있는지 확인 (백돌이나 벽으로 막히지 않은지) + private bool IsOpen(Enums.PlayerType[] pattern, int position) + { + // 범위 체크 + if (position < 0 || position >= pattern.Length) + { + return false; // 벽으로 막힘 + } + + // 빈 공간인지 확인 + return pattern[position] == Space; + } + + // 이 패턴으로 5개 돌을 만들 수 있는지 확인 + private bool CanFormFive(Enums.PlayerType[] pattern, int startPos) + { + // 모든 가능한 5칸 슬라이딩 윈도우 확인 + for (int slide = -4; slide <= 0; slide++) + { + bool possible = true; + + // 5개 윈도우 내에 상대 돌이나 벽이 없는지 확인 + for (int i = 0; i < 5; i++) + { + int pos = startPos + slide + i; + + if (pos < 0 || pos >= pattern.Length || pattern[pos] == White) + { + possible = false; + break; + } + } + + if (possible) + { + return true; // 5개 연속 가능 + } + } + + return false; // 어떤 위치에서도 5개 연속 불가능 + } + + /// + /// 라인 패턴을 추출합니다. + /// + private Enums.PlayerType[] ExtractLinePattern(Enums.PlayerType[,] board, int row, int col, int dir1, int dir2) + { + Enums.PlayerType[] linePattern = new Enums.PlayerType[11]; + int centerIndex = 5; // 중앙 인덱스 (현재 위치) + + // 현재 위치 설정 + linePattern[centerIndex] = Black; + + for (int i = 1; i <= 5; i++) + { + for (int j = 0; j < 2; j++) // dir1과 dir2를 한 번에 처리 + { + int direction = (j == 0) ? dir1 : dir2; + int newRow = row + Directions[direction, 0] * i; + int newCol = col + Directions[direction, 1] * i; + int index = (j == 0) ? centerIndex + i : centerIndex - i; + + linePattern[index] = IsInBounds(newRow, newCol) ? board[newRow, newCol] : White; + } + } + + /*// dir1 방향으로 패턴 채우기 + for (int i = 1; i <= 5; i++) + { + int newRow = row + Directions[dir1, 0] * i; + int newCol = col + Directions[dir1, 1] * i; + + if (IsInBounds(newRow, newCol)) + { + linePattern[centerIndex + i] = board[newRow, newCol]; + } + else + { + linePattern[centerIndex + i] = White; // 범위 밖은 벽으로 처리하여 일관성 유지 + } + } + + // dir2 방향으로 패턴 채우기 + for (int i = 1; i <= 5; i++) + { + int newRow = row + Directions[dir2, 0] * i; + int newCol = col + Directions[dir2, 1] * i; + + if (IsInBounds(newRow, newCol)) + { + linePattern[centerIndex - i] = board[newRow, newCol]; + } + else + { + linePattern[centerIndex - i] = White; // 범위 밖은 벽으로 처리하여 일관성 유지 + } + }*/ + + return linePattern; + } +} \ No newline at end of file diff --git a/Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs.meta b/Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs.meta new file mode 100644 index 0000000..5b8bf0b --- /dev/null +++ b/Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: a0f3f36424a845a3bfa973db9ee6c627 +timeCreated: 1742967613 \ No newline at end of file diff --git a/Assets/Script/Renju/KSH_Renju/DoubleThreeCheck.cs b/Assets/Script/Renju/KSH_Renju/DoubleThreeCheck.cs new file mode 100644 index 0000000..fcacf1a --- /dev/null +++ b/Assets/Script/Renju/KSH_Renju/DoubleThreeCheck.cs @@ -0,0 +1,207 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +// 오목 렌주룰 3-3 금수 판정. 3-3 둘다 열린 상황만 금수로 판정합니다. +public class DoubleThreeCheck : ForbiddenDetectorBase +{ + // 열린 3 패턴 정보를 저장하는 구조체 + private struct OpenThreeInfo + { + public int direction; // 방향 인덱스 + public List emptyPositions; // 빈 좌표들 (4를 만들 수 있는 위치) + + public OpenThreeInfo(int dir) + { + direction = dir; + emptyPositions = new List(); + } + } + + // 쌍삼(3-3) 여부를 검사합니다. + // 쌍삼이면 true, 아니면 false + public bool IsDoubleThree(Enums.PlayerType[,] board, int row, int col) + { + // 임시로 돌 배치 + board[row, col] = Black; + + List openThreeDirections = new List(); // 열린 3 저장용 + + // 4개의 방향 검사 + for (int i = 0; i < 4; i++) + { + int dir1 = DirectionPairs[i, 0]; + int dir2 = DirectionPairs[i, 1]; + + // 이 방향에서 실제 열린 3이 있는지 확인 + if (HasRealOpenThree(board, row, col, dir1, dir2)) + { + openThreeDirections.Add(i); + } + } + + // 원래 상태로 되돌림 + board[row, col] = Space; + + return openThreeDirections.Count >= 2; + } + + // 특정 방향에 대해 열린 3 검사 + private bool HasRealOpenThree(Enums.PlayerType[,] board, int row, int col, + int dir1, int dir2) + { + // 패턴 추출 + Enums.PlayerType[] linePattern = ExtractLinePattern(board, row, col, dir1, dir2); + int centerIndex = 5; // 중앙 인덱스 (현재 위치) + + // 연속된 3개 돌 패턴 검사 (●●●) + for (int start = centerIndex - 2; start <= centerIndex; start++) + { + if (start < 0 || start + 2 >= linePattern.Length) continue; + + // 3개의 연속된 돌 확인 + bool isThree = true; + for (int i = 0; i < 3; i++) + { + if (linePattern[start + i] != Black) + { + isThree = false; + break; + } + } + + if (isThree) + { + // 양쪽이 모두 열려있는지 확인 (진짜 열린 3) + bool isLeftOpen = IsOpen(linePattern, start - 1); + bool isRightOpen = IsOpen(linePattern, start + 3); + + // 양쪽이 모두 열려있고 5개 돌을 만들 수 있는지 확인 + if (isLeftOpen && isRightOpen && CanFormFive(linePattern, start)) + { + return true; // 실제 열린 3 발견 + } + } + } + + // 한 칸 떨어진 패턴 검사 (●●○● 또는 ●○●● 등) + for (int start = Math.Max(0, centerIndex - 3); start <= centerIndex; start++) + { + if (start + 3 >= linePattern.Length) continue; + + // 4칸 내에 3개 돌과 1개 빈칸이 있는지 확인 + int stoneCount = 0; + int emptyCount = 0; + + for (int i = 0; i < 4; i++) + { + if (linePattern[start + i] == Black) stoneCount++; + else if (linePattern[start + i] == Space) emptyCount++; + } + + // 3개 돌 + 1개 빈칸 패턴이면 + if (stoneCount == 3 && emptyCount == 1) + { + // 양쪽이 모두 열려있는지 확인 + bool isLeftOpen = start > 0 && linePattern[start - 1] == Space; + bool isRightOpen = start + 4 < linePattern.Length && linePattern[start + 4] == Space; + + // 양쪽이 모두 열려있고 5개 돌을 만들 수 있는지 확인 + if (isLeftOpen && isRightOpen && CanFormFive(linePattern, start)) + { + return true; // 실제 열린 3 발견 + } + } + } + + return false; // 열린 3 없음 + } + + // 추가: 해당 위치가 실제로 열려 있는지 확인 (백돌이나 벽으로 막히지 않은지) + private bool IsOpen(Enums.PlayerType[] pattern, int position) + { + // 범위 체크 + if (position < 0 || position >= pattern.Length) + { + return false; // 벽으로 막힘 + } + + // 빈 공간인지 확인 + return pattern[position] == Space; + } + + // 추가: 이 패턴으로 5개 돌을 만들 수 있는지 확인 + private bool CanFormFive(Enums.PlayerType[] pattern, int startPos) + { + // 모든 가능한 5칸 슬라이딩 윈도우 확인 + for (int slide = -4; slide <= 0; slide++) + { + bool possible = true; + + // 5개 윈도우 내에 상대 돌이나 벽이 없는지 확인 + for (int i = 0; i < 5; i++) + { + int pos = startPos + slide + i; + + if (pos < 0 || pos >= pattern.Length || pattern[pos] == White) + { + possible = false; + break; + } + } + + if (possible) + { + return true; // 5개 연속 가능 + } + } + + return false; // 어떤 위치에서도 5개 연속 불가능 + } + + /// + /// 라인 패턴을 추출합니다. + /// + private Enums.PlayerType[] ExtractLinePattern(Enums.PlayerType[,] board, int row, int col, int dir1, int dir2) + { + Enums.PlayerType[] linePattern = new Enums.PlayerType[11]; + int centerIndex = 5; // 중앙 인덱스 (현재 위치) + + // 현재 위치 설정 + linePattern[centerIndex] = Black; + + // dir1 방향으로 패턴 채우기 + for (int i = 1; i <= 5; i++) + { + int newRow = row + Directions[dir1, 0] * i; + int newCol = col + Directions[dir1, 1] * i; + + if (IsInBounds(newRow, newCol)) + { + linePattern[centerIndex + i] = board[newRow, newCol]; + } + else + { + linePattern[centerIndex + i] = White; // 범위 밖은 벽으로 처리하여 일관성 유지 + } + } + + // dir2 방향으로 패턴 채우기 + for (int i = 1; i <= 5; i++) + { + int newRow = row + Directions[dir2, 0] * i; + int newCol = col + Directions[dir2, 1] * i; + + if (IsInBounds(newRow, newCol)) + { + linePattern[centerIndex - i] = board[newRow, newCol]; + } + else + { + linePattern[centerIndex - i] = White; // 범위 밖은 벽으로 처리하여 일관성 유지 + } + } + + return linePattern; + } +} \ No newline at end of file diff --git a/Assets/Script/Renju/KSH_Renju/DoubleThreeCheck.cs.meta b/Assets/Script/Renju/KSH_Renju/DoubleThreeCheck.cs.meta new file mode 100644 index 0000000..a8aa313 --- /dev/null +++ b/Assets/Script/Renju/KSH_Renju/DoubleThreeCheck.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: b85e35d8df4b40f0826732775c528c83 +timeCreated: 1742967219 \ No newline at end of file diff --git a/Assets/Script/Renju/RenjuForbiddenMoveDetector.cs b/Assets/Script/Renju/RenjuForbiddenMoveDetector.cs index b3f5e62..d523480 100644 --- a/Assets/Script/Renju/RenjuForbiddenMoveDetector.cs +++ b/Assets/Script/Renju/RenjuForbiddenMoveDetector.cs @@ -6,9 +6,11 @@ using UnityEngine; public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase { // 렌주 룰 금수 감지기 생성 + /*private RenjuDoubleFourDetector _doubleFourDetactor = new(); + private RenjuDoubleThreeDetector _doubleThreeDetector = new();*/ private RenjuOverlineDetector _overlineDetactor = new(); - private RenjuDoubleFourDetector _doubleFourDetactor = new(); - private RenjuDoubleThreeDetector _doubleThreeDetector = new(); + private DoubleFourCheck _doubleFourDetactor = new(); // DoubleFourCheck + private DoubleThreeCheck _doubleThreeDetector = new(); // DoubleThreeCheck /// /// 렌주 룰로 금수 리스트를 반환하는 함수 @@ -31,7 +33,6 @@ public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase if (_overlineDetactor.IsOverline(board, row, col)) { forbiddenCount++; - Debug.Log("장목 금수 좌표 X축 : " + row + ", Y축 : " + col); forbiddenMoves.Add(new Vector2Int(row, col)); continue; } @@ -40,7 +41,6 @@ public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase if (_doubleFourDetactor.IsDoubleFour(board, row, col)) { forbiddenCount++; - Debug.Log("사사 금수 좌표 X축 : " + row + ", Y축 : " + col); forbiddenMoves.Add(new Vector2Int(row, col)); continue; } @@ -51,11 +51,6 @@ public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase if (_doubleThreeDetector.IsDoubleThree(board, row, col)) { tempForbiddenMoves.Add(new Vector2Int(row, col)); - // if (!SimulateDoubleFour(tempBoard)) - // { - // Debug.Log("삼삼 금수 좌표 X축 : " + row + ", Y축 : " + col); - // forbiddenMoves.Add(new Vector2Int(row, col)); - // } } } } @@ -63,23 +58,51 @@ public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase foreach (var pos in tempForbiddenMoves) { board[pos.x, pos.y] = Black; - if (!SimulateDoubleFour(board)&& !SimulateOverline(board)) + if (!SimulateDoubleFour(board) && !SimulateOverline(board)) { - Debug.Log("X: "+pos.x + "Y: "+ pos.y); forbiddenMoves.Add(new Vector2Int(pos.x, pos.y)); } + board[pos.x, pos.y] = Space; } - return forbiddenMoves; + + List resultMoves = CheckHasFiveStones(board, forbiddenMoves); + + return resultMoves; } + // 금수 위치에서 5목이 가능할 경우 해당 위치는 금수 표기 X + private List CheckHasFiveStones(Enums.PlayerType[,] board, List forbiddenMoves) + { + int[][] directions = AIConstants.Directions; + + // 리스트를 수정하는 동안 오류를 방지하기 위해 뒤에서부터 반복 + for (int i = forbiddenMoves.Count - 1; i >= 0; i--) + { + int row = forbiddenMoves[i].x; + int col = forbiddenMoves[i].y; + + foreach (var dir in directions) + { + var (count, _) = GameLogic.CountStones(board, row, col, dir, Enums.PlayerType.PlayerA); - + // 해당 위치에서 승리(5목)이 가능하면 금수 표기 X + if (count + 1 == 5) + forbiddenMoves.RemoveAt(i); + } + } + + return forbiddenMoves; + } + private bool SimulateDoubleFour(Enums.PlayerType[,] board) { for (int row = 0; row < BoardSize; row++) { for (int col = 0; col < BoardSize; col++) { + if (board[row, col] != Space) // 보드 초기화 방지용 + continue; + if (_doubleFourDetactor.IsDoubleFour(board, row, col)) return true; } @@ -93,6 +116,9 @@ public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase { for (int col = 0; col < BoardSize; col++) { + if (board[row, col] != Space) // 보드 초기화 방지용 + continue; + if (_overlineDetactor.IsOverline(board, row, col)) { return true; @@ -101,13 +127,13 @@ public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase } return false; } - +/* /// /// 보드 상태를 시각적으로 출력하는 디버깅 함수 /// /// 현재 보드 상태 /// 보드의 시각적 표현 문자열 - private string DebugBoard(Enums.PlayerType[,] board) + private string DebugBoard(Enums.PlayerType[,] board) { StringBuilder sb = new StringBuilder(); @@ -127,6 +153,6 @@ public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase } return sb.ToString(); - } + }*/ } diff --git a/Assets/Script/Replay/ReplayCell.cs b/Assets/Script/Replay/ReplayCell.cs index 00fdb7f..587b251 100644 --- a/Assets/Script/Replay/ReplayCell.cs +++ b/Assets/Script/Replay/ReplayCell.cs @@ -17,23 +17,7 @@ public class ReplayCell : MonoBehaviour private ReplayRecord _storedReplayRecord; private Enums.PlayerType _myPlayerType; private string _opponentNickname; - - - //TODO:승, 패 외에 무승부 반영하기. bool => int - public void SetWinImage(bool isWin) - { - if (isWin == true) - { - winImage.gameObject.SetActive(true); - loseImage.gameObject.SetActive(false); - } - else - { - loseImage.gameObject.SetActive(true); - winImage.gameObject.SetActive(false); - } - } -//TODO: 무승부 이미지 제작해서 에디터에 추가해주세요 + public void SetWinImage(Enums.GameResult gameResult) { switch(gameResult) diff --git a/Assets/Script/Replay/ReplayManager.cs b/Assets/Script/Replay/ReplayManager.cs index 7d931dc..d716375 100644 --- a/Assets/Script/Replay/ReplayManager.cs +++ b/Assets/Script/Replay/ReplayManager.cs @@ -109,6 +109,7 @@ public class ReplayManager : Singleton public void RecordStonePlaced(Enums.StoneType stoneType,int row, int col) { string stoneColor = stoneType.ToString(); + if (_recordingReplayData == null) return; _recordingReplayData.moves.Add(new Move(stoneColor, row, col)); } @@ -214,6 +215,16 @@ public class ReplayManager : Singleton { ReplayManager.Instance.PushUndoMove(targetMove); _gameLogic.RemoveStone(targetMove.columnIndex, targetMove.rowIndex); + if (_placedStoneStack.Count > 0) + { + var undoLastMove = _placedStoneStack.Peek(); + _gameLogic.StoneController.SetStoneState(Enums.StoneState.LastPositioned, undoLastMove.columnIndex, undoLastMove.rowIndex); + _gameLogic.SetLastPositioned(undoLastMove.columnIndex, undoLastMove.rowIndex); + } + else + { + _gameLogic.SetLastPositioned(-1, -1); + } } public void ReplayFirst() @@ -279,7 +290,6 @@ public class ReplayManager : Singleton { InitReplayBoard(_selectedReplayRecord); - //게임 매니저에서 가져온 코드입니다. _stoneController = GameObject.FindObjectOfType(); _stoneController.InitStones(); _gameLogic = new GameLogic(_stoneController, Enums.GameType.Replay); diff --git a/Assets/KJM/Admob/AdManager.cs b/Assets/Script/UI/PanelChildController/AdManager.cs similarity index 100% rename from Assets/KJM/Admob/AdManager.cs rename to Assets/Script/UI/PanelChildController/AdManager.cs diff --git a/Assets/KJM/Admob/AdManager.cs.meta b/Assets/Script/UI/PanelChildController/AdManager.cs.meta similarity index 100% rename from Assets/KJM/Admob/AdManager.cs.meta rename to Assets/Script/UI/PanelChildController/AdManager.cs.meta diff --git a/Assets/Script/UI/PanelChildController/RankingItemController.cs b/Assets/Script/UI/PanelChildController/RankingItemController.cs deleted file mode 100644 index 6792f4a..0000000 --- a/Assets/Script/UI/PanelChildController/RankingItemController.cs +++ /dev/null @@ -1,27 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using TMPro; -using UnityEngine; -using UnityEngine.UI; - -public class RankingItemController : MonoBehaviour -{ - RankingItem _rankingItem; - public Sprite[] profileSprites; - - public void Init(RankingItem rankingItem) - { - _rankingItem = rankingItem; - var itemImage = GetComponentsInChildren()[1]; - var itemText = GetComponentsInChildren(); - - itemImage.sprite = profileSprites[this._rankingItem.ProfileSpriteIndex]; - itemText[0].text = this._rankingItem.Name; - itemText[1].text = this._rankingItem.WinRate.ToString(); - } - - public void OnClickRankingItem() - { - Debug.Log(_rankingItem.Name + "의 승률은" + _rankingItem.WinRate); - } -} diff --git a/Assets/Script/UI/PanelChildController/RankingItemController.cs.meta b/Assets/Script/UI/PanelChildController/RankingItemController.cs.meta deleted file mode 100644 index 83112c0..0000000 --- a/Assets/Script/UI/PanelChildController/RankingItemController.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e2c72577a3d9f7b479c7bac6a8f65048 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Script/UI/PanelChildController/ShopItemController.cs b/Assets/Script/UI/PanelChildController/ShopItemController.cs index af1e58f..c5a175b 100644 --- a/Assets/Script/UI/PanelChildController/ShopItemController.cs +++ b/Assets/Script/UI/PanelChildController/ShopItemController.cs @@ -22,7 +22,6 @@ public class ShopItemController : MonoBehaviour public void OnClickShopItem() { - if (_shopItem.price == "광고 보기") { //보상형 전면 광고 로드 diff --git a/Assets/Script/UI/PanelChildController/SwitchController.cs b/Assets/Script/UI/PanelChildController/SwitchController.cs index aabad60..7288104 100644 --- a/Assets/Script/UI/PanelChildController/SwitchController.cs +++ b/Assets/Script/UI/PanelChildController/SwitchController.cs @@ -36,12 +36,15 @@ public class SwitchController : MonoBehaviour _handleRectTransform.anchoredPosition = _isOn ? new Vector2(14, 0) : new Vector2(-14, 0); _backgroundImage.color = _isOn ? OnColor : OffColor; } - + + //스위치 상태 변경 함수 private void SetOn(bool isOn) { _handleRectTransform.DOAnchorPosX(isOn ? 14 : -14, 0.2f); - _backgroundImage.DOColor(isOn ? OnColor : OffColor, 0.2f); // ✅ 수정된 부분 + _backgroundImage.DOColor(isOn ? OnColor : OffColor, 0.2f); AudioManager.Instance.PlayClickSound(); + + //이벤트 호출 OnSwitchChanged?.Invoke(isOn); _isOn = isOn; } diff --git a/Assets/Script/UI/PanelController/PanelManager.cs b/Assets/Script/UI/PanelController/PanelManager.cs index 2f90e1d..9448713 100644 --- a/Assets/Script/UI/PanelController/PanelManager.cs +++ b/Assets/Script/UI/PanelController/PanelManager.cs @@ -157,7 +157,7 @@ public class PanelManager : MonoBehaviour } } - public void OpenLoadingPanel(bool rotateImage = false, bool animatedText = false, bool flipImage = false) + public void OpenLoadingPanel(bool rotateImage = false, bool animatedText = false, bool flipImage = false, bool isBackgroundImage = true) { SetCanvas(); if (_canvas != null) @@ -166,6 +166,7 @@ public class PanelManager : MonoBehaviour { // 기존 로딩 패널이 활성화되어 있으면 먼저 닫기 CloseLoadingPanel(); + Destroy(loadingPanelObject); } loadingPanelObject = GetPanel("Loading Panel"); @@ -174,7 +175,7 @@ public class PanelManager : MonoBehaviour loadingPanelController = loadingPanelObject.GetComponent(); if (loadingPanelController != null) { - loadingPanelController.StartLoading(rotateImage, animatedText, flipImage); + loadingPanelController.StartLoading(rotateImage, animatedText, flipImage, isBackgroundImage); } } } diff --git a/Assets/Script/UI/PanelController/RankingPanelController.cs b/Assets/Script/UI/PanelController/RankingPanelController.cs deleted file mode 100644 index 0798305..0000000 --- a/Assets/Script/UI/PanelController/RankingPanelController.cs +++ /dev/null @@ -1,20 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using TMPro; -using UnityEngine; -using UnityEngine.UI; - -public class RankingPanelController : ScrollPanelController -{ - public virtual void Show(List items) - { - for (int i = 0; i < items.Count && i <= MAX_COUNT; i++) - { - var scrollItem= Instantiate(scrollItemPrefab, content.transform); - scrollItem.GetComponent().Init(items[i]); - - } - base.Show(); - } - -} diff --git a/Assets/Script/UI/PanelController/RankingPanelController.cs.meta b/Assets/Script/UI/PanelController/RankingPanelController.cs.meta deleted file mode 100644 index 6b77191..0000000 --- a/Assets/Script/UI/PanelController/RankingPanelController.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 5a1ec5e0ab0df4a418f3c30f67d8a1f9 -MonoImporter: - 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