DO-71 [Merge] 머지 후 인게임 프리펩 수정

This commit is contained in:
Jay 2025-03-28 16:03:40 +09:00
commit 23a846a213
119 changed files with 4976 additions and 6326 deletions

View File

@ -39,21 +39,34 @@ public class GameUIController : MonoBehaviour
} }
public void OnClickSurrenderButton() public void OnClickSurrenderButton()
{
if (GameManager.Instance.CheckIsSinglePlay())
{
GameManager.Instance.SurrenderSinglePlay();
}
else
{ {
GameManager.Instance.panelManager.OpenConfirmPanel("항복 하시겠습니까?", () => GameManager.Instance.panelManager.OpenConfirmPanel("항복 하시겠습니까?", () =>
{ {
_multiplayManager.RequestSurrender(); _multiplayManager.RequestSurrender();
}, true); }, true);
} }
}
public void OnClickDrawRequestButton() public void OnClickDrawRequestButton()
{
if (GameManager.Instance.CheckIsSinglePlay())
{
GameManager.Instance.DrawSinglePlay();
}
else
{ {
if (GameManager.Instance.GetRequestDrawChance()) if (GameManager.Instance.GetRequestDrawChance())
{ {
GameManager.Instance.panelManager.OpenConfirmPanel("무승부 신청을 하시겠습니까?", () => GameManager.Instance.panelManager.OpenConfirmPanel("무승부 신청을 하시겠습니까?", () =>
{ {
_multiplayManager.RequestDraw(); _multiplayManager.RequestDraw();
}, true); });
GameManager.Instance.SetRequestDrawChanceFalse(); GameManager.Instance.SetRequestDrawChanceFalse();
} }
else else
@ -61,17 +74,37 @@ public class GameUIController : MonoBehaviour
GameManager.Instance.panelManager.OpenConfirmPanel("무승부 요청이 제한돼있습니다.",()=>{}); 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() public void OnClickSettingsButton()
{ {
GameManager.Instance.panelManager.OpenSettingsPanel(); GameManager.Instance.panelManager.OpenSettingsPanel();
} }
public void OnClickInGameMenuButton()
{
GameManager.Instance.panelManager.OpenInGameMenuPanel();
}
public void InitPlayersName(string playerNameA, string playerNameB) public void InitPlayersName(string playerNameA, string playerNameB)
{ {
playerANameText.text = playerNameA; playerANameText.text = playerNameA;

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 메인 패널 메뉴 버튼
/// </summary>
public class MainPanelButtonController : MonoBehaviour
{
//상점 패널 생성
public void OnShopPanelClick()
{
List<ShopItem> shopItems = new List<ShopItem>(); //상점 데이터 리스트 생성
for (int i = 0; i < 5; i++)
{
if (i == 0) //광고 항목
{
ShopItem shopItem = new ShopItem
{
name = "500개",
price = "광고 보기"
};
shopItems.Add(shopItem);
}
else
{
ShopItem shopItem = new ShopItem
{
name = i*1000+"개 ",
price = $"{i * 1000}"
};
shopItems.Add(shopItem);
}
}
GameManager.Instance.panelManager.OpenShopPanel(shopItems);
}
public void OpenReplayPanelClick()
{
GameManager.Instance.panelManager.OpenReplayPanel();
}
//public void OpenRankingPanelClick()
//{
//GameManager.Instance.panelManager.OnRankingPanelClick();
//}
}

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@ -11,9 +11,9 @@ public static class AIEvaluator
// AI 패턴 점수 // AI 패턴 점수
public const float FIVE_IN_A_ROW = 100000f; public const float FIVE_IN_A_ROW = 100000f;
public const float OPEN_FOUR = 15000f; public const float OPEN_FOUR = 15000f;
public const float HALF_OPEN_FOUR = 5000f; public const float HALF_OPEN_FOUR = 6000f;
public const float CLOSED_FOUR = 500f; 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 HALF_OPEN_THREE = 500f;
public const float CLOSED_THREE = 50f; public const float CLOSED_THREE = 50f;
public const float OPEN_TWO = 100f; public const float OPEN_TWO = 100f;
@ -23,13 +23,13 @@ public static class AIEvaluator
public const float CLOSED_ONE = 1f; public const float CLOSED_ONE = 1f;
// 복합 패턴 점수 // 복합 패턴 점수
public const float DOUBLE_THREE = 8000f; public const float DOUBLE_THREE = 9000f;
public const float DOUBLE_FOUR = 12000f; public const float DOUBLE_FOUR = 12000f;
public const float FOUR_THREE = 10000f; public const float FOUR_THREE = 11000f;
// 위치 가중치 기본값 // 위치 가중치 기본값
public const float CENTER_WEIGHT = 1.2f; public const float CENTER_WEIGHT = 1.3f;
public const float EDGE_WEIGHT = 0.8f; public const float EDGE_WEIGHT = 0.85f;
} }
private static readonly int[][] Directions = AIConstants.Directions; private static readonly int[][] Directions = AIConstants.Directions;
@ -51,7 +51,7 @@ public static class AIEvaluator
ai4Positions, player4Positions); ai4Positions, player4Positions);
// 2. 복합 패턴 평가 // 2. 복합 패턴 평가
score += EvaluateComplexPatterns(aiOpen3Positions, playerOpen3Positions, ai4Positions, player4Positions, aiPlayer); score += EvaluateComplexPatterns(aiOpen3Positions, playerOpen3Positions, ai4Positions, player4Positions);
return score; 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)> aiOpen3Positions,
List<(int row, int col, int[] dir)> playerOpen3Positions, List<(int row, int col, int[] dir)> playerOpen3Positions,
List<(int row, int col, int[] dir)> ai4Positions, List<(int row, int col, int[] dir)> ai4Positions,
List<(int row, int col, int[] dir)> player4Positions, List<(int row, int col, int[] dir)> player4Positions)
Enums.PlayerType aiPlayer)
{ {
float score = 0; float score = 0;
@ -494,12 +493,12 @@ public static class AIEvaluator
if (count >= 4) if (count >= 4)
{ {
normalScore = PatternScore.FIVE_IN_A_ROW / 8.5f; normalScore = PatternScore.FIVE_IN_A_ROW / 7.5f;
} }
else if (count == 3) else if (count == 3)
{ {
// 일관된 분모 사용 (방어 가중치는 유지) // 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 : (openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 3.2f :
PatternScore.CLOSED_THREE / 4.2f; PatternScore.CLOSED_THREE / 4.2f;
} }
@ -562,7 +561,7 @@ public static class AIEvaluator
if (!AreParallelDirections(openThrees[i].dir, openThrees[j].dir)) if (!AreParallelDirections(openThrees[i].dir, openThrees[j].dir))
{ {
float threeThreeScore = PatternScore.DOUBLE_THREE / 4; // 복합 패턴 가중치 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; break;
} }
} }
@ -579,7 +578,7 @@ public static class AIEvaluator
if (!AreParallelDirections(fours[i].dir, fours[j].dir)) if (!AreParallelDirections(fours[i].dir, fours[j].dir))
{ {
float fourFourScore = PatternScore.DOUBLE_FOUR / 4; float fourFourScore = PatternScore.DOUBLE_FOUR / 4;
score += isAI ? fourFourScore * 1.2f : fourFourScore * 1.5f; score += isAI ? fourFourScore * 1.3f : fourFourScore * 1.7f;
break; break;
} }
} }
@ -590,7 +589,7 @@ public static class AIEvaluator
if (fours.Count > 0 && openThrees.Count > 0) if (fours.Count > 0 && openThrees.Count > 0)
{ {
float fourThreeScore = PatternScore.FOUR_THREE / 4; float fourThreeScore = PatternScore.FOUR_THREE / 4;
score += isAI ? fourThreeScore * 1.1f : fourThreeScore * 1.4f; score += isAI ? fourThreeScore * 1.1f : fourThreeScore * 1.6f;
} }
return score; return score;

View File

@ -64,7 +64,7 @@ public class AudioManager : Singleton<AudioManager>
// 메인 BGM을 재생하는 함수 // 메인 BGM을 재생하는 함수
public void PlayMainBGM() public void PlayMainBGM()
{ {
mainBgm = GetAudioClip("main bgm"); mainBgm = GetAudioClip("MainBGM");
if (bgmAudioSource != null && mainBgm != null && !bgmAudioSource.isPlaying) if (bgmAudioSource != null && mainBgm != null && !bgmAudioSource.isPlaying)
{ {
@ -77,7 +77,7 @@ public class AudioManager : Singleton<AudioManager>
public void PlayGameBGM() public void PlayGameBGM()
{ {
gameBgm = GetAudioClip("Game bgm2"); gameBgm = GetAudioClip("GameBGM");
if (bgmAudioSource != null && gameBgm != null && !bgmAudioSource.isPlaying) if (bgmAudioSource != null && gameBgm != null && !bgmAudioSource.isPlaying)
{ {
@ -143,7 +143,7 @@ public class AudioManager : Singleton<AudioManager>
{ {
if (isPlaySFX && sfxAudioSource!=null) if (isPlaySFX && sfxAudioSource!=null)
{ {
sfxAudioSource.PlayOneShot(GetAudioClip("Coins ADD Sound"), sfxVolume); sfxAudioSource.PlayOneShot(GetAudioClip("CoinsAddSound"), sfxVolume);
} }
} }
@ -167,7 +167,7 @@ public class AudioManager : Singleton<AudioManager>
{ {
if (isPlaySFX && sfxAudioSource!=null) if (isPlaySFX && sfxAudioSource!=null)
{ {
sfxAudioSource.PlayOneShot(GetAudioClip("lose sound"), sfxVolume); sfxAudioSource.PlayOneShot(GetAudioClip("LoseSound"), sfxVolume);
} }
} }
@ -175,7 +175,15 @@ public class AudioManager : Singleton<AudioManager>
{ {
if (isPlaySFX && sfxAudioSource!=null) 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<AudioManager>
{ {
if (isPlaySFX && sfxAudioSource!=null) if (isPlaySFX && sfxAudioSource!=null)
{ {
sfxAudioSource.PlayOneShot(GetAudioClip("stone sound3"), sfxVolume); sfxAudioSource.PlayOneShot(GetAudioClip("StoneSound"), sfxVolume);
} }
} }
} }

View File

@ -91,7 +91,6 @@ public class CoinsPanelController : MonoBehaviour
/// 코인 추가 함수 /// 코인 추가 함수
/// </summary> /// </summary>
/// <param name="coinsCount"> 추가할 코인 수량</param> /// <param name="coinsCount"> 추가할 코인 수량</param>
/// <param name="shopPanel">상점 패널 캔버스 그룹</param>
/// <param name="action">애니메이션 종료 후 동작 EX) 코인 수량 변경</param> /// <param name="action">애니메이션 종료 후 동작 EX) 코인 수량 변경</param>
public void AddCoins(int coinsCount, Action action) public void AddCoins(int coinsCount, Action action)
{ {

View File

@ -25,6 +25,12 @@
DrawConfirmed, DrawConfirmed,
DrawRejected, DrawRejected,
DrawRejectionConfirmed, 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 ReceiveTimeout // 상대방이 타임 아웃일 때
}; };
} }

View File

@ -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;
}

View File

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 49ebef5d325962540a3eb9ee2151bde9
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -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;
}

View File

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: a238bcb53de9b72429a5407ca01d5e3e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

File diff suppressed because it is too large Load Diff

View File

@ -30,7 +30,7 @@ public class GameManager : Singleton<GameManager>
public MultiplayManager GetMultiplayManager() public MultiplayManager GetMultiplayManager()
{ {
_multiplayManager = _gameLogic._multiplayManager; _multiplayManager = _gameLogic.MultiPlayManager;
if (_multiplayManager == null) Debug.Log("MultiplayManager가 null입니다"); if (_multiplayManager == null) Debug.Log("MultiplayManager가 null입니다");
return _multiplayManager; return _multiplayManager;
} }
@ -49,7 +49,7 @@ public class GameManager : Singleton<GameManager>
public void OnClickConfirmButton() public void OnClickConfirmButton()
{ {
if (_gameLogic.selectedRow != -1 && _gameLogic.selectedCol != -1) if (_gameLogic.SelectedRow != -1 && _gameLogic.SelectedCol != -1)
{ {
_gameLogic.OnConfirm(); _gameLogic.OnConfirm();
} }
@ -99,7 +99,7 @@ public class GameManager : Singleton<GameManager>
if (_gameLogic == null) return; if (_gameLogic == null) return;
_gameLogic.ResetBoard(); _gameLogic.ResetBoard();
_stoneController.InitStones(); _stoneController.InitStones();
_gameLogic.SetState(_gameLogic.firstPlayerState); _gameLogic.SetState(_gameLogic.FirstPlayerState);
} }
//유저 이름 Game UI에 초기화 //유저 이름 Game UI에 초기화
public void InitPlayersName(string playerNameA, string playerNameB) public void InitPlayersName(string playerNameA, string playerNameB)
@ -122,7 +122,7 @@ public class GameManager : Singleton<GameManager>
public bool GetRequestDrawChance() public bool GetRequestDrawChance()
{ {
if (_gameLogic == null){ return false;} if (_gameLogic == null) return false;
return _gameLogic.RequestDrawChance; return _gameLogic.RequestDrawChance;
} }
@ -131,4 +131,25 @@ public class GameManager : Singleton<GameManager>
if (_gameLogic == null) return; if (_gameLogic == null) return;
_gameLogic.RequestDrawChance = false; _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);
}
} }

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b15e90e5f55e4d338705bfffd558d056
timeCreated: 1743068734

View File

@ -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);
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: fbd2216a641845bc9892444713d3497f
timeCreated: 1743068785

View File

@ -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);
}
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 28db9c0415a04bd288598b502b43066f
timeCreated: 1743068714

View File

@ -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);
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 20e292a1c2064962ab8eaaa5a80bc3b9
timeCreated: 1743068802

View File

@ -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);
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 951fc71a9c154522b3562053350536b8
timeCreated: 1743068763

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 79bd83540d994967a0e3b7ee6d5bc835
timeCreated: 1743076291

View File

@ -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;
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d911ca14696a433ebc112577b60de664
timeCreated: 1743076571

View File

@ -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;
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 367e9d42ab0f4a879d00bac722922970
timeCreated: 1743076291

View File

@ -61,6 +61,14 @@ public class MessageData
public string message { get; set; } 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 public class MultiplayManager : IDisposable
{ {
private SocketIOUnity _socket; private SocketIOUnity _socket;
@ -91,12 +99,20 @@ public class MultiplayManager : IDisposable
_socket.On("doSurrender", DoSurrender); _socket.On("doSurrender", DoSurrender);
_socket.On("surrenderConfirmed", SurrenderConfirmed); _socket.On("surrenderConfirmed", SurrenderConfirmed);
_socket.On("receiveTimeout", ReceiveTimeout); _socket.On("receiveTimeout", ReceiveTimeout);
// 무승부 관련
_socket.On("receiveDrawRequest", ReceiveDrawRequest); _socket.On("receiveDrawRequest", ReceiveDrawRequest);
_socket.On("drawRequestSent", DrawRequestSent); _socket.On("drawRequestSent", DrawRequestSent);
_socket.On("drawAccepted", DrawAccepted); _socket.On("drawAccepted", DrawAccepted);
_socket.On("drawConfirmed", DrawConfirmed); _socket.On("drawConfirmed", DrawConfirmed);
_socket.On("drawRejected", DrawRejected); _socket.On("drawRejected", DrawRejected);
_socket.On("drawRejectionConfirmed", DrawRejectionConfirmed); _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(); _socket.Connect();
} }
@ -153,7 +169,6 @@ public class MultiplayManager : IDisposable
private void DoOpponent(SocketIOResponse response) private void DoOpponent(SocketIOResponse response)
{ {
var data = response.GetValue<MoveData>(); var data = response.GetValue<MoveData>();
if (data != null && data.position != null) if (data != null && data.position != null)
{ {
Vector2Int opponentPosition = new Vector2Int(data.position.x, data.position.y); Vector2Int opponentPosition = new Vector2Int(data.position.x, data.position.y);
@ -205,7 +220,7 @@ public class MultiplayManager : IDisposable
{ {
if (string.IsNullOrEmpty(_roomId)) if (string.IsNullOrEmpty(_roomId))
{ {
Debug.LogError("LeaveRoom 호출 실패: _roomId가 설정되지 않음"); Debug.LogError("RequestSurrender 호출 실패: _roomId가 설정되지 않음");
return; return;
} }
_socket.Emit("requestSurrender",new { roomId = _roomId }); _socket.Emit("requestSurrender",new { roomId = _roomId });
@ -232,7 +247,7 @@ public class MultiplayManager : IDisposable
{ {
if (string.IsNullOrEmpty(_roomId)) if (string.IsNullOrEmpty(_roomId))
{ {
Debug.LogError("LeaveRoom 호출 실패: _roomId가 설정되지 않음"); Debug.LogError("SendTimeout 호출 실패: _roomId가 설정되지 않음");
return; return;
} }
_socket.Emit("sendTimeout",new { roomId = _roomId }); _socket.Emit("sendTimeout",new { roomId = _roomId });
@ -249,6 +264,8 @@ public class MultiplayManager : IDisposable
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.ReceiveTimeout, data.message); _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.ReceiveTimeout, data.message);
} }
#region
public void RequestDraw() public void RequestDraw()
{ {
if (string.IsNullOrEmpty(_roomId)) if (string.IsNullOrEmpty(_roomId))
@ -321,6 +338,84 @@ public class MultiplayManager : IDisposable
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawRejectionConfirmed, data.message); _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawRejectionConfirmed, data.message);
} }
#endregion
#region
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<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.ReceiveRevengeRequest, data.message);
}
private void RevengeRequestSent(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_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<RevengeData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeAccepted, data);
}
private void RevengeConfirmed(SocketIOResponse response)
{
var data = response.GetValue<RevengeData>();
_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<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeRejected, data.message);
}
private void RevengeRejectionConfirmed(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeRejectionConfirmed, data.message);
}
#endregion
public void Dispose() public void Dispose()
{ {
if (_socket != null) if (_socket != null)
@ -328,6 +423,7 @@ public class MultiplayManager : IDisposable
_socket.Disconnect(); _socket.Disconnect();
_socket.Dispose(); _socket.Dispose();
_socket = null; _socket = null;
_roomId = null;
} }
} }
} }

View File

@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Threading; using System.Threading;
using DG.Tweening; using DG.Tweening;
using TMPro; using TMPro;
using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
@ -15,21 +16,49 @@ public class LoadingPanelController : MonoBehaviour
[SerializeField] private Sprite[] dragonSprites; [SerializeField] private Sprite[] dragonSprites;
[SerializeField] private Sprite[] tigerSprites; [SerializeField] private Sprite[] tigerSprites;
[SerializeField] private string fullText = "불러오는 중..."; // 원하는 문구를 인스펙터에서 설정 가능 private string _fullText = "불러오는 중...";
[SerializeField] private float interval = 0.4f; // 글자 추가 속도 조정 가능 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 flipDuration = 0.3f; // 회전 시간
[SerializeField] float delayBetweenFlips = 1f; // 이미지 변경 주기 [SerializeField] float delayBetweenFlips = 1f; // 이미지 변경 주기
[SerializeField] private GameObject imageBackground;
[SerializeField] private GameObject simpleBackground;
private int currentLength = 0; private int currentLength = 0;
private CancellationTokenSource cancellationTokenSource; private CancellationTokenSource cancellationTokenSource;
// 타 컴포넌트에서 애니메이션 효과 설정을 위해 호출(RotateImages와 FlipImages 혼용은 불가능: DORotate가 서로 충돌함) // 타 컴포넌트에서 애니메이션 효과 설정을 위해 호출(RotateImages와 FlipImages 혼용은 불가능: DORotate가 서로 충돌함)
public void StartLoading(bool animatedImage, bool animatedText, bool animatedFlip) /// <summary>
/// 로딩 패널 보이기
/// </summary>
/// <param name="animatedImage">캐릭터들이 좌우로 회전하는 효과</param>
/// <param name="animatedText">한글자씩 나타나는 효과</param>
/// <param name="animatedFlip">캐릭터들이 뒤집히면서 표정이 바뀌는 효과</param>
/// <param name="isBackgroundImage">배경 이미지 여부 설정</param>
public void StartLoading(bool animatedImage, bool animatedText, bool animatedFlip, bool isBackgroundImage)
{ {
// 패널 활성화 // 패널 활성화
gameObject.SetActive(true); gameObject.SetActive(true);
cancellationTokenSource = new CancellationTokenSource(); 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 (animatedImage) RotateImages(); // 캐릭터들이 좌우로 회전하는 효과
if (animatedText) StartCoroutine(AnimateLoadingText()); // 한글자씩 나타나는 효과 if (animatedText) StartCoroutine(AnimateLoadingText()); // 한글자씩 나타나는 효과
if (animatedFlip) FlipImages(); // 캐릭터들이 뒤집히면서 표정이 바뀌는 효과 if (animatedFlip) FlipImages(); // 캐릭터들이 뒤집히면서 표정이 바뀌는 효과
@ -63,14 +92,15 @@ public class LoadingPanelController : MonoBehaviour
while (!cancellationTokenSource.IsCancellationRequested) while (!cancellationTokenSource.IsCancellationRequested)
{ {
// 글자 하나씩 추가 // 글자 하나씩 추가
currentLength = (currentLength + 1) % (fullText.Length + 1); // 글자 하나씩 추가 (0 ~ fullText.Length 반복) currentLength = (currentLength + 1) % (_fullText.Length + 1); // 글자 하나씩 추가 (0 ~ fullText.Length 반복)
loadingText.text = fullText.Substring(0, currentLength); // 부분 문자열 표시 loadingText.text = _fullText.Substring(0, currentLength); // 부분 문자열 표시
yield return new WaitForSeconds(interval); // 0.2초마다 변경 yield return new WaitForSeconds(interval); // 0.2초마다 변경
// 모든 글자가 다 표시되면 1초 대기 // 모든 글자가 다 표시되면 1초 대기
if (currentLength == fullText.Length) if (currentLength == _fullText.Length)
{ {
yield return new WaitForSeconds(1f); // 1초 대기 yield return new WaitForSeconds(1f); // 1초 대기
_fullText = _loadingMessages[Random.Range(0, _loadingMessages.Length)]; // 랜덤 메시지 선택
currentLength = 0; // 다시 처음부터 시작 currentLength = 0; // 다시 처음부터 시작
} }

View File

@ -12,6 +12,7 @@ public class MainPanelController : MonoBehaviour
[SerializeField] private Button signOutButton; [SerializeField] private Button signOutButton;
[SerializeField] private GameObject[] profileImages; [SerializeField] private GameObject[] profileImages;
[SerializeField] private Button rankingButton; [SerializeField] private Button rankingButton;
[SerializeField] private Button gameStartButton;
private int _selectedImageIndex; private int _selectedImageIndex;
@ -22,6 +23,8 @@ public class MainPanelController : MonoBehaviour
{ {
signOutButton.onClick.AddListener(OnSignOutClick); signOutButton.onClick.AddListener(OnSignOutClick);
} }
gameStartButton.GetComponent<SingleInteractableButtonHandler>().ResetButton();
} }
public void UpdateUserInfo() public void UpdateUserInfo()

View File

@ -26,7 +26,7 @@ public class MainPanelManager : MonoBehaviour
_userManager = userManagerObj.AddComponent<UserManager>(); _userManager = userManagerObj.AddComponent<UserManager>();
} }
// 로딩 화면 추가(자동 로그인 응답 전까지) // 로딩 화면 추가(자동 로그인 응답 전까지)
GameManager.Instance.panelManager.OpenLoadingPanel(false, false, true); GameManager.Instance.panelManager.OpenLoadingPanel(false, true, true);
// 자동 로그인 // 자동 로그인
TryAutoSignin(); TryAutoSignin();

View File

@ -43,6 +43,7 @@ public class CoinsPurchaseResult
public int purchased; // 충전된 코인량 public int purchased; // 충전된 코인량
public int currentCoins; // 현재 보유 코인량 public int currentCoins; // 현재 보유 코인량
} }
/// <summary> /// <summary>
/// 광고 시청 응답 클래스 /// 광고 시청 응답 클래스
/// </summary> /// </summary>
@ -82,8 +83,6 @@ public class DeductCoinsResult
public int remainingCoins; public int remainingCoins;
} }
public class UserManager : Singleton<UserManager> public class UserManager : Singleton<UserManager>
{ {
public string UserId { get; private set; } public string UserId { get; private set; }

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 787a283493d7435ea606170d7442790a
timeCreated: 1742967205

View File

@ -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<Vector2Int> emptyPositions; // 빈 좌표들 (5를 만들 수 있는 위치)
public OpenFourInfo(int dir)
{
direction = dir;
emptyPositions = new List<Vector2Int>();
}
}
// 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.
// <returns>쌍사이면 true, 아니면 false</returns>
public bool FindDoubleLineFour(Enums.PlayerType[,] board, int row, int col)
{
// 임시로 돌 배치
board[row, col] = Black;
List<int> openFourDirections = new List<int>();
// 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
}
/// <summary>
/// 라인 패턴을 추출합니다.
/// </summary>
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;
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a0f3f36424a845a3bfa973db9ee6c627
timeCreated: 1742967613

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