DO-71 [Merge] 머지 후 인게임 프리펩 수정
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commit
23a846a213
@ -39,21 +39,34 @@ public class GameUIController : MonoBehaviour
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}
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public void OnClickSurrenderButton()
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{
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if (GameManager.Instance.CheckIsSinglePlay())
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{
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GameManager.Instance.SurrenderSinglePlay();
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}
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else
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{
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GameManager.Instance.panelManager.OpenConfirmPanel("항복 하시겠습니까?", () =>
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{
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_multiplayManager.RequestSurrender();
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}, true);
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}
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}
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public void OnClickDrawRequestButton()
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{
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if (GameManager.Instance.CheckIsSinglePlay())
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{
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GameManager.Instance.DrawSinglePlay();
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}
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else
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{
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if (GameManager.Instance.GetRequestDrawChance())
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{
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GameManager.Instance.panelManager.OpenConfirmPanel("무승부 신청을 하시겠습니까?", () =>
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{
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_multiplayManager.RequestDraw();
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}, true);
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});
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GameManager.Instance.SetRequestDrawChanceFalse();
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}
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else
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@ -61,17 +74,37 @@ public class GameUIController : MonoBehaviour
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GameManager.Instance.panelManager.OpenConfirmPanel("무승부 요청이 제한돼있습니다.",()=>{});
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}
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}
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}
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public void OnClickRevengeRequestButton()
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{
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if (GameManager.Instance.CheckIsSinglePlay())
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{
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GameManager.Instance.panelManager.OpenConfirmPanel("상대방이 방을 나갔습니다.",() =>
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{
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});
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}
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else
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{
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GameManager.Instance.panelManager.OpenConfirmPanel("재대결 신청을\n하시겠습니까?", () =>
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{
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GameManager.Instance.panelManager.OpenLoadingPanel(true, true, false, false);
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_multiplayManager.RequestRevengeRequest();
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});
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}
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}
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public void OnClickInGameMenuOpenButton()
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{
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GameManager.Instance.panelManager.OpenInGameMenuPanel();
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}
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public void OnClickSettingsButton()
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{
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GameManager.Instance.panelManager.OpenSettingsPanel();
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}
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public void OnClickInGameMenuButton()
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{
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GameManager.Instance.panelManager.OpenInGameMenuPanel();
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}
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public void InitPlayersName(string playerNameA, string playerNameB)
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{
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playerANameText.text = playerNameA;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// 메인 패널 메뉴 버튼
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/// </summary>
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{
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public void OnShopPanelClick()
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{
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for (int i = 0; i < 5; i++)
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{
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{
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ShopItem shopItem = new ShopItem
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{
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name = "500개",
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price = "광고 보기"
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};
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{
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price = $"{i * 1000}"
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};
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public void OpenReplayPanelClick()
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//{
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--- !u!1 &1100315178
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@ -11,9 +11,9 @@ public static class AIEvaluator
|
||||
// AI 패턴 점수
|
||||
public const float FIVE_IN_A_ROW = 100000f;
|
||||
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 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;
|
||||
|
@ -64,7 +64,7 @@ public class AudioManager : Singleton<AudioManager>
|
||||
// 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<AudioManager>
|
||||
|
||||
public void PlayGameBGM()
|
||||
{
|
||||
gameBgm = GetAudioClip("Game bgm2");
|
||||
gameBgm = GetAudioClip("GameBGM");
|
||||
|
||||
if (bgmAudioSource != null && gameBgm != null && !bgmAudioSource.isPlaying)
|
||||
{
|
||||
@ -143,7 +143,7 @@ public class AudioManager : Singleton<AudioManager>
|
||||
{
|
||||
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)
|
||||
{
|
||||
sfxAudioSource.PlayOneShot(GetAudioClip("lose sound"), sfxVolume);
|
||||
sfxAudioSource.PlayOneShot(GetAudioClip("LoseSound"), sfxVolume);
|
||||
}
|
||||
}
|
||||
|
||||
@ -175,7 +175,15 @@ public class AudioManager : Singleton<AudioManager>
|
||||
{
|
||||
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)
|
||||
{
|
||||
sfxAudioSource.PlayOneShot(GetAudioClip("stone sound3"), sfxVolume);
|
||||
sfxAudioSource.PlayOneShot(GetAudioClip("StoneSound"), sfxVolume);
|
||||
}
|
||||
}
|
||||
}
|
@ -91,7 +91,6 @@ public class CoinsPanelController : MonoBehaviour
|
||||
/// 코인 추가 함수
|
||||
/// </summary>
|
||||
/// <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>
|
||||
public void AddCoins(int coinsCount, Action action)
|
||||
{
|
||||
|
@ -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
|
||||
};
|
||||
}
|
@ -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;
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 49ebef5d325962540a3eb9ee2151bde9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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@ -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;
|
||||
|
||||
}
|
@ -1,11 +0,0 @@
|
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fileFormatVersion: 2
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guid: a238bcb53de9b72429a5407ca01d5e3e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
@ -30,7 +30,7 @@ public class GameManager : Singleton<GameManager>
|
||||
|
||||
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<GameManager>
|
||||
|
||||
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<GameManager>
|
||||
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<GameManager>
|
||||
|
||||
public bool GetRequestDrawChance()
|
||||
{
|
||||
if (_gameLogic == null){ return false;}
|
||||
if (_gameLogic == null) return false;
|
||||
return _gameLogic.RequestDrawChance;
|
||||
}
|
||||
|
||||
@ -131,4 +131,25 @@ public class GameManager : Singleton<GameManager>
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
3
Assets/Script/Game/GameStates.meta
Normal file
3
Assets/Script/Game/GameStates.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b15e90e5f55e4d338705bfffd558d056
|
||||
timeCreated: 1743068734
|
27
Assets/Script/Game/GameStates/AIState.cs
Normal file
27
Assets/Script/Game/GameStates/AIState.cs
Normal 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);
|
||||
}
|
||||
}
|
3
Assets/Script/Game/GameStates/AIState.cs.meta
Normal file
3
Assets/Script/Game/GameStates/AIState.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fbd2216a641845bc9892444713d3497f
|
||||
timeCreated: 1743068785
|
58
Assets/Script/Game/GameStates/BasePlayerState.cs
Normal file
58
Assets/Script/Game/GameStates/BasePlayerState.cs
Normal 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Script/Game/GameStates/BasePlayerState.cs.meta
Normal file
3
Assets/Script/Game/GameStates/BasePlayerState.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 28db9c0415a04bd288598b502b43066f
|
||||
timeCreated: 1743068714
|
62
Assets/Script/Game/GameStates/MultiPlayerState.cs
Normal file
62
Assets/Script/Game/GameStates/MultiPlayerState.cs
Normal 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);
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Script/Game/GameStates/MultiPlayerState.cs.meta
Normal file
3
Assets/Script/Game/GameStates/MultiPlayerState.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 20e292a1c2064962ab8eaaa5a80bc3b9
|
||||
timeCreated: 1743068802
|
63
Assets/Script/Game/GameStates/PlayerState.cs
Normal file
63
Assets/Script/Game/GameStates/PlayerState.cs
Normal 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);
|
||||
}
|
||||
}
|
||||
}
|
3
Assets/Script/Game/GameStates/PlayerState.cs.meta
Normal file
3
Assets/Script/Game/GameStates/PlayerState.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 951fc71a9c154522b3562053350536b8
|
||||
timeCreated: 1743068763
|
3
Assets/Script/Game/GameUtility.meta
Normal file
3
Assets/Script/Game/GameUtility.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 79bd83540d994967a0e3b7ee6d5bc835
|
||||
timeCreated: 1743076291
|
95
Assets/Script/Game/GameUtility/GameRoutine.cs
Normal file
95
Assets/Script/Game/GameUtility/GameRoutine.cs
Normal 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;
|
||||
}
|
||||
}
|
3
Assets/Script/Game/GameUtility/GameRoutine.cs.meta
Normal file
3
Assets/Script/Game/GameUtility/GameRoutine.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d911ca14696a433ebc112577b60de664
|
||||
timeCreated: 1743076571
|
96
Assets/Script/Game/GameUtility/GameWinCheck.cs
Normal file
96
Assets/Script/Game/GameUtility/GameWinCheck.cs
Normal 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;
|
||||
}
|
||||
}
|
3
Assets/Script/Game/GameUtility/GameWinCheck.cs.meta
Normal file
3
Assets/Script/Game/GameUtility/GameWinCheck.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 367e9d42ab0f4a879d00bac722922970
|
||||
timeCreated: 1743076291
|
@ -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<MoveData>();
|
||||
|
||||
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<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()
|
||||
{
|
||||
if (_socket != null)
|
||||
@ -328,6 +423,7 @@ public class MultiplayManager : IDisposable
|
||||
_socket.Disconnect();
|
||||
_socket.Dispose();
|
||||
_socket = null;
|
||||
_roomId = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3,6 +3,7 @@ using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using DG.Tweening;
|
||||
using TMPro;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
@ -15,21 +16,49 @@ 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)
|
||||
/// <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
|
||||
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
|
||||
if (animatedFlip) FlipImages(); // 캐릭터들이 뒤집히면서 표정이 바뀌는 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
|
||||
}
|
||||
|
||||
|
@ -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<SingleInteractableButtonHandler>().ResetButton();
|
||||
}
|
||||
|
||||
public void UpdateUserInfo()
|
||||
|
@ -26,7 +26,7 @@ public class MainPanelManager : MonoBehaviour
|
||||
_userManager = userManagerObj.AddComponent<UserManager>();
|
||||
}
|
||||
// 로딩 화면 추가(자동 로그인 응답 전까지)
|
||||
GameManager.Instance.panelManager.OpenLoadingPanel(false, false, true);
|
||||
GameManager.Instance.panelManager.OpenLoadingPanel(false, true, true);
|
||||
|
||||
// 자동 로그인
|
||||
TryAutoSignin();
|
||||
|
@ -43,6 +43,7 @@ public class CoinsPurchaseResult
|
||||
public int purchased; // 충전된 코인량
|
||||
public int currentCoins; // 현재 보유 코인량
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 광고 시청 응답 클래스
|
||||
/// </summary>
|
||||
@ -82,8 +83,6 @@ public class DeductCoinsResult
|
||||
public int remainingCoins;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public class UserManager : Singleton<UserManager>
|
||||
{
|
||||
public string UserId { get; private set; }
|
||||
|
3
Assets/Script/Renju/KSH_Renju.meta
Normal file
3
Assets/Script/Renju/KSH_Renju.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 787a283493d7435ea606170d7442790a
|
||||
timeCreated: 1742967205
|
268
Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs
Normal file
268
Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs
Normal 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;
|
||||
}
|
||||
}
|
3
Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs.meta
Normal file
3
Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a0f3f36424a845a3bfa973db9ee6c627
|
||||
timeCreated: 1742967613
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
x
Reference in New Issue
Block a user