This commit is contained in:
Jay 2025-03-24 17:50:09 +09:00
commit 24bdccd132
110 changed files with 66531 additions and 41761 deletions

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@ -44,14 +44,14 @@ public class AdManager : MonoBehaviour
} }
// 보상형 전면 광고 실행 // 보상형 전면 광고 실행
public void ShowRewardedInterstitialAd(CanvasGroup shopPanel) public void ShowRewardedInterstitialAd()
{ {
if (rewardedInterstitialAd != null && rewardedInterstitialAd.CanShowAd()) if (rewardedInterstitialAd != null && rewardedInterstitialAd.CanShowAd())
{ {
rewardedInterstitialAd.Show((Reward reward) => //서버에서 500코인을 고정으로 반환하기 때문에 reward는 사용하지 않음. rewardedInterstitialAd.Show((Reward reward) => //서버에서 500코인을 고정으로 반환하기 때문에 reward는 사용하지 않음.
{ {
// 코인 지급 로직 // 코인 지급 로직
GrantReward(shopPanel); GrantReward();
}); });
} }
else else
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} }
// 코인 지급 함수 // 코인 지급 함수
private void GrantReward(CanvasGroup shopPanel) private void GrantReward()
{ {
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{ {
// UI 업데이트 // UI 업데이트
GameManager.Instance.panelManager.UpdateCoinsPanelUI(coinsAdded, shopPanel); GameManager.Instance.panelManager.UpdateCoinsPanelUI(coinsAdded);
}, () => }, () =>
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{ {
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} }
//public void OpenRankingPanelClick()
//{
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//}
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@ -315,165 +315,6 @@ public static class AIEvaluator
return fourThreeCount; return fourThreeCount;
} }
#endregion
#region Evaluate Move Position
// 이동 평가 함수
public static float EvaluateMove(Enums.PlayerType[,] board, int row, int col, Enums.PlayerType AIPlayer)
{
float score = 0;
Enums.PlayerType opponentPlayer = (AIPlayer == Enums.PlayerType.PlayerA) ?
Enums.PlayerType.PlayerB : Enums.PlayerType.PlayerA;
// 복합 패턴 감지를 위한 위치 저장 리스트
List<(int[] dir, int count, int openEnds)> aiPatterns = new List<(int[], int, int)>();
List<(int[] dir, int count, int openEnds)> opponentPatterns = new List<(int[], int, int)>();
// AI 관점에서 평가
board[row, col] = AIPlayer;
foreach (var dir in Directions)
{
// 평가를 위한 가상 보드이기에 캐시 데이터에 저장X
var (count, openEnds) = MiniMaxAIController.CountStones(board, row, col, dir, AIPlayer, false);
aiPatterns.Add((dir, count, openEnds));
if (count >= 4)
{
score += PatternScore.FIVE_IN_A_ROW / 10;
}
else if (count == 3)
{
score += (openEnds == 2) ? PatternScore.OPEN_THREE / 3 :
(openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 5 :
PatternScore.CLOSED_THREE / 5;
}
else if (count == 2)
{
score += (openEnds == 2) ? PatternScore.OPEN_TWO / 2 :
(openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 3 :
PatternScore.CLOSED_TWO / 5;
}
else if (count == 1)
{
score += (openEnds == 2) ? PatternScore.OPEN_ONE :
PatternScore.CLOSED_ONE;
}
// 깨진 패턴 평가
var (isBroken, brokenCount, brokenOpenEnds) = DetectBrokenPattern(board, row, col, dir, AIPlayer);
if (isBroken)
{
float brokenScore = EvaluateBrokenPattern(brokenCount, brokenOpenEnds);
score = Math.Max(score, brokenScore);
}
}
// AI 복합 패턴 점수 계산 (새로 추가)
score += EvaluateComplexMovePatterns(aiPatterns, true);
// 상대 관점에서 평가 (방어 가치)
board[row, col] = opponentPlayer;
foreach (var dir in Directions)
{
var (count, openEnds) = MiniMaxAIController.CountStones(board, row, col, dir, opponentPlayer, false);
opponentPatterns.Add((dir, count, openEnds));
// 상대 패턴 차단에 대한 가치 (약간 낮은 가중치)
if (count >= 4)
{
score += PatternScore.FIVE_IN_A_ROW / 12.5f;
}
else if (count == 3)
{
score += (openEnds == 2) ? PatternScore.OPEN_THREE / 3.75f :
(openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 6.25f :
PatternScore.CLOSED_THREE / 6.25f;
}
else if (count == 2)
{
score += (openEnds == 2) ? PatternScore.OPEN_TWO / 2.5f :
(openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 3.75f :
PatternScore.CLOSED_TWO / 5f;
}
else if (count == 1)
{
score += (openEnds == 2) ? PatternScore.OPEN_ONE / 1.25f :
PatternScore.CLOSED_ONE;
}
}
score += EvaluateComplexMovePatterns(opponentPatterns, false);
// 원래 상태로 복원
board[row, col] = Enums.PlayerType.None;
// 중앙에 가까울수록 추가 점수
int size = board.GetLength(0);
float centerDistance = Math.Max(
Math.Abs(row - (size - 1) / 2.0f),
Math.Abs(col - (size - 1) / 2.0f)
);
float centerBonus = 1.0f - (centerDistance / ((size - 1) / 2.0f)) * 0.3f; // 30% 가중치
return score * centerBonus;
}
// 복합 패턴 평가를 위한 새로운 함수
private static float EvaluateComplexMovePatterns(List<(int[] dir, int count, int openEnds)> patterns, bool isAI)
{
float score = 0;
// 열린 3 패턴 및 4 패턴 찾기
var openThrees = patterns.Where(p => p.count == 3 && p.openEnds == 2).ToList();
var fours = patterns.Where(p => p.count == 4 && p.openEnds >= 1).ToList();
// 3-3 패턴 감지
if (openThrees.Count >= 2)
{
for (int i = 0; i < openThrees.Count; i++)
{
for (int j = i + 1; j < openThrees.Count; j++)
{
if (!AreParallelDirections(openThrees[i].dir, openThrees[j].dir))
{
float threeThreeScore = PatternScore.DOUBLE_THREE / 4; // 복합 패턴 가중치
score += isAI ? threeThreeScore : threeThreeScore;
break;
}
}
}
}
// 4-4 패턴 감지
if (fours.Count >= 2)
{
for (int i = 0; i < fours.Count; i++)
{
for (int j = i + 1; j < fours.Count; j++)
{
if (!AreParallelDirections(fours[i].dir, fours[j].dir))
{
float fourFourScore = PatternScore.DOUBLE_FOUR / 4;
score += isAI ? fourFourScore : fourFourScore;
break;
}
}
}
}
// 4-3 패턴 감지
if (fours.Count > 0 && openThrees.Count > 0)
{
float fourThreeScore = PatternScore.FOUR_THREE / 4;
score += isAI ? fourThreeScore : fourThreeScore;
}
return score;
}
// 깨진 패턴 (3-빈칸-1) 감지 // 깨진 패턴 (3-빈칸-1) 감지
private static (bool isDetected, int count, int openEnds) DetectBrokenPattern( private static (bool isDetected, int count, int openEnds) DetectBrokenPattern(
Enums.PlayerType[,] board, int row, int col, int[] dir, Enums.PlayerType player) Enums.PlayerType[,] board, int row, int col, int[] dir, Enums.PlayerType player)
@ -577,4 +418,182 @@ public static class AIEvaluator
} }
#endregion #endregion
#region Evaluate Move Position
// 이동 평가 함수
public static float EvaluateMove(Enums.PlayerType[,] board, int row, int col, Enums.PlayerType AIPlayer)
{
float score = 0;
Enums.PlayerType opponentPlayer = (AIPlayer == Enums.PlayerType.PlayerA) ?
Enums.PlayerType.PlayerB : Enums.PlayerType.PlayerA;
// 복합 패턴 감지를 위한 위치 저장 리스트
List<(int[] dir, int count, int openEnds)> aiPatterns = new List<(int[], int, int)>();
List<(int[] dir, int count, int openEnds)> opponentPatterns = new List<(int[], int, int)>();
board[row, col] = AIPlayer;
foreach (var dir in Directions)
{
float directionScore = 0;
var (count, openEnds) = MiniMaxAIController.CountStones(board, row, col, dir, AIPlayer, false);
aiPatterns.Add((dir, count, openEnds));
float normalScore = 0;
if (count >= 4)
{
normalScore = PatternScore.FIVE_IN_A_ROW / 10;
}
else if (count == 3)
{
normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 3 :
(openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 5 :
PatternScore.CLOSED_THREE / 5;
}
else if (count == 2)
{
normalScore = (openEnds == 2) ? PatternScore.OPEN_TWO / 2 :
(openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 3 :
PatternScore.CLOSED_TWO / 5;
}
else if (count == 1)
{
normalScore = (openEnds == 2) ? PatternScore.OPEN_ONE :
PatternScore.CLOSED_ONE;
}
// 깨진 패턴 평가
var (isBroken, brokenCount, brokenOpenEnds) = DetectBrokenPattern(board, row, col, dir, AIPlayer);
float brokenScore = 0;
if (isBroken)
{
brokenScore = EvaluateBrokenPattern(brokenCount, brokenOpenEnds);
}
directionScore = Math.Max(normalScore, brokenScore);
score += directionScore; // 공격 점수 누적
}
// AI 복합 패턴 점수 계산
score += EvaluateComplexMovePatterns(aiPatterns, true);
// 상대 관점에서 평가 (방어 가치)
board[row, col] = opponentPlayer;
foreach (var dir in Directions)
{
float directionScore = 0;
var (count, openEnds) = MiniMaxAIController.CountStones(board, row, col, dir, opponentPlayer, false);
opponentPatterns.Add((dir, count, openEnds));
float normalScore = 0;
// 상대 패턴 차단에 대한 가치 (약간 낮은 가중치) AI는 공격지향적으로
if (count >= 4)
{
normalScore = PatternScore.FIVE_IN_A_ROW / 12.5f;
}
else if (count == 3)
{
normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 3.75f :
(openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 6.25f :
PatternScore.CLOSED_THREE / 6.25f;
}
else if (count == 2)
{
normalScore = (openEnds == 2) ? PatternScore.OPEN_TWO / 2.5f :
(openEnds == 1) ? PatternScore.HALF_OPEN_TWO / 3.75f :
PatternScore.CLOSED_TWO / 5f;
}
else if (count == 1)
{
normalScore = (openEnds == 2) ? PatternScore.OPEN_ONE / 1.25f :
PatternScore.CLOSED_ONE;
}
var (isBroken, brokenCount, brokenOpenEnds) = DetectBrokenPattern(board, row, col, dir, opponentPlayer);
float brokenScore = 0;
if (isBroken)
{
// 깨진 패턴은 일반 패턴보다 좀 더 높은 가중치 할당
brokenScore = EvaluateBrokenPattern(brokenCount, brokenOpenEnds) * 0.9f;
}
directionScore = Math.Max(normalScore, brokenScore);
score += directionScore; // 방어 점수 누적
}
score += EvaluateComplexMovePatterns(opponentPatterns, false);
board[row, col] = Enums.PlayerType.None; // 복원
int size = board.GetLength(0);
float centerDistance = Math.Max(
Math.Abs(row - (size - 1) / 2.0f), // 중앙 위치 계산
Math.Abs(col - (size - 1) / 2.0f)
);
float centerBonus = 1.0f - (centerDistance / ((size - 1) / 2.0f)) * 0.3f; // 중앙과 가장자리의 점수 차이를 30%로 설정
return score * centerBonus;
}
// 복합 패턴 평가를 위한 새로운 함수
private static float EvaluateComplexMovePatterns(List<(int[] dir, int count, int openEnds)> patterns, bool isAI)
{
float score = 0;
// 열린 3 패턴 및 4 패턴 찾기
var openThrees = patterns.Where(p => p.count == 3 && p.openEnds == 2).ToList();
var fours = patterns.Where(p => p.count == 4 && p.openEnds >= 1).ToList();
// 3-3 패턴 감지
if (openThrees.Count >= 2)
{
for (int i = 0; i < openThrees.Count; i++)
{
for (int j = i + 1; j < openThrees.Count; j++)
{
if (!AreParallelDirections(openThrees[i].dir, openThrees[j].dir))
{
float threeThreeScore = PatternScore.DOUBLE_THREE / 4; // 복합 패턴 가중치
score += isAI ? threeThreeScore : threeThreeScore * 1.1f;
break;
}
}
}
}
// 4-4 패턴 감지
if (fours.Count >= 2)
{
for (int i = 0; i < fours.Count; i++)
{
for (int j = i + 1; j < fours.Count; j++)
{
if (!AreParallelDirections(fours[i].dir, fours[j].dir))
{
float fourFourScore = PatternScore.DOUBLE_FOUR / 4;
score += isAI ? fourFourScore : fourFourScore * 1.2f;
break;
}
}
}
}
// 4-3 패턴 감지
if (fours.Count > 0 && openThrees.Count > 0)
{
float fourThreeScore = PatternScore.FOUR_THREE / 4;
score += isAI ? fourThreeScore : fourThreeScore * 1.2f;
}
return score;
}
#endregion
} }

View File

@ -5,7 +5,7 @@ using UnityEngine;
public static class MiniMaxAIController public static class MiniMaxAIController
{ {
private const int SEARCH_DEPTH = 3; // 탐색 깊이 제한 (3 = 빠른 응답, 4 = 좀 더 강한 AI 그러나 느린) private const int SEARCH_DEPTH = 4; // 탐색 깊이 제한 (3 = 빠른 응답, 4 = 좀 더 강한 AI 그러나 느린)
private const int WIN_COUNT = 5; private const int WIN_COUNT = 5;
private static int[][] _directions = AIConstants.Directions; private static int[][] _directions = AIConstants.Directions;
@ -154,8 +154,8 @@ public static class MiniMaxAIController
// score가 높은 순으로 정렬 -> 더 좋은 수 먼저 계산하도록 함 // score가 높은 순으로 정렬 -> 더 좋은 수 먼저 계산하도록 함
validMoves.Sort((a, b) => b.Item3.CompareTo(a.Item3)); validMoves.Sort((a, b) => b.Item3.CompareTo(a.Item3));
// 시간 단축을 위해 상위 10-15개만 고려. 일단 15개 // 시간 단축을 위해 상위 10-15개만 고려.
return validMoves.Take(15).ToList(); return validMoves.Take(10).ToList();
} }
private static bool HasNearbyStones(Enums.PlayerType[,] board, int row, int col, int distance = 3) private static bool HasNearbyStones(Enums.PlayerType[,] board, int row, int col, int distance = 3)
@ -312,285 +312,4 @@ public static class MiniMaxAIController
return fiveInARowMoves; return fiveInARowMoves;
} }
/*
#region Evaluate Score
// 특정 위치의 Score를 평가하는 새로운 함수
private static float EvaluateMove(Enums.PlayerType[,] board, int row, int col)
{
float score = 0;
board[row, col] = _AIPlayerType;
foreach (var dir in _directions)
{
// CountStones를 사용하나 캐시에 저장X, 가상 계산이기 때문..
var (count, openEnds) = CountStones(board, row, col, dir, _AIPlayerType, false);
if (count >= 4)
{
score += 10000;
}
else if (count == 3)
{
score += (openEnds == 2) ? 1000 : (openEnds == 1) ? 100 : 10;
}
else if (count == 2)
{
score += (openEnds == 2) ? 50 : (openEnds == 1) ? 10 : 5;
}
else if (count == 1)
{
score += (openEnds == 2) ? 10 : (openEnds == 1) ? 5 : 1;
}
}
// 상대 돌로 바꿔서 평가
board[row, col] = Enums.PlayerType.PlayerB;
foreach (var dir in _directions)
{
// 캐시 저장X
var (count, openEnds) = CountStones(board, row, col, dir, Enums.PlayerType.PlayerB, false);
// 상대 패턴 차단에 대한 가치 (방어 점수)
if (count >= 4)
{
score += 8000;
}
else if (count == 3)
{
score += (openEnds == 2) ? 800 : (openEnds == 1) ? 80 : 8;
}
else if (count == 2)
{
score += (openEnds == 2) ? 40 : (openEnds == 1) ? 8 : 4;
}
else if (count == 1)
{
score += (openEnds == 2) ? 8 : (openEnds == 1) ? 4 : 1;
}
}
// 원래 상태로 복원
board[row, col] = Enums.PlayerType.None;
// 중앙에 가까울수록 추가 점수
int size = board.GetLength(0);
float centerDistance = Math.Max(
Math.Abs(row - (size - 1) / 2.0f),
Math.Abs(col - (size - 1) / 2.0f)
);
float centerBonus = 1.0f - (centerDistance / ((size - 1) / 2.0f)) * 0.3f; // 30% 가중치
return score * centerBonus;
}
// 현재 보드 평가 함수
private static float EvaluateBoard(Enums.PlayerType[,] board)
{
float score = 0;
int size = board.GetLength(0);
// 복합 패턴 감지를 위한 위치 저장 리스트
List<(int row, int col, int[] dir)> aiOpen3Positions = new List<(int, int, int[])>();
List<(int row, int col, int[] dir)> playerOpen3Positions = new List<(int, int, int[])>();
List<(int row, int col, int[] dir)> ai4Positions = new List<(int, int, int[])>();
List<(int row, int col, int[] dir)> player4Positions = new List<(int, int, int[])>();
for (int row = 0; row < size; row++)
{
for (int col = 0; col < size; col++)
{
if (board[row, col] == Enums.PlayerType.None) continue;
Enums.PlayerType player = board[row, col];
int playerScore = (player == _AIPlayerType) ? 1 : -1; // AI는 양수, 플레이어는 음수
// 위치 가중치 계산. 중앙 중심으로 돌을 두도록 함
float positionWeight = CalculatePositionWeight(row, col, size);
foreach (var dir in _directions)
{
var (count, openEnds) = CountStones(board, row, col, dir, player);
// 점수 계산
float patternScore = 0;
if (count >= 5)
{
Debug.Log("over 5 counts. count amount: " + count);
patternScore = 100000;
}
else if (count == 4)
{
patternScore = (openEnds == 2) ? 15000 : (openEnds == 1) ? 5000 : 500;
// 4 패턴 위치 저장
if (openEnds >= 1)
{
if (player == _AIPlayerType)
ai4Positions.Add((row, col, dir));
else
player4Positions.Add((row, col, dir));
}
}
else if (count == 3)
{
patternScore = (openEnds == 2) ? 3000 : (openEnds == 1) ? 500 : 50;
// 3 패턴 위치 저장
if (openEnds == 2)
{
if (player == _AIPlayerType)
aiOpen3Positions.Add((row, col, dir));
else
playerOpen3Positions.Add((row, col, dir));
}
}
else if (count == 2)
{
patternScore = (openEnds == 2) ? 100 : (openEnds == 1) ? 30 : 10;
}
else if (count == 1)
{
patternScore = (openEnds == 2) ? 10 : 1;
}
// 위치 가중치 적용
patternScore *= positionWeight;
// 최종 점수 적용 (플레이어는 음수)
score += playerScore * patternScore;
}
}
}
// 2. 복합 패턴 감지 및 점수 부여 (4,4 / 3,3 / 4,3)
int aiThreeThree = DetectDoubleThree(aiOpen3Positions);
int playerThreeThree = DetectDoubleThree(playerOpen3Positions);
int aiFourFour = DetectDoubleFour(ai4Positions);
int playerFourFour = DetectDoubleFour(player4Positions);
int aiFourThree = DetectFourThree(ai4Positions, aiOpen3Positions);
int playerFourThree = DetectFourThree(player4Positions, playerOpen3Positions);
// 복합 패턴 점수 추가
score += aiThreeThree * 8000;
score -= playerThreeThree * 8000;
score += aiFourFour * 12000;
score -= playerFourFour * 12000;
score += aiFourThree * 10000;
score -= playerFourThree * 10000;
return score;
}
// 위치 가중치 계산 함수
private static float CalculatePositionWeight(int row, int col, int size)
{
float boardCenterPos = (size - 1) / 2.0f;
// 현재 위치와 중앙과의 거리 계산 (0~1 사이 값)
float distance = Math.Max(Math.Abs(row - boardCenterPos), Math.Abs(col - boardCenterPos)) / boardCenterPos;
// 중앙(거리 0)은 1.2배, 가장자리(거리 1)는 0.8배
return 1.2f - (0.4f * distance);
}
// 삼삼(3-3) 감지 함수
private static int DetectDoubleThree(List<(int row, int col, int[] dir)> openThreePositions)
{
int doubleThreeCount = 0;
var checkedPairs = new HashSet<(int, int)>();
for (int i = 0; i < openThreePositions.Count; i++)
{
var (row1, col1, dir1) = openThreePositions[i];
for (int j = i + 1; j < openThreePositions.Count; j++)
{
var (row2, col2, dir2) = openThreePositions[j];
// 같은 돌에서 다른 방향으로 두 개의 열린 3이 형성된 경우
if (row1 == row2 && col1 == col2 && !AreParallelDirections(dir1, dir2))
{
if (!checkedPairs.Contains((row1, col1)))
{
doubleThreeCount++;
checkedPairs.Add((row1, col1));
}
}
}
}
return doubleThreeCount;
}
// 방향이 평행한지 확인하는 함수
private static bool AreParallelDirections(int[] dir1, int[] dir2)
{
return (dir1[0] == dir2[0] && dir1[1] == dir2[1]) ||
(dir1[0] == -dir2[0] && dir1[1] == -dir2[1]);
}
// 사사(4-4) 감지 함수
private static int DetectDoubleFour(List<(int row, int col, int[] dir)> fourPositions)
{
int doubleFourCount = 0;
var checkedPairs = new HashSet<(int, int)>();
for (int i = 0; i < fourPositions.Count; i++)
{
var (row1, col1, dir1) = fourPositions[i];
for (int j = i + 1; j < fourPositions.Count; j++)
{
var (row2, col2, dir2) = fourPositions[j];
if (row1 == row2 && col1 == col2 && !AreParallelDirections(dir1, dir2))
{
if (!checkedPairs.Contains((row1, col1)))
{
doubleFourCount++;
checkedPairs.Add((row1, col1));
}
}
}
}
return doubleFourCount;
}
// 사삼(4-3) 감지 함수
private static int DetectFourThree(List<(int row, int col, int[] dir)> fourPositions,
List<(int row, int col, int[] dir)> openThreePositions)
{
int fourThreeCount = 0;
var checkedPairs = new HashSet<(int, int)>();
foreach (var (row1, col1, _) in fourPositions)
{
foreach (var (row2, col2, _) in openThreePositions)
{
// 같은 돌에서 4와 열린 3이 동시에 형성된 경우
if (row1 == row2 && col1 == col2)
{
if (!checkedPairs.Contains((row1, col1)))
{
fourThreeCount++;
checkedPairs.Add((row1, col1));
}
}
}
}
return fourThreeCount;
}
#endregion
*/
} }

View File

@ -1,14 +1,22 @@
using UnityEngine; using UnityEngine;
[RequireComponent(typeof(AudioSource))]
public class AudioManager : MonoBehaviour public class AudioManager : MonoBehaviour
{ {
[Header("Sound")] [Header("BGM")]
[SerializeField] private AudioClip mainBgm; [SerializeField] private AudioClip mainBgm;
[Header("SFX")]
[SerializeField] private AudioClip clickSound;
[SerializeField] private AudioClip closeSound;
private AudioSource audioSource; private AudioSource audioSource;
[HideInInspector] public float sfxVolume;
private void Start() private void Start()
{ {
PlayMainBGM(); PlayMainBGM();
sfxVolume = 1.0f; //테스트 코드
} }
// 배경음악 시작 // 배경음악 시작
@ -22,7 +30,7 @@ public class AudioManager : MonoBehaviour
// 배경음악이 설정되면 재생 // 배경음악이 설정되면 재생
audioSource.clip = mainBgm; // 음악 클립 설정 audioSource.clip = mainBgm; // 음악 클립 설정
audioSource.loop = true; // 반복 재생 audioSource.loop = true; // 반복 재생
audioSource.volume = 0.4f; // 볼륨 audioSource.volume = 0.1f; // 볼륨
audioSource.Play(); // 음악 시작 audioSource.Play(); // 음악 시작
} }
} }
@ -35,4 +43,14 @@ public class AudioManager : MonoBehaviour
audioSource.Stop(); // 배경음악 멈추기 audioSource.Stop(); // 배경음악 멈추기
} }
} }
public void PlayClickSound()
{
audioSource.PlayOneShot(clickSound, sfxVolume);
}
public void PlayCloseSound()
{
audioSource.PlayOneShot(closeSound, sfxVolume);
}
} }

View File

@ -20,6 +20,7 @@ public class CoinsPanelController : MonoBehaviour
private AudioSource _audioSource; private AudioSource _audioSource;
private int _coinsCount; private int _coinsCount;
private RectTransform _coinsRect; private RectTransform _coinsRect;
private CanvasGroup _canvasGroup; //부모 캔버스 그룹
// 1. 코인 추가 연출 // 1. 코인 추가 연출
// 2. 코인 감소 연출 // 2. 코인 감소 연출
@ -30,6 +31,7 @@ public class CoinsPanelController : MonoBehaviour
_audioSource = GetComponent<AudioSource>(); _audioSource = GetComponent<AudioSource>();
_coinsColor = coinsRemoveImageObject.GetComponent<Image>().color; _coinsColor = coinsRemoveImageObject.GetComponent<Image>().color;
_coinsRect = GetComponent<RectTransform>(); _coinsRect = GetComponent<RectTransform>();
_canvasGroup = GetComponentInParent<CanvasGroup>();
} }
private void Start() private void Start()
@ -96,9 +98,9 @@ public class CoinsPanelController : MonoBehaviour
/// <param name="coinsCount"> 추가할 코인 수량</param> /// <param name="coinsCount"> 추가할 코인 수량</param>
/// <param name="shopPanel">상점 패널 캔버스 그룹</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, CanvasGroup shopPanel,Action action) public void AddCoins(int coinsCount, Action action)
{ {
shopPanel.blocksRaycasts = false; //코인 중복 추가 방지 코드 _canvasGroup.blocksRaycasts = false; //코인 중복 추가 방지 코드
Sequence sequence = DOTween.Sequence(); Sequence sequence = DOTween.Sequence();
// i += a 반복 횟수 조절, 100개 단위로 상승 차감 시 100으로 설정 // i += a 반복 횟수 조절, 100개 단위로 상승 차감 시 100으로 설정
@ -120,7 +122,7 @@ public class CoinsPanelController : MonoBehaviour
} }
sequence.OnComplete(() => sequence.OnComplete(() =>
{ {
shopPanel.blocksRaycasts = true; //구매 후 클릭 활성화 _canvasGroup.blocksRaycasts = true; //구매 후 클릭 활성화
}); });
} }

View File

@ -4,4 +4,7 @@
public const string GameServerURL = "ws://localhost:3000"; public const string GameServerURL = "ws://localhost:3000";
public const int BoardSize = 15; public const int BoardSize = 15;
public const int ReplayMaxRecordSize = 10; public const int ReplayMaxRecordSize = 10;
public const int WIN_COUNT = 5;
//무승부 확인을 위한 최소 착수 수
public const int MinCountForDrawCheck = 150;
} }

View File

@ -2,6 +2,7 @@ using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
public abstract class BasePlayerState public abstract class BasePlayerState
{ {
@ -12,22 +13,40 @@ public abstract class BasePlayerState
public void ProcessMove(GameLogic gameLogic, Enums.PlayerType playerType, int row, int col) public void ProcessMove(GameLogic gameLogic, Enums.PlayerType playerType, int row, int col)
{ {
gameLogic.fioTimer.PauseTimer(); gameLogic.fioTimer.PauseTimer();
gameLogic.SetNewBoardValue(playerType, row, col); gameLogic.SetNewBoardValue(playerType, row, col);
gameLogic.CountStoneCounter();
if (gameLogic.CheckGameWin(playerType, row, col)) if (gameLogic.CheckGameWin(playerType, row, col))
{ {
GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {playerType} Win",() =>{}); GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {playerType} Win", () =>
gameLogic.EndGame(); {
var gameResult = playerType == Enums.PlayerType.PlayerA? Enums.GameResult.Win:Enums.GameResult.Lose;
gameLogic.EndGame(gameResult);
});
}
else
{
if (gameLogic.TotalStoneCounter >= Constants.MinCountForDrawCheck)
{
if (gameLogic.CheckGameDraw())
{
GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: Draw", () =>
{
gameLogic.EndGame(Enums.GameResult.Draw);
});
} }
else else
{ {
//TODO: 무승부 확인
HandleNextTurn(gameLogic); HandleNextTurn(gameLogic);
} }
}
else
{
HandleNextTurn(gameLogic);
}
}
} }
} }
@ -46,6 +65,10 @@ public class PlayerState : BasePlayerState
gameLogic.fioTimer.StartTimer(); gameLogic.fioTimer.StartTimer();
//TODO: 첫번째 플레이어면 렌주 룰 확인 //TODO: 첫번째 플레이어면 렌주 룰 확인
#region Renju Turn Set
// 턴이 변경될 때마다 금수 위치 업데이트
gameLogic.UpdateForbiddenMoves();
#endregion
gameLogic.currentTurn = _playerType; gameLogic.currentTurn = _playerType;
gameLogic.stoneController.OnStoneClickedDelegate = (row, col) => gameLogic.stoneController.OnStoneClickedDelegate = (row, col) =>
@ -85,7 +108,6 @@ public class AIState: BasePlayerState
public override void OnEnter(GameLogic gameLogic) public override void OnEnter(GameLogic gameLogic)
{ {
gameLogic.fioTimer.StartTimer(); gameLogic.fioTimer.StartTimer();
//TODO: AI이식
OmokAI.Instance.StartBestMoveSearch(gameLogic.GetBoard(), (bestMove) => OmokAI.Instance.StartBestMoveSearch(gameLogic.GetBoard(), (bestMove) =>
{ {
if(bestMove.HasValue) if(bestMove.HasValue)
@ -137,16 +159,22 @@ public class GameLogic : MonoBehaviour
public StoneController stoneController; public StoneController stoneController;
public Enums.PlayerType currentTurn; public Enums.PlayerType currentTurn;
public Enums.GameType gameType; public Enums.GameType gameType;
//총 착수된 돌 카운터
public int _totalStoneCounter;
public int TotalStoneCounter{get{return _totalStoneCounter;}}
public BasePlayerState firstPlayerState; public BasePlayerState firstPlayerState;
public BasePlayerState secondPlayerState; public BasePlayerState secondPlayerState;
private BasePlayerState _currentPlayerState; private BasePlayerState _currentPlayerState;
//타이머
public FioTimer fioTimer; public FioTimer fioTimer;
private const int WIN_COUNT = 5;
//선택된 좌표 //선택된 좌표
public int selectedRow; public int selectedRow;
public int selectedCol; public int selectedCol;
//마지막 배치된 좌표 //마지막 배치된 좌표
private int _lastRow;
private int _lastCol;
#region Renju Members #region Renju Members
// 렌주룰 금수 검사기 // 렌주룰 금수 검사기
@ -156,9 +184,6 @@ public class GameLogic : MonoBehaviour
private List<Vector2Int> _forbiddenMoves = new List<Vector2Int>(); private List<Vector2Int> _forbiddenMoves = new List<Vector2Int>();
#endregion #endregion
private int _lastRow;
private int _lastCol;
private static int[][] _directions = new int[][] private static int[][] _directions = new int[][]
{ {
new int[] {1, 0}, // 수직 new int[] {1, 0}, // 수직
@ -173,6 +198,7 @@ public class GameLogic : MonoBehaviour
_board = new Enums.PlayerType[15, 15]; _board = new Enums.PlayerType[15, 15];
this.stoneController = stoneController; this.stoneController = stoneController;
this.gameType = gameType; this.gameType = gameType;
_totalStoneCounter = 0;
selectedRow = -1; selectedRow = -1;
selectedCol = -1; selectedCol = -1;
@ -196,21 +222,20 @@ public class GameLogic : MonoBehaviour
{ {
GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerB} Win", GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerB} Win",
() =>{}); () =>{});
EndGame(); EndGame(Enums.GameResult.Lose);
} }
else if (currentTurn == Enums.PlayerType.PlayerB) else if (currentTurn == Enums.PlayerType.PlayerB)
{ {
GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerA} Win", GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerA} Win",
() =>{}); () =>{});
EndGame(); EndGame(Enums.GameResult.Win);
} }
}; };
} }
//TODO: 기보 매니저에게 플레이어 닉네임 넘겨주기 //TODO: 기보 매니저에게 플레이어 닉네임 넘겨주기, 프로필정보도 넘겨줘야 합니다.
ReplayManager.Instance.InitReplayData("PlayerA","nicknameB"); ReplayManager.Instance.InitReplayData("PlayerA","nicknameB");
switch (gameType) switch (gameType)
{ {
case Enums.GameType.SinglePlay: case Enums.GameType.SinglePlay:
@ -226,10 +251,10 @@ public class GameLogic : MonoBehaviour
break; break;
} }
} }
//돌 카운터 증가 함수
public Enums.PlayerType[,] GetBoard() public void CountStoneCounter()
{ {
return _board; _totalStoneCounter++;
} }
//착수 버튼 클릭시 호출되는 함수 //착수 버튼 클릭시 호출되는 함수
@ -258,12 +283,6 @@ public class GameLogic : MonoBehaviour
public void SetStoneSelectedState(int row, int col) public void SetStoneSelectedState(int row, int col)
{ {
#region Renju Turn Set
// 턴이 변경될 때마다 금수 위치 업데이트
UpdateForbiddenMoves();
#endregion
if (_board[row, col] != Enums.PlayerType.None) return; if (_board[row, col] != Enums.PlayerType.None) return;
if (stoneController.GetStoneState(row, col) != Enums.StoneState.None && currentTurn == Enums.PlayerType.PlayerA) return; if (stoneController.GetStoneState(row, col) != Enums.StoneState.None && currentTurn == Enums.PlayerType.PlayerA) return;
@ -328,10 +347,12 @@ public class GameLogic : MonoBehaviour
selectedCol = -1; selectedCol = -1;
} }
//게임 끝 //게임 끝
public void EndGame() public void EndGame(Enums.GameResult result)
{ {
SetState(null); SetState(null);
ReplayManager.Instance.SaveReplayDataResult(result);
//TODO: 게임 종료 후 행동 구현
SceneManager.LoadScene("Main");
} }
//승리 확인 함수 //승리 확인 함수
@ -342,7 +363,7 @@ public class GameLogic : MonoBehaviour
var (count, _) = CountStones(_board, row, col, dir, player); var (count, _) = CountStones(_board, row, col, dir, player);
// 자기 자신 포함하여 5개 이상일 시 true 반환 // 자기 자신 포함하여 5개 이상일 시 true 반환
if (count + 1 >= WIN_COUNT) if (count + 1 >= Constants.WIN_COUNT)
return true; return true;
} }
@ -388,22 +409,71 @@ public class GameLogic : MonoBehaviour
return (count, openEnds); return (count, openEnds);
} }
#region Renju Rule Detector public Enums.PlayerType[,] GetBoard()
{
return _board;
}
//무승부 확인
public bool CheckGameDraw()
{
if (CheckIsFull(_board)) return true; // 빈 칸이 없으면 무승부
bool playerAHasChance = CheckFiveChance(_board, Enums.PlayerType.PlayerA);
bool playerBHasChance = CheckFiveChance(_board, Enums.PlayerType.PlayerB);
return !(playerAHasChance || playerBHasChance); // 둘 다 기회가 없으면 무승부
}
//연속되는 5개가 만들어질 기회가 있는지 판단
private bool CheckFiveChance(Enums.PlayerType[,] board, Enums.PlayerType player)
{
var tempBoard = (Enums.PlayerType[,])board.Clone();
int size = board.GetLength(0);
for (int row = 0; row < size; row++)
{
for (int col = 0; col < size; col++)
{
if (tempBoard[row, col] != Enums.PlayerType.None) continue;
tempBoard[row, col] = player;
foreach (var dir in _directions)
{
var (count, _) = CountStones(tempBoard, row, col, dir, player);
// 자기 자신 포함하여 5개 이상일 시 true 반환
if (count + 1 >= Constants.WIN_COUNT) return true;
}
}
}
return false;
}
//보드가 꽉 찼는지 확인
private static bool CheckIsFull(Enums.PlayerType[,] board)
{
int size = board.GetLength(0);
for (int row = 0; row < size; row++)
{
for (int col = 0; col < size; col++)
{
if (board[row, col] == Enums.PlayerType.None) return false;
}
}
return true;
}
#region Renju Rule Detector
// 금수 위치 업데이트 및 표시 // 금수 위치 업데이트 및 표시
private void UpdateForbiddenMoves() public void UpdateForbiddenMoves()
{ {
ClearForbiddenMarks(); ClearForbiddenMarks();
if (currentTurn == Enums.PlayerType.PlayerA) if (currentTurn == Enums.PlayerType.PlayerA)
{ {
_forbiddenMoves = _forbiddenDetector.RenjuForbiddenMove(_board); var cloneBoard = (Enums.PlayerType[,])_board.Clone();
_forbiddenMoves = _forbiddenDetector.RenjuForbiddenMove(cloneBoard);
foreach (var pos in _forbiddenMoves) foreach (var pos in _forbiddenMoves)
{ {
SetStoneNewState(Enums.StoneState.Blocked, pos.x, pos.y); SetStoneNewState(Enums.StoneState.Blocked, pos.x, pos.y);
} }
} }
} }
// 이전에 표시된 금수 마크 제거 // 이전에 표시된 금수 마크 제거

View File

@ -5,7 +5,6 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine.UI; using UnityEngine.UI;
[RequireComponent(typeof(AudioSource))]
public class GameManager : Singleton<GameManager> public class GameManager : Singleton<GameManager>
{ {
private Enums.GameType _gameType; private Enums.GameType _gameType;
@ -38,10 +37,16 @@ public class GameManager : Singleton<GameManager>
} }
private void InitPanels() private void InitPanels()
{
if (panelManager == null)
{ {
panelManager = Instantiate(panelManagerPrefab).GetComponent<PanelManager>(); panelManager = Instantiate(panelManagerPrefab).GetComponent<PanelManager>();
}
if (audioManager == null)
{
audioManager = Instantiate(audioManagerPrefab).GetComponent<AudioManager>(); audioManager = Instantiate(audioManagerPrefab).GetComponent<AudioManager>();
} }
}
public void OnClickConfirmButton() public void OnClickConfirmButton()
{ {
@ -51,7 +56,6 @@ public class GameManager : Singleton<GameManager>
} }
else else
{ {
Debug.Log("착수 위치를 선택 해주세요");
//TODO: 착수할 위치를 선택하라는 동작 //TODO: 착수할 위치를 선택하라는 동작
} }
} }
@ -75,6 +79,7 @@ public class GameManager : Singleton<GameManager>
var fioTimer = FindObjectOfType<FioTimer>(); var fioTimer = FindObjectOfType<FioTimer>();
_gameLogic = new GameLogic(_stoneController, _gameType, fioTimer); _gameLogic = new GameLogic(_stoneController, _gameType, fioTimer);
} }
InitPanels();
} }
//임시 재시작 재대결 //임시 재시작 재대결
public void RetryGame() public void RetryGame()

View File

@ -1,4 +1,5 @@
using System; using System;
using System.Collections.Generic;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.Serialization; using UnityEngine.Serialization;
@ -80,7 +81,50 @@ public class MainPanelController : MonoBehaviour
//대국 시작 버튼 클릭 //대국 시작 버튼 클릭
public void OnClickGameStart() public void OnClickGameStart()
{
//코인 차감 후 게임 씬 로드
GameManager.Instance.panelManager.RemoveCoinsPanelUI((() =>
{ {
GameManager.Instance.ChangeToGameScene(Enums.GameType.SinglePlay); GameManager.Instance.ChangeToGameScene(Enums.GameType.SinglePlay);
//Todo: 게임 타입에 따라 다른 Scene 호출
}));
}
//상점 패널 생성
public void OnShopButtonClick()
{
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 = "광고) 코인500개 ",
price = 0
};
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 OpenReplayButtonClick()
{
GameManager.Instance.panelManager.OpenReplayPanel();
}
public void OpenSettingButtonClick()
{
GameManager.Instance.panelManager.OpenSettingsPanel();
} }
} }

View File

@ -42,7 +42,7 @@ public class MainPanelManager : MonoBehaviour
UpdateMainPanelUI(GameManager.Instance.panelManager.OpenMainPanel); UpdateMainPanelUI(GameManager.Instance.panelManager.OpenMainPanel);
// ScoreData.SetScore(userInfo.score); // ScoreData.SetScore(userInfo.score);
GameManager.Instance.panelManager.OpenConfirmPanel(userInfo.nickname + "님" + "\n" + "자동 로그인 되었습니다", () => { }); // GameManager.Instance.panelManager.OpenConfirmPanel(userInfo.nickname + "님" + "\n" + "자동 로그인 되었습니다", () => { });
loadingPanelController.StopLoading(); loadingPanelController.StopLoading();
}, () => }, () =>

View File

@ -1,5 +1,6 @@
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using UnityEngine.Networking; using UnityEngine.Networking;
@ -47,7 +48,6 @@ public class NetworkManager : Singleton<NetworkManager>
else else
{ {
var result = www.downloadHandler.text; var result = www.downloadHandler.text;
success?.Invoke();
// 회원가입 성공 팝업 표시 // 회원가입 성공 팝업 표시
GameManager.Instance.panelManager.OpenConfirmPanel("회원 가입이 완료 되었습니다.", () => GameManager.Instance.panelManager.OpenConfirmPanel("회원 가입이 완료 되었습니다.", () =>
@ -164,10 +164,10 @@ public class NetworkManager : Singleton<NetworkManager>
if (www.responseCode == 403) if (www.responseCode == 403)
{ {
Debug.Log("로그인이 필요합니다."); Debug.Log("로그인이 필요합니다.");
GameManager.Instance.panelManager.OpenConfirmPanel("로그인이 필요합니다.", () => // GameManager.Instance.panelManager.OpenConfirmPanel("로그인이 필요합니다.", () =>
{ // {
// });
failure?.Invoke(); failure?.Invoke();
});
} }
} }
else else
@ -395,10 +395,10 @@ public class NetworkManager : Singleton<NetworkManager>
string url = Constants.ServerURL + "/coins/purchase"; // 서버 엔드포인트 string url = Constants.ServerURL + "/coins/purchase"; // 서버 엔드포인트
PurchaseData purchaseData = new PurchaseData(amount, paymentId, paymentType); PurchaseData purchaseData = new PurchaseData(amount, paymentId, paymentType);
string jsonString = JsonUtility.ToJson(purchaseData); string jsonString = JsonUtility.ToJson(purchaseData);
byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(jsonString);
using (UnityWebRequest www = new UnityWebRequest(url, UnityWebRequest.kHttpVerbPOST)) using (UnityWebRequest www = new UnityWebRequest(url, UnityWebRequest.kHttpVerbPOST))
{ {
byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(jsonString);
www.uploadHandler = new UploadHandlerRaw(bodyRaw); www.uploadHandler = new UploadHandlerRaw(bodyRaw);
www.downloadHandler = new DownloadHandlerBuffer(); www.downloadHandler = new DownloadHandlerBuffer();
www.SetRequestHeader("Content-Type", "application/json"); www.SetRequestHeader("Content-Type", "application/json");
@ -445,4 +445,102 @@ public class NetworkManager : Singleton<NetworkManager>
} }
} }
} }
/// <summary>
/// 코인 제거 함수
/// </summary>
/// <param name="success"></param>
/// <param name="failure"></param>
public void DeductCoins(Action<int> success, Action<string> failure)
{
StartCoroutine(DeductCoinsCoroutine(success, failure));
}
private IEnumerator DeductCoinsCoroutine(Action<int> success, Action<string> failure)
{
string DeductCoinsUrl = Constants.ServerURL + "/coins/deduct";
using (UnityWebRequest www = new UnityWebRequest(DeductCoinsUrl, UnityWebRequest.kHttpVerbPOST))
{
www.downloadHandler = new DownloadHandlerBuffer();
string sid = PlayerPrefs.GetString("sid", "");
if (!string.IsNullOrEmpty(sid))
{
www.SetRequestHeader("Cookie", sid);
}
else
{
Debug.LogError("SID 값이 없습니다. 로그인 정보가 없습니다.");
failure?.Invoke("LOGIN_REQUIRED");
yield break;
}
yield return www.SendWebRequest();
if (www.result == UnityWebRequest.Result.ConnectionError ||
www.result == UnityWebRequest.Result.ProtocolError)
{
Debug.LogError("코인 차감 실패: " + www.error);
if (www.responseCode == 400)
{
failure?.Invoke("INSUFFICIENT_COINS");
}
else
{
failure?.Invoke("ERROR");
}
}
else
{
var result = www.downloadHandler.text;
var deductResult = JsonUtility.FromJson<DeductCoinsResult>(result);
if (deductResult.result == "SUCCESS")
{
Debug.Log("코인 차감 완료: " + deductResult.deducted);
UserManager.Instance.SetCoinsInfo();
success?.Invoke(deductResult.deducted);
}
else
{
Debug.LogError("코인 차감 실패: " + deductResult.result);
failure?.Invoke(deductResult.result);
}
}
}
}
public void GetLeaderboardData(Action<List<ScoreInfo>> success, Action failure)
{
StartCoroutine(GetLeaderboardDataCoroutine(success, failure));
}
private IEnumerator GetLeaderboardDataCoroutine(Action<List<ScoreInfo>> success, Action failure)
{
string url = Constants.ServerURL + "/leaderboard/"; // 서버의 리더보드 데이터 URL
UnityWebRequest www = UnityWebRequest.Get(url); // GET 요청으로 데이터 받기
yield return www.SendWebRequest(); // 요청 전송 대기
// 요청이 실패했을 때
if (www.result == UnityWebRequest.Result.ConnectionError || www.result == UnityWebRequest.Result.ProtocolError)
{
Debug.LogError("Error: " + www.error);
failure?.Invoke();
}
else
{
// 성공적으로 데이터를 받아온 경우
string jsonResponse = www.downloadHandler.text; // 응답으로 받은 JSON 데이터
// JSON을 ScoreInfo 리스트로 파싱
ScoreListWrapper wrapper = JsonUtility.FromJson<ScoreListWrapper>(jsonResponse);
List<ScoreInfo> leaderboardItems = wrapper.leaderboardDatas;
// Show 메서드를 통해 데이터를 표시
success?.Invoke(leaderboardItems);
}
}
} }

View File

@ -23,9 +23,9 @@ public class ScoreCellController : MonoBehaviour
winText.text = item.win.ToString(); winText.text = item.win.ToString();
loseText.text = item.lose.ToString(); loseText.text = item.lose.ToString();
if (profileImage != null && item.profileImageIndex != null) if (profileImage != null)
{ {
profileImage.sprite = profileSprites[item.profileImageIndex]; // 프로필 이미지 (Sprite 할당) profileImage.sprite = profileSprites[item.imageIndex]; // 프로필 이미지 (Sprite 할당)
} }
} }
} }

View File

@ -2,9 +2,10 @@ using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Serialization;
[Serializable] [Serializable]
public class ScoreListWrapper public class ScoreListWrapper
{ {
public List<ScoreInfo> scoreInfos; // 여러 개의 ScoreInfo를 담을 리스트 public List<ScoreInfo> leaderboardDatas; // 여러 개의 ScoreInfo를 담을 리스트
} }

View File

@ -29,7 +29,7 @@ public struct ScoreInfo
public int win; public int win;
public int lose; public int lose;
public int totalGames; public int totalGames;
public int profileImageIndex; public int imageIndex;
} }
[Serializable] [Serializable]
@ -43,7 +43,12 @@ public class SigninPanelController : MonoBehaviour
[SerializeField] private TMP_InputField emailInputField; [SerializeField] private TMP_InputField emailInputField;
[SerializeField] private TMP_InputField passwordInputField; [SerializeField] private TMP_InputField passwordInputField;
[SerializeField] private MainPanelManager mainPanel; private MainPanelManager mainPanel;
private void Awake()
{
if (mainPanel == null) mainPanel = FindObjectOfType<MainPanelManager>();
}
public void OnClickSigninButton() public void OnClickSigninButton()
{ {
@ -60,13 +65,13 @@ public class SigninPanelController : MonoBehaviour
NetworkManager.Instance.Signin(signinData, (signinResult) => NetworkManager.Instance.Signin(signinData, (signinResult) =>
{ {
Destroy(gameObject);
// 유저 정보 저장 // 유저 정보 저장
UserManager.Instance.SetUserInfo(signinResult); UserManager.Instance.SetUserInfo(signinResult);
// 메인 패널 정보 갱신 // 메인 패널 정보 갱신
mainPanel.UpdateMainPanelUI(GameManager.Instance.panelManager.OpenMainPanel); mainPanel.UpdateMainPanelUI(GameManager.Instance.panelManager.OpenMainPanel);
Destroy(gameObject);
}, result => }, result =>
{ {
if (result == 0) if (result == 0)

View File

@ -58,6 +58,17 @@ public class PurchaseData
} }
} }
/// <summary>
/// 코인 차감 응답 데이터 클래스
/// </summary>
public class DeductCoinsResult
{
public string result;
public string message;
public int deducted;
public int remainingCoins;
}
public class UserManager : Singleton<UserManager> public class UserManager : Singleton<UserManager>

View File

@ -1,9 +1,20 @@
public class ForbiddenDetectorBase public class ForbiddenDetectorBase
{ {
/// <summary>
/// 흑색 돌
/// </summary>
private protected Enums.PlayerType Black = Enums.PlayerType.PlayerA; private protected Enums.PlayerType Black = Enums.PlayerType.PlayerA;
/// <summary>
/// 빈칸
/// </summary>
private protected Enums.PlayerType Space = Enums.PlayerType.None; private protected Enums.PlayerType Space = Enums.PlayerType.None;
/// <summary>
// 8방향을 나타내는 델타 배열 (가로, 세로, 대각선 방향) /// 흰색 돌, 렌주룰 내에선 벽으로도 활용
/// </summary>
private protected Enums.PlayerType White = Enums.PlayerType.PlayerB;
/// <summary>
/// 8방향을 나타내는 델타 배열 (가로, 세로, 대각선 방향)
/// </summary>
private protected readonly int[,] Directions = new int[8, 2] private protected readonly int[,] Directions = new int[8, 2]
{ {
{ 1, 0 }, // 오른쪽 { 1, 0 }, // 오른쪽
@ -16,11 +27,13 @@
{ 1, -1 } // 오른쪽 위 { 1, -1 } // 오른쪽 위
}; };
// 방향 쌍을 정의 (반대 방향끼리 쌍을 이룸) /// <summary>
// 0-4: 가로 방향 쌍 (동-서) /// 방향 쌍을 정의 (반대 방향끼리 쌍을 이룸)
// 1-5: 대각선 방향 쌍 (남동-북서) /// 0-4: 가로 방향 쌍 (동-서)
// 2-6: 세로 방향 쌍 (남-북) /// 1-5: 대각선 방향 쌍 (남동-북서)
// 3-7: 대각선 방향 쌍 (남서-북동) /// 2-6: 세로 방향 쌍 (남-북)
/// 3-7: 대각선 방향 쌍 (남서-북동)
/// </summary>
private protected readonly int[,] DirectionPairs = { { 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 } }; private protected readonly int[,] DirectionPairs = { { 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 } };
// 15*15 보드 사이즈 // 15*15 보드 사이즈

View File

@ -30,12 +30,9 @@ public class RenjuDoubleFourDetector: ForbiddenDetectorBase
/// </summary> /// </summary>
private bool CheckDoubleFour(Enums.PlayerType[,] board, int row, int col) private bool CheckDoubleFour(Enums.PlayerType[,] board, int row, int col)
{ {
// 각각 두개의 라인에서 쌍사를 형성하는 경우
if (FindDoubleLineFour(board, row, col)) return true;
// true : 일직선으로 쌍사가 만들어지는 특수 패턴
// false : 모든 경우에도 쌍사가 만들어지지 않음 // false : 모든 경우에도 쌍사가 만들어지지 않음
return FindSingleLineDoubleFour(board, row, col); return FindDoubleLineFour(board, row, col) || // 각각 두개의 라인에서 쌍사를 형성하는 경우
FindSingleLineDoubleFour(board, row, col); // 일직선으로 쌍사가 만들어지는 특수 패턴
} }
private bool FindDoubleLineFour(Enums.PlayerType[,] board, int row, int col) private bool FindDoubleLineFour(Enums.PlayerType[,] board, int row, int col)
@ -136,7 +133,7 @@ public class RenjuDoubleFourDetector: ForbiddenDetectorBase
} }
else else
{ {
linePattern[centerIndex + i] = Space; // 범위 밖은 빈칸으로 처리 linePattern[centerIndex + i] = White; // 범위 밖은 백돌로 처리
} }
} }
@ -152,7 +149,7 @@ public class RenjuDoubleFourDetector: ForbiddenDetectorBase
} }
else else
{ {
linePattern[centerIndex - i] = Space; // 범위 밖은 빈칸으로 처리 linePattern[centerIndex - i] = White; // 범위 밖은 백돌로 처리
} }
} }
@ -181,7 +178,7 @@ public class RenjuDoubleFourDetector: ForbiddenDetectorBase
} }
} }
// 정확히 4개의 돌이 있고, 1개의 빈칸이 있으면 4로 판정 // 4개의 돌이 있고, 1개의 빈칸이 있으면 4로 판정
// (현재 위치는 흑으로 이미 설정되어 있음) // (현재 위치는 흑으로 이미 설정되어 있음)
if (stoneCount == 4) if (stoneCount == 4)
{ {

View File

@ -1,3 +1,11 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 0daf1f2b8cbe4b19adc0e42db7a15991 guid: f997e95272e950240a6e9e2f8a99fdfa
timeCreated: 1742270734 MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,8 +1,25 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class RenjuDoubleThreeDetector: ForbiddenDetectorBase /// <summary>
/// 렌주 쌍삼(3-3) 금수 판정을 위한 개선된 클래스
/// 렌주 국제 규칙 9.3에 따라 쌍삼의 예외 상황까지 정확히 판별
/// </summary>
public class RenjuDoubleThreeDetector : ForbiddenDetectorBase
{ {
// 열린 3 패턴 정보를 저장하는 구조체
private struct OpenThreeInfo
{
public int direction; // 방향 인덱스
public List<Vector2Int> emptyPositions; // 빈 좌표들 (4를 만들 수 있는 위치)
public OpenThreeInfo(int dir)
{
direction = dir;
emptyPositions = new List<Vector2Int>();
}
}
/// <summary> /// <summary>
/// 쌍삼(3-3) 여부를 검사합니다. /// 쌍삼(3-3) 여부를 검사합니다.
/// </summary> /// </summary>
@ -15,12 +32,635 @@ public class RenjuDoubleThreeDetector: ForbiddenDetectorBase
// 임시로 돌 배치 // 임시로 돌 배치
board[row, col] = Black; board[row, col] = Black;
// 쌍삼 검사 // 쌍삼 기본 검사 (열린 3이 2개 이상인지)
// bool isThreeThree = CheckThreeThree(board, row, col); List<OpenThreeInfo> openThrees = FindAllOpenThrees(board, row, col);
// 원래 상태로 되돌림 // 원래 상태로 되돌림
board[row, col] = Space; board[row, col] = Space;
// 열린 3이 2개 미만이면 쌍삼이 아님
if (openThrees.Count < 2)
return false;
// 렌주 규칙 9.3에 따른 예외 케이스 확인
return !CheckDoubleThreeExceptions(board, row, col, openThrees);
}
/// <summary>
/// 모든 방향에서 열린 3을 찾아 반환합니다.
/// </summary>
private List<OpenThreeInfo> FindAllOpenThrees(Enums.PlayerType[,] board, int row, int col)
{
List<OpenThreeInfo> openThrees = new List<OpenThreeInfo>();
// 4개의 방향 쌍에 대해 검사 (대각선 및 직선 포함)
for (int i = 0; i < 4; i++)
{
int dir1 = DirectionPairs[i, 0];
int dir2 = DirectionPairs[i, 1];
// 열린 3 정보 획득
OpenThreeInfo threeInfo = new OpenThreeInfo(i);
if (FindOpenThreeInDirection(board, row, col, dir1, dir2, ref threeInfo))
{
openThrees.Add(threeInfo);
}
}
return openThrees;
}
/// <summary>
/// 특정 방향에서 열린 3을 찾고 관련 정보를 채웁니다.
/// </summary>
private bool FindOpenThreeInDirection(Enums.PlayerType[,] board, int row, int col, int dir1, int dir2, ref OpenThreeInfo threeInfo)
{
// 라인 패턴 추출
Enums.PlayerType[] linePattern = ExtractLinePattern(board, row, col, dir1, dir2);
int centerIndex = 5; // 중앙 인덱스 (현재 위치)
// 연속된 열린 3 또는 한 칸 떨어진 열린 3 확인
if (FindConsecutiveOpenThree(linePattern, centerIndex, ref threeInfo, row, col, dir1, dir2) ||
FindGappedOpenThree(linePattern, centerIndex, ref threeInfo, row, col, dir1, dir2))
{
// 열린 3이 발견됨
return true;
}
return false;
}
/// <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;
// 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;
}
/// <summary>
/// 연속된 열린 3 패턴을 찾고 관련 정보를 채웁니다.
/// </summary>
private bool FindConsecutiveOpenThree(Enums.PlayerType[] linePattern, int centerIndex, ref OpenThreeInfo threeInfo, int row, int col, int dir1, int dir2)
{
// 연속된 3개의 돌 패턴 (●●●)
for (int start = centerIndex - 2; start <= centerIndex; start++)
{
// 범위 체크
if (start < 0 || start + 2 >= linePattern.Length)
{
continue;
}
// 3개의 연속된 돌 확인
bool isConsecutiveThree = true;
for (int i = 0; i < 3; i++)
{
if (linePattern[start + i] != Black)
{
isConsecutiveThree = false;
break;
}
}
if (isConsecutiveThree)
{
// 양쪽이 모두 열려있는지 확인
bool isLeftOpen = (start - 1 >= 0) && (linePattern[start - 1] == Space);
bool isRightOpen = (start + 3 < linePattern.Length) && (linePattern[start + 3] == Space);
// 양쪽이 모두 열려있으면 열린 3
if (isLeftOpen && isRightOpen)
{
// 추가 검증: 더 확장해서 열려있는지 확인
bool isExtendedLeftOpen = IsExtendedOpen(linePattern, start - 1, -1);
bool isExtendedRightOpen = IsExtendedOpen(linePattern, start + 3, 1);
if (isExtendedLeftOpen && isExtendedRightOpen)
{
// 4를 만들 수 있는 위치 저장
if (isLeftOpen)
{
int leftRow = row + Directions[dir2, 0] * (centerIndex - (start - 1));
int leftCol = col + Directions[dir2, 1] * (centerIndex - (start - 1));
if (IsInBounds(leftRow, leftCol))
{
threeInfo.emptyPositions.Add(new Vector2Int(leftCol, leftRow));
}
}
if (isRightOpen)
{
int rightRow = row + Directions[dir1, 0] * ((start + 3) - centerIndex);
int rightCol = col + Directions[dir1, 1] * ((start + 3) - centerIndex);
if (IsInBounds(rightRow, rightCol))
{
threeInfo.emptyPositions.Add(new Vector2Int(rightCol, rightRow));
}
}
return true;
}
}
}
}
return false;
}
/// <summary>
/// 한 칸 떨어진 열린 3 패턴을 찾고 관련 정보를 채웁니다.
/// </summary>
private bool FindGappedOpenThree(Enums.PlayerType[] linePattern, int centerIndex, ref OpenThreeInfo threeInfo, int row, int col, int dir1, int dir2)
{
// 한 칸 떨어진 패턴 확인 (●●○● 또는 ●○●●)
for (int start = Mathf.Max(0, centerIndex - 3); start <= Mathf.Min(linePattern.Length - 4, centerIndex); start++)
{
// 패턴 내에 돌과 빈칸 개수 확인
int stoneCount = 0;
int gapCount = 0;
int gapPosition = -1;
for (int i = 0; i < 4; i++)
{
if (linePattern[start + i] == Black)
{
stoneCount++;
}
else if (linePattern[start + i] == Space)
{
gapCount++;
gapPosition = start + i;
}
else
{
// 상대 돌이나 벽이 있으면 패턴이 깨짐
stoneCount = 0;
break;
}
}
// 3개의 돌과 1개의 빈칸으로 구성된 패턴
if (stoneCount == 3 && gapCount == 1)
{
// 양쪽이 모두 열려있는지 확인
bool isLeftOpen = (start - 1 >= 0) && (linePattern[start - 1] == Space);
bool isRightOpen = (start + 4 < linePattern.Length) && (linePattern[start + 4] == Space);
// 한쪽이라도 열려있으면 잠재적 열린 3
if (isLeftOpen || isRightOpen)
{
// 빈칸에 돌을 놓았을 때 열린 4가 되는지 확인
if (CheckIfCreatesOpenFour(linePattern, gapPosition))
{
// 4를 만들 수 있는 위치 저장 (빈칸 위치)
int gapRow = row;
int gapCol = col;
// 빈칸의 보드 좌표 계산
int offset = gapPosition - centerIndex;
if (offset > 0)
{
gapRow += Directions[dir1, 0] * offset;
gapCol += Directions[dir1, 1] * offset;
}
else if (offset < 0)
{
gapRow += Directions[dir2, 0] * (-offset);
gapCol += Directions[dir2, 1] * (-offset);
}
if (IsInBounds(gapRow, gapCol))
{
threeInfo.emptyPositions.Add(new Vector2Int(gapCol, gapRow));
}
// 장목이 되는지 확인 (장목이 되면 열린 3이 아님)
if (CheckIfCreatesOverline(linePattern, gapPosition))
{
return false;
}
return true;
}
}
}
}
return false;
}
/// <summary>
/// 특정 방향으로 추가로 열려있는지 확인합니다.
/// </summary>
private bool IsExtendedOpen(Enums.PlayerType[] linePattern, int startPos, int direction)
{
// 한 칸 더 확장해서 확인
int nextPos = startPos + direction;
if (nextPos >= 0 && nextPos < linePattern.Length)
{
// 다음 칸이 상대 돌이나 벽이면 확장 불가
if (linePattern[nextPos] == White)
{
return false;
}
}
else
{
// 범위를 벗어나면 확장 불가
return false;
}
return true;
}
/// <summary>
/// 빈칸에 돌을 놓았을 때 열린 4가 되는지 확인합니다.
/// </summary>
private bool CheckIfCreatesOpenFour(Enums.PlayerType[] linePattern, int position)
{
// 시뮬레이션: 빈칸에 돌을 놓아봄
Enums.PlayerType[] testPattern = new Enums.PlayerType[linePattern.Length];
System.Array.Copy(linePattern, testPattern, linePattern.Length);
testPattern[position] = Black;
// 놓은 위치를 포함해 연속된 4가 있는지 확인
for (int start = Mathf.Max(0, position - 3); start <= position; start++)
{
// 범위 체크
if (start + 3 >= testPattern.Length)
{
continue;
}
// 4개의 연속된 돌 확인
bool isConsecutiveFour = true;
for (int i = 0; i < 4; i++)
{
if (testPattern[start + i] != Black)
{
isConsecutiveFour = false;
break;
}
}
if (isConsecutiveFour)
{
// 양쪽이 모두 열려있는지 확인 (열린 4)
bool isLeftOpen = (start - 1 >= 0) && (testPattern[start - 1] == Space);
bool isRightOpen = (start + 4 < testPattern.Length) && (testPattern[start + 4] == Space);
if (isLeftOpen || isRightOpen)
{
return true; // 열린 4나 반열린 4가 됨
}
}
}
return false;
}
/// <summary>
/// 빈칸에 돌을 놓았을 때 장목(6목 이상)이 되는지 확인합니다.
/// </summary>
private bool CheckIfCreatesOverline(Enums.PlayerType[] linePattern, int position)
{
// 시뮬레이션: 빈칸에 돌을 놓아봄
Enums.PlayerType[] testPattern = new Enums.PlayerType[linePattern.Length];
System.Array.Copy(linePattern, testPattern, linePattern.Length);
testPattern[position] = Black;
// 놓은 위치 주변의 최대 연속 돌 수 계산
int maxLength = 1; // 놓은 돌 포함
// 오른쪽 방향 연속 돌 세기
for (int i = position + 1; i < testPattern.Length && testPattern[i] == Black; i++)
{
maxLength++;
}
// 왼쪽 방향 연속 돌 세기
for (int i = position - 1; i >= 0 && testPattern[i] == Black; i--)
{
maxLength++;
}
// 6목 이상이면 장목
return maxLength >= 6;
}
/// <summary>
/// 렌주 규칙 9.3에 따른 쌍삼 예외 케이스를 확인합니다.
/// </summary>
private bool CheckDoubleThreeExceptions(Enums.PlayerType[,] board, int row, int col, List<OpenThreeInfo> openThrees)
{
// 예외 케이스 1: 하나의 삼만 열린 사가 될 수 있는 경우 (9.3 a항)
bool canFormOpenFourWithoutDoubleFour = CheckExceptionCanFormOneFour(board, row, col, openThrees);
// 예외 케이스 2: 9.3 b항 (복잡한 연쇄 체크)
bool isMeetExceptionB = CheckExceptionB(board, row, col, openThrees);
// 어느 하나라도 예외 조건을 만족하면 쌍삼이 아님
return canFormOpenFourWithoutDoubleFour || isMeetExceptionB;
}
/// <summary>
/// 예외 케이스 1: 하나의 삼만 열린 사가 될 수 있고 쌍사가 형성되지 않는 경우 (9.3 a항)
/// </summary>
private bool CheckExceptionCanFormOneFour(Enums.PlayerType[,] board, int row, int col, List<OpenThreeInfo> openThrees)
{
int canFormFourCount = 0;
// 각 열린 3에 대해, 4를 만들 수 있는지 확인
foreach (var threeInfo in openThrees)
{
foreach (var emptyPos in threeInfo.emptyPositions)
{
// 빈 위치에 돌을 놓았을 때 열린 4가 되는지 확인
board[emptyPos.y, emptyPos.x] = Black;
// 쌍사가 형성되는지 확인
bool formsDoubleFour = CheckDoubleFour(board, emptyPos.y, emptyPos.x);
// 원래 상태로 복원
board[emptyPos.y, emptyPos.x] = Space;
// 쌍사 없이 4를 만들 수 있으면 카운트 증가
if (!formsDoubleFour)
{
canFormFourCount++;
// 디버깅
// Debug.Log($"Can form four at ({emptyPos.x}, {emptyPos.y}) without double four");
}
}
}
// 하나의 삼만 쌍사 없이 4로 만들 수 있는 경우
return canFormFourCount == 1;
}
/// <summary>
/// 예외 케이스 2: 9.3 b항의 복잡한 연쇄 체크
/// </summary>
private bool CheckExceptionB(Enums.PlayerType[,] board, int row, int col, List<OpenThreeInfo> openThrees)
{
// 이 부분은 매우 복잡한 렌주 규칙 9.3 b항을 구현해야 합니다.
// 기본적인 구현만 제공하며, 필요에 따라 확장 가능합니다.
// 각 열린 3에 대해, 4를 만들 때 다른 쌍삼이 형성되는지 확인
foreach (var threeInfo in openThrees)
{
bool canFormFourWithoutChainDoubleThree = false;
foreach (var emptyPos in threeInfo.emptyPositions)
{
// 빈 위치에 돌을 놓았을 때
board[emptyPos.y, emptyPos.x] = Black;
// 다른 쌍삼이 형성되는지 확인 (연쇄 체크)
bool formsOtherDoubleThree = false;
// 다른 모든 빈 위치에 대해 쌍삼 체크
for (int r = 0; r < BoardSize; r++)
{
for (int c = 0; c < BoardSize; c++)
{
if (board[r, c] == Space)
{
// 임시로 돌 배치하여 쌍삼 체크
board[r, c] = Black;
bool isDoubleThree = CheckSimpleDoubleThree(board, r, c);
board[r, c] = Space;
if (isDoubleThree)
{
formsOtherDoubleThree = true;
break;
}
}
}
if (formsOtherDoubleThree) break;
}
// 원래 상태로 복원
board[emptyPos.y, emptyPos.x] = Space;
// 연쇄 쌍삼이 형성되지 않으면 예외 조건 만족
if (!formsOtherDoubleThree)
{
canFormFourWithoutChainDoubleThree = true;
break;
}
}
// 하나의 삼이라도 연쇄 쌍삼 없이 4를 만들 수 있으면 예외 조건 만족
if (canFormFourWithoutChainDoubleThree)
{
return true;
}
}
return false;
}
/// <summary>
/// 단순 쌍삼 체크 (연쇄 검사용, 재귀 호출 방지)
/// </summary>
private bool CheckSimpleDoubleThree(Enums.PlayerType[,] board, int row, int col)
{
int openThreeCount = 0;
// 4개의 방향 쌍에 대해 검사
for (int i = 0; i < 4; i++)
{
int dir1 = DirectionPairs[i, 0];
int dir2 = DirectionPairs[i, 1];
// 간단한 열린 3 체크
if (CheckSimpleOpenThree(board, row, col, dir1, dir2))
{
openThreeCount++;
if (openThreeCount >= 2)
{
return true;
}
}
}
return false;
}
/// <summary>
/// 단순 열린 3 체크 (연쇄 검사용)
/// </summary>
private bool CheckSimpleOpenThree(Enums.PlayerType[,] board, int row, int col, int dir1, int dir2)
{
Enums.PlayerType[] linePattern = ExtractLinePattern(board, row, col, dir1, dir2);
int centerIndex = 5;
// 연속된 열린 3 패턴 체크
for (int start = centerIndex - 2; start <= centerIndex; start++)
{
if (start < 0 || start + 2 >= linePattern.Length)
{
continue;
}
bool isConsecutiveThree = true;
for (int i = 0; i < 3; i++)
{
if (linePattern[start + i] != Black)
{
isConsecutiveThree = false;
break;
}
}
if (isConsecutiveThree)
{
bool isLeftOpen = (start - 1 >= 0) && (linePattern[start - 1] == Space);
bool isRightOpen = (start + 3 < linePattern.Length) && (linePattern[start + 3] == Space);
if (isLeftOpen && isRightOpen)
{
return true;
}
}
}
// 한 칸 떨어진 열린 3 패턴 체크 (간단 구현)
for (int start = centerIndex - 3; start <= centerIndex; start++)
{
if (start < 0 || start + 3 >= linePattern.Length)
{
continue;
}
int stoneCount = 0;
int gapCount = 0;
for (int i = 0; i < 4; i++)
{
if (linePattern[start + i] == Black)
{
stoneCount++;
}
else if (linePattern[start + i] == Space)
{
gapCount++;
}
else
{
stoneCount = 0;
break;
}
}
if (stoneCount == 3 && gapCount == 1)
{
return true;
}
}
return false;
}
/// <summary>
/// 쌍사 여부를 확인합니다 (예외 처리용)
/// </summary>
private bool CheckDoubleFour(Enums.PlayerType[,] board, int row, int col)
{
int fourCount = 0;
// 4개의 방향 쌍에 대해 검사
for (int i = 0; i < 4; i++)
{
int dir1 = DirectionPairs[i, 0];
int dir2 = DirectionPairs[i, 1];
if (CheckFourInDirection(board, row, col, dir1, dir2))
{
fourCount++;
if (fourCount >= 2)
{
return true;
}
}
}
return false;
}
/// <summary>
/// 특정 방향에서 4가 형성되는지 확인합니다.
/// </summary>
private bool CheckFourInDirection(Enums.PlayerType[,] board, int row, int col, int dir1, int dir2)
{
Enums.PlayerType[] linePattern = ExtractLinePattern(board, row, col, dir1, dir2);
int centerIndex = 5;
// 윈도우 슬라이딩으로 연속된 4를 검사
for (int start = 0; start <= 7; start++)
{
// 현재 위치가 이 윈도우에 포함되는지 확인
bool currentPositionInWindow = (start <= centerIndex && centerIndex < start + 4);
if (!currentPositionInWindow) continue;
// 윈도우 내의 돌 개수 세기
int stoneCount = 0;
for (int i = 0; i < 4; i++)
{
if (linePattern[start + i] == Black)
{
stoneCount++;
}
}
// 4개의 돌이 있으면 4로 판정
if (stoneCount == 4)
{
return true;
}
}
return false; return false;
} }
} }

View File

@ -1,11 +1,14 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Text;
using UnityEngine; using UnityEngine;
public class RenjuForbiddenMoveDetector public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase
{ {
// 렌주 룰 금수 감지기 생성 // 렌주 룰 금수 감지기 생성
private RenjuRuleChecker _ruleChecker = new RenjuRuleChecker(); private RenjuOverlineDetector _overlineDetactor = new();
private RenjuDoubleFourDetector _doubleFourDetactor = new();
private RenjuDoubleThreeDetector _doubleThreeDetector = new();
/// <summary> /// <summary>
/// 렌주 룰로 금수 리스트를 반환하는 함수 /// 렌주 룰로 금수 리스트를 반환하는 함수
@ -14,6 +17,116 @@ public class RenjuForbiddenMoveDetector
/// <returns>금수 좌표를 담은 리스트</returns> /// <returns>금수 좌표를 담은 리스트</returns>
public List<Vector2Int> RenjuForbiddenMove(Enums.PlayerType[,] board) public List<Vector2Int> RenjuForbiddenMove(Enums.PlayerType[,] board)
{ {
return _ruleChecker.GetForbiddenMoves(board); var forbiddenCount = 0;
List<Vector2Int> forbiddenMoves = new();
List<Vector2Int> tempForbiddenMoves = new();
for (int row = 0; row < BoardSize; row++)
{
for (int col = 0; col < BoardSize; col++)
{
// ** 비어 있지 않으면 검사할 필요 없음 **
if (!IsEmptyPosition(board, row, col)) continue;
// 장목 검사
if (_overlineDetactor.IsOverline(board, row, col))
{
forbiddenCount++;
Debug.Log("장목 금수 좌표 X축 : " + row + ", Y축 : " + col);
forbiddenMoves.Add(new Vector2Int(row, col));
continue;
}
// 4-4 검사
if (_doubleFourDetactor.IsDoubleFour(board, row, col))
{
forbiddenCount++;
Debug.Log("사사 금수 좌표 X축 : " + row + ", Y축 : " + col);
forbiddenMoves.Add(new Vector2Int(row, col));
continue;
}
if(forbiddenCount > 0) continue;
// 3-3 검사
if (_doubleThreeDetector.IsDoubleThree(board, row, col))
{
tempForbiddenMoves.Add(new Vector2Int(row, col));
// if (!SimulateDoubleFour(tempBoard))
// {
// Debug.Log("삼삼 금수 좌표 X축 : " + row + ", Y축 : " + col);
// forbiddenMoves.Add(new Vector2Int(row, col));
// }
}
}
}
foreach (var pos in tempForbiddenMoves)
{
board[pos.x, pos.y] = Black;
if (!SimulateDoubleFour(board)&& !SimulateOverline(board))
{
Debug.Log("X: "+pos.x + "Y: "+ pos.y);
forbiddenMoves.Add(new Vector2Int(pos.x, pos.y));
}
}
return forbiddenMoves;
}
private bool SimulateDoubleFour(Enums.PlayerType[,] board)
{
for (int row = 0; row < BoardSize; row++)
{
for (int col = 0; col < BoardSize; col++)
{
if (_doubleFourDetactor.IsDoubleFour(board, row, col))
return true;
}
}
return false;
}
private bool SimulateOverline(Enums.PlayerType[,] board)
{
for (int row = 0; row < BoardSize; row++)
{
for (int col = 0; col < BoardSize; col++)
{
if (_overlineDetactor.IsOverline(board, row, col))
{
return true;
}
}
}
return false;
}
/// <summary>
/// 보드 상태를 시각적으로 출력하는 디버깅 함수
/// </summary>
/// <param name="board">현재 보드 상태</param>
/// <returns>보드의 시각적 표현 문자열</returns>
private string DebugBoard(Enums.PlayerType[,] board)
{
StringBuilder sb = new StringBuilder();
for (int row = 0; row < BoardSize; row++)
{
for (int col = 0; col < BoardSize; col++)
{
sb.Append(board[row, col] switch
{
Enums.PlayerType.None => "□",
Enums.PlayerType.PlayerA => "●",
Enums.PlayerType.PlayerB => "○",
_ => "?"
});
}
sb.AppendLine(); // 줄바꿈 추가
}
return sb.ToString();
} }
} }

View File

@ -1,3 +1,11 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 8618553c3e244abdb040fb7378dd4b65 guid: 4440d621b56f2ce459d819497911892b
timeCreated: 1741939566 MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,51 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 렌주 규칙의 모든 금수 규칙(3-3, 4-4, 장목)을 검사하는 통합 클래스
/// </summary>
public class RenjuRuleChecker: ForbiddenDetectorBase
{
private RenjuOverlineDetector _overlineDetactor = new();
private RenjuDoubleFourDetector _doubleFourDetactor = new();
private RenjuDoubleThreeDetector _doubleThreeDetector = new();
public List<Vector2Int> GetForbiddenMoves(Enums.PlayerType[,] board)
{
List<Vector2Int> forbiddenMoves = new();
for (int row = 0; row < BoardSize; row++)
{
for (int col = 0; col < BoardSize; col++)
{
// ** 비어 있지 않으면 검사할 필요 없음 **
if (!IsEmptyPosition(board, row, col)) continue;
// 장목 검사
if (_overlineDetactor.IsOverline(board, row, col))
{
Debug.Log("장목 금수 좌표 X축 : " + row + ", Y축 : " + col);
forbiddenMoves.Add(new Vector2Int(row, col));
continue;
}
// 4-4 검사
if (_doubleFourDetactor.IsDoubleFour(board, row, col))
{
Debug.Log("사사 금수 좌표 X축 : " + row + ", Y축 : " + col);
forbiddenMoves.Add(new Vector2Int(row, col));
continue;
}
// 3-3 검사
if (_doubleThreeDetector.IsDoubleThree(board, row, col))
{
Debug.Log("삼삼 금수 좌표 X축 : " + row + ", Y축 : " + col);
forbiddenMoves.Add(new Vector2Int(row, col));
}
}
}
return forbiddenMoves;
}
}

View File

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 083e8b9070ed407b8744d4cacd0d53dc
timeCreated: 1742256498

View File

@ -10,7 +10,7 @@ public class ReplayCell : MonoBehaviour
{ {
[SerializeField] private Image winImage; [SerializeField] private Image winImage;
[SerializeField] private Image loseImage; [SerializeField] private Image loseImage;
//TODO: TextMeshProUGI 수정하기 [SerializeField] private Image drawImage;
[SerializeField] private TMP_Text playerNicknameText; [SerializeField] private TMP_Text playerNicknameText;
[SerializeField] private TMP_Text recordDateText; [SerializeField] private TMP_Text recordDateText;
@ -19,7 +19,7 @@ public class ReplayCell : MonoBehaviour
private string _opponentNickname; private string _opponentNickname;
//유저가 이겼을 경우 '승'(파랑)이미지 졌을 경우'패'(빨강)이미지 //TODO:승, 패 외에 무승부 반영하기. bool => int
public void SetWinImage(bool isWin) public void SetWinImage(bool isWin)
{ {
if (isWin == true) if (isWin == true)
@ -33,6 +33,28 @@ public class ReplayCell : MonoBehaviour
winImage.gameObject.SetActive(false); winImage.gameObject.SetActive(false);
} }
} }
//TODO: 무승부 이미지 제작해서 에디터에 추가해주세요
public void SetWinImage(Enums.GameResult gameResult)
{
switch(gameResult)
{
case Enums.GameResult.Win:
winImage.gameObject.SetActive(true);
loseImage.gameObject.SetActive(false);
drawImage.gameObject.SetActive(false);
break;
case Enums.GameResult.Lose:
winImage.gameObject.SetActive(false);
loseImage.gameObject.SetActive(true);
drawImage.gameObject.SetActive(false);
break;
case Enums.GameResult.Draw:
winImage.gameObject.SetActive(false);
loseImage.gameObject.SetActive(false);
drawImage.gameObject.SetActive(true);
break;
}
}
public void SetMyPlayerType(Enums.PlayerType myPlayerType) public void SetMyPlayerType(Enums.PlayerType myPlayerType)
{ {
@ -80,14 +102,11 @@ public class ReplayCell : MonoBehaviour
_storedReplayRecord = record; _storedReplayRecord = record;
} }
//TODO: storedReplayRecord를 가지고 게임 씬으로 전환
public void OnClickReplayButton() public void OnClickReplayButton()
{ {
//TODO: 확인 패널 띄우고 밑의 내용 콜백 함수로 옮기기 GameManager.Instance.panelManager.OpenConfirmPanel($"{_opponentNickname}님 과의 대결을 다시 보시겠습니까?",
// GameManager.Instance.OpenConfirmPanel($"{_opponentNickname}님 과의 대결을 다시 보시겠습니까?", () => { }); () => {
ReplayManager.Instance.SetReplayData(_storedReplayRecord); ReplayManager.Instance.SetReplayData(_storedReplayRecord);
SceneManager.LoadScene("Replay"); SceneManager.LoadScene("Replay"); });
} }
} }

View File

@ -9,18 +9,16 @@ public class ReplayController : MonoBehaviour
{ {
[SerializeField] private TMP_Text playerANicknameText; [SerializeField] private TMP_Text playerANicknameText;
[SerializeField] private TMP_Text playerBNicknameText; [SerializeField] private TMP_Text playerBNicknameText;
[SerializeField] private Image playerAImage; [SerializeField] private GameObject[] userAProfileImages;
[SerializeField] private Image playerBImage; [SerializeField] private GameObject[] userBProfileImages;
void Start() void Start()
{ {
InitReplayUI(); InitReplayUI();
//TODO: 프로필 이미지 불러오기
} }
public void OnclickExitButton() public void OnclickExitButton()
{ {
//TODO: 메인씬으로 다시 넘어갈 때 호출해야하는 함수 등등이 있을지.... SceneManager.LoadScene("Main");
SceneManager.LoadScene("Main-Jay");
} }
public void OnclickFirstButton() public void OnclickFirstButton()
@ -53,8 +51,30 @@ public class ReplayController : MonoBehaviour
public void InitReplayUI() public void InitReplayUI()
{ {
//유저 닉네임 설정
//TODO: 유니티 에디터에서 폰트 설정바꾸기
playerANicknameText.text = ReplayManager.Instance.GetPlayerANickname(); playerANicknameText.text = ReplayManager.Instance.GetPlayerANickname();
playerBNicknameText.text = ReplayManager.Instance.GetPlayerBNickname(); playerBNicknameText.text = ReplayManager.Instance.GetPlayerBNickname();
//프로필 이미지 설정
int playerAProgileIndex = ReplayManager.Instance.GetPlayerAProfileIndex();
int playerBProgileIndex = ReplayManager.Instance.GetPlayerBProfileIndex();
SetUserProfileImages(playerAProgileIndex, userAProfileImages);
SetUserProfileImages(playerBProgileIndex, userBProfileImages);
} }
private void SetUserProfileImages(int imageIndex,GameObject[] profileImages)
{
if (imageIndex < 0 || imageIndex >= profileImages.Length)
{
return;
}
// 모든 프로필 이미지 비활성화 후, 선택한 이미지만 활성화
foreach (var img in profileImages)
{
img.SetActive(false);
}
profileImages[imageIndex].SetActive(true);
}
} }

View File

@ -11,8 +11,10 @@ public class ReplayRecord
public string gameDate; public string gameDate;
public string playerA; public string playerA;
public string playerB; public string playerB;
public Enums.GameResult gameResult;
public int playerAPofileImageIndex;
public int playerBPofileImageIndex;
public List<Move> moves = new List<Move>(); public List<Move> moves = new List<Move>();
public string winnerPlayerType;
} }
[Serializable] [Serializable]
public class Move public class Move
@ -91,11 +93,13 @@ public class ReplayManager : Singleton<ReplayManager>
///<summary> ///<summary>
/// 게임 시작에 호출해서 기보 데이터 초기화 /// 게임 시작에 호출해서 기보 데이터 초기화
/// </summary> /// </summary>
public void InitReplayData(string playerANickname="", string playerBNickname="") public void InitReplayData(string playerANickname="", string playerBNickname="", int playerAProfileIndex=0, int playerBProfileIndex=0)
{ {
_recordingReplayData = new ReplayRecord(); _recordingReplayData = new ReplayRecord();
_recordingReplayData.playerA = playerANickname; _recordingReplayData.playerA = playerANickname;
_recordingReplayData.playerB = playerBNickname; _recordingReplayData.playerB = playerBNickname;
_recordingReplayData.playerAPofileImageIndex = playerAProfileIndex;
_recordingReplayData.playerBPofileImageIndex = playerBProfileIndex;
} }
///<summary> ///<summary>
@ -107,22 +111,19 @@ public class ReplayManager : Singleton<ReplayManager>
_recordingReplayData.moves.Add(new Move(stoneColor, row, col)); _recordingReplayData.moves.Add(new Move(stoneColor, row, col));
} }
/// <summary> /// <summary>
/// 게임 종료 후 호출하여 리플레이 데이터를 저장합니다. /// 게임 종료 후 호출하여 리플레이 데이터를 저장합니다.
/// </summary> /// </summary>
public void SaveReplayData(Enums.PlayerType winnerPlayerType) public void SaveReplayDataResult(Enums.GameResult gameResultType)
{ {
try try
{ {
string time = DateTime.Now.ToString(("yyyy-MM-dd HH_mm_ss")); string time = DateTime.Now.ToString(("yyyy-MM-dd HH_mm_ss"));
_recordingReplayData.gameDate = time; _recordingReplayData.gameDate = time;
_recordingReplayData.winnerPlayerType = winnerPlayerType.ToString(); _recordingReplayData.gameResult = gameResultType;
// Json데이터로 변환해서 저장
string json = JsonUtility.ToJson(_recordingReplayData, true); string json = JsonUtility.ToJson(_recordingReplayData, true);
string path = Path.Combine(Application.persistentDataPath, $"{time}.json"); string path = Path.Combine(Application.persistentDataPath, $"{time}.json");
File.WriteAllText(path, json); File.WriteAllText(path, json);
@ -240,7 +241,15 @@ public class ReplayManager : Singleton<ReplayManager>
return _selectedReplayRecord.playerB; return _selectedReplayRecord.playerB;
} }
public int GetPlayerAProfileIndex()
{
return _selectedReplayRecord.playerAPofileImageIndex;
}
public int GetPlayerBProfileIndex()
{
return _selectedReplayRecord.playerBPofileImageIndex;
}
#endregion #endregion
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode) protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)

View File

@ -1,27 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class GiboItemController : MonoBehaviour
{
GiboItem _giboItem;
public Sprite[] profileSprites;
public void Init(GiboItem giboItem)
{
_giboItem = giboItem;
var itemImage = GetComponentsInChildren<Image>()[1];
var itemText = GetComponentsInChildren<TextMeshProUGUI>();
itemImage.sprite = profileSprites[this._giboItem.WinLoseSpriteIndex];
itemText[0].text = this._giboItem.Date;
itemText[1].text = this._giboItem.Name;
}
public void OnClickGiboItem()
{
Debug.Log(_giboItem.Name + "님과 대국 날짜는" + _giboItem.Date);
}
}

View File

@ -1,11 +0,0 @@
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View File

@ -22,13 +22,12 @@ public class ShopItemController : MonoBehaviour
public void OnClickShopItem() public void OnClickShopItem()
{ {
var shopPanel = GetComponentInParent<CanvasGroup>(); //코인 구매시 상점 패널의 캔버스 그룹 raycast를 비활성화하여 중복클릭 방지.
if (_shopItem.price == 0) if (_shopItem.price == 0)
{ {
//보상형 전면 광고 로드 //보상형 전면 광고 로드
_adManager = GetComponent<AdManager>(); _adManager = GetComponent<AdManager>();
_adManager.ShowRewardedInterstitialAd(shopPanel); _adManager.ShowRewardedInterstitialAd();
} }
else else
{ {
@ -38,7 +37,7 @@ public class ShopItemController : MonoBehaviour
_shopItem.name, // 결제 ID _shopItem.name, // 결제 ID
"GooglePay", // 결제 방식 (GooglePay, PayPal 등) "GooglePay", // 결제 방식 (GooglePay, PayPal 등)
(coins) => { (coins) => {
GameManager.Instance.panelManager.UpdateCoinsPanelUI(coins,shopPanel); GameManager.Instance.panelManager.UpdateCoinsPanelUI(coins);
}, },
() => { () => {
Debug.LogError("결제 후 코인 충전 실패"); Debug.LogError("결제 후 코인 충전 실패");

View File

@ -22,37 +22,16 @@ public class LeaderBoardController : MonoBehaviour
public void OnClickLeaderboardButton() public void OnClickLeaderboardButton()
{ {
GameManager.Instance.audioManager.PlayClickSound();
if (isLeaderboardLoaded) return; // 이미 리더보드가 로드되었으면 중복 호출 방지 if (isLeaderboardLoaded) return; // 이미 리더보드가 로드되었으면 중복 호출 방지
leaderboardPanel.SetActive(true); leaderboardPanel.SetActive(true);
StartCoroutine(GetLeaderboardData()); NetworkManager.Instance.GetLeaderboardData((leaderboardItems) =>
isLeaderboardLoaded = true;
}
private IEnumerator GetLeaderboardData()
{ {
string url = Constants.ServerURL + "/leaderboard"; // 서버의 리더보드 데이터 URL
UnityWebRequest www = UnityWebRequest.Get(url); // GET 요청으로 데이터 받기
yield return www.SendWebRequest(); // 요청 전송 대기
// 요청이 실패했을 때
if (www.result == UnityWebRequest.Result.ConnectionError || www.result == UnityWebRequest.Result.ProtocolError)
{
Debug.LogError("Error: " + www.error);
}
else
{
// 성공적으로 데이터를 받아온 경우
string jsonResponse = www.downloadHandler.text; // 응답으로 받은 JSON 데이터
// JSON을 ScoreInfo 리스트로 파싱
ScoreListWrapper wrapper = JsonUtility.FromJson<ScoreListWrapper>(jsonResponse);
List<ScoreInfo> leaderboardItems = wrapper.scoreInfos;
// Show 메서드를 통해 데이터를 표시
Show(leaderboardItems); Show(leaderboardItems);
} }, () => { });
isLeaderboardLoaded = true;
} }
public void Show(List<ScoreInfo> leaderboardItems) public void Show(List<ScoreInfo> leaderboardItems)
@ -92,6 +71,8 @@ public class LeaderBoardController : MonoBehaviour
// BackButton 클릭 시 호출되는 메소드 // BackButton 클릭 시 호출되는 메소드
public void OnBackButtonClicked() public void OnBackButtonClicked()
{ {
GameManager.Instance.audioManager.PlayCloseSound();
leaderboardPanel.SetActive(false); // LeaderboardPanel 숨기기 leaderboardPanel.SetActive(false); // LeaderboardPanel 숨기기
MainPanel.SetActive(true); // SignInPanel 보이게 하기 MainPanel.SetActive(true); // SignInPanel 보이게 하기
} }
@ -106,7 +87,7 @@ public class LeaderBoardController : MonoBehaviour
if (!string.IsNullOrEmpty(savedData)) if (!string.IsNullOrEmpty(savedData))
{ {
// 저장된 JSON 데이터를 파싱하여 리더보드 리스트로 변환 // 저장된 JSON 데이터를 파싱하여 리더보드 리스트로 변환
leaderboard = JsonUtility.FromJson<ScoreListWrapper>(savedData).scoreInfos; leaderboard = JsonUtility.FromJson<ScoreListWrapper>(savedData).leaderboardDatas;
} }
return leaderboard; return leaderboard;

View File

@ -24,6 +24,8 @@ public class PanelController : MonoBehaviour
/// </summary> /// </summary>
public void Show() public void Show()
{ {
GameManager.Instance.audioManager.PlayClickSound();
if (backGroundCanvasGroup == null) if (backGroundCanvasGroup == null)
{ {
backGroundCanvasGroup = GetComponent<CanvasGroup>(); backGroundCanvasGroup = GetComponent<CanvasGroup>();
@ -42,6 +44,8 @@ public class PanelController : MonoBehaviour
/// </summary> /// </summary>
public void Hide(PanelControllerHideDelegate hideDelegate = null) public void Hide(PanelControllerHideDelegate hideDelegate = null)
{ {
GameManager.Instance.audioManager.PlayCloseSound();
backGroundCanvasGroup.alpha = 1; backGroundCanvasGroup.alpha = 1;
panelRectTransform.localScale = Vector3.one; panelRectTransform.localScale = Vector3.one;

View File

@ -19,6 +19,7 @@ public class PanelManager : MonoBehaviour
private void Awake() private void Awake()
{ {
SetCanvas();
// Prefabs 폴더에서 모든 패널 프리팹 로드 // Prefabs 폴더에서 모든 패널 프리팹 로드
GameObject[] prefabs = Resources.LoadAll<GameObject>("Prefabs/Panels"); GameObject[] prefabs = Resources.LoadAll<GameObject>("Prefabs/Panels");
@ -30,7 +31,7 @@ public class PanelManager : MonoBehaviour
Debug.Log($"총 {panelPrefabs.Count}개의 패널이 로드됨."); Debug.Log($"총 {panelPrefabs.Count}개의 패널이 로드됨.");
} }
void Start() void SetCanvas()
{ {
if (_canvas == null) if (_canvas == null)
{ {
@ -114,7 +115,6 @@ public class PanelManager : MonoBehaviour
if (_canvas != null) if (_canvas != null)
{ {
var settingsPanelObject = GetPanel("Setting Panel"); var settingsPanelObject = GetPanel("Setting Panel");
settingsPanelObject.GetComponent<PanelController>().Show();
} }
} }
@ -189,11 +189,11 @@ public class PanelManager : MonoBehaviour
} }
//코인 패널 코인 갱신 //코인 패널 코인 갱신
public void UpdateCoinsPanelUI(int coinsChanged, CanvasGroup shopPanel) public void UpdateCoinsPanelUI(int coinsChanged)
{ {
if (_coinsPanel != null) if (_coinsPanel != null)
{ {
_coinsPanel.AddCoins(coinsChanged, shopPanel, () => _coinsPanel.AddCoins(coinsChanged, () =>
{ {
}); });
@ -204,5 +204,22 @@ public class PanelManager : MonoBehaviour
} }
} }
public void RemoveCoinsPanelUI(Action onComplete)
{
NetworkManager.Instance.DeductCoins((i) =>
{
//Todo: 감소된 코인 값으로 확장할 기능 추가
}, (failMessage) =>
{
Debug.Log(failMessage);
});
_coinsPanel.RemoveCoins((() =>
{
onComplete?.Invoke();
}));
}
} }

View File

@ -6,16 +6,28 @@ public class ReplayPanelItemsController : ScrollPanelController
{ {
private string _myNickname; private string _myNickname;
private UserManager _userManager;
private void Awake() private void Awake()
{ {
//TODO: 로그인 기능 연동 후 닉네임 바꾸기 if (UserManager.Instance == null)
_myNickname = "PlayerA"; {
GameObject userManagerObj = new GameObject("UserManager");
_userManager = userManagerObj.AddComponent<UserManager>();
}
_myNickname = UserManager.Instance.Nickname;
InitReplayPanel();
}
private void InitReplayPanel()
{
List<ReplayRecord> records = new List<ReplayRecord>(); List<ReplayRecord> records = new List<ReplayRecord>();
// ReplayManager에서 가져온 기보 데이터들을 패널 셀에 초기화 // ReplayManager에서 가져온 기보 데이터들을 패널 셀에 초기화
records = ReplayManager.Instance.LoadReplayDatas(); records = ReplayManager.Instance.LoadReplayDatas();
foreach (var replayRecord in records) foreach (var replayRecord in records)
{ {
Debug.Log($"{replayRecord.gameDate}의 결과는 {replayRecord.gameResult}");
var replayCellButtonObject = Instantiate(scrollItemPrefab, content.transform); var replayCellButtonObject = Instantiate(scrollItemPrefab, content.transform);
ReplayCell replayCell = replayCellButtonObject.GetComponent<ReplayCell>(); ReplayCell replayCell = replayCellButtonObject.GetComponent<ReplayCell>();
@ -23,14 +35,11 @@ public class ReplayPanelItemsController : ScrollPanelController
string opponentNickname = myPlayerType==Enums.PlayerType.PlayerA ? replayRecord.playerB : replayRecord.playerA; string opponentNickname = myPlayerType==Enums.PlayerType.PlayerA ? replayRecord.playerB : replayRecord.playerA;
replayCell.SetMyPlayerType(myPlayerType); replayCell.SetMyPlayerType(myPlayerType);
replayCell.SetWinImage(myPlayerType.ToString().Equals(replayRecord.winnerPlayerType)); replayCell.SetWinImage(replayRecord.gameResult);
replayCell.SetOpponentPlayerNickname(opponentNickname); replayCell.SetOpponentPlayerNickname(opponentNickname);
replayCell.SetRecordDate(replayRecord.gameDate); replayCell.SetRecordDate(replayRecord.gameDate);
replayCell.SetReplayRecord(replayRecord); replayCell.SetReplayRecord(replayRecord);
} }
} }
public virtual void Show()
{
base.Show();
}
} }

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