Merge branch 'main' into DO-54-렌주룰-거짓-금수-잡기

This commit is contained in:
Sehyeon 2025-03-27 16:15:35 +09:00
commit 259f73b552
43 changed files with 1373 additions and 138 deletions

View File

@ -18,10 +18,16 @@ public class GameUIController : MonoBehaviour
[SerializeField] private Sprite[] profileImageSprites; //0. 기본 드래곤 1. 기본 호랑이 2.아이보리 드래곤 3. 아이보리 호랑이
[SerializeField] private Sprite[] indicatorSprites; //0. active 1. inactive
private Sprite _originalSpriteA;
private Sprite _originalSpriteB;
private MultiplayManager _multiplayManager;
private void Start()
{
_multiplayManager = GameManager.Instance.GetMultiplayManager();
}
public void OnClickConfirmButton()
{
GameManager.Instance.OnClickConfirmButton();
@ -36,12 +42,26 @@ public class GameUIController : MonoBehaviour
{
GameManager.Instance.panelManager.OpenConfirmPanel("항복 하시겠습니까?", () =>
{
//TODO: 서버에 항복 전달 및 기타 등등
GameManager.Instance.ChangeToMainScene();
_multiplayManager.RequestSurrender();
});
}
public void OnClickDrawRequestButton()
{
if (GameManager.Instance.GetRequestDrawChance())
{
GameManager.Instance.panelManager.OpenConfirmPanel("무승부 신청을 하시겠습니까?", () =>
{
_multiplayManager.RequestDraw();
});
GameManager.Instance.SetRequestDrawChanceFalse();
}
else
{
GameManager.Instance.panelManager.OpenConfirmPanel("무승부 요청이 제한돼있습니다.",()=>{});
}
}
public void OnClickSettingsButton()
{
GameManager.Instance.panelManager.OpenSettingsPanel();

View File

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@ -1,21 +1,12 @@
using UnityEngine;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Timeline;
public class AudioManager : Singleton<AudioManager>
{
[Header("BGM")]
[SerializeField] private AudioClip mainBgm;
[SerializeField] private AudioClip gameBgm;
[Header("SFX")]
[SerializeField] private AudioClip clickSound;
[SerializeField] private AudioClip closeSound;
[SerializeField] private AudioClip coinsAddSound;
[SerializeField] private AudioClip coinsEmptySound;
[SerializeField] private AudioClip coinsRemoveSound;
[SerializeField] private AudioClip winSound;
[SerializeField] private AudioClip loseSound;
[SerializeField] private AudioClip stoneSound;
private AudioClip mainBgm;
private AudioClip gameBgm;
[HideInInspector] public AudioSource bgmAudioSource; // BGM을 위한 AudioSource
private AudioSource sfxAudioSource; // SFX를 위한 AudioSource
@ -25,13 +16,40 @@ public class AudioManager : Singleton<AudioManager>
[HideInInspector]public bool isPlayBGM;
[HideInInspector]public bool isPlaySFX;
private void Awake()
private Dictionary<string, AudioClip> audioClips = new Dictionary<string, AudioClip>();
protected override void Awake()
{
base.Awake(); // 부모 클래스의 Awake 호출
// BGM과 SFX를 위한 별도의 AudioSource 생성
bgmAudioSource = gameObject.AddComponent<AudioSource>();
sfxAudioSource = gameObject.AddComponent<AudioSource>();
//Sounds폴더 내의 모든 오디오클립 로드
AudioClip[] clips = Resources.LoadAll<AudioClip>("Sounds");
foreach (AudioClip clip in clips)
{
audioClips[clip.name] = clip;
}
Debug.Log($"총 {audioClips.Count}개의 오디오클립이 로드됨.");
}
public AudioClip GetAudioClip(string clipName)
{
if (audioClips.TryGetValue(clipName, out AudioClip clip))
{
return clip;
}
else
{
Debug.LogError($"패널 '{clipName}'을 찾을 수 없습니다.");
}
return null;
}
// 시작 시 BGM을 자동으로 재생
@ -39,12 +57,15 @@ public class AudioManager : Singleton<AudioManager>
{
isPlayBGM = UserManager.IsPlayBGM;
isPlaySFX = UserManager.IsPlaySFX;
PlayBGM();
}
// 메인 BGM을 재생하는 함수
public void PlayMainBGM()
{
mainBgm = GetAudioClip("main bgm");
if (bgmAudioSource != null && mainBgm != null && !bgmAudioSource.isPlaying)
{
bgmAudioSource.clip = mainBgm;
@ -56,6 +77,8 @@ public class AudioManager : Singleton<AudioManager>
public void PlayGameBGM()
{
gameBgm = GetAudioClip("Game bgm2");
if (bgmAudioSource != null && gameBgm != null && !bgmAudioSource.isPlaying)
{
bgmAudioSource.clip = gameBgm;
@ -101,10 +124,9 @@ public class AudioManager : Singleton<AudioManager>
// 클릭 사운드(SFX) 재생
public void PlayClickSound()
{
if (isPlaySFX && sfxAudioSource != null)
{
sfxAudioSource.PlayOneShot(clickSound, sfxVolume);
sfxAudioSource.PlayOneShot(GetAudioClip("Click Sound"), sfxVolume);
}
}
@ -113,7 +135,7 @@ public class AudioManager : Singleton<AudioManager>
{
if (isPlaySFX && sfxAudioSource != null)
{
sfxAudioSource.PlayOneShot(closeSound, sfxVolume);
sfxAudioSource.PlayOneShot(GetAudioClip("Close Sound"), sfxVolume);
}
}
@ -121,7 +143,7 @@ public class AudioManager : Singleton<AudioManager>
{
if (isPlaySFX && sfxAudioSource!=null)
{
sfxAudioSource.PlayOneShot(coinsAddSound, sfxVolume);
sfxAudioSource.PlayOneShot(GetAudioClip("Coins ADD Sound"), sfxVolume);
}
}
@ -129,7 +151,7 @@ public class AudioManager : Singleton<AudioManager>
{
if (isPlaySFX && sfxAudioSource!=null)
{
sfxAudioSource.PlayOneShot(coinsEmptySound, sfxVolume);
sfxAudioSource.PlayOneShot(GetAudioClip("Coins Empty Sound"), sfxVolume);
}
}
@ -137,7 +159,7 @@ public class AudioManager : Singleton<AudioManager>
{
if (isPlaySFX && sfxAudioSource!=null)
{
sfxAudioSource.PlayOneShot(coinsRemoveSound, sfxVolume);
sfxAudioSource.PlayOneShot(GetAudioClip("Coins Remove Sound"), sfxVolume);
}
}
@ -145,7 +167,7 @@ public class AudioManager : Singleton<AudioManager>
{
if (isPlaySFX && sfxAudioSource!=null)
{
sfxAudioSource.PlayOneShot(loseSound, sfxVolume);
sfxAudioSource.PlayOneShot(GetAudioClip("lose sound"), sfxVolume);
}
}
@ -153,7 +175,7 @@ public class AudioManager : Singleton<AudioManager>
{
if (isPlaySFX && sfxAudioSource!=null)
{
sfxAudioSource.PlayOneShot(winSound, sfxVolume);
sfxAudioSource.PlayOneShot(GetAudioClip("win sound"), sfxVolume);
}
}
@ -161,7 +183,7 @@ public class AudioManager : Singleton<AudioManager>
{
if (isPlaySFX && sfxAudioSource!=null)
{
sfxAudioSource.PlayOneShot(stoneSound, sfxVolume);
sfxAudioSource.PlayOneShot(GetAudioClip("stone sound3"), sfxVolume);
}
}
}

View File

@ -53,7 +53,7 @@ public class CoinsPanelController : MonoBehaviour
_coinsRect.sizeDelta = new Vector2(100 + textLength * 30f, 100f);
}
private void ChangeTextAnimation(bool isAdd, Action action)
private void ChangeTextAnimation(int coinAdd, bool isAdd, Action action)
{
float duration = 0.2f;
float yPos = 40f;
@ -64,8 +64,8 @@ public class CoinsPanelController : MonoBehaviour
if (isAdd)
{
var currentHeartCount = coinsCountText.text;
coinsCountText.text = (int.Parse(currentHeartCount) + 500).ToString();
// 코인 텍스트 100씩 증가
coinsCountText.text = (int.Parse(currentHeartCount) + coinAdd).ToString();
// 코인 텍스트 증가
}
else
{
@ -98,14 +98,11 @@ public class CoinsPanelController : MonoBehaviour
_canvasGroup.blocksRaycasts = false; //코인 중복 추가 방지 코드
Sequence sequence = DOTween.Sequence();
// i += a 반복 횟수 조절, 100개 단위로 상승 차감 시 100으로 설정
for (int i = 0; i < coinsCount; i+=500)
{
sequence.AppendCallback(() =>
{
ChangeTextAnimation(true, ()=>
ChangeTextAnimation(coinsCount,true, ()=>
{
_coinsCount += 500;
_coinsCount += coinsCount;
action?.Invoke();
});
@ -113,7 +110,7 @@ public class CoinsPanelController : MonoBehaviour
AudioManager.Instance.PlayCoinsAddSound();
});
sequence.AppendInterval(0.5f);
}
sequence.OnComplete(() =>
{
_canvasGroup.blocksRaycasts = true; //구매 후 클릭 활성화
@ -152,7 +149,7 @@ public class CoinsPanelController : MonoBehaviour
coinsRemoveImageObject.transform.DOScale(3f, 1f);
coinsRemoveImageObject.GetComponent<Image>().DOFade(0f, 1f)
.OnComplete( ()=>ChangeTextAnimation(false, ()=>
.OnComplete( ()=>ChangeTextAnimation(0,false, ()=>
{
//감소된 코인 적용
_coinsCount -= 100;

View File

@ -16,6 +16,15 @@
StartGame, // 생성한 방에 다른 유저가 참여해서 게임 시작
SwitchAI, // 15초 후 매칭 실패 시 AI 플레이로 전환 알림
ExitRoom, // 자신이 방을 빠져 나왔을 때
EndGame // 상대방이 접속을 끊거나 방을 나갔을 때
EndGame, // 상대방이 접속을 끊거나 방을 나갔을 때
DoSurrender, // 상대방이 항복했을 때
SurrenderConfirmed, // 항복 요청이 성공적으로 전송되었을 때
ReceiveDrawRequest,
DrawRequestSent,
DrawAccepted,
DrawConfirmed,
DrawRejected,
DrawRejectionConfirmed,
ReceiveTimeout // 상대방이 타임 아웃일 때
};
}

View File

@ -20,7 +20,6 @@ public abstract class BasePlayerState
public void ProcessMove(GameLogic gameLogic, Enums.PlayerType playerType, int row, int col)
{
gameLogic.fioTimer.PauseTimer();
gameLogic.SetNewBoardValue(playerType, row, col);
gameLogic.CountStoneCounter();
@ -32,6 +31,13 @@ public abstract class BasePlayerState
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);
}
@ -171,7 +177,7 @@ public class MultiPlayerState: BasePlayerState
gameLogic.UpdateForbiddenMoves();
#endregion
// gameLogic.currentTurn = _playerType;
gameLogic.currentTurn = _playerType;
// gameLogic.stoneController.OnStoneClickedDelegate = (row, col) =>
// {
// HandleMove(gameLogic, row, col);
@ -211,7 +217,7 @@ public class MultiPlayerState: BasePlayerState
}
}
public class GameLogic : MonoBehaviour
public class GameLogic : IDisposable
{
private Enums.PlayerType[,] _board;
public StoneController stoneController;
@ -220,6 +226,12 @@ public class GameLogic : MonoBehaviour
//총 착수된 돌 카운터
public int _totalStoneCounter;
public int TotalStoneCounter{get{return _totalStoneCounter;}}
//무승부 요청 가능 여부
private bool _requestDrawChance;
public bool RequestDrawChance{
get { return _requestDrawChance;}
set { _requestDrawChance = value;}
}
public BasePlayerState firstPlayerState;
public BasePlayerState secondPlayerState;
@ -235,9 +247,10 @@ public class GameLogic : MonoBehaviour
private int _lastRow;
private int _lastCol;
private MultiplayManager _multiplayManager;
public MultiplayManager _multiplayManager;
private string _roomId;
#region Renju Members
// 렌주룰 금수 검사기
private RenjuForbiddenMoveDetector _forbiddenDetector;
@ -253,6 +266,7 @@ public class GameLogic : MonoBehaviour
this.stoneController = stoneController;
this.gameType = gameType;
_totalStoneCounter = 0;
RequestDrawChance = true;
selectedRow = -1;
selectedCol = -1;
@ -272,17 +286,24 @@ public class GameLogic : MonoBehaviour
//timer 시간초과시 진행 함수
this.fioTimer.OnTimeout = () =>
{
if (currentTurn == Enums.PlayerType.PlayerA)
// 현재 턴의 플레이어가 로컬(유저)인지 확인
bool isCurrentPlayerLocal = (currentTurn == Enums.PlayerType.PlayerA && firstPlayerState is PlayerState) ||
(currentTurn == Enums.PlayerType.PlayerB && secondPlayerState is PlayerState);
if (isCurrentPlayerLocal) // 내가 타임 오버일 때
{
GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerB} Win",
() =>{});
if (this.gameType == Enums.GameType.MultiPlay) // 멀티플레이인 경우
{
_multiplayManager?.SendTimeout();
}
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Lose);
EndGame(Enums.GameResult.Lose);
}
else if (currentTurn == Enums.PlayerType.PlayerB)
else // 로컬에서 자신의 타이머 기준으로 상대방이 타임 오버일 때
{
GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerA} Win",
() =>{});
EndGame(Enums.GameResult.Win);
// TODO: 컨펌 패널 OK 버튼 삭제?
GameManager.Instance.panelManager.OpenConfirmPanel("상대방의 응답을 기다리는 중입니다",
() => { } );
}
};
}
@ -341,15 +362,6 @@ public class GameLogic : MonoBehaviour
Debug.Log("해당 플레이어가 선공 입니다");
firstPlayerState = new PlayerState(true, _multiplayManager, joinRoomData.roomId);
secondPlayerState = new MultiPlayerState(false, _multiplayManager);
}
else
{
Debug.Log("해당 플레이어가 후공 입니다");
firstPlayerState = new MultiPlayerState(true, _multiplayManager);
secondPlayerState = new PlayerState(false, _multiplayManager, joinRoomData.roomId);
}
// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, joinRoomData.opponentNickname);
@ -357,7 +369,27 @@ public class GameLogic : MonoBehaviour
// 리플레이 데이터 업데이트
ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, joinRoomData.opponentNickname, UserManager.Instance.imageIndex, joinRoomData.opponentImageIndex);
});
}
else
{
Debug.Log("해당 플레이어가 후공 입니다");
firstPlayerState = new MultiPlayerState(true, _multiplayManager);
secondPlayerState = new PlayerState(false, _multiplayManager, joinRoomData.roomId);
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.InitPlayersName(joinRoomData.opponentNickname, UserManager.Instance.Nickname);
GameManager.Instance.InitProfileImages(joinRoomData.opponentImageIndex, UserManager.Instance.imageIndex);
// 리플레이 데이터 업데이트
ReplayManager.Instance.InitReplayData(joinRoomData.opponentNickname, UserManager.Instance.Nickname, joinRoomData.opponentImageIndex, UserManager.Instance.imageIndex);
});
}
// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
// 로딩 패널 열려있으면 닫기
GameManager.Instance.panelManager.CloseLoadingPanel();
@ -387,15 +419,6 @@ public class GameLogic : MonoBehaviour
Debug.Log("해당 플레이어가 선공 입니다");
firstPlayerState = new PlayerState(true, _multiplayManager, _roomId);
secondPlayerState = new MultiPlayerState(false, _multiplayManager);
}
else
{
Debug.Log("해당 플레이어가 후공 입니다");
firstPlayerState = new MultiPlayerState(true, _multiplayManager);
secondPlayerState = new PlayerState(false, _multiplayManager, _roomId);
}
// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, startGameData.opponentNickname);
@ -403,7 +426,26 @@ public class GameLogic : MonoBehaviour
// 리플레이 데이터 업데이트
ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, startGameData.opponentNickname, UserManager.Instance.imageIndex, startGameData.opponentImageIndex);
});
}
else
{
Debug.Log("해당 플레이어가 후공 입니다");
firstPlayerState = new MultiPlayerState(true, _multiplayManager);
secondPlayerState = new PlayerState(false, _multiplayManager, _roomId);
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.InitPlayersName(startGameData.opponentNickname, UserManager.Instance.Nickname);
GameManager.Instance.InitProfileImages(startGameData.opponentImageIndex, UserManager.Instance.imageIndex);
// 리플레이 데이터 업데이트
ReplayManager.Instance.InitReplayData(startGameData.opponentNickname, UserManager.Instance.Nickname, startGameData.opponentImageIndex, UserManager.Instance.imageIndex);
});
}
// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
// 로딩 패널 열려있으면 닫기
GameManager.Instance.panelManager.CloseLoadingPanel();
@ -419,6 +461,70 @@ public class GameLogic : MonoBehaviour
Debug.Log("## End Game");
// TODO: End Room 처리
break;
case Constants.MultiplayManagerState.DoSurrender:
Debug.Log("상대방의 항복 요청 들어옴");
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win);
EndGame(Enums.GameResult.Win);
});
break;
case Constants.MultiplayManagerState.SurrenderConfirmed:
Debug.Log("항복 요청 전송 완료");
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Lose);
EndGame(Enums.GameResult.Lose);
});
break;
case Constants.MultiplayManagerState.ReceiveDrawRequest:
Debug.Log("상대방의 무승부 요청 들어옴");
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenDrawConfirmPanel("무승부 요청을 승락하시겠습니까?", () =>
{
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
EndGame(Enums.GameResult.Draw);
_multiplayManager.AcceptDraw();
}, () =>
{
_multiplayManager.RejectDraw();
});
});
break;
case Constants.MultiplayManagerState.DrawRequestSent:
Debug.Log("무승부 요청 전송 완료");
break;
case Constants.MultiplayManagerState.DrawAccepted:
Debug.Log("무승부 요청이 승락이 들어옴");
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
EndGame(Enums.GameResult.Draw);
});
break;
case Constants.MultiplayManagerState.DrawConfirmed:
Debug.Log("무승부 요청 승락 완료");
break;
case Constants.MultiplayManagerState.DrawRejected:
Debug.Log("무승부 요청이 거부가 들어옴");
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("무승부 요청을 거부하였습니다.", () => { });
});
break;
case Constants.MultiplayManagerState.DrawRejectionConfirmed:
Debug.Log("무승부 요청 거부 완료");
break;
case Constants.MultiplayManagerState.ReceiveTimeout:
Debug.Log("상대방이 타임 아웃 됨");
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win);
EndGame(Enums.GameResult.Win);
});
break;
}
ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,"nicknameB");
@ -441,7 +547,6 @@ public class GameLogic : MonoBehaviour
return AI_NAMIES[index];
}
public void SwitchToSinglePlayer()
{
_multiplayManager?.Dispose();

View File

@ -20,12 +20,21 @@ public class GameManager : Singleton<GameManager>
[NonSerialized] public PanelManager panelManager;
[NonSerialized] public AudioManager audioManager;
private MultiplayManager _multiplayManager;
protected override void Awake()
{
base.Awake();
InitPanels();
}
public MultiplayManager GetMultiplayManager()
{
_multiplayManager = _gameLogic._multiplayManager;
if (_multiplayManager == null) Debug.Log("MultiplayManager가 null입니다");
return _multiplayManager;
}
private void InitPanels()
{
if (panelManager == null)
@ -81,13 +90,13 @@ public class GameManager : Singleton<GameManager>
_camera = GameObject.FindObjectOfType<Camera>().gameObject;
_gameUIController = GameObject.FindObjectOfType<GameUIController>();
_gameLogic = new GameLogic(_stoneController, _gameType, fioTimer);
}
InitPanels();
}
//임시 재시작 재대결
public void RetryGame()
{
if (_gameLogic == null) return;
_gameLogic.ResetBoard();
_stoneController.InitStones();
_gameLogic.SetState(_gameLogic.firstPlayerState);
@ -110,4 +119,16 @@ public class GameManager : Singleton<GameManager>
if (_gameUIController == null) return;
_gameUIController.SetTurnIndicator(isFirstPlayer);
}
public bool GetRequestDrawChance()
{
if (_gameLogic == null){ return false;}
return _gameLogic.RequestDrawChance;
}
public void SetRequestDrawChanceFalse()
{
if (_gameLogic == null) return;
_gameLogic.RequestDrawChance = false;
}
}

View File

@ -67,6 +67,8 @@ public class MultiplayManager : IDisposable
private event Action<Constants.MultiplayManagerState, object> _onMultiplayStateChanged;
public Action<MoveData> OnOpponentMove;
private string _roomId;
public MultiplayManager(Action<Constants.MultiplayManagerState, object> onMultiplayStateChanged)
{
_onMultiplayStateChanged = onMultiplayStateChanged;
@ -86,6 +88,15 @@ public class MultiplayManager : IDisposable
_socket.On("exitRoom", ExitRoom);
_socket.On("endGame", EndGame);
_socket.On("doOpponent", DoOpponent);
_socket.On("doSurrender", DoSurrender);
_socket.On("surrenderConfirmed", SurrenderConfirmed);
_socket.On("receiveTimeout", ReceiveTimeout);
_socket.On("receiveDrawRequest", ReceiveDrawRequest);
_socket.On("drawRequestSent", DrawRequestSent);
_socket.On("drawAccepted", DrawAccepted);
_socket.On("drawConfirmed", DrawConfirmed);
_socket.On("drawRejected", DrawRejected);
_socket.On("drawRejectionConfirmed", DrawRejectionConfirmed);
_socket.Connect();
}
@ -109,6 +120,7 @@ public class MultiplayManager : IDisposable
private void CreateRoom(SocketIOResponse response)
{
var data = response.GetValue<CreateRoomData>();
_roomId = data.roomId;
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.CreateRoom, data.roomId);
}
@ -116,8 +128,7 @@ public class MultiplayManager : IDisposable
{
var data = response.GetValue<JoinRoomData>();
Debug.Log($"룸에 참여: 룸 ID - {data.roomId}, 상대방 등급 - {data.opponentRating}, 상대방 이름 - {data.opponentNickname}, 흑/백 여부 - {data.isBlack}, 상대방 이미지 인덱스 - {data.opponentImageIndex}");
// 필요한 데이터 사용
_roomId = data.roomId;
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.JoinRoom, data);
}
@ -180,7 +191,134 @@ public class MultiplayManager : IDisposable
public void LeaveRoom(string roomId)
{
_socket.Emit("leaveRoom", new { roomId });
if (string.IsNullOrEmpty(_roomId))
{
Debug.LogError("LeaveRoom 호출 실패: _roomId가 설정되지 않음");
return;
}
_socket.Emit("leaveRoom", new { roomId = _roomId });
_roomId = null; // 방 나가면 roomId 초기화
}
public void RequestSurrender()
{
if (string.IsNullOrEmpty(_roomId))
{
Debug.LogError("LeaveRoom 호출 실패: _roomId가 설정되지 않음");
return;
}
_socket.Emit("requestSurrender",new { roomId = _roomId });
}
private void DoSurrender(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DoSurrender, data.message);
}
private void SurrenderConfirmed(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.SurrenderConfirmed, data.message);
}
/// <summary>
/// 타임 아웃 요청
/// </summary>
public void SendTimeout()
{
if (string.IsNullOrEmpty(_roomId))
{
Debug.LogError("LeaveRoom 호출 실패: _roomId가 설정되지 않음");
return;
}
_socket.Emit("sendTimeout",new { roomId = _roomId });
}
/// <summary>
/// 타임 아웃 수신
/// </summary>
/// <param name="response"></param>
private void ReceiveTimeout(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.ReceiveTimeout, data.message);
}
public void RequestDraw()
{
if (string.IsNullOrEmpty(_roomId))
{
Debug.LogError("requestDraw 호출 실패: _roomId가 설정되지 않음");
return;
}
_socket.Emit("requestDraw",new { roomId = _roomId });
}
private void ReceiveDrawRequest(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.ReceiveDrawRequest, data.message);
}
private void DrawRequestSent(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawRequestSent, data.message);
}
public void AcceptDraw()
{
if (string.IsNullOrEmpty(_roomId))
{
Debug.LogError("acceptDraw 호출 실패: _roomId가 설정되지 않음");
return;
}
_socket.Emit("acceptDraw", new { roomId = _roomId });
}
private void DrawAccepted(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawAccepted, data.message);
}
private void DrawConfirmed(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawConfirmed, data.message);
}
public void RejectDraw()
{
if (string.IsNullOrEmpty(_roomId))
{
Debug.LogError("rejectDraw 호출 실패: _roomId가 설정되지 않음");
return;
}
_socket.Emit("rejectDraw", new { roomId = _roomId });
}
private void DrawRejected(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawRejected, data.message);
}
private void DrawRejectionConfirmed(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawRejectionConfirmed, data.message);
}
public void Dispose()

View File

@ -228,7 +228,12 @@ public class NetworkManager : Singleton<NetworkManager>
}
}
public IEnumerator GetLeaderboard(Action<Scores> success, Action failure)
public void GetLeaderboard(Action<List<ScoreInfo>> success, Action failure)
{
StartCoroutine(GetLeaderboardCoroutine(success, failure));
}
public IEnumerator GetLeaderboardCoroutine(Action<List<ScoreInfo>> success, Action failure)
{
using (UnityWebRequest www =
new UnityWebRequest(Constants.ServerURL + "/leaderboard", UnityWebRequest.kHttpVerbGET))
@ -256,10 +261,15 @@ public class NetworkManager : Singleton<NetworkManager>
}
else
{
var result = www.downloadHandler.text;
var scores = JsonUtility.FromJson<Scores>(result);
// 성공적으로 데이터를 받아온 경우
string jsonResponse = www.downloadHandler.text; // 응답으로 받은 JSON 데이터
success?.Invoke(scores);
// JSON을 ScoreInfo 리스트로 파싱
ScoreListWrapper wrapper = JsonUtility.FromJson<ScoreListWrapper>(jsonResponse);
List<ScoreInfo> leaderboardItems = wrapper.leaderboardDatas;
// Show 메서드를 통해 데이터를 표시
success?.Invoke(leaderboardItems);
}
}
}
@ -511,36 +521,4 @@ public class NetworkManager : Singleton<NetworkManager>
}
}
}
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

@ -27,6 +27,16 @@ public class WinEffectController : EffectController
Invoke(nameof(PopupObject), 0.3f);
}
protected override void ShowPanel()
{
CanvasGroup canvasGroup = gameObject.GetComponent<CanvasGroup>() ?? gameObject.AddComponent<CanvasGroup>();
canvasGroup.alpha = 0f;
canvasGroup.DOFade(1f, 1f);
bannerObj.transform.DOScale(Vector3.zero, 0f);
bannerObj.transform.DOScale(Vector3.one, 1f);
}
private void RotateHaloObject()
{
// 무한 회전 효과

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@ -19,7 +19,6 @@ public class SwitchController : MonoBehaviour
private RectTransform _handleRectTransform;
private Image _backgroundImage;
private AudioSource _audioSource;
private bool _isOn;
@ -27,7 +26,6 @@ public class SwitchController : MonoBehaviour
{
_handleRectTransform = handleImage.GetComponent<RectTransform>();
_backgroundImage = GetComponent<Image>();
_audioSource = GetComponent<AudioSource>();
}
private void Start()
@ -35,7 +33,15 @@ public class SwitchController : MonoBehaviour
//초기 상태는 false
_handleRectTransform.anchoredPosition = new Vector2(-14, 0);
_backgroundImage.color = OffColor;
_isOn = false;
if (gameObject.name == "SFX Switch")
{
_isOn = UserManager.IsPlaySFX;
}
else if (gameObject.name == "BGM Switch")
{
_isOn = UserManager.IsPlayBGM;
}
}
//스위치 상태 변경 함수

View File

@ -0,0 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class DrawConfirmPanelController : PanelController
{
[SerializeField] private TMP_Text messageText; //자식 텍스트 변수
public delegate void OnConfirmButtonClick();
private OnConfirmButtonClick onConfirmButtonClick;
public delegate void OnContradictButtonClick();
private OnContradictButtonClick onContradictButtonClick;
public void Show(string message, OnConfirmButtonClick onConfirmButtonClick, OnContradictButtonClick onContradictButtonClick)
{
messageText.text = message;
this.onConfirmButtonClick = onConfirmButtonClick;
this.onContradictButtonClick = onContradictButtonClick;
base.Show();
}
/// <summary>
/// Confirm 버튼 클릭시 호출되는 함수
/// </summary>
public void OnClickConfirmButton()
{
Hide(() => onConfirmButtonClick?.Invoke());
}
/// <summary>
/// X 버튼 클릭시 호출되는 함수
/// </summary>
public void OnClickCloseButton()
{
Hide(() => onContradictButtonClick?.Invoke());
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 1ebb6563d04ba2b44b06891880cbe0b6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -27,7 +27,7 @@ public class LeaderBoardController : MonoBehaviour
if (isLeaderboardLoaded) return; // 이미 리더보드가 로드되었으면 중복 호출 방지
leaderboardPanel.SetActive(true);
NetworkManager.Instance.GetLeaderboardData((leaderboardItems) =>
NetworkManager.Instance.GetLeaderboard((leaderboardItems) =>
{
Show(leaderboardItems);
}, () => { });

View File

@ -187,6 +187,18 @@ public class PanelManager : MonoBehaviour
}
}
public void OpenDrawConfirmPanel(string message,
DrawConfirmPanelController.OnConfirmButtonClick onConfirmButtonClick,
DrawConfirmPanelController.OnContradictButtonClick onContradictButtonClick)
{
if (_canvas != null)
{
var drawConfirmPanelObject = GetPanel("Draw Confirm Panel");
drawConfirmPanelObject.GetComponent<DrawConfirmPanelController>()
.Show(message, onConfirmButtonClick, onContradictButtonClick);
}
}
public void OpenSettingsPanel()
{
if (_canvas != null)
@ -262,7 +274,7 @@ public class PanelManager : MonoBehaviour
shopItems.Add(shopItem);
}
}
GameManager.Instance.panelManager.OpenShopPanel(shopItems);
OpenShopPanel(shopItems);
}
//승급 패널 생성