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m_Sprite: {fileID: 10907, guid: 0000000000000000f000000000000000, type: 0} - m_Type: 1 + m_Sprite: {fileID: 21300000, guid: a99fa85777f9a5b4d86b859277707544, type: 3} + m_Type: 0 m_PreserveAspect: 0 m_FillCenter: 1 m_FillMethod: 4 diff --git a/Assets/Script/Main/LeaderBoardController.cs b/Assets/Script/Main/LeaderBoardController.cs index 7a3cfd4..1e9cd2b 100644 --- a/Assets/Script/Main/LeaderBoardController.cs +++ b/Assets/Script/Main/LeaderBoardController.cs @@ -8,13 +8,18 @@ public class LeaderBoardController : MonoBehaviour { [SerializeField] private GameObject scoreCell; [SerializeField] private Transform content; - private List scoreCC = new List(); + [SerializeField] private GameObject signInPanel; // SignInPanel 참조 (같은 씬에서 사용할 경우) + [SerializeField] private GameObject leaderboardPanel; // LeaderboardPanel 참조 + + private List scoreCC = new List(); // 점수 셀을 관리할 리스트 private void Start() { - StartCoroutine(OnConnectedToServer()); + leaderboardPanel.SetActive(false); // 초기에는 리더보드 패널을 숨깁니다. + StartCoroutine(OnConnectedToServer()); // 서버에서 리더보드 데이터를 받아옵니다. } + // 서버와 연결하여 데이터를 받아오는 함수 private IEnumerator OnConnectedToServer() { string url = Constants.ServerURL + "/users/Leaderboard"; // 서버의 리더보드 데이터 URL @@ -23,7 +28,7 @@ public class LeaderBoardController : MonoBehaviour yield return www.SendWebRequest(); // 요청 전송 대기 // 요청이 실패했을 때 - if (www.isNetworkError || www.isHttpError) + if (www.result == UnityWebRequest.Result.ConnectionError || www.result == UnityWebRequest.Result.ProtocolError) { Debug.LogError("Error: " + www.error); } @@ -35,32 +40,56 @@ public class LeaderBoardController : MonoBehaviour // JSON을 ScoreInfo 리스트로 파싱 List scoreInfos = JsonUtility.FromJson(jsonResponse).scoreInfos; - // 받아온 데이터를 기반으로 점수 셀 생성 - foreach (var scoreInfo in scoreInfos) - { - CreateCell(scoreInfo); // 각 점수 정보를 기반으로 셀 생성 - } + // 받아온 데이터를 기반으로 점수 셀을 생성하고 리스트를 갱신 + CreateCellsFromScoreInfos(scoreInfos); } } + // 받아온 ScoreInfo 리스트를 기반으로 셀을 생성하는 함수 + private void CreateCellsFromScoreInfos(List scoreInfos) + { + // 기존의 셀들을 초기화 (필요시) + foreach (Transform child in content) + { + Destroy(child.gameObject); // 기존 셀들을 삭제 + } + + // 받은 점수 데이터 수에 맞춰 셀을 생성 + for (int i = 0; i < scoreInfos.Count; i++) + { + CreateCell(scoreInfos[i]); // 각 점수 정보를 기반으로 셀 생성 + } + } + + // 점수 정보를 기반으로 셀을 생성하는 함수 public void CreateCell(ScoreInfo scoreInfo) { - var scoreCellObj = Instantiate(scoreCell, content); + var scoreCellObj = Instantiate(scoreCell, content); // 셀 객체 생성 var scoreCellController = scoreCellObj.GetComponent(); + // 점수 셀 정보 설정 if (scoreCellController != null) { - scoreCellController.SetCellInfo(scoreInfo); // 점수 셀에 점수 정보 설정 + scoreCellController.SetCellInfo(scoreInfo); // 점수 셀에 점수 정보 설정 } else { Debug.LogError("ScoreCellController 컴포넌트가 점수 셀 프리팹에 없습니다."); } } + + // BackButton 클릭 시 호출되는 메소드 + public void OnBackButtonClicked() + { + // LeaderboardPanel을 숨기고 SignInPanel을 보이게 함 + leaderboardPanel.SetActive(false); // LeaderboardPanel 숨기기 + signInPanel.SetActive(true); // SignInPanel 보이기 + } } +// ScoreListWrapper 클래스를 정의 (리스트를 감싸는 클래스) [System.Serializable] public class ScoreListWrapper { - public List scoreInfos; + public List scoreInfos; // 점수 정보 리스트 } \ No newline at end of file diff --git a/Assets/Script/Main/UserManager.cs b/Assets/Script/Main/UserManager.cs index 3398ba1..b5ada25 100644 --- a/Assets/Script/Main/UserManager.cs +++ b/Assets/Script/Main/UserManager.cs @@ -1,5 +1,6 @@ using UnityEngine; using UnityEngine.SceneManagement; +using UnityEngine.UI; public class UserInfoResult { @@ -11,6 +12,7 @@ public class UserInfoResult public int imageIndex; public int win; public int lose; + public Image profileImage; } public class UserManager : Singleton @@ -23,6 +25,7 @@ public class UserManager : Singleton public int ImageIndex { get; private set; } public int Win { get; private set; } public int Lose { get; private set; } + public Image profileImage { get; private set; } protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode) {