Merge branch 'main' into DO-33-오목-룰-적용하기
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private void Start()
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{
|
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coinsRemoveImageObject.SetActive(false);
|
||||
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||||
// TODO : 코인 수량 초기화
|
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InitCoinsCount(500);
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}
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/// <summary>
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@ -1,3 +1,4 @@
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using System;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using System.Collections;
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@ -5,11 +6,18 @@ using System.Collections.Generic;
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public class GameManager : Singleton<GameManager>
|
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{
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[SerializeField] private GameObject mainPanel;
|
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[SerializeField] private GameObject signinPanel;
|
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[SerializeField] private GameObject signupPanel;
|
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[SerializeField] private GameObject settingsPanel;
|
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[SerializeField] private GameObject confirmPanel;
|
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[SerializeField] private GameObject rankingPanel;
|
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[SerializeField] private GameObject shopPanel;
|
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[SerializeField] private GameObject giboPanel;
|
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[SerializeField] private Canvas canvas;
|
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private UserManager _userManager; // UserManager 인스턴스 관리
|
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private CoinsPanelController _coinsPanel;
|
||||
|
||||
private Enums.GameType _gameType;
|
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private GameLogic _gameLogic;
|
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@ -32,13 +40,15 @@ public class GameManager : Singleton<GameManager>
|
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|
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private void Start()
|
||||
{
|
||||
// TODO: 로딩 화면 추가(자동 로그인 응답 전까지)
|
||||
|
||||
// 자동 로그인
|
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// TryAutoSignin();
|
||||
|
||||
//게임 씬에서 확인하기 위한 임시 코드
|
||||
_stoneController = GameObject.FindObjectOfType<StoneController>();
|
||||
_stoneController.InitStones();
|
||||
_gameLogic = new GameLogic(_stoneController, _gameType);
|
||||
// _stoneController = GameObject.FindObjectOfType<StoneController>();
|
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// _stoneController.InitStones();
|
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// _gameLogic = new GameLogic(_stoneController, _gameType);
|
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}
|
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private void TryAutoSignin()
|
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@ -46,8 +56,9 @@ public class GameManager : Singleton<GameManager>
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NetworkManager.Instance.GetInfo((userInfo) =>
|
||||
{
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Debug.Log("자동 로그인 성공");
|
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UserManager.Instance.SetUserInfo(userInfo);
|
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UpdateMainPanelUI();
|
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UpdateMainPanelUI(OpenMainPanel);
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// ScoreData.SetScore(userInfo.score);
|
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// OpenConfirmPanel(userInfo.nickname + "님 로그인 성공하였습니다.", () => { });
|
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}, () =>
|
||||
@ -58,12 +69,34 @@ public class GameManager : Singleton<GameManager>
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});
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}
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private void UpdateMainPanelUI()
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/// <summary>
|
||||
/// 유저 별명, 급수를 서버에서 가져온 정보로 업데이트하여 메인화면에 표시
|
||||
/// </summary>
|
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public void UpdateMainPanelUI(Action success = null)
|
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{
|
||||
MainPanelController mainPanel = FindObjectOfType<MainPanelController>();
|
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if (mainPanel != null)
|
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MainPanelController mainPanelController = mainPanel.GetComponent<MainPanelController>();
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if (mainPanelController == null) return;
|
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mainPanelController.UpdateUserInfo();
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|
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success?.Invoke();
|
||||
}
|
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|
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public void OpenMainPanel()
|
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{
|
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mainPanel.UpdateUserInfo();
|
||||
if (canvas != null)
|
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{
|
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var mainPanelObject = Instantiate(mainPanel, canvas.transform);
|
||||
|
||||
// 메인 화면 아래의 코인 패널에 서버에서 가져 온 코인 값 업데이트
|
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_coinsPanel = mainPanelObject.GetComponentInChildren<CoinsPanelController>();
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if (_coinsPanel != null)
|
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{
|
||||
_coinsPanel.InitCoinsCount(UserManager.Instance.Coins);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -112,4 +145,50 @@ public class GameManager : Singleton<GameManager>
|
||||
}
|
||||
_canvas = GameObject.Find("Canvas").GetComponent<Canvas>();
|
||||
}
|
||||
|
||||
public void OpenConfirmPanel(string message, ConfirmPanelController.OnConfirmButtonClick onConfirmButtonClick)
|
||||
{
|
||||
if (_canvas != null)
|
||||
{
|
||||
var confirmPanelObject = Instantiate(confirmPanel, _canvas.transform);
|
||||
confirmPanelObject.GetComponent<ConfirmPanelController>()
|
||||
.Show(message, onConfirmButtonClick);
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenSettingsPanel()
|
||||
{
|
||||
if (_canvas != null)
|
||||
{
|
||||
var settingsPanelObject = Instantiate(settingsPanel, _canvas.transform);
|
||||
settingsPanelObject.GetComponent<PanelController>().Show();
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenRankingPanel(List<RankingItem> rankingItems)
|
||||
{
|
||||
if (_canvas != null)
|
||||
{
|
||||
var settingsPanelObject = Instantiate(rankingPanel, _canvas.transform);
|
||||
settingsPanelObject.GetComponent<RankingPanelController>().Show(rankingItems);
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenShopPanel(List<ShopItem> shopItems)
|
||||
{
|
||||
if (_canvas != null)
|
||||
{
|
||||
var settingsPanelObject = Instantiate(shopPanel, _canvas.transform);
|
||||
settingsPanelObject.GetComponent<ShopPanelController>().Show(shopItems);
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenGiboPanel(List<GiboItem> giboItems)
|
||||
{
|
||||
if (_canvas != null)
|
||||
{
|
||||
var settingsPanelObject = Instantiate(giboPanel, _canvas.transform);
|
||||
settingsPanelObject.GetComponent<GiboPanelController>().Show(giboItems);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class MainPanelController : MonoBehaviour
|
||||
@ -8,6 +9,18 @@ public class MainPanelController : MonoBehaviour
|
||||
[SerializeField] private TextMeshProUGUI nicknameText;
|
||||
[SerializeField] private TextMeshProUGUI ratingText;
|
||||
[SerializeField] private Button signOutButton;
|
||||
[SerializeField] private GameObject[] profileImages;
|
||||
|
||||
private int _selectedImageIndex;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// 만약 할당 안되어있으면 추가
|
||||
if (signOutButton != null)
|
||||
{
|
||||
signOutButton.onClick.AddListener(OnSignOutClick);
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateUserInfo()
|
||||
{
|
||||
@ -15,20 +28,43 @@ public class MainPanelController : MonoBehaviour
|
||||
|
||||
nicknameText.text = UserManager.Instance.Nickname;
|
||||
ratingText.text = $"{UserManager.Instance.Rating}급";
|
||||
|
||||
// 프로필 이미지 갱신
|
||||
_selectedImageIndex = UserManager.Instance.imageIndex;
|
||||
if (_selectedImageIndex < 0 || _selectedImageIndex >= profileImages.Length)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// 모든 프로필 이미지 비활성화 후, 선택한 이미지만 활성화
|
||||
foreach (var img in profileImages)
|
||||
{
|
||||
img.SetActive(false);
|
||||
}
|
||||
profileImages[_selectedImageIndex].SetActive(true);
|
||||
}
|
||||
|
||||
public void OnSignOutClick()
|
||||
{
|
||||
signOutButton.interactable = false; // 중복 클릭 방지
|
||||
NetworkManager.Instance.SignOut(() =>
|
||||
{
|
||||
Debug.Log("로그아웃 성공");
|
||||
|
||||
// 로그인 화면
|
||||
GameManager.Instance.OpenSigninPanel();
|
||||
|
||||
// 로그아웃 버튼 메서드 삭제
|
||||
signOutButton.onClick.RemoveAllListeners();
|
||||
|
||||
// 아직 메인 패널이 살아있다면 삭제
|
||||
if (gameObject != null)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}, () =>
|
||||
{
|
||||
Debug.Log("로그아웃 실패");
|
||||
// OpenConfirmPanel("로그아웃 되었습니다.", () => { });
|
||||
signOutButton.interactable = true; // 실패 시 다시 활성화
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -11,10 +11,13 @@ public class NetworkManager : Singleton<NetworkManager>
|
||||
|
||||
}
|
||||
|
||||
public IEnumerator Signup(SignupData signupData, Action success, Action failure)
|
||||
public void Signup(SignupData signupData, Action success, Action failure)
|
||||
{
|
||||
StartCoroutine(SignupCoroutine(signupData, success, failure));
|
||||
}
|
||||
public IEnumerator SignupCoroutine(SignupData signupData, Action success, Action failure)
|
||||
{
|
||||
string jsonString = JsonUtility.ToJson(signupData);
|
||||
Debug.Log("jsonString" + jsonString);
|
||||
byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(jsonString);
|
||||
|
||||
using (UnityWebRequest www =
|
||||
@ -46,7 +49,6 @@ public class NetworkManager : Singleton<NetworkManager>
|
||||
else
|
||||
{
|
||||
var result = www.downloadHandler.text;
|
||||
Debug.Log("Result: " + result);
|
||||
success?.Invoke();
|
||||
|
||||
// TODO: 회원가입 성공 팝업 표시
|
||||
@ -58,7 +60,12 @@ public class NetworkManager : Singleton<NetworkManager>
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerator Signin(SigninData signinData, Action success, Action<int> failure)
|
||||
public void Signin(SigninData signinData, Action<SigninResult> success, Action<int> failure)
|
||||
{
|
||||
StartCoroutine(SigninCoroutine(signinData, success, failure));
|
||||
}
|
||||
|
||||
public IEnumerator SigninCoroutine(SigninData signinData, Action<SigninResult> success, Action<int> failure)
|
||||
{
|
||||
string jsonString = JsonUtility.ToJson(signinData);
|
||||
byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(jsonString);
|
||||
@ -75,7 +82,7 @@ public class NetworkManager : Singleton<NetworkManager>
|
||||
if (www.result == UnityWebRequest.Result.ConnectionError ||
|
||||
www.result == UnityWebRequest.Result.ProtocolError)
|
||||
{
|
||||
|
||||
Debug.Log("Error: " + www.error);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -87,12 +94,12 @@ public class NetworkManager : Singleton<NetworkManager>
|
||||
PlayerPrefs.SetString("sid", sid);
|
||||
}
|
||||
|
||||
var resultString = www.downloadHandler.text;
|
||||
var result = JsonUtility.FromJson<SigninResult>(resultString);
|
||||
var result = www.downloadHandler.text;
|
||||
var signinResult = JsonUtility.FromJson<SigninResult>(result);
|
||||
|
||||
if (result.result == 0)
|
||||
if (signinResult.result == 0)
|
||||
{
|
||||
Debug.Log("유저네임이 유효하지 않습니다.");
|
||||
Debug.Log("유저 이메일이 유효하지 않습니다.");
|
||||
failure?.Invoke(0);
|
||||
// TODO: 유저네임 유효하지 않음 팝업 표시
|
||||
// GameManager.Instance.OpenConfirmPanel("유저네임이 유효하지 않습니다.", () =>
|
||||
@ -100,7 +107,7 @@ public class NetworkManager : Singleton<NetworkManager>
|
||||
// failure?.Invoke(0);
|
||||
// });
|
||||
}
|
||||
else if (result.result == 1)
|
||||
else if (signinResult.result == 1)
|
||||
{
|
||||
Debug.Log("패스워드가 유효하지 않습니다.");
|
||||
failure?.Invoke(1);
|
||||
@ -110,10 +117,11 @@ public class NetworkManager : Singleton<NetworkManager>
|
||||
// failure?.Invoke(1);
|
||||
// });
|
||||
}
|
||||
else if (result.result == 2)
|
||||
else if (signinResult.result == 2)
|
||||
{
|
||||
Debug.Log("로그인에 성공하였습니다.");
|
||||
success?.Invoke();
|
||||
success?.Invoke(signinResult);
|
||||
|
||||
// TODO: 성공 팝업 표시
|
||||
// GameManager.Instance.OpenConfirmPanel("로그인에 성공하였습니다.", () =>
|
||||
// {
|
||||
@ -163,7 +171,6 @@ public class NetworkManager : Singleton<NetworkManager>
|
||||
{
|
||||
var result = www.downloadHandler.text;
|
||||
var userInfo = JsonUtility.FromJson<UserInfoResult>(result);
|
||||
UserManager.Instance.SetUserInfo(userInfo);
|
||||
|
||||
success?.Invoke(userInfo);
|
||||
}
|
||||
@ -177,8 +184,6 @@ public class NetworkManager : Singleton<NetworkManager>
|
||||
|
||||
public IEnumerator SignOutCoroutine(Action success, Action failure)
|
||||
{
|
||||
Debug.Log("로그아웃 호출?");
|
||||
|
||||
string sid = PlayerPrefs.GetString("sid", "");
|
||||
if (string.IsNullOrEmpty(sid))
|
||||
{
|
||||
@ -205,9 +210,11 @@ public class NetworkManager : Singleton<NetworkManager>
|
||||
else
|
||||
{
|
||||
var result = www.downloadHandler.text;
|
||||
Debug.Log("로그아웃 실행결과" + result);
|
||||
// 로그아웃 후 sid를 삭제하여 세션을 클리어
|
||||
PlayerPrefs.SetString("sid", "");
|
||||
// 유저 정보도 삭제
|
||||
PlayerPrefs.SetString("UserInfo", "");
|
||||
UserManager.Instance.UserInfoInit();
|
||||
|
||||
success?.Invoke();
|
||||
}
|
||||
@ -248,4 +255,50 @@ public class NetworkManager : Singleton<NetworkManager>
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void GetCoinsInfo(Action<CoinsInfoResult> success, Action failure)
|
||||
{
|
||||
StartCoroutine(GetCoinsInfoCoroutine(success, failure));
|
||||
}
|
||||
|
||||
public IEnumerator GetCoinsInfoCoroutine(Action<CoinsInfoResult> success, Action failure)
|
||||
{
|
||||
using (UnityWebRequest www =
|
||||
new UnityWebRequest(Constants.ServerURL + "/users/coins", UnityWebRequest.kHttpVerbGET))
|
||||
{
|
||||
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();
|
||||
yield break; // 더 이상 진행하지 않고 종료
|
||||
}
|
||||
|
||||
yield return www.SendWebRequest();
|
||||
|
||||
if (www.result == UnityWebRequest.Result.ConnectionError ||
|
||||
www.result == UnityWebRequest.Result.ProtocolError)
|
||||
{
|
||||
if (www.responseCode == 403)
|
||||
{
|
||||
Debug.Log("로그인이 필요합니다.");
|
||||
}
|
||||
|
||||
failure?.Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
var result = www.downloadHandler.text;
|
||||
var coinsInfo = JsonUtility.FromJson<CoinsInfoResult>(result);
|
||||
|
||||
success?.Invoke(coinsInfo);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -12,11 +12,11 @@ public struct SigninData
|
||||
public struct SigninResult
|
||||
{
|
||||
public int result;
|
||||
}
|
||||
|
||||
public struct SignoutResult
|
||||
{
|
||||
public string result;
|
||||
public string nickname;
|
||||
public int imageIndex;
|
||||
public int rating;
|
||||
public int score;
|
||||
public int coins;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
@ -45,17 +45,21 @@ public class SigninPanelController : MonoBehaviour
|
||||
|
||||
if (string.IsNullOrEmpty(email) || string.IsNullOrEmpty(password))
|
||||
{
|
||||
// TODO: 누락된 값 입렵 요청 팝업 표시
|
||||
// TODO: 누락된 값 입력 요청 팝업 표시
|
||||
return;
|
||||
}
|
||||
|
||||
var signinData = new SigninData();
|
||||
signinData.email = email;
|
||||
signinData.password = password;
|
||||
var signinData = new SigninData { email = email, password = password };
|
||||
|
||||
StartCoroutine(NetworkManager.Instance.Signin(signinData, () =>
|
||||
NetworkManager.Instance.Signin(signinData, (signinResult) =>
|
||||
{
|
||||
Destroy(gameObject);
|
||||
|
||||
// 유저 정보 저장
|
||||
UserManager.Instance.SetUserInfo(signinResult);
|
||||
|
||||
// 메인 패널 정보 갱신
|
||||
GameManager.Instance.UpdateMainPanelUI(GameManager.Instance.OpenMainPanel);
|
||||
}, result =>
|
||||
{
|
||||
if (result == 0)
|
||||
@ -66,7 +70,7 @@ public class SigninPanelController : MonoBehaviour
|
||||
{
|
||||
passwordInputField.text = "";
|
||||
}
|
||||
}));
|
||||
});
|
||||
}
|
||||
|
||||
public void OnClickSignupButton()
|
||||
|
@ -80,7 +80,7 @@ public class SignupPanelController : MonoBehaviour
|
||||
signupData.imageIndex = _selectedImageIndex;
|
||||
|
||||
// 서버로 SignupData 전달하면서 회원가입 진행
|
||||
StartCoroutine(NetworkManager.Instance.Signup(signupData, () =>
|
||||
NetworkManager.Instance.Signup(signupData, () =>
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}, () =>
|
||||
@ -89,7 +89,7 @@ public class SignupPanelController : MonoBehaviour
|
||||
nicknameInputField.text = "";
|
||||
passwordInputField.text = "";
|
||||
confirmPasswordInputField.text = "";
|
||||
}));
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -105,7 +105,6 @@ public class SignupPanelController : MonoBehaviour
|
||||
|
||||
public void OnClickCancelButton()
|
||||
{
|
||||
Debug.Log("OnClickCancelButton");
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
@ -11,6 +11,13 @@ public class UserInfoResult
|
||||
public int imageIndex;
|
||||
public int win;
|
||||
public int lose;
|
||||
public int coins;
|
||||
}
|
||||
|
||||
public class CoinsInfoResult
|
||||
{
|
||||
public string result;
|
||||
public int coins;
|
||||
}
|
||||
|
||||
public class UserManager : Singleton<UserManager>
|
||||
@ -20,14 +27,29 @@ public class UserManager : Singleton<UserManager>
|
||||
public string Nickname { get; private set; }
|
||||
public int Rating { get; private set; }
|
||||
public int Score { get; private set; }
|
||||
public int ImageIndex { get; private set; }
|
||||
public int imageIndex { get; private set; }
|
||||
public int Win { get; private set; }
|
||||
public int Lose { get; private set; }
|
||||
public int Coins { get; private set; }
|
||||
|
||||
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
{
|
||||
}
|
||||
|
||||
public void UserInfoInit()
|
||||
{
|
||||
UserId = "";
|
||||
Email = "";
|
||||
Nickname = "";
|
||||
Rating = 0;
|
||||
imageIndex = 0;
|
||||
Coins = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// GetInfo 호출 시
|
||||
/// </summary>
|
||||
/// <param name="userData"></param>
|
||||
public void SetUserInfo(UserInfoResult userData)
|
||||
{
|
||||
if (userData == null)
|
||||
@ -41,14 +63,29 @@ public class UserManager : Singleton<UserManager>
|
||||
Nickname = userData.nickname;
|
||||
Rating = userData.rating;
|
||||
// Score = userData.score;
|
||||
ImageIndex = userData.imageIndex;
|
||||
imageIndex = userData.imageIndex;
|
||||
// Win = userData.win;
|
||||
// Lose = userData.lose;
|
||||
Coins = userData.coins;
|
||||
|
||||
// 유저 정보를 PlayerPrefs에 저장
|
||||
SaveUserInfoToPlayerPrefs();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Signin 호출 시 : 로그인 정보만 반영
|
||||
/// </summary>
|
||||
/// <param name="signinResult"></param>
|
||||
public void SetUserInfo(SigninResult signinResult)
|
||||
{
|
||||
Nickname = signinResult.nickname;
|
||||
Rating = signinResult.rating;
|
||||
// Score = signinResult.score;
|
||||
imageIndex = signinResult.imageIndex;
|
||||
Coins = signinResult.coins;
|
||||
}
|
||||
|
||||
public void SaveUserInfoToPlayerPrefs()
|
||||
{
|
||||
// UserInfoResult 객체를 JSON 문자열로 직렬화
|
||||
@ -59,7 +96,7 @@ public class UserManager : Singleton<UserManager>
|
||||
nickname = Nickname,
|
||||
// rating = Rating,
|
||||
// score = Score,
|
||||
imageIndex = ImageIndex,
|
||||
imageIndex = imageIndex,
|
||||
// win = Win,
|
||||
// lose = Lose
|
||||
};
|
||||
@ -89,5 +126,14 @@ public class UserManager : Singleton<UserManager>
|
||||
SetUserInfo(userInfo);
|
||||
}
|
||||
|
||||
|
||||
public void SetCoinsInfo()
|
||||
{
|
||||
NetworkManager.Instance.GetCoinsInfo((coinsResult) =>
|
||||
{
|
||||
Coins = coinsResult.coins;
|
||||
}, () =>
|
||||
{
|
||||
Debug.Log("서버에서 코인 불러오기 실패");
|
||||
});
|
||||
}
|
||||
}
|
@ -7,6 +7,7 @@ using UnityEngine.UI;
|
||||
public class GiboItemController : MonoBehaviour
|
||||
{
|
||||
GiboItem _giboItem;
|
||||
public Sprite[] profileSprites;
|
||||
public void Init(GiboItem giboItem)
|
||||
{
|
||||
_giboItem = giboItem;
|
||||
@ -14,7 +15,7 @@ public class GiboItemController : MonoBehaviour
|
||||
var itemImage = GetComponentsInChildren<Image>()[1];
|
||||
var itemText = GetComponentsInChildren<TextMeshProUGUI>();
|
||||
|
||||
itemImage.sprite = GameManager.Instance.profileSprites[this._giboItem.WinLoseSpriteIndex];
|
||||
itemImage.sprite = profileSprites[this._giboItem.WinLoseSpriteIndex];
|
||||
itemText[0].text = this._giboItem.Date;
|
||||
itemText[1].text = this._giboItem.Name;
|
||||
}
|
@ -7,13 +7,15 @@ using UnityEngine.UI;
|
||||
public class RankingItemController : MonoBehaviour
|
||||
{
|
||||
RankingItem _rankingItem;
|
||||
public Sprite[] profileSprites;
|
||||
|
||||
public void Init(RankingItem rankingItem)
|
||||
{
|
||||
_rankingItem = rankingItem;
|
||||
var itemImage = GetComponentsInChildren<Image>()[1];
|
||||
var itemText = GetComponentsInChildren<TextMeshProUGUI>();
|
||||
|
||||
itemImage.sprite = GameManager.Instance.profileSprites[this._rankingItem.ProfileSpriteIndex];
|
||||
itemImage.sprite = profileSprites[this._rankingItem.ProfileSpriteIndex];
|
||||
itemText[0].text = this._rankingItem.Name;
|
||||
itemText[1].text = this._rankingItem.WinRate.ToString();
|
||||
}
|
@ -7,13 +7,15 @@ using UnityEngine.UI;
|
||||
public class ShopItemController : MonoBehaviour
|
||||
{
|
||||
ShopItem _shopItem;
|
||||
public Sprite[] profileSprites;
|
||||
|
||||
public void Init(ShopItem shopItem)
|
||||
{
|
||||
_shopItem = shopItem;
|
||||
var itemImage = GetComponentsInChildren<Image>()[1];
|
||||
var itemText = GetComponentsInChildren<TextMeshProUGUI>();
|
||||
|
||||
itemImage.sprite = GameManager.Instance.profileSprites[this._shopItem.ItemSpriteIndex];
|
||||
itemImage.sprite = profileSprites[this._shopItem.ItemSpriteIndex];
|
||||
itemText[0].text = this._shopItem.Name;
|
||||
itemText[1].text = this._shopItem.Price;
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a716234a0e4752148a60610ac1cc1185
|
||||
guid: b8e1d8d1b0838c540b399f53f3bc1307
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
144
Assets/Script/UI/PanelController/TestPanelController.cs
Normal file
@ -0,0 +1,144 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
/// <summary>
|
||||
/// 패널 생성 테스트 코드
|
||||
/// 버튼을 누르면 팝업 생성
|
||||
/// 상점, 랭크, 기보 패널은 각 데이터타입 리스트를 전달해야함
|
||||
/// </summary>
|
||||
public class TestPanelController : MonoBehaviour
|
||||
{
|
||||
//게임매니저 없이 동작하도록 작성한 테스트 코드
|
||||
[SerializeField] private GameObject settingsPanel;
|
||||
[SerializeField] private GameObject confirmPanel;
|
||||
[SerializeField] private GameObject rankingPanel;
|
||||
[SerializeField] private GameObject shopPanel;
|
||||
[SerializeField] private GameObject giboPanel;
|
||||
public Canvas _canvas;
|
||||
public void OpenConfirmPanel(string message, ConfirmPanelController.OnConfirmButtonClick onConfirmButtonClick)
|
||||
{
|
||||
if (_canvas != null)
|
||||
{
|
||||
var confirmPanelObject = Instantiate(confirmPanel, _canvas.transform);
|
||||
confirmPanelObject.GetComponent<ConfirmPanelController>()
|
||||
.Show(message, onConfirmButtonClick);
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenSettingsPanel()
|
||||
{
|
||||
if (_canvas != null)
|
||||
{
|
||||
var settingsPanelObject = Instantiate(settingsPanel, _canvas.transform);
|
||||
settingsPanelObject.GetComponent<PanelController>().Show();
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenRankingPanel(List<RankingItem> rankingItems)
|
||||
{
|
||||
if (_canvas != null)
|
||||
{
|
||||
var settingsPanelObject = Instantiate(rankingPanel, _canvas.transform);
|
||||
settingsPanelObject.GetComponent<RankingPanelController>().Show(rankingItems);
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenShopPanel(List<ShopItem> shopItems)
|
||||
{
|
||||
if (_canvas != null)
|
||||
{
|
||||
var settingsPanelObject = Instantiate(shopPanel, _canvas.transform);
|
||||
settingsPanelObject.GetComponent<ShopPanelController>().Show(shopItems);
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenGiboPanel(List<GiboItem> giboItems)
|
||||
{
|
||||
if (_canvas != null)
|
||||
{
|
||||
var settingsPanelObject = Instantiate(giboPanel, _canvas.transform);
|
||||
settingsPanelObject.GetComponent<GiboPanelController>().Show(giboItems);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//확인 패널 생성
|
||||
public void OnConfirmPanelClick()
|
||||
{
|
||||
OpenConfirmPanel("확인 패널 입니다.", () =>
|
||||
{
|
||||
Debug.Log("확인 버튼을 누르셨습니다.");
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
//세팅 패널 생성
|
||||
public void OnSettingPanelClick()
|
||||
{
|
||||
OpenSettingsPanel();
|
||||
}
|
||||
|
||||
//랭킹 패널 생성
|
||||
public void OnRankingPanelClick()
|
||||
{
|
||||
|
||||
List<RankingItem> rankingItems = new List<RankingItem>(); //테스트 데이터 리스트 생성
|
||||
for (int i = 0; i < 30; i++)
|
||||
{
|
||||
RankingItem rankingItem = new RankingItem
|
||||
{
|
||||
ProfileSpriteIndex = Random.Range(0, 2),
|
||||
Name = i.ToString(),
|
||||
WinRate = Random.Range(0f, 1f)
|
||||
};
|
||||
rankingItems.Add(rankingItem);
|
||||
}
|
||||
|
||||
OpenRankingPanel(rankingItems);
|
||||
}
|
||||
|
||||
//상점 패널 생성
|
||||
public void OnShopPanelClick()
|
||||
{
|
||||
|
||||
List<ShopItem> shopItems = new List<ShopItem>(); //테스트 데이터 리스트 생성
|
||||
for (int i = 0; i < 30; i++)
|
||||
{
|
||||
ShopItem shopItem = new ShopItem
|
||||
{
|
||||
ItemSpriteIndex = Random.Range(0, 1),
|
||||
Name = "코인"+i+"개",
|
||||
Price = (i * 1000)+ "원"
|
||||
};
|
||||
shopItems.Add(shopItem);
|
||||
}
|
||||
|
||||
OpenShopPanel(shopItems);
|
||||
}
|
||||
|
||||
//기보 패널 생성
|
||||
public void OnGiboPanelClick()
|
||||
{
|
||||
|
||||
List<GiboItem> giboItems = new List<GiboItem>(); //테스트 데이터 리스트 생성
|
||||
for (int i = 0; i < 30; i++)
|
||||
{
|
||||
GiboItem giboItem = new GiboItem
|
||||
{
|
||||
WinLoseSpriteIndex = Random.Range(0, 2),
|
||||
Date = DateTime.Now.ToString("yyyy/MM/dd HH:mm:ss"),
|
||||
Name = i.ToString(),
|
||||
};
|
||||
|
||||
giboItems.Add(giboItem);
|
||||
}
|
||||
|
||||
OpenGiboPanel(giboItems);
|
||||
}
|
||||
|
||||
|
||||
}
|
11
Assets/Script/UI/PanelController/TestPanelController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 03aef985a8b802a409630fdcab7be09b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
3
Assets/Script/Utilty.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d8268e93b195495ebd68dffa2b3b5aaa
|
||||
timeCreated: 1741935635
|
357
Assets/Script/Utilty/FioChildColorEditor.cs
Normal file
@ -0,0 +1,357 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using System.Linq;
|
||||
#endif
|
||||
|
||||
// 하위 요소들의 색상을 인스펙터에서 수정할 수 있게 해주는 컴포넌트
|
||||
public class FioChildColorEditor : MonoBehaviour
|
||||
{
|
||||
// 인스펙터에서 수정할 색상 정보
|
||||
[System.Serializable]
|
||||
public class ColorSettings
|
||||
{
|
||||
public GameObject targetObject; // 직접 오브젝트 참조
|
||||
public string componentType; // 컴포넌트 타입 (읽기 전용)
|
||||
public Color color = Color.white; // 적용할 색상
|
||||
public bool applyToChildren = false; // 해당 요소의 모든 하위 요소에도 적용할지 여부
|
||||
|
||||
[HideInInspector]
|
||||
public Component colorableComponent; // 색상을 적용할 컴포넌트 참조
|
||||
}
|
||||
|
||||
// 인스펙터에서 편집할 색상 목록
|
||||
public List<ColorSettings> colorSettings = new List<ColorSettings>();
|
||||
|
||||
// 자동 감지 옵션
|
||||
public bool autoDetectChildren = true;
|
||||
|
||||
// 지원되는 컴포넌트 유형들
|
||||
private static readonly System.Type[] supportedTypes = new System.Type[]
|
||||
{
|
||||
typeof(Renderer),
|
||||
typeof(SpriteRenderer),
|
||||
typeof(UnityEngine.UI.Image),
|
||||
typeof(UnityEngine.UI.RawImage),
|
||||
typeof(UnityEngine.UI.Text),
|
||||
typeof(TMP_Text)
|
||||
};
|
||||
|
||||
// 초기화 시 하위 요소 자동 감지
|
||||
private void OnValidate()
|
||||
{
|
||||
if (autoDetectChildren)
|
||||
{
|
||||
DetectChildComponents();
|
||||
}
|
||||
|
||||
// 모든 항목에 대해 컴포넌트 타입 업데이트
|
||||
UpdateComponentTypes();
|
||||
}
|
||||
|
||||
// 하위 요소 자동 감지
|
||||
public void DetectChildComponents()
|
||||
{
|
||||
// 현재 목록을 유지할 오브젝트들
|
||||
HashSet<GameObject> existingObjects = new HashSet<GameObject>();
|
||||
foreach (var setting in colorSettings)
|
||||
{
|
||||
if (setting.targetObject != null)
|
||||
{
|
||||
existingObjects.Add(setting.targetObject);
|
||||
}
|
||||
}
|
||||
|
||||
// 모든 자식 오브젝트 검색
|
||||
List<ColorSettings> newSettings = new List<ColorSettings>();
|
||||
foreach (Transform child in transform)
|
||||
{
|
||||
// 이미 목록에 있는 오브젝트는 건너뛰기
|
||||
if (existingObjects.Contains(child.gameObject))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// 지원되는 컴포넌트 찾기
|
||||
Component colorableComponent = FindColorableComponent(child.gameObject);
|
||||
if (colorableComponent != null)
|
||||
{
|
||||
ColorSettings setting = new ColorSettings
|
||||
{
|
||||
targetObject = child.gameObject,
|
||||
colorableComponent = colorableComponent,
|
||||
color = GetCurrentColor(colorableComponent)
|
||||
};
|
||||
newSettings.Add(setting);
|
||||
}
|
||||
}
|
||||
|
||||
// 새로운 항목 추가 (기존 항목은 유지)
|
||||
colorSettings.AddRange(newSettings);
|
||||
|
||||
// 컴포넌트 타입 업데이트
|
||||
UpdateComponentTypes();
|
||||
}
|
||||
|
||||
// 컴포넌트 타입 문자열 업데이트
|
||||
private void UpdateComponentTypes()
|
||||
{
|
||||
foreach (var setting in colorSettings)
|
||||
{
|
||||
if (setting.targetObject != null)
|
||||
{
|
||||
// 컴포넌트 찾기
|
||||
Component comp = setting.colorableComponent;
|
||||
if (comp == null)
|
||||
{
|
||||
comp = FindColorableComponent(setting.targetObject);
|
||||
setting.colorableComponent = comp;
|
||||
}
|
||||
|
||||
if (comp != null)
|
||||
{
|
||||
setting.componentType = GetComponentTypeName(comp);
|
||||
}
|
||||
else
|
||||
{
|
||||
setting.componentType = "지원되지 않음";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
setting.componentType = "없음";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 컴포넌트 타입 이름 얻기
|
||||
private string GetComponentTypeName(Component component)
|
||||
{
|
||||
if (component is Renderer) return "Renderer";
|
||||
if (component is SpriteRenderer) return "SpriteRenderer";
|
||||
if (component is UnityEngine.UI.Image) return "Image";
|
||||
if (component is UnityEngine.UI.RawImage) return "RawImage";
|
||||
if (component is UnityEngine.UI.Text) return "Text";
|
||||
if (component is TMP_Text) return "TMP_Text";
|
||||
return component.GetType().Name;
|
||||
}
|
||||
|
||||
// 색상을 적용할 수 있는 컴포넌트 찾기
|
||||
private Component FindColorableComponent(GameObject obj)
|
||||
{
|
||||
foreach (var type in supportedTypes)
|
||||
{
|
||||
Component comp = obj.GetComponent(type);
|
||||
if (comp != null)
|
||||
{
|
||||
return comp;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// 현재 색상 가져오기
|
||||
private Color GetCurrentColor(Component component)
|
||||
{
|
||||
if (component is Renderer renderer)
|
||||
{
|
||||
return renderer.material.color;
|
||||
}
|
||||
else if (component is SpriteRenderer spriteRenderer)
|
||||
{
|
||||
return spriteRenderer.color;
|
||||
}
|
||||
else if (component is UnityEngine.UI.Graphic graphic)
|
||||
{
|
||||
return graphic.color;
|
||||
}
|
||||
else if (component is TMP_Text tmpText)
|
||||
{
|
||||
return tmpText.color;
|
||||
}
|
||||
|
||||
return Color.white;
|
||||
}
|
||||
|
||||
// 색상을 적용하는 함수
|
||||
public void ApplyColors()
|
||||
{
|
||||
foreach (var setting in colorSettings)
|
||||
{
|
||||
if (setting.targetObject != null)
|
||||
{
|
||||
ApplyColorToObject(setting.targetObject, setting.color, setting.applyToChildren);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 특정 오브젝트에 색상 적용
|
||||
private void ApplyColorToObject(GameObject obj, Color color, bool applyToChildren)
|
||||
{
|
||||
// 렌더러
|
||||
Renderer renderer = obj.GetComponent<Renderer>();
|
||||
if (renderer != null)
|
||||
{
|
||||
renderer.material.color = color;
|
||||
}
|
||||
|
||||
// 스프라이트 렌더러
|
||||
SpriteRenderer spriteRenderer = obj.GetComponent<SpriteRenderer>();
|
||||
if (spriteRenderer != null)
|
||||
{
|
||||
spriteRenderer.color = color;
|
||||
}
|
||||
|
||||
// UI 이미지
|
||||
UnityEngine.UI.Image image = obj.GetComponent<UnityEngine.UI.Image>();
|
||||
if (image != null)
|
||||
{
|
||||
image.color = color;
|
||||
}
|
||||
|
||||
// UI 로우 이미지
|
||||
UnityEngine.UI.RawImage rawImage = obj.GetComponent<UnityEngine.UI.RawImage>();
|
||||
if (rawImage != null)
|
||||
{
|
||||
rawImage.color = color;
|
||||
}
|
||||
|
||||
// UI 텍스트
|
||||
UnityEngine.UI.Text text = obj.GetComponent<UnityEngine.UI.Text>();
|
||||
if (text != null)
|
||||
{
|
||||
text.color = color;
|
||||
}
|
||||
|
||||
// TextMeshPro 텍스트
|
||||
TMP_Text tmpText = obj.GetComponent<TMP_Text>();
|
||||
if (tmpText != null)
|
||||
{
|
||||
tmpText.color = color;
|
||||
}
|
||||
|
||||
// 하위 요소에도 재귀적으로 색상 적용
|
||||
if (applyToChildren)
|
||||
{
|
||||
foreach (Transform child in obj.transform)
|
||||
{
|
||||
ApplyColorToObject(child.gameObject, color, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// 에디터 인스펙터 커스터마이징
|
||||
[CustomEditor(typeof(FioChildColorEditor))]
|
||||
public class ChildColorEditorInspector : Editor
|
||||
{
|
||||
private SerializedProperty colorSettingsProperty;
|
||||
private SerializedProperty autoDetectChildrenProperty;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
colorSettingsProperty = serializedObject.FindProperty("colorSettings");
|
||||
autoDetectChildrenProperty = serializedObject.FindProperty("autoDetectChildren");
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
serializedObject.Update();
|
||||
|
||||
FioChildColorEditor colorEditor = (FioChildColorEditor)target;
|
||||
|
||||
// 자동 감지 옵션
|
||||
EditorGUILayout.PropertyField(autoDetectChildrenProperty, new GUIContent("자동 하위 요소 감지"));
|
||||
|
||||
// 새로고침 버튼
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("하위 요소 새로 감지", GUILayout.Height(30)))
|
||||
{
|
||||
colorEditor.DetectChildComponents();
|
||||
serializedObject.Update();
|
||||
}
|
||||
|
||||
if (GUILayout.Button("목록 초기화", GUILayout.Height(30)))
|
||||
{
|
||||
colorSettingsProperty.ClearArray();
|
||||
colorEditor.DetectChildComponents();
|
||||
serializedObject.Update();
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// 구분선 추가
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
|
||||
|
||||
// 목록 타이틀
|
||||
EditorGUILayout.LabelField("하위 요소 색상 설정", EditorStyles.boldLabel);
|
||||
|
||||
// 각 항목 표시
|
||||
for (int i = 0; i < colorSettingsProperty.arraySize; i++)
|
||||
{
|
||||
SerializedProperty itemProperty = colorSettingsProperty.GetArrayElementAtIndex(i);
|
||||
SerializedProperty targetObjectProperty = itemProperty.FindPropertyRelative("targetObject");
|
||||
SerializedProperty componentTypeProperty = itemProperty.FindPropertyRelative("componentType");
|
||||
SerializedProperty colorProperty = itemProperty.FindPropertyRelative("color");
|
||||
SerializedProperty applyToChildrenProperty = itemProperty.FindPropertyRelative("applyToChildren");
|
||||
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
// 왼쪽에 오브젝트 선택 필드, 오른쪽에 컴포넌트 타입 표시
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.PropertyField(targetObjectProperty, GUIContent.none, GUILayout.ExpandWidth(true));
|
||||
|
||||
GUI.enabled = false;
|
||||
EditorGUILayout.TextField(componentTypeProperty.stringValue, GUILayout.Width(100));
|
||||
GUI.enabled = true;
|
||||
|
||||
if (GUILayout.Button("✕", GUILayout.Width(20)))
|
||||
{
|
||||
colorSettingsProperty.DeleteArrayElementAtIndex(i);
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
break;
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// 색상과 하위 요소 적용 옵션
|
||||
EditorGUILayout.PropertyField(colorProperty);
|
||||
EditorGUILayout.PropertyField(applyToChildrenProperty, new GUIContent("하위 요소에도 적용"));
|
||||
|
||||
EditorGUILayout.EndVertical();
|
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EditorGUILayout.Space();
|
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}
|
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|
||||
// 항목 추가 버튼
|
||||
if (GUILayout.Button("항목 추가"))
|
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{
|
||||
colorSettingsProperty.arraySize++;
|
||||
serializedObject.ApplyModifiedProperties();
|
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}
|
||||
|
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// 구분선 추가
|
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EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
|
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EditorGUILayout.Space();
|
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|
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// 색상 적용 버튼 추가
|
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if (GUILayout.Button("모든 색상 적용하기", GUILayout.Height(40)))
|
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{
|
||||
colorEditor.ApplyColors();
|
||||
|
||||
// 씬 변경 사항 저장
|
||||
EditorUtility.SetDirty(target);
|
||||
if (!Application.isPlaying)
|
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{
|
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EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
|
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}
|
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}
|
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|
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serializedObject.ApplyModifiedProperties();
|
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}
|
||||
}
|
||||
#endif
|
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