Merge conflict resolved

This commit is contained in:
Sehyeon 2025-03-25 10:48:02 +09:00
commit 50a37a9478
72 changed files with 59514 additions and 914 deletions

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@ -1,10 +1,26 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using DG.Tweening;
public class GameUIController : MonoBehaviour public class GameUIController : MonoBehaviour
{ {
[SerializeField] private GameObject retryButton;
[SerializeField] private TMP_Text playerANameText;
[SerializeField] private TMP_Text playerBNameText;
[SerializeField] private Image indicatorA;
[SerializeField] private Image indicatorB;
[SerializeField] private Image profileImageA;
[SerializeField] private Image profileImageB;
[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;
public void OnClickConfirmButton() public void OnClickConfirmButton()
{ {
GameManager.Instance.OnClickConfirmButton(); GameManager.Instance.OnClickConfirmButton();
@ -14,4 +30,78 @@ public class GameUIController : MonoBehaviour
{ {
GameManager.Instance.RetryGame(); GameManager.Instance.RetryGame();
} }
public void OnClickSurrenderButton()
{
GameManager.Instance.panelManager.OpenConfirmPanel("항복 하시겠습니까?", () =>
{
//TODO: 서버에 항복 전달 및 기타 등등
GameManager.Instance.ChangeToMainScene();
});
}
public void OnClickSettingsButton()
{
GameManager.Instance.panelManager.OpenSettingsPanel();
}
public void InitUI()
{
if (UserManager.Instance == null) return;
retryButton.SetActive(false);
playerANameText.text = UserManager.Instance.Nickname;
}
public void InitPlayersName(string playerNameA, string playerNameB)
{
playerANameText.text = playerNameA;
playerBNameText.text = playerNameB;
}
public void InitProfileImages(int profileImageIndexA, int profileImageIndexB)
{
profileImageA.sprite = profileImageIndexA == 0 ? profileImageSprites[0] : profileImageSprites[profileImageIndexA];
profileImageB.sprite = profileImageIndexB == 0 ? profileImageSprites[0] : profileImageSprites[profileImageIndexB];
_originalSpriteA = profileImageA.sprite;
_originalSpriteB = profileImageB.sprite;
}
public void SetTurnIndicator(bool isFirstPlayer)
{
if (isFirstPlayer)
{
SetPlayerTurn(profileImageA, _originalSpriteA);
profileImageB.sprite = _originalSpriteB;
indicatorA.sprite = indicatorSprites[0];
indicatorB.sprite = indicatorSprites[1];
}
else
{
SetPlayerTurn(profileImageB, _originalSpriteB);
profileImageA.sprite = _originalSpriteA;
indicatorA.sprite = indicatorSprites[1];
indicatorB.sprite = indicatorSprites[0];
}
}
private void SetPlayerTurn(Image profileImage, Sprite _originalSprite)
{
if (_originalSprite == profileImageSprites[0])
{
profileImage.sprite = profileImageSprites[2];
}
else if (_originalSprite == profileImageSprites[1])
{
profileImage.sprite = profileImageSprites[3];
}
profileImage.transform.DOScale(1.5f, 0.3f).SetEase(Ease.InBack).OnComplete(() =>
{
profileImage.transform.DOScale(1f, 0.3f).SetEase(Ease.OutBack);
});
}
} }

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m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
retryButton: {fileID: 2903228850155334346}
playerANameText: {fileID: 4888719462249568075}
playerBNameText: {fileID: 5649645114775233136}
indicatorA: {fileID: 822440635660578859}
indicatorB: {fileID: 8824651814675414615}
profileImageA: {fileID: 8274101518303565689}
profileImageB: {fileID: 1516328599079970136}
profileImageSprites:
- {fileID: 21300000, guid: 2d325c545f7c9144cb37a45e93e5ddb9, type: 3}
- {fileID: 21300000, guid: 59492a1d9c2719641bd0d4d53988c9b4, type: 3}
- {fileID: 21300000, guid: 0ec0f74f1a2889d418680a98b21a7095, type: 3}
- {fileID: 21300000, guid: 81e6604d6664acf4cab1ff13043e5b54, type: 3}
indicatorSprites:
- {fileID: 21300000, guid: 91965db86e05b144f840b523e83d3816, type: 3}
- {fileID: 21300000, guid: 8379c97a1509fbc42abb3da34d2e647c, type: 3}
--- !u!225 &5999196603484244259 --- !u!225 &5999196603484244259
CanvasGroup: CanvasGroup:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

View File

@ -353,7 +353,7 @@ Camera:
far clip plane: 1000 far clip plane: 1000
field of view: 60 field of view: 60
orthographic: 1 orthographic: 1
orthographic size: 14 orthographic size: 13.333333
m_Depth: -1 m_Depth: -1
m_CullingMask: m_CullingMask:
serializedVersion: 2 serializedVersion: 2

View File

@ -134,6 +134,7 @@ GameObject:
- component: {fileID: 390032769} - component: {fileID: 390032769}
- component: {fileID: 390032768} - component: {fileID: 390032768}
- component: {fileID: 390032767} - component: {fileID: 390032767}
- component: {fileID: 390032771}
m_Layer: 5 m_Layer: 5
m_Name: Canvas m_Name: Canvas
m_TagString: Untagged m_TagString: Untagged
@ -223,6 +224,18 @@ RectTransform:
m_AnchoredPosition: {x: 0, y: 0} m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0} m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 0} m_Pivot: {x: 0, y: 0}
--- !u!225 &390032771
CanvasGroup:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 390032766}
m_Enabled: 1
m_Alpha: 1
m_Interactable: 1
m_BlocksRaycasts: 1
m_IgnoreParentGroups: 0
--- !u!1 &519420028 --- !u!1 &519420028
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

View File

@ -18363,8 +18363,8 @@ MonoBehaviour:
m_Calls: [] m_Calls: []
m_text: Player B m_text: Player B
m_isRightToLeft: 0 m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_fontAsset: {fileID: 11400000, guid: 85a19688db53c77469fc4406b01045da, type: 2}
m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_sharedMaterial: {fileID: -2477908578676791210, guid: 85a19688db53c77469fc4406b01045da, type: 2}
m_fontSharedMaterials: [] m_fontSharedMaterials: []
m_fontMaterial: {fileID: 0} m_fontMaterial: {fileID: 0}
m_fontMaterials: [] m_fontMaterials: []
@ -18762,8 +18762,8 @@ MonoBehaviour:
m_Calls: [] m_Calls: []
m_text: Player A m_text: Player A
m_isRightToLeft: 0 m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_fontAsset: {fileID: 11400000, guid: 85a19688db53c77469fc4406b01045da, type: 2}
m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} m_sharedMaterial: {fileID: -2477908578676791210, guid: 85a19688db53c77469fc4406b01045da, type: 2}
m_fontSharedMaterials: [] m_fontSharedMaterials: []
m_fontMaterial: {fileID: 0} m_fontMaterial: {fileID: 0}
m_fontMaterials: [] m_fontMaterials: []
@ -19668,6 +19668,7 @@ MonoBehaviour:
userBProfileImages: userBProfileImages:
- {fileID: 2288075173090734880} - {fileID: 2288075173090734880}
- {fileID: 7536757830621973007} - {fileID: 7536757830621973007}
replayFinishButton: {fileID: 609484620077371465}
--- !u!1 &8676936482266105011 --- !u!1 &8676936482266105011
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

View File

@ -3,13 +3,20 @@
[RequireComponent(typeof(AudioSource))] [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
@ -23,7 +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 = 0.2f; // 볼륨 audioSource.volume = 0.1f; // 볼륨
audioSource.Play(); // 음악 시작 audioSource.Play(); // 음악 시작
} }
} }
@ -36,4 +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

@ -122,6 +122,7 @@ public class CoinsPanelController : MonoBehaviour
} }
sequence.OnComplete(() => sequence.OnComplete(() =>
{ {
_coinsCount += coinsCount; //추가된 코인 적용
_canvasGroup.blocksRaycasts = true; //구매 후 클릭 활성화 _canvasGroup.blocksRaycasts = true; //구매 후 클릭 활성화
}); });
} }
@ -162,8 +163,9 @@ public class CoinsPanelController : MonoBehaviour
coinsRemoveImageObject.GetComponent<Image>().DOFade(0f, 1f) coinsRemoveImageObject.GetComponent<Image>().DOFade(0f, 1f)
.OnComplete( ()=>ChangeTextAnimation(false, ()=> .OnComplete( ()=>ChangeTextAnimation(false, ()=>
{ {
// TODO: 코인 수량 감소 //감소된 코인 적용
// GameManager.Instance.CoinsCount--; _coinsCount -= 100;
action?.Invoke(); action?.Invoke();
})); // 텍스트 떨어지는 연출 })); // 텍스트 떨어지는 연출
} }

View File

@ -7,4 +7,6 @@
public const int WIN_COUNT = 5; public const int WIN_COUNT = 5;
//무승부 확인을 위한 최소 착수 수 //무승부 확인을 위한 최소 착수 수
public const int MinCountForDrawCheck = 150; public const int MinCountForDrawCheck = 150;
public string[] AI_NAMIES = { "이세돌", "신사동호랭이","진짜인간임","종로3가짱돌","마스터김춘배","62세황순자","고준일 강사님"};
} }

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
{ {
@ -19,9 +20,11 @@ public abstract class BasePlayerState
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", () =>
var gameResult = playerType == Enums.PlayerType.PlayerA? Enums.GameResult.Win:Enums.GameResult.Lose; {
gameLogic.EndGame(gameResult); var gameResult = playerType == Enums.PlayerType.PlayerA? Enums.GameResult.Win:Enums.GameResult.Lose;
gameLogic.EndGame(gameResult);
});
} }
else else
{ {
@ -29,8 +32,10 @@ public abstract class BasePlayerState
{ {
if (gameLogic.CheckGameDraw()) if (gameLogic.CheckGameDraw())
{ {
GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: Draw",() =>{}); GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: Draw", () =>
gameLogic.EndGame(Enums.GameResult.Draw); {
gameLogic.EndGame(Enums.GameResult.Draw);
});
} }
else else
{ {
@ -220,9 +225,6 @@ public class GameLogic : MonoBehaviour
}; };
} }
//TODO: 기보 매니저에게 플레이어 닉네임 넘겨주기, 프로필정보도 넘겨줘야 합니다.
ReplayManager.Instance.InitReplayData("PlayerA","nicknameB");
switch (gameType) switch (gameType)
{ {
case Enums.GameType.SinglePlay: case Enums.GameType.SinglePlay:
@ -230,10 +232,18 @@ public class GameLogic : MonoBehaviour
secondPlayerState = new AIState(); secondPlayerState = new AIState();
// AI 난이도 설정(급수 설정) // AI 난이도 설정(급수 설정)
OmokAI.Instance.SetRating(UserManager.Instance.Rating); OmokAI.Instance.SetRating(UserManager.Instance.Rating);
//유저 이름 사진 초기화
GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, "AIPlayer");
GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, 1);
ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,"PlayerAI", UserManager.Instance.imageIndex, 1);
SetState(firstPlayerState); SetState(firstPlayerState);
break; break;
case Enums.GameType.MultiPlay: case Enums.GameType.MultiPlay:
//TODO: 멀티 구현 필요 //TODO: 멀티 구현 필요
ReplayManager.Instance.InitReplayData("PlayerA","nicknameB");
break; break;
case Enums.GameType.Replay: case Enums.GameType.Replay:
//TODO: 리플레이 구현 //TODO: 리플레이 구현
@ -262,6 +272,8 @@ public class GameLogic : MonoBehaviour
_currentPlayerState?.OnExit(this); _currentPlayerState?.OnExit(this);
_currentPlayerState = state; _currentPlayerState = state;
_currentPlayerState?.OnEnter(this); _currentPlayerState?.OnEnter(this);
//턴 표시
GameManager.Instance.SetTurnIndicator(_currentPlayerState == firstPlayerState);
} }
//스톤의 상태변경 명령함수 //스톤의 상태변경 명령함수
@ -341,6 +353,7 @@ public class GameLogic : MonoBehaviour
SetState(null); SetState(null);
ReplayManager.Instance.SaveReplayDataResult(result); ReplayManager.Instance.SaveReplayDataResult(result);
//TODO: 게임 종료 후 행동 구현 //TODO: 게임 종료 후 행동 구현
SceneManager.LoadScene("Main");
} }
//승리 확인 함수 //승리 확인 함수

View File

@ -4,12 +4,15 @@ using UnityEngine.SceneManagement;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine.UI; using UnityEngine.UI;
using DG.Tweening;
public class GameManager : Singleton<GameManager> public class GameManager : Singleton<GameManager>
{ {
private Enums.GameType _gameType; private Enums.GameType _gameType;
private GameLogic _gameLogic; private GameLogic _gameLogic;
private StoneController _stoneController; private StoneController _stoneController;
private GameObject _omokBoardImage;
private GameUIController _gameUIController;
[SerializeField] private GameObject panelManagerPrefab; [SerializeField] private GameObject panelManagerPrefab;
[SerializeField] private GameObject audioManagerPrefab; [SerializeField] private GameObject audioManagerPrefab;
@ -22,24 +25,17 @@ public class GameManager : Singleton<GameManager>
base.Awake(); base.Awake();
InitPanels(); InitPanels();
} }
private void Start()
{
//게임 씬에서 확인하기 위한 임시 코드
_gameType = Enums.GameType.SinglePlay;
//게임 씬에서 확인하기 위한 임시 코드
// _canvas = canvas.GetComponent<Canvas>();
// _stoneController = GameObject.FindObjectOfType<StoneController>();
// _stoneController.InitStones();
// var fioTimer = FindObjectOfType<FioTimer>();
// _gameLogic = new GameLogic(_stoneController, _gameType, fioTimer);
}
private void InitPanels() private void InitPanels()
{ {
panelManager = Instantiate(panelManagerPrefab).GetComponent<PanelManager>(); if (panelManager == null)
audioManager = Instantiate(audioManagerPrefab).GetComponent<AudioManager>(); {
panelManager = Instantiate(panelManagerPrefab).GetComponent<PanelManager>();
}
if (audioManager == null)
{
audioManager = Instantiate(audioManagerPrefab).GetComponent<AudioManager>();
}
} }
public void OnClickConfirmButton() public void OnClickConfirmButton()
@ -50,7 +46,11 @@ public class GameManager : Singleton<GameManager>
} }
else else
{ {
//TODO: 착수할 위치를 선택하라는 동작 if (_stoneController != null && _omokBoardImage != null)
{
_stoneController.GetComponent<Transform>().DOShakePosition(0.5f, 0.5f);
_omokBoardImage.GetComponent<Transform>().DOShakePosition(0.5f, 0.5f);
}
} }
} }
@ -60,18 +60,23 @@ public class GameManager : Singleton<GameManager>
SceneManager.LoadScene("Game"); SceneManager.LoadScene("Game");
} }
public void ChangeToMainScene()
{
_gameType = Enums.GameType.None;
SceneManager.LoadScene("Main");
}
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode) protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{ {
if (scene.name == "Game") if (scene.name == "Game")
{ {
if (_gameType == Enums.GameType.Replay)
{
//TODO: 리플레이를 위한 초기화
}
_stoneController = GameObject.FindObjectOfType<StoneController>(); _stoneController = GameObject.FindObjectOfType<StoneController>();
_stoneController.InitStones(); _stoneController.InitStones();
var fioTimer = FindObjectOfType<FioTimer>(); var fioTimer = FindObjectOfType<FioTimer>();
_omokBoardImage = GameObject.FindObjectOfType<SpriteRenderer>().gameObject;
_gameUIController = GameObject.FindObjectOfType<GameUIController>();
_gameLogic = new GameLogic(_stoneController, _gameType, fioTimer); _gameLogic = new GameLogic(_stoneController, _gameType, fioTimer);
} }
InitPanels(); InitPanels();
} }
@ -82,5 +87,22 @@ public class GameManager : Singleton<GameManager>
_stoneController.InitStones(); _stoneController.InitStones();
_gameLogic.SetState(_gameLogic.firstPlayerState); _gameLogic.SetState(_gameLogic.firstPlayerState);
} }
//유저 이름 Game UI에 초기화
public void InitPlayersName(string playerNameA, string playerNameB)
{
if (_gameUIController == null) return;
_gameUIController.InitPlayersName(playerNameA, playerNameB);
}
//유저 프로필 이미지 Game UI에 초기화
public void InitProfileImages(int profileImageIndexA, int profileImageIndexB)
{
if (_gameUIController == null) return;
_gameUIController.InitProfileImages(profileImageIndexA, profileImageIndexB);
}
public void SetTurnIndicator(bool isFirstPlayer)
{
if (_gameUIController == null) return;
_gameUIController.SetTurnIndicator(isFirstPlayer);
}
} }

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

@ -10,6 +10,7 @@ public class ReplayCell : MonoBehaviour
{ {
[SerializeField] private Image winImage; [SerializeField] private Image winImage;
[SerializeField] private Image loseImage; [SerializeField] private Image loseImage;
[SerializeField] private Image drawImage;
[SerializeField] private TMP_Text playerNicknameText; [SerializeField] private TMP_Text playerNicknameText;
[SerializeField] private TMP_Text recordDateText; [SerializeField] private TMP_Text recordDateText;
@ -18,7 +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)
@ -32,6 +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)
{ {

View File

@ -3,6 +3,7 @@ using System.Collections.Generic;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
using UnityEngine.UI; using UnityEngine.UI;
public class ReplayController : MonoBehaviour public class ReplayController : MonoBehaviour
@ -11,25 +12,34 @@ public class ReplayController : MonoBehaviour
[SerializeField] private TMP_Text playerBNicknameText; [SerializeField] private TMP_Text playerBNicknameText;
[SerializeField] private GameObject[] userAProfileImages; [SerializeField] private GameObject[] userAProfileImages;
[SerializeField] private GameObject[] userBProfileImages; [SerializeField] private GameObject[] userBProfileImages;
[SerializeField] private Button replayFinishButton;
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.... ReplayManager.Instance.StopReplayFinish(() => { });;
SceneManager.LoadScene("Main-Jay"); SceneManager.LoadScene("Main");
} }
public void OnclickFirstButton() public void OnclickFirstButton()
{ {
ReplayManager.Instance.StopReplayFinish(() =>
{
replayFinishButton.interactable = true;
});;
ReplayManager.Instance.ReplayFirst(); ReplayManager.Instance.ReplayFirst();
} }
public void OnclickUndoButton() public void OnclickUndoButton()
{ {
ReplayManager.Instance.StopReplayFinish(() =>
{
replayFinishButton.interactable = true;
});;
Move targetMove = ReplayManager.Instance.PopPlacedMove(); Move targetMove = ReplayManager.Instance.PopPlacedMove();
if (targetMove != null) if (targetMove != null)
{ {
@ -39,6 +49,10 @@ public class ReplayController : MonoBehaviour
public void OnclickNextButton() public void OnclickNextButton()
{ {
ReplayManager.Instance.StopReplayFinish(() =>
{
replayFinishButton.interactable = true;
});;
Move nextMove = ReplayManager.Instance.GetNextMove(); Move nextMove = ReplayManager.Instance.GetNextMove();
if (nextMove != null) if (nextMove != null)
{ {
@ -46,17 +60,31 @@ public class ReplayController : MonoBehaviour
} }
} }
/// <summary>
/// 끝 버튼 눌렸을 때 중복 클릭 방지
/// </summary>
public void OnClickFinishButton() public void OnClickFinishButton()
{ {
ReplayManager.Instance.ReplayFinish(); replayFinishButton.interactable = false;
//실행이 끝난 후 끝버튼 다시 활성화
ReplayManager.Instance.ReplayFinish(() =>
{
replayFinishButton.interactable = true;
});
} }
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();
//TODO: ReplayManager에서 프로필 인덱스 가져와서 SetUserProfileImages호출하기 //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) private void SetUserProfileImages(int imageIndex,GameObject[] profileImages)

View File

@ -11,12 +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>();
//TODO: winnerPlayerType삭제
public string winnerPlayerType;
public string gameResult; //무승부를 반영하기위해 승자가 아닌 게임 결과를 저장.
public string playerAPofileImageIndex;
public string playerBPofileImageIndex;
} }
[Serializable] [Serializable]
public class Move public class Move
@ -36,6 +34,7 @@ public class Move
public class ReplayManager : Singleton<ReplayManager> public class ReplayManager : Singleton<ReplayManager>
{ {
private ReplayRecord _recordingReplayData; private ReplayRecord _recordingReplayData;
private Coroutine finishCoroutine;
#region #region
@ -100,8 +99,8 @@ public class ReplayManager : Singleton<ReplayManager>
_recordingReplayData = new ReplayRecord(); _recordingReplayData = new ReplayRecord();
_recordingReplayData.playerA = playerANickname; _recordingReplayData.playerA = playerANickname;
_recordingReplayData.playerB = playerBNickname; _recordingReplayData.playerB = playerBNickname;
_recordingReplayData.playerAPofileImageIndex = playerBNickname.ToString(); _recordingReplayData.playerAPofileImageIndex = playerAProfileIndex;
_recordingReplayData.playerBPofileImageIndex = playerAProfileIndex.ToString(); _recordingReplayData.playerBPofileImageIndex = playerBProfileIndex;
} }
///<summary> ///<summary>
@ -116,36 +115,13 @@ public class ReplayManager : Singleton<ReplayManager>
/// <summary> /// <summary>
/// 게임 종료 후 호출하여 리플레이 데이터를 저장합니다. /// 게임 종료 후 호출하여 리플레이 데이터를 저장합니다.
/// </summary> /// </summary>
public void SaveReplayData(Enums.PlayerType winnerPlayerType)
{
try
{
string time = DateTime.Now.ToString(("yyyy-MM-dd HH_mm_ss"));
_recordingReplayData.gameDate = time;
_recordingReplayData.winnerPlayerType = winnerPlayerType.ToString();
string json = JsonUtility.ToJson(_recordingReplayData, true);
string path = Path.Combine(Application.persistentDataPath, $"{time}.json");
File.WriteAllText(path, json);
//최신 데이터 10개만 유지되도록 저장
RecordCountChecker();
}
catch(Exception e)
{
Debug.LogError($"An error occurred while saving replay data:{e.Message}");
}
}
public void SaveReplayDataResult(Enums.GameResult gameResultType) 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.gameResult = gameResultType.ToString(); _recordingReplayData.gameResult = gameResultType;
// Json데이터로 변환해서 저장 // Json데이터로 변환해서 저장
string json = JsonUtility.ToJson(_recordingReplayData, true); string json = JsonUtility.ToJson(_recordingReplayData, true);
@ -248,14 +224,34 @@ public class ReplayManager : Singleton<ReplayManager>
} }
} }
public void ReplayFinish() public void ReplayFinish(Action onFinishEnd)
{
finishCoroutine = StartCoroutine(IReplayFinish(onFinishEnd));
}
/// <summary>
/// 끝 버튼을 중간에 멈춰야 할 때 사용
/// </summary>
/// <param name="onFinishStop">마지막 장면까지 가는 도중에 멈출경우 해야할 일 전달</param>
public void StopReplayFinish(Action onFinishStop)
{
if (finishCoroutine != null)
{
StopCoroutine(finishCoroutine);
finishCoroutine = null;
}
onFinishStop?.Invoke();
}
private IEnumerator IReplayFinish(Action onFinishEnd)
{ {
while(_placedStoneStack.Count < _selectedReplayRecord.moves.Count) while(_placedStoneStack.Count < _selectedReplayRecord.moves.Count)
{ {
ReplayNext(GetNextMove()); ReplayNext(GetNextMove());
yield return new WaitForSeconds(0.1f);
} }
onFinishEnd?.Invoke();
} }
public string GetPlayerANickname() public string GetPlayerANickname()
{ {
return _selectedReplayRecord.playerA; return _selectedReplayRecord.playerA;
@ -265,8 +261,16 @@ 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)

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5838489e0b2e4c8cae060f0c845eae11
timeCreated: 1742541035

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@ -0,0 +1,112 @@
using System.Collections;
using System.Threading;
using UnityEngine;
using DG.Tweening;
public class DrawEffectController : EffectController
{
[SerializeField] private GameObject dragonOpenEyes;
[SerializeField] private GameObject dragonCloseEyes;
[SerializeField] private GameObject tigerOpenEyes;
[SerializeField] private GameObject tigerCloseEyes;
[SerializeField] private float flipDuration = 0.3f;
protected override string fullText => "무승부 입니다";
protected override void ShowEffect()
{
gameObject.SetActive(true);
cancellationTokenSource = new CancellationTokenSource();
ShowPanel();
StartCoroutine(AnimateLoadingText());
Invoke(nameof(PopupBanner), 0.3f);
}
private IEnumerator AnimateCharacterEyes()
{
while (!cancellationTokenSource.IsCancellationRequested)
{
yield return PlayBlinkAnimation(dragonOpenEyes, dragonCloseEyes);
// Flip으로 캐릭터 눈감을 때 뒤집으면서 변경됨
yield return dragonCloseEyes.transform.DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration / 2)
.SetEase(Ease.InBounce)
.WaitForCompletion();
dragonCloseEyes.SetActive(false);
tigerCloseEyes.transform.localPosition = new Vector3(0f, 80f, 0f);
tigerCloseEyes.SetActive(true);
yield return tigerCloseEyes.transform.DOLocalRotate(Vector3.zero, flipDuration / 2)
.SetEase(Ease.OutBounce)
.WaitForCompletion();
yield return PlayBlinkAnimation(tigerOpenEyes, tigerCloseEyes);
yield return tigerCloseEyes.transform.DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration / 2)
.SetEase(Ease.InBounce)
.WaitForCompletion();
tigerCloseEyes.SetActive(false);
dragonCloseEyes.SetActive(true);
yield return dragonCloseEyes.transform.DOLocalRotate(Vector3.zero, flipDuration / 2)
.SetEase(Ease.OutBounce)
.WaitForCompletion();
}
}
// 눈 깜빡이는 애니메이션을 메서드로 분리
private IEnumerator PlayBlinkAnimation(GameObject openEye, GameObject closeEye)
{
for (int i = 0; i < 2; i++)
{
openEye.SetActive(false);
closeEye.SetActive(true);
yield return new WaitForSeconds(0.2f);
openEye.SetActive(true);
closeEye.SetActive(false);
yield return new WaitForSeconds(1f);
}
openEye.SetActive(false);
closeEye.SetActive(true);
yield return new WaitForSeconds(0.5f);
}
private void PopupBanner()
{
tigerCloseEyes.SetActive(false);
tigerOpenEyes.SetActive(false);
dragonCloseEyes.SetActive(true);
dragonOpenEyes.SetActive(false);
// 초기 크기 및 위치 설정
dragonCloseEyes.transform.localScale = Vector3.zero;
dragonCloseEyes.transform.localPosition = new Vector3(0f, -100f, 0f);
// 크기 확대 + 위치 이동
dragonCloseEyes.transform.DOScale(Vector3.one * 1.5f, 0.5f)
.SetEase(Ease.OutElastic); // 더 부드러운 탄성 효과
dragonCloseEyes.transform.DOLocalMoveY(120f, 0.5f)
.SetEase(Ease.OutExpo) // 감속 곡선 적용
.OnComplete(() =>
{
dragonCloseEyes.transform.DOLocalMoveY(80f, 0.3f).SetEase(Ease.InOutSine); // 너무 급격한 반동 대신 부드러운 조정
});
// 크기 자연스럽게 원래대로 줄이기
dragonCloseEyes.transform.DOScale(Vector3.one * 1.4f, 0.3f)
.SetEase(Ease.InOutQuad)
.SetDelay(0.5f); // 위의 애니메이션이 끝난 후 실행
// 회전 흔들림 효과 (좀 더 부드럽게)
dragonCloseEyes.transform.DOShakeRotation(0.5f, new Vector3(0, 0, 8f), 10, 90)
.SetDelay(0.2f) // 살짝 더 길게 흔들도록 설정
.OnComplete(() =>
{
// 애니메이션이 끝난 후 눈 깜빡이는 효과 실행
StartCoroutine(AnimateCharacterEyes());
});
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e4e160141fed4393b63f3c90a0072840
timeCreated: 1742800590

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@ -0,0 +1,65 @@
using System.Collections;
using System.Threading;
using DG.Tweening;
using TMPro;
using UnityEngine;
[RequireComponent(typeof(CanvasGroup))]
public abstract class EffectController : MonoBehaviour
{
[SerializeField] protected GameObject bannerObj;
[SerializeField] protected TextMeshProUGUI bannerText;
protected abstract string fullText { get; } // 각 클래스에서 다르게 설정할 값
[SerializeField] protected float interval = 0.1f; // 타이핑 속도
protected CancellationTokenSource cancellationTokenSource;
protected int currentLength = 0;
protected virtual void Start()
{
ShowEffect();
}
// 효과를 실행하는 메서드 (자식이 구현해야 함)
protected abstract void ShowEffect();
// 공통 UI 애니메이션 (패널 표시)
protected virtual void ShowPanel()
{
CanvasGroup canvasGroup = GetComponent<CanvasGroup>();
if (canvasGroup == null)
{
canvasGroup = gameObject.AddComponent<CanvasGroup>();
}
canvasGroup.alpha = 0f;
canvasGroup.DOFade(1f, 1f);
transform.DOScale(Vector3.zero, 0f);
transform.DOScale(Vector3.one, 1f);
}
// 텍스트 타이핑 효과
protected IEnumerator AnimateLoadingText()
{
yield return new WaitForSeconds(1f);
while (currentLength != fullText.Length)
{
currentLength = (currentLength + 1) % (fullText.Length + 1);
bannerText.text = fullText.Substring(0, currentLength);
yield return new WaitForSeconds(interval);
}
}
// 효과 종료 (자식에서도 사용할 수 있도록 protected로 선언)
public virtual void HideEffect()
{
if (cancellationTokenSource != null)
{
cancellationTokenSource.Cancel();
cancellationTokenSource.Dispose();
cancellationTokenSource = null;
}
gameObject.SetActive(false);
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 34e15a32409f465c82f79fe65a980a3d
timeCreated: 1742802308

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@ -0,0 +1,101 @@
using System.Collections;
using System.Threading;
using DG.Tweening;
using TMPro;
using UnityEngine;
public class LoseEffectController : EffectController
{
[SerializeField] private GameObject characterOpenEyes;
[SerializeField] private GameObject characterCloseEyes;
[SerializeField] private GameObject depressedEffect;
protected override string fullText => "패배했습니다";
protected override void ShowEffect()
{
gameObject.SetActive(true);
cancellationTokenSource = new CancellationTokenSource();
ShowPanel();
StartCoroutine(AnimateLoadingText());
PopupDepressedEffect();
Invoke(nameof(PopupBanner), 0.3f); // 0.3초 후에 배너 효과 실행
}
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 IEnumerator AnimateCharacterEyes()
{
while (!cancellationTokenSource.IsCancellationRequested)
{
characterOpenEyes.SetActive(false);
characterCloseEyes.SetActive(true);
yield return new WaitForSeconds(0.2f);
characterOpenEyes.SetActive(true);
characterCloseEyes.SetActive(false);
yield return new WaitForSeconds(0.2f);
characterOpenEyes.SetActive(false);
characterCloseEyes.SetActive(true);
yield return new WaitForSeconds(0.2f);
characterOpenEyes.SetActive(true);
characterCloseEyes.SetActive(false);
yield return new WaitForSeconds(2f);
}
}
private void PopupBanner()
{
characterCloseEyes.SetActive(true);
characterOpenEyes.SetActive(false);
// 초기 크기 및 위치 설정
characterCloseEyes.transform.localScale = Vector3.zero;
characterCloseEyes.transform.localPosition = new Vector3(0f, -100f, 0f);
// 크기 확대 + 위치 이동
characterCloseEyes.transform.DOScale(Vector3.one * 1.5f, 0.5f)
.SetEase(Ease.OutElastic); // 더 부드러운 탄성 효과
characterCloseEyes.transform.DOLocalMoveY(120f, 0.5f)
.SetEase(Ease.OutExpo) // 감속 곡선 적용
.OnComplete(() =>
{
characterCloseEyes.transform.DOLocalMoveY(80f, 0.3f).SetEase(Ease.InOutSine); // 너무 급격한 반동 대신 부드러운 조정
});
// 크기 자연스럽게 원래대로 줄이기
characterCloseEyes.transform.DOScale(Vector3.one * 1.4f, 0.3f)
.SetEase(Ease.InOutQuad)
.SetDelay(0.5f); // 위의 애니메이션이 끝난 후 실행
// 회전 흔들림 효과 (좀 더 부드럽게)
characterCloseEyes.transform.DOShakeRotation(0.5f, new Vector3(0, 0, 8f), 10, 90)
.SetDelay(0.2f) // 살짝 더 길게 흔들도록 설정
.OnComplete(() =>
{
// 애니메이션이 끝난 후 눈 깜빡이는 효과 실행
StartCoroutine(AnimateCharacterEyes());
});
}
private void PopupDepressedEffect()
{
depressedEffect.SetActive(true);
RectTransform rectTransform = depressedEffect.GetComponent<RectTransform>();
if (rectTransform != null)
{
// 초기 위치 설정
rectTransform.anchoredPosition = new Vector2(0f, 500f);
// 밑으로 내려오는 효과 설정
rectTransform.DOAnchorPosY(150f, 1f).SetEase(Ease.OutExpo);
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 72737ad525374cd18ae35ca10da520e9
timeCreated: 1742541126

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@ -0,0 +1,95 @@
using System.Collections;
using System.Threading;
using DG.Tweening;
using TMPro;
using UnityEngine;
public class WinEffectController : EffectController
{
[SerializeField] private GameObject haloEffectImg;
[SerializeField] private GameObject characterImg;
[SerializeField] private GameObject[] shineEffectImg;
[SerializeField] private GameObject[] circleEffectImg;
protected override string fullText => "승리했습니다!";
protected override void ShowEffect()
{
gameObject.SetActive(true);
cancellationTokenSource = new CancellationTokenSource();
ShowPanel();
StartCoroutine(AnimateLoadingText());
RotateHaloObject();
ScaleUpSparkles();
Invoke(nameof(PopupObject), 0.3f);
}
private void RotateHaloObject()
{
// 무한 회전 효과
haloEffectImg.transform
.DORotate(new Vector3(0f, 0f, 360f), 3f, RotateMode.FastBeyond360)
.SetEase(Ease.Linear)
.SetLoops(-1, LoopType.Restart);
}
private void PopupObject()
{
characterImg.SetActive(true);
// 초기 크기 및 위치 설정
characterImg.transform.localScale = Vector3.zero;
characterImg.transform.localPosition = new Vector3(0f, -100f, 0f);
// 크기 확대 + 위치 이동
characterImg.transform.DOScale(Vector3.one * 1.5f, 0.5f)
.SetEase(Ease.OutElastic); // 더 부드러운 탄성 효과
characterImg.transform.DOLocalMoveY(120f, 0.5f)
.SetEase(Ease.OutExpo) // 감속 곡선 적용
.OnComplete(() =>
{
characterImg.transform.DOLocalMoveY(80f, 0.3f).SetEase(Ease.InOutSine); // 너무 급격한 반동 대신 부드러운 조정
});
// 크기 자연스럽게 원래대로 줄이기
characterImg.transform.DOScale(Vector3.one * 1.4f, 0.3f)
.SetEase(Ease.InOutQuad)
.SetDelay(0.5f); // 위의 애니메이션이 끝난 후 실행
// 회전 흔들림 효과 (좀 더 부드럽게)
characterImg.transform.DOShakeRotation(0.5f, new Vector3(0, 0, 8f), 10, 90)
.SetDelay(0.2f); // 살짝 더 길게 흔들도록 설정
}
private void ScaleUpSparkles()
{
// 스파클 효과 실행
StartCoroutine(ScaleUpSparklesCoroutine());
}
private IEnumerator ScaleUpSparklesCoroutine()
{
while (!cancellationTokenSource.IsCancellationRequested)
{
// 각 스파클 효과 실행
yield return StartCoroutine(ScaleUpEffectCoroutine(shineEffectImg));
yield return StartCoroutine(ScaleUpEffectCoroutine(circleEffectImg));
yield return new WaitForSeconds(0.3f);
}
}
private IEnumerator ScaleUpEffectCoroutine(GameObject[] effectArray)
{
foreach (GameObject effect in effectArray)
{
effect.transform.localScale = Vector3.zero;
effect.transform.DOScale(Vector3.one * 1.5f, 0.3f).SetEase(Ease.OutBack);
effect.transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.InOutBounce).SetDelay(0.3f);
yield return new WaitForSeconds(0.3f);
}
}
}

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@ -0,0 +1,11 @@
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serializedVersion: 2
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icon: {instanceID: 0}
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@ -22,6 +22,8 @@ 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);
@ -69,6 +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
} }

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

@ -25,7 +25,6 @@ public class ReplayPanelItemsController : ScrollPanelController
// 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)
{ {
var replayCellButtonObject = Instantiate(scrollItemPrefab, content.transform); var replayCellButtonObject = Instantiate(scrollItemPrefab, content.transform);
@ -35,7 +34,8 @@ 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);

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