[Feat] 승패 이펙트 후 결과에 따라서 RatingPanel Open
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@ -1,6 +1,7 @@
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using System.Collections;
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using System.Threading;
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using DG.Tweening;
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using JetBrains.Annotations;
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using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
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@ -26,7 +27,7 @@ public abstract class EffectController : MonoBehaviour, IPointerClickHandler
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// }
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// 효과를 실행하는 메서드 (자식이 구현해야 함)
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public abstract void ShowEffect(OnEffectPanelEnded onEffectPanelEnded);
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public abstract void ShowEffect([CanBeNull] OnEffectPanelEnded onEffectPanelEnded);
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// 공통 UI 애니메이션 (패널 표시)
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protected virtual void ShowPanel()
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@ -77,9 +77,10 @@ public class PanelManager : MonoBehaviour
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return null;
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}
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private Enums.GameResult _gameResult = Enums.GameResult.None;
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public void OpenEffectPanel(Enums.GameResult gameResult)
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{
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_gameResult = gameResult;
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switch (gameResult)
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{
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case Enums.GameResult.Win:
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@ -118,22 +119,25 @@ public class PanelManager : MonoBehaviour
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if (_canvas != null)
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{
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var drawEffectPanelObject = GetEffectPanel("Rating Down Effect Panel");
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drawEffectPanelObject.GetComponent<RatingDownEffectController>().ShowEffect(OnEffectPanelEnded);
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drawEffectPanelObject.GetComponent<RatingDownEffectController>().ShowEffect(null);
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}
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break;
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case 1:
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if (_canvas != null)
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{
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var drawEffectPanelObject = GetEffectPanel("Rating Up Effect Panel");
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drawEffectPanelObject.GetComponent<RatingUpEffectController>().ShowEffect(OnEffectPanelEnded);
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drawEffectPanelObject.GetComponent<RatingUpEffectController>().ShowEffect(null);
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}
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break;
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}
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}
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//TODO: 인자로 RameResult받게 해주시면 될 것 같습니다.
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// 이 함수는 Win, Lose EffectPanelEnded여서 Rating UP, Down Effect 와는 상관없습니다.
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private void OnEffectPanelEnded()
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{
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// OpenRatingPanel();
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if (_gameResult == Enums.GameResult.None)
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return;
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OpenRatingPanel(_gameResult);
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}
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#endregion
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@ -290,7 +294,7 @@ public class PanelManager : MonoBehaviour
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OpenShopPanel(shopItems);
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}
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//승급 패널 생성
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//Rating Panel 생성
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public void OpenRatingPanel(Enums.GameResult gameResult)
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{
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if (_canvas != null)
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