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

This commit is contained in:
Sehyeon 2025-03-27 17:33:13 +09:00
commit 881e5b9f51
28 changed files with 11577 additions and 3903 deletions

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@ -1104,7 +1104,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_text: "18\uAE09"
m_text: "1\uAE09"
m_isRightToLeft: 0
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m_sharedMaterial: {fileID: -2477908578676791210, guid: 85a19688db53c77469fc4406b01045da, type: 2}
@ -1527,6 +1527,7 @@ GameObject:
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- component: {fileID: 1899561816919013120}
- component: {fileID: 713532354933724924}
- component: {fileID: 6976376814499149807}
m_Layer: 5
m_Name: Start Button
m_TagString: Untagged
@ -1648,6 +1649,19 @@ MonoBehaviour:
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
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@ -1713,7 +1727,7 @@ MonoBehaviour:
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_text: tester
m_text: ksh
m_isRightToLeft: 0
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@ -1958,6 +1972,7 @@ MonoBehaviour:
- {fileID: 4381601883819518242}
- {fileID: 6837262359343561592}
rankingButton: {fileID: 202560210887412943}
gameStartButton: {fileID: 713532354933724924}
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@ -12,6 +12,7 @@ public class MainPanelController : MonoBehaviour
[SerializeField] private Button signOutButton;
[SerializeField] private GameObject[] profileImages;
[SerializeField] private Button rankingButton;
[SerializeField] private Button gameStartButton;
private int _selectedImageIndex;
@ -22,6 +23,8 @@ public class MainPanelController : MonoBehaviour
{
signOutButton.onClick.AddListener(OnSignOutClick);
}
gameStartButton.GetComponent<SingleInteractableButtonHandler>().ResetButton();
}
public void UpdateUserInfo()

View File

@ -227,6 +227,7 @@ public class NetworkManager : Singleton<NetworkManager>
}
}
}
public void GetLeaderboard(Action<List<ScoreInfo>> success, Action failure)
{
@ -521,4 +522,54 @@ public class NetworkManager : Singleton<NetworkManager>
}
}
}
public void UpdateScore(int isWin, Action<ScoreInfoResult> success, Action failure)
{
StartCoroutine(UpdateScoreCoroutine(isWin, success, failure));
}
public IEnumerator UpdateScoreCoroutine(int isWin, Action<ScoreInfoResult> success, Action failure)
{
string jsonString = "{\"isWin\": "+isWin.ToString() + "}";
byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(jsonString);
using (UnityWebRequest www =
new UnityWebRequest(Constants.ServerURL + "/users/score-update", UnityWebRequest.kHttpVerbPOST))
{
www.uploadHandler = new UploadHandlerRaw(bodyRaw);
www.downloadHandler = new DownloadHandlerBuffer();
www.SetRequestHeader("Content-Type", "application/json");
string sid = PlayerPrefs.GetString("sid", "");
if (!string.IsNullOrEmpty(sid))
{
www.SetRequestHeader("Cookie", sid);
}
else
{
Debug.LogError("SID 값이 없습니다. 로그인 정보가 없습니다.");
GameManager.Instance.panelManager.OpenConfirmPanel("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)
{
Debug.LogError("Error: " + www.error);
failure?.Invoke();
}
else
{
var result = www.downloadHandler.text;
var scoreResultInfo = JsonUtility.FromJson<ScoreInfoResult>(result);
success?.Invoke(scoreResultInfo);
}
}
}
}

View File

@ -20,6 +20,19 @@ public class CoinsInfoResult
public int coins;
}
/// <summary>
/// 점수 업데이트 응답 클래스
/// </summary>
public class ScoreInfoResult
{
public string message;
public int rating;
public int score;
public int win;
public int lose;
public int isAdvancement;
}
/// <summary>
/// 코인 구매 응답 클래스
/// </summary>
@ -180,7 +193,42 @@ public class UserManager : Singleton<UserManager>
PlayerPrefs.SetString("UserInfo", json);
PlayerPrefs.Save();
}
/// <summary>
/// UpdateScore 호출 시 : rating관련 정보만 반영
/// </summary>
/// <param name="signinResult"></param>
public void UpdateUserScoreInfo(ScoreInfoResult scoreInfoResult)
{
Rating = scoreInfoResult.rating;
Score = scoreInfoResult.score;
Win = scoreInfoResult.win;
Lose = scoreInfoResult.lose;
UpdateUserScoreInfoToPlayerPrefs();
}
private void UpdateUserScoreInfoToPlayerPrefs()
{
// UserInfoResult 객체를 JSON 문자열로 직렬화
UserInfoResult userInfo = new UserInfoResult
{
// id = UserId,
// email = Email,
// nickname = Nickname,
rating = Rating,
score = Score,
// imageIndex = imageIndex,
win = Win,
lose = Lose
};
string json = JsonUtility.ToJson(userInfo);
// PlayerPrefs에 저장
PlayerPrefs.SetString("UserInfo", json);
PlayerPrefs.Save();
}
public void LoadUserInfoFromPlayerPrefs()
{
// PlayerPrefs에서 유저 정보 가져오기

View File

@ -76,7 +76,6 @@ public class ReplayController : MonoBehaviour
public void InitReplayUI()
{
//유저 닉네임 설정
//TODO: 유니티 에디터에서 폰트 설정바꾸기
playerANicknameText.text = ReplayManager.Instance.GetPlayerANickname();
playerBNicknameText.text = ReplayManager.Instance.GetPlayerBNickname();

View File

@ -109,6 +109,7 @@ public class ReplayManager : Singleton<ReplayManager>
public void RecordStonePlaced(Enums.StoneType stoneType,int row, int col)
{
string stoneColor = stoneType.ToString();
if (_recordingReplayData == null) return;
_recordingReplayData.moves.Add(new Move(stoneColor, row, col));
}

View File

@ -1,6 +1,7 @@
using System.Collections;
using System.Threading;
using DG.Tweening;
using JetBrains.Annotations;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
@ -26,7 +27,7 @@ public abstract class EffectController : MonoBehaviour, IPointerClickHandler
// }
// 효과를 실행하는 메서드 (자식이 구현해야 함)
public abstract void ShowEffect(OnEffectPanelEnded onEffectPanelEnded);
public abstract void ShowEffect([CanBeNull] OnEffectPanelEnded onEffectPanelEnded);
// 공통 UI 애니메이션 (패널 표시)
protected virtual void ShowPanel()

View File

@ -0,0 +1,102 @@
using System.Collections;
using System.Threading;
using DG.Tweening;
using TMPro;
using UnityEngine;
public class RatingDownEffectController : EffectController
{
[SerializeField] private GameObject characterOpenEyes;
[SerializeField] private GameObject characterCloseEyes;
[SerializeField] private GameObject depressedEffect;
protected override string fullText => "강등되었습니다.";
public override void ShowEffect(OnEffectPanelEnded onEffectPanelEnd)
{
gameObject.SetActive(true);
cancellationTokenSource = new CancellationTokenSource();
onEffectPanelEnded = onEffectPanelEnd;
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 +1,106 @@
using System.Collections;
using System.Threading;
using DG.Tweening;
using TMPro;
using UnityEngine;
public class RatingUpEffectController : EffectController
{
[SerializeField] private GameObject haloEffectImg;
[SerializeField] private GameObject characterImg;
[SerializeField] private GameObject[] shineEffectImg;
[SerializeField] private GameObject[] circleEffectImg;
protected override string fullText => "승급했습니다!";
public override void ShowEffect(OnEffectPanelEnded onEffectPanelEnd)
{
gameObject.SetActive(true);
cancellationTokenSource = new CancellationTokenSource();
onEffectPanelEnded = onEffectPanelEnd;
ShowPanel();
StartCoroutine(AnimateLoadingText());
RotateHaloObject();
ScaleUpSparkles();
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
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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@ -2,14 +2,172 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using TMPro;
public class RatingPointsController : MonoBehaviour
{
[SerializeField] Image[] minusImages;
[SerializeField] Image[] plusImage;
[SerializeField] GameObject[] minusImages;
[SerializeField] GameObject[] plusImage;
[SerializeField] TMP_Text scoreCountText;
private float flipDuration = 1f;
private Color32 _minusColor = new Color32(255, 0, 0, 255);
private Color32 _plusColor = new Color32(34, 87, 255, 255);
private Color32 _defaultColor = new Color32(176, 176, 176, 255);
private int _oldRequiredScore;
private int _newRequiredScore;
private int _oldScore;
public void InitRatingPoints(int oldScore,Enums.GameResult gameResult, int defaultRequiredScore)
{
// TODO: [인덱스계산 ㅇㅖ외처리 ] 계산한 값 절대값이 defaultRequiredScore보다 큰 경우 return. 근데 이런 값이 나온다는게 이미 계산 오류가 어디서 생긴 것이겠죠..?
_oldScore = oldScore;
Sequence sequence = DOTween.Sequence();
if (_oldScore == 0)
{
if (gameResult == Enums.GameResult.Win)
{
sequence.Append(
plusImage[0].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
sequence.Append(
plusImage[0].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
sequence.Join(
plusImage[0].GetComponent<Image>().DOColor(_plusColor, flipDuration/2).SetEase(Ease.OutExpo));
//승급까지 남은 판수 계산
_newRequiredScore = defaultRequiredScore-1;
}
else if(gameResult == Enums.GameResult.Lose)
{
sequence.Append(
minusImages[defaultRequiredScore-1].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
sequence.Append(
minusImages[defaultRequiredScore-1].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
sequence.Join(
minusImages[defaultRequiredScore-1].GetComponent<Image>().DOColor(_minusColor, flipDuration/2).SetEase(Ease.OutExpo));
//승급까지 남은 판수 계산
_newRequiredScore = defaultRequiredScore+1;
}
}
// 이번 게임 전 기존 점수가 플러스 였을 경우
else if (_oldScore > 0)
{
for (int i = 0; i < _oldScore; i++)
{
plusImage[i].GetComponent<Image>().color = _plusColor;
}
if (gameResult == Enums.GameResult.Win)
{
sequence.Append(
plusImage[_oldScore].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
sequence.Append(
plusImage[_oldScore].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
sequence.Join(
plusImage[_oldScore].GetComponent<Image>().DOColor(_plusColor, flipDuration/2).SetEase(Ease.OutExpo));
//승급까지 남은 판수 계산
_newRequiredScore = defaultRequiredScore-oldScore-1;
}
else if(gameResult == Enums.GameResult.Lose)
{
sequence.Append(
plusImage[_oldScore-1].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
sequence.Append(
plusImage[_oldScore-1].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
sequence.Join(
plusImage[_oldScore-1].GetComponent<Image>().DOColor(_defaultColor, flipDuration/2).SetEase(Ease.OutExpo));
//승급까지 남은 판수 계산
_newRequiredScore = defaultRequiredScore-oldScore+1;
}
}
// 이번 게임 전 기존 점수가 마이너스 였을 경우
else
{
for (int i = _oldScore; i < 0; i++)
{
minusImages[minusImages.Length+i].GetComponent<Image>().color = _minusColor;
}
if (gameResult == Enums.GameResult.Win)
{
sequence.Append(
minusImages[minusImages.Length+_oldScore].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
sequence.Append(
minusImages[minusImages.Length+_oldScore].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
sequence.Join(
minusImages[minusImages.Length+_oldScore].GetComponent<Image>().DOColor(_defaultColor, flipDuration/2).SetEase(Ease.OutExpo));
//승급까지 남은 판수 계산
_newRequiredScore = defaultRequiredScore-oldScore-1;
}
else if(gameResult == Enums.GameResult.Lose)
{
sequence.Append(
minusImages[minusImages.Length+_oldScore-1].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
sequence.Append(
minusImages[minusImages.Length+_oldScore-1].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
sequence.Join(
minusImages[minusImages.Length+_oldScore-1].GetComponent<Image>().DOColor(_minusColor, flipDuration/2).SetEase(Ease.OutExpo));
//승급까지 남은 판수 계산
_newRequiredScore = defaultRequiredScore-oldScore+1;
}
}
if (gameResult == Enums.GameResult.Draw)
{
_newRequiredScore = defaultRequiredScore-oldScore;
}
SetScoreCountText(_newRequiredScore,defaultRequiredScore);
}
/// <summary>
/// 승급까지 남은 승수 계산
/// </summary>
/// <param name="scoreCount">새로 업데이트 된 승급까지 필요한 승 수</param>
/// <param name="defaultRequiredScore">해당 급수에서 0에서 승급까지 필요한 승수</param>
private void SetScoreCountText(int scoreCount,int defaultRequiredScore)
{
// 남은 승리수가 0인 경우 승급점수 도달 혹은 강등점수 도달
if (scoreCount == 0 || scoreCount == defaultRequiredScore * 2)
{
scoreCountText.text = "";
}
else if (scoreCount < 0)
{
scoreCountText.text = "더 이상 승급 할 수 없습니다.";
}
else if (scoreCount > defaultRequiredScore * 2)
{
scoreCountText.text = "더이상 강등 될 수 없습니다.";
}
else
{
scoreCountText.text = $"{scoreCount} 게임을 승리하면 승급하게 됩니다.";
}
}
public void SetRatingUpLimit(int winCount)
{
for (int i = 0; i < 10; i++)
{
plusImage[i].GetComponent<Image>().color = _plusColor;
scoreCountText.text = $"더 이상 승급 할 수 없습니다.\n누적 {winCount} 승 하셨습니다.";
}
}
public void SetRatingDownLimit(int loseCount)
{
for (int i = 0; i < 3; i++)
{
minusImages[i].GetComponent<Image>().color = _minusColor;
scoreCountText.text = $"더 이상 강등 될 수 없습니다.\n누적 {loseCount*-1} 패 하셨습니다.";
}
}
//승급, 강등시 패널을 초기화해서 띄워주는 함수 추가
}

View File

@ -12,7 +12,8 @@ public class PanelController : MonoBehaviour
private CanvasGroup backGroundCanvasGroup; // 배경 페이드 효과를 위한 변수
public delegate void PanelControllerHideDelegate();
public delegate void PanelControllerShowDelegate();
private void Awake()
{
backGroundCanvasGroup = GetComponent<CanvasGroup>();
@ -22,7 +23,7 @@ public class PanelController : MonoBehaviour
/// Panel 표시 함수
/// 알파값과 크기를 0으로 줄였다가 1로 페이드
/// </summary>
public void Show()
public void Show(PanelControllerShowDelegate showDelegate = null)
{
GameManager.Instance.audioManager.PlayClickSound();
@ -35,7 +36,10 @@ public class PanelController : MonoBehaviour
panelRectTransform.localScale = Vector3.zero;
backGroundCanvasGroup.DOFade(1, 0.3f).SetEase(Ease.Linear);
panelRectTransform.DOScale(1, 0.3f).SetEase(Ease.OutBack);
panelRectTransform.DOScale(1, 0.3f).SetEase(Ease.OutBack).OnComplete(() =>
{
showDelegate?.Invoke();
});
}
/// <summary>

View File

@ -77,9 +77,10 @@ public class PanelManager : MonoBehaviour
return null;
}
private Enums.GameResult _gameResult = Enums.GameResult.None;
public void OpenEffectPanel(Enums.GameResult gameResult)
{
_gameResult = gameResult;
switch (gameResult)
{
case Enums.GameResult.Win:
@ -106,9 +107,37 @@ public class PanelManager : MonoBehaviour
}
}
/// <summary>
/// 강등, 승급 이펙트 패널 오픈
/// </summary>
/// <param name="ratingUpDown"></param>
public void OpenRatingEffectPanel(int ratingUpDown)
{
switch (ratingUpDown)
{
case -1:
if (_canvas != null)
{
var drawEffectPanelObject = GetEffectPanel("Rating Down Effect Panel");
drawEffectPanelObject.GetComponent<RatingDownEffectController>().ShowEffect(null);
}
break;
case 1:
if (_canvas != null)
{
var drawEffectPanelObject = GetEffectPanel("Rating Up Effect Panel");
drawEffectPanelObject.GetComponent<RatingUpEffectController>().ShowEffect(null);
}
break;
}
}
// 이 함수는 Win, Lose EffectPanelEnded여서 Rating UP, Down Effect 와는 상관없습니다.
private void OnEffectPanelEnded()
{
OpenRatingPanel();
if (_gameResult == Enums.GameResult.None)
return;
OpenRatingPanel(_gameResult);
}
#endregion
@ -277,13 +306,13 @@ public class PanelManager : MonoBehaviour
OpenShopPanel(shopItems);
}
//승급 패널 생성
public void OpenRatingPanel()
//Rating Panel 생성
public void OpenRatingPanel(Enums.GameResult gameResult)
{
if (_canvas != null)
{
var replayPanelObject = GetPanel("Rating Panel");
replayPanelObject.GetComponent<RatingPanelController>().Show();
replayPanelObject.GetComponent<RatingPanelController>().Show(gameResult);
}
}

View File

@ -5,47 +5,162 @@ using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
public class RatingPanelController : ConfirmPanelController
public class RatingPanelController : PanelController
{
[SerializeField] private TMP_Text getPointsText;
[SerializeField] private TMP_Text scoreText;
[SerializeField] private GameObject threePointsIndicator;
[SerializeField] private GameObject fivePointsIndicator;
[SerializeField] private GameObject tenPointsIndicator;
[SerializeField] private GameObject threePointsIndicatorGameObject;
[SerializeField] private GameObject fivePointsIndicatorGameObject;
[SerializeField] private GameObject tenPointsIndicatorGameObject;
private bool _isWin;
private int _requiredPoints;
private int _currentPoints;
private Enums.GameResult _gameResult;
private int _oldScore;
private int _newScore;
private int _myRating;
private RatingPointsController _ratingPointsController;
public void OnClickConfirmButton()
{
Hide();
}
//TODO: 미사용시 삭제
public void OnClickRetryButton()
{
Hide(() => { });
}
public void Show(Enums.GameResult gameResult)
{
base.Show(RatingPanelStart(gameResult));
}
private PanelControllerShowDelegate RatingPanelStart(Enums.GameResult gameResult)
{
StartCoroutine(UpdateScore(gameResult));
return null;
}
private IEnumerator UpdateScore(Enums.GameResult gameResult)
{
//기존 점수로 애니메이션 보여줄 때까지 기다림
yield return InitRatingPanel(gameResult);
//유저 인포 업데이트와 승급 이펙트 띄우기
// TODO: 서버 업데이트를 승급패널보다 더 큰 로직에서 처리하는 것이 좋을 것 같습니다.
// 리팩토링 시 반영 부탁드립니다.
switch (gameResult)
{
case (Enums.GameResult.Win):
NetworkManager.Instance.UpdateScore(1 , (scoreResultInfo) =>
{
//유저 인포 업데이트
UserManager.Instance.UpdateUserScoreInfo(scoreResultInfo);
//결과화면 띄우기
if (scoreResultInfo.isAdvancement == 1)
{
GameManager.Instance.panelManager.OpenRatingEffectPanel(1);
}
},() => { });
break;
case (Enums.GameResult.Lose):
NetworkManager.Instance.UpdateScore(-1, (scoreResultInfo) =>
{
UserManager.Instance.UpdateUserScoreInfo(scoreResultInfo);
if (scoreResultInfo.isAdvancement == -1)
{
GameManager.Instance.panelManager.OpenRatingEffectPanel(-1);
}
}, () => { });
break;
}
}
/// <summary>
/// 텍스트 초기화, 승급포인트 계산
/// </summary>
/// <param name="isWin"></param>
public void InitRatingPanel(bool isWin)
private IEnumerator InitRatingPanel(Enums.GameResult gameResult)
{
_isWin = isWin;
_gameResult = gameResult;
_myRating= UserManager.Instance.Rating;
if (_myRating >= 10 && _myRating <= 18) {// 10~18급은 3점 필요
threePointsIndicator.gameObject.SetActive(true);
} else if (_myRating >= 5 && _myRating <= 9) {// 5~9급은 5점 필요
fivePointsIndicator.gameObject.SetActive(true);
} else if (_myRating >= 1 && _myRating <= 4) {// 1~4급은 10점 필요
tenPointsIndicator.gameObject.SetActive(true);
tenPointsIndicator.GetComponent<RatingPointsController>();
int requiredScore = 0;
if (_myRating >= 10 && _myRating <= 18) // 10~18급은 3점 필요
{
requiredScore = 3;
threePointsIndicatorGameObject.SetActive(true);
_ratingPointsController = threePointsIndicatorGameObject.GetComponent<RatingPointsController>();
}
else if (_myRating >= 5 && _myRating <= 9) // 5~9급은 5점 필요
{
requiredScore = 5;
fivePointsIndicatorGameObject.SetActive(true);
_ratingPointsController = fivePointsIndicatorGameObject.GetComponent<RatingPointsController>();
}
else if (_myRating >= 1 && _myRating <= 4) // 1~4급은 10점 필요
{
requiredScore = 10;
tenPointsIndicatorGameObject.SetActive(true);
_ratingPointsController = tenPointsIndicatorGameObject.GetComponent<RatingPointsController>();
}
string win = _isWin ? "승리" : "패배";
string get = _isWin ? "얻었습니다." : "잃었습니다.";
getPointsText.text = $"게임에서 {win}했습니다.\n{Constants.RAING_POINTS} 승급 포인트를 {get}";
//TODO: network에 스코어 요청
}
// 게임 전 스코어로 초기화
NetworkManager.Instance.GetInfo((userInfo) =>
{
_oldScore = userInfo.score;
// 1급이고 이미 10승 이상인 경우
if (_myRating == 1 && userInfo.score >= 10 )
{
// 10승에서 패배한 경우 점수 잃는 애니메이션
if (gameResult == Enums.GameResult.Lose && userInfo.score == 10)
{
_ratingPointsController.InitRatingPoints(_oldScore,_gameResult,requiredScore);
}
else
{
if(gameResult == Enums.GameResult.Lose)
_ratingPointsController.SetRatingUpLimit(_oldScore-1);
else
_ratingPointsController.SetRatingUpLimit(_oldScore+1);
}
}
// 18급이고 이미 3패 이상인 경우
else if (_myRating == 18 && userInfo.score <= -3)
{
//3승에서 승리한 경우 점수 얻는 애니메이션
if (gameResult == Enums.GameResult.Win && userInfo.score == -3)
{
_ratingPointsController.InitRatingPoints(_oldScore,_gameResult,requiredScore);
}
else
{
if(gameResult == Enums.GameResult.Lose)
_ratingPointsController.SetRatingDownLimit(_oldScore-1);
else
_ratingPointsController.SetRatingDownLimit(_oldScore+1);
}
}
else
{
_ratingPointsController.InitRatingPoints(_oldScore,_gameResult,requiredScore);
}
void Start()
{
InitRatingPanel(false);
}
}, () =>
{ });
string win = _gameResult == Enums.GameResult.Win ? "승리" : "패배";
string get = _gameResult == Enums.GameResult.Win ? "얻었습니다." : "잃었습니다.";
if(_gameResult == Enums.GameResult.Draw)
{
getPointsText.text = "무승부입니다.";
}
else
{
getPointsText.text = $"게임에서 {win}했습니다.\n{Constants.RAING_POINTS} 승급 포인트를 {get}";
}
// 애니메이션 실행 완료를 위한 wait
yield return new WaitForSecondsRealtime(1.5f);
}
}