D0 - 16 랭킹 완성본

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Parkillhwan 2025-03-19 21:05:44 +09:00
parent 443aa67df9
commit 88d0f86e59
22 changed files with 2732 additions and 2675 deletions

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@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class LeaderboardItem
{
public string nickname;
public int score;
public float winRate;
public int win;
public int lose;
public int totalGames;
public Sprite profileImage; // 사용자 프로필 이미지
}

View File

@ -1,11 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RankingItem
{
public int ProfileSpriteIndex;
public string Name;
public float WinRate;
}

View File

@ -9,9 +9,9 @@ public class GameManager : Singleton<GameManager>
[SerializeField] private GameObject mainPanel;
[SerializeField] private GameObject signinPanel;
[SerializeField] private GameObject signupPanel;
[SerializeField] private GameObject leaderboardPanel;
[SerializeField] private GameObject settingsPanel;
[SerializeField] private GameObject confirmPanel;
[SerializeField] private GameObject rankingPanel;
[SerializeField] private GameObject shopPanel;
[SerializeField] private GameObject giboPanel;
@ -43,13 +43,13 @@ public class GameManager : Singleton<GameManager>
{
// TODO: 로딩 화면 추가(자동 로그인 응답 전까지)
// 자동 로그인
// 자동 로그인
TryAutoSignin();
//게임 씬에서 확인하기 위한 임시 코드
// _stoneController = GameObject.FindObjectOfType<StoneController>();
// _stoneController.InitStones();
// _gameLogic = new GameLogic(_stoneController, _gameType);
// 게임 씬에서 확인하기 위한 임시 코드
// _stoneController = GameObject.FindObjectOfType<StoneController>();
// _stoneController.InitStones();
// _gameLogic = new GameLogic(_stoneController, _gameType);
}
private void TryAutoSignin()
@ -117,17 +117,6 @@ public class GameManager : Singleton<GameManager>
}
}
public void OnClickConfirmButton()
{
_gameLogic.SetNewBoardValue(_gameLogic.currentTurn, _gameLogic.selectedRow,_gameLogic.selectedCol);
}
private void ChangeToGameScene(Enums.GameType gameType)
{
_gameType = gameType;
SceneManager.LoadScene("Game");
}
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (scene.name == "Game")
@ -158,12 +147,12 @@ public class GameManager : Singleton<GameManager>
}
}
public void OpenRankingPanel(List<RankingItem> rankingItems)
public void OpenLeaderboardPanel()
{
if (_canvas != null)
if (canvas != null)
{
var settingsPanelObject = Instantiate(rankingPanel, _canvas.transform);
settingsPanelObject.GetComponent<RankingPanelController>().Show(rankingItems);
// LeaderboardPanel을 인스턴스화
var leaderboardPanelObject = Instantiate(leaderboardPanel, canvas.transform);
}
}
@ -175,6 +164,18 @@ public class GameManager : Singleton<GameManager>
settingsPanelObject.GetComponent<ShopPanelController>().Show(shopItems);
}
}
public void OnClickConfirmButton()
{
_gameLogic.SetNewBoardValue(_gameLogic.currentTurn, _gameLogic.selectedRow,_gameLogic.selectedCol);
}
private void ChangeToGameScene(Enums.GameType gameType)
{
_gameType = gameType;
SceneManager.LoadScene("Game");
}
public void OpenGiboPanel(List<GiboItem> giboItems)
{

View File

@ -3,93 +3,117 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
using TMPro;
public class LeaderBoardController : MonoBehaviour
{
[SerializeField] private GameObject scoreCell;
[SerializeField] private Transform content;
[SerializeField] private GameObject signInPanel; // SignInPanel 참조 (같은 씬에서 사용할 경우)
[SerializeField] private GameObject leaderboardPanel; // LeaderboardPanel 참조
[SerializeField] private GameObject rankingPrefab; // Ranking 프리팹을 참조 (Horizontal Layout)
[SerializeField] private Transform content; // Vertical Layout Group
[SerializeField] private GameObject MainPanel;
[SerializeField] private GameObject leaderboardPanel;
[SerializeField] private Scrollbar verticalScrollbar;// LeaderboardPanel 참조
private List<ScoreCellController> scoreCC = new List<ScoreCellController>(); // 점수 셀을 관리할 리스트
private bool isLeaderboardLoaded = false;
private void Start()
{
leaderboardPanel.SetActive(false); // 초기에는 리더보드 패널을 숨깁니다.
StartCoroutine(OnConnectedToServer()); // 서버에서 리더보드 데이터를 받아옵니다.
}
private void Start()
{
OnClickLeaderboardButton();
}
// 서버와 연결하여 데이터를 받아오는 함수
private IEnumerator OnConnectedToServer()
{
string url = Constants.ServerURL + "/users/Leaderboard"; // 서버의 리더보드 데이터 URL
public void OnClickLeaderboardButton()
{
if (isLeaderboardLoaded) return; // 이미 리더보드가 로드되었으면 중복 호출 방지
UnityWebRequest www = UnityWebRequest.Get(url); // GET 요청으로 데이터 받기
yield return www.SendWebRequest(); // 요청 전송 대기
leaderboardPanel.SetActive(true);
StartCoroutine(GetLeaderboardData());
isLeaderboardLoaded = true;
}
// 요청이 실패했을 때
if (www.result == UnityWebRequest.Result.ConnectionError || www.result == UnityWebRequest.Result.ProtocolError)
{
Debug.LogError("Error: " + www.error);
}
else
{
// 성공적으로 데이터를 받아온 경우
string jsonResponse = www.downloadHandler.text; // 응답으로 받은 JSON 데이터
private IEnumerator GetLeaderboardData()
{
string url = Constants.ServerURL + "/leaderboard"; // 서버의 리더보드 데이터 URL
// JSON을 ScoreInfo 리스트로 파싱
List<ScoreInfo> scoreInfos = JsonUtility.FromJson<ScoreListWrapper>(jsonResponse).scoreInfos;
UnityWebRequest www = UnityWebRequest.Get(url); // GET 요청으로 데이터 받기
yield return www.SendWebRequest(); // 요청 전송 대기
// 받아온 데이터를 기반으로 점수 셀을 생성하고 리스트를 갱신
CreateCellsFromScoreInfos(scoreInfos);
}
}
// 요청이 실패했을 때
if (www.result == UnityWebRequest.Result.ConnectionError || www.result == UnityWebRequest.Result.ProtocolError)
{
Debug.LogError("Error: " + www.error);
}
else
{
// 성공적으로 데이터를 받아온 경우
string jsonResponse = www.downloadHandler.text; // 응답으로 받은 JSON 데이터
// 받아온 ScoreInfo 리스트를 기반으로 셀을 생성하는 함수
private void CreateCellsFromScoreInfos(List<ScoreInfo> scoreInfos)
{
// 기존의 셀들을 초기화 (필요시)
foreach (Transform child in content)
{
Destroy(child.gameObject); // 기존 셀들을 삭제
}
// JSON을 ScoreInfo 리스트로 파싱
ScoreListWrapper wrapper = JsonUtility.FromJson<ScoreListWrapper>(jsonResponse);
List<ScoreInfo> leaderboardItems = wrapper.scoreInfos;
// 받은 점수 데이터 수에 맞춰 셀을 생성
for (int i = 0; i < scoreInfos.Count; i++)
{
CreateCell(scoreInfos[i]); // 각 점수 정보를 기반으로 셀 생성
}
}
// Show 메서드를 통해 데이터를 표시
Show(leaderboardItems);
}
}
// 점수 정보를 기반으로 셀을 생성하는 함수
public void CreateCell(ScoreInfo scoreInfo)
{
var scoreCellObj = Instantiate(scoreCell, content); // 셀 객체 생성
var scoreCellController = scoreCellObj.GetComponent<ScoreCellController>();
public void Show(List<ScoreInfo> leaderboardItems)
{
// 기존 셀 삭제 (리스트가 갱신될 때마다)
foreach (Transform child in content)
{
Destroy(child.gameObject);
}
// 점수 셀 정보 설정
if (scoreCellController != null)
{
scoreCellController.SetCellInfo(scoreInfo); // 점수 셀에 점수 정보 설정
}
else
{
Debug.LogError("ScoreCellController 컴포넌트가 점수 셀 프리팹에 없습니다.");
}
}
// BackButton 클릭 시 호출되는 메소드
public void OnBackButtonClicked()
{
// LeaderboardPanel을 숨기고 SignInPanel을 보이게 함
leaderboardPanel.SetActive(false); // LeaderboardPanel 숨기기
signInPanel.SetActive(true); // SignInPanel 보이기
}
}
// 받은 데이터로 셀 생성
foreach (var item in leaderboardItems)
{
CreateCell(item); // 셀 생성
}
}
// ScoreListWrapper 클래스를 정의 (리스트를 감싸는 클래스)
[System.Serializable]
public class ScoreListWrapper
{
public List<ScoreInfo> scoreInfos; // 점수 정보 리스트
private void CreateCell(ScoreInfo item)
{
// Ranking 프리팹을 content의 자식으로 생성
var scoreCellObj = Instantiate(rankingPrefab, content);
// Ranking 프리팹에 포함된 ScoreCellController를 찾아서 설정
var scoreCellController = scoreCellObj.GetComponent<ScoreCellController>();
if (scoreCellController != null)
{
// 각 항목에 대한 UI 설정
scoreCellController.SetCellInfo(item); // ScoreInfo로 셀 정보 설정
}
else
{
Debug.LogError("ScoreCellController가 Ranking 프리팹에 없습니다.");
}
}
// BackButton 클릭 시 호출되는 메소드
public void OnBackButtonClicked()
{
leaderboardPanel.SetActive(false); // LeaderboardPanel 숨기기
MainPanel.SetActive(true); // SignInPanel 보이게 하기
}
private List<ScoreInfo> LoadOfflineLeaderboard()
{
List<ScoreInfo> leaderboard = new List<ScoreInfo>();
// 오프라인 데이터 로딩 (PlayerPrefs 사용 예시)
string savedData = PlayerPrefs.GetString("OfflineLeaderboard", string.Empty);
if (!string.IsNullOrEmpty(savedData))
{
// 저장된 JSON 데이터를 파싱하여 리더보드 리스트로 변환
leaderboard = JsonUtility.FromJson<ScoreListWrapper>(savedData).scoreInfos;
}
return leaderboard;
}
private void OnDisable()
{
Destroy(gameObject); // 자기 자신을 삭제
}
}

View File

@ -1,27 +1,34 @@
using System;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
public class MainPanelController : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI nicknameText;
[SerializeField] private TextMeshProUGUI ratingText;
[SerializeField] private Button signOutButton;
[SerializeField] private GameObject[] profileImages;
[SerializeField] private TextMeshProUGUI nicknameText; // 사용자 닉네임 텍스트
[SerializeField] private TextMeshProUGUI ratingText; // 사용자 등급 텍스트
[SerializeField] private Button signOutButton; // 로그아웃 버튼
[SerializeField] private Button leaderboardButton; // 랭킹 버튼
[SerializeField] private GameObject[] profileImages; // 프로필 이미지 배열
private int _selectedImageIndex;
private void Awake()
{
// 만약 할당 안되어있으면 추가
// 만약 할당 안 되어 있으면 추가
if (signOutButton != null)
{
signOutButton.onClick.AddListener(OnSignOutClick);
}
// 랭킹 버튼 클릭 리스너 추가
if (leaderboardButton != null)
{
leaderboardButton.onClick.AddListener(OnLeaderboardButtonClick);
}
}
// 사용자 정보 업데이트 (닉네임, 등급, 프로필 이미지)
public void UpdateUserInfo()
{
if (UserManager.Instance == null) return;
@ -44,15 +51,16 @@ public class MainPanelController : MonoBehaviour
profileImages[_selectedImageIndex].SetActive(true);
}
// 로그아웃 클릭 시 호출되는 메서드
public void OnSignOutClick()
{
signOutButton.interactable = false; // 중복 클릭 방지
signOutButton.interactable = false; // 중복 클릭 방지
NetworkManager.Instance.SignOut(() =>
{
Debug.Log("로그아웃 성공");
GameManager.Instance.OpenSigninPanel();
// 로그아웃 버튼 메서드 삭제
signOutButton.onClick.RemoveAllListeners();
@ -64,7 +72,13 @@ public class MainPanelController : MonoBehaviour
}, () =>
{
Debug.Log("로그아웃 실패");
signOutButton.interactable = true; // 실패 시 다시 활성화
signOutButton.interactable = true; // 실패 시 다시 활성화
});
}
}
// 랭킹 버튼 클릭 시 호출되는 메서드
public void OnLeaderboardButtonClick()
{
GameManager.Instance.OpenLeaderboardPanel(); // GameManager를 통해 리더보드 열기
}
}

View File

@ -221,7 +221,7 @@ public class NetworkManager : Singleton<NetworkManager>
}
}
public IEnumerator GetLeaderboard(Action<Scores> success, Action failure)
public IEnumerator GetRanking(Action<Scores> success, Action failure)
{
using (UnityWebRequest www =
new UnityWebRequest(Constants.ServerURL + "/leaderboard", UnityWebRequest.kHttpVerbGET))

View File

@ -7,21 +7,25 @@ using UnityEngine.UI;
public class ScoreCellController : MonoBehaviour
{
[SerializeField] private Image profileImage;
[SerializeField] private int score;
[SerializeField] private string nickname;
[SerializeField] private float winRate;
[SerializeField] private int win;
[SerializeField] private int lose;
[SerializeField] private int totalGames;
[SerializeField] private TMP_Text nicknameText;
[SerializeField] private TMP_Text scoreText;
[SerializeField] private TMP_Text winRateText;
[SerializeField] private TMP_Text winText;
[SerializeField] private TMP_Text loseText;
[SerializeField] private List<Sprite> profileSprites;
public void SetCellInfo(ScoreInfo scoreInfo)
public void SetCellInfo(ScoreInfo item)
{
nickname = scoreInfo.nickname;
score = scoreInfo.score;
winRate = scoreInfo.winRate;
win = scoreInfo.win;
lose = scoreInfo.lose;
totalGames = scoreInfo.totalGames;
profileImage = scoreInfo.profileImage;
nicknameText.text = item.nickname;
scoreText.text = item.score.ToString();
winRateText.text = item.winRate.ToString("F2");
winText.text = item.win.ToString();
loseText.text = item.lose.ToString();
if (profileImage != null && item.profileImageIndex != null)
{
profileImage.sprite = profileSprites[item.profileImageIndex]; // 프로필 이미지 (Sprite 할당)
}
}
}

View File

@ -0,0 +1,11 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class ScoreListWrapper
{
public List<ScoreInfo> scoreInfos; // 여러 개의 ScoreInfo를 담을 리스트
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 80eaafce2cf27b34baf0042e27da9551
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -31,7 +31,7 @@ public struct ScoreInfo
public int win;
public int lose;
public int totalGames;
public Image profileImage;
public int profileImageIndex;
}
[Serializable]
@ -86,9 +86,4 @@ public class SigninPanelController : MonoBehaviour
passwordInputField.text = "";
GameManager.Instance.OpenSignupPanel();
}
public void OnClickLeaderboardButton()
{
GameManager.Instance.OpenLeaderboardPanel();
}
}

View File

@ -6,22 +6,22 @@ using UnityEngine.UI;
public class RankingItemController : MonoBehaviour
{
RankingItem _rankingItem;
ScoreInfo ScoreInfo;
public Sprite[] profileSprites;
public void Init(RankingItem rankingItem)
public void Init(ScoreInfo ScoreInfo)
{
_rankingItem = rankingItem;
this.ScoreInfo = ScoreInfo;
var itemImage = GetComponentsInChildren<Image>()[1];
var itemText = GetComponentsInChildren<TextMeshProUGUI>();
itemImage.sprite = profileSprites[this._rankingItem.ProfileSpriteIndex];
itemText[0].text = this._rankingItem.Name;
itemText[1].text = this._rankingItem.WinRate.ToString();
// itemImage.sprite = this.ScoreInfo.profileImageIndex;
itemText[0].text = this.ScoreInfo.nickname;
itemText[1].text = this.ScoreInfo.winRate.ToString();
}
public void OnClickRankingItem()
{
Debug.Log(_rankingItem.Name + "의 승률은" + _rankingItem.WinRate);
Debug.Log(ScoreInfo.nickname + "의 승률은" + ScoreInfo.winRate);
}
}

View File

@ -6,7 +6,7 @@ using UnityEngine.UI;
public class RankingPanelController : ScrollPanelController
{
public virtual void Show(List<RankingItem> items)
public virtual void Show(List<ScoreInfo> items)
{
for (int i = 0; i < items.Count && i <= MAX_COUNT; i++)
{

View File

@ -37,7 +37,7 @@ public class TestPanelController : MonoBehaviour
}
}
public void OpenRankingPanel(List<RankingItem> rankingItems)
public void OpenRankingPanel(List<ScoreInfo> rankingItems)
{
if (_canvas != null)
{
@ -86,16 +86,16 @@ public class TestPanelController : MonoBehaviour
public void OnRankingPanelClick()
{
List<RankingItem> rankingItems = new List<RankingItem>(); //테스트 데이터 리스트 생성
List<ScoreInfo> rankingItems = new List<ScoreInfo>(); //테스트 데이터 리스트 생성
for (int i = 0; i < 30; i++)
{
RankingItem rankingItem = new RankingItem
ScoreInfo scoreInfo = new ScoreInfo
{
ProfileSpriteIndex = Random.Range(0, 2),
Name = i.ToString(),
WinRate = Random.Range(0f, 1f)
// ProfileSpriteIndex = Random.Range(0, 2),
nickname = i.ToString(),
winRate = Random.Range(0f, 1f)
};
rankingItems.Add(rankingItem);
rankingItems.Add(scoreInfo);
}
OpenRankingPanel(rankingItems);