Merge branch 'main' into DO-31-렌주룰-다른방향

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Fiore 2025-03-19 11:07:09 +09:00 committed by GitHub
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;
using System.Collections.Generic;
public class GameManagerTestLIN : Singleton<GameManagerTestLIN>
{
[SerializeField] private GameObject signinPanel;
[SerializeField] private GameObject signupPanel;
[SerializeField] private Canvas canvas;
private UserManager _userManager; // UserManager 인스턴스 관리
private Enums.GameType _gameType;
private GameLogic _gameLogic;
private StoneController _stoneController;
private Canvas _canvas;
public Sprite[] profileSprites; //패널에서 사용할 테스트 배열
private void Awake()
{
// UserManager가 없으면 생성
if (UserManager.Instance == null)
{
GameObject userManagerObj = new GameObject("UserManager");
_userManager = userManagerObj.AddComponent<UserManager>();
//TODO: 게임 내에서 기보 타입 적용하기
_gameType = Enums.GameType.Replay;
}
}
private void Start()
{
Debug.Log(UserManager.Instance.Nickname);
//TODO: 기보 타입으로 들어왔을 때 데이터 로드 테스트 수정할것
ReplayManager.Instance.InitReplayBoard(ReplayManager.Instance.LoadReplayDatas()[9]);
//게임 씬에서 확인하기 위한 임시 코드
_stoneController = GameObject.FindObjectOfType<StoneController>();
_stoneController.InitStones();
_gameLogic = new GameLogic(_stoneController, _gameType);
}
private void TryAutoSignin()
{
NetworkManager.Instance.GetInfo((userInfo) =>
{
Debug.Log("자동 로그인 성공");
UpdateMainPanelUI();
// ScoreData.SetScore(userInfo.score);
// OpenConfirmPanel(userInfo.nickname + "님 로그인 성공하였습니다.", () => { });
}, () =>
{
Debug.Log("자동 로그인 실패");
// 로그인 화면
OpenSigninPanel();
});
}
private void UpdateMainPanelUI()
{
MainPanelController mainPanel = FindObjectOfType<MainPanelController>();
if (mainPanel != null)
{
mainPanel.UpdateUserInfo();
}
}
public void OpenSigninPanel()
{
if (canvas != null)
{
var signinPanelObject = Instantiate(signinPanel, canvas.transform);
}
}
public void OpenSignupPanel()
{
if (canvas != null)
{
var signupPanelObject = Instantiate(signupPanel, canvas.transform);
}
}
public void OnClickConfirmButton()
{
_gameLogic.SetNewBoardValue(_gameLogic.currentTurn, _gameLogic.selectedRow,_gameLogic.selectedCol);
}
public void OnClickReplayNextButton()
{
Move nextMove = ReplayManager.Instance.GetNextMove();
if (nextMove != null)
{
if (nextMove.stoneType.Equals(Enums.StoneType.Black.ToString()))
{
_gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerA, nextMove.columnIndex, nextMove.rowIndex);
}
else if (nextMove.stoneType.Equals(Enums.StoneType.White.ToString()))
{
_gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerB, nextMove.columnIndex, nextMove.rowIndex);
}
ReplayManager.Instance.PushMove(nextMove);
}
}
public void OnClickReplayUndoButton()
{
Move targetMove = ReplayManager.Instance.PopMove();
if (targetMove != null)
{
if (targetMove.stoneType.Equals(Enums.StoneType.Black.ToString()))
{
_gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerA, targetMove.columnIndex, targetMove.rowIndex);
}
else if (targetMove.stoneType.Equals(Enums.StoneType.White.ToString()))
{
_gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerB, targetMove.columnIndex, targetMove.rowIndex);
}
ReplayManager.Instance.PushUndoMove(targetMove);
//TODO: 화면상에서 돌 치우기
}
}
private void ChangeToGameScene(Enums.GameType gameType)
{
_gameType = gameType;
SceneManager.LoadScene("Game");
}
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (scene.name == "Game")
{
_stoneController = GameObject.FindObjectOfType<StoneController>();
_stoneController.InitStones();
_gameLogic = new GameLogic(_stoneController, _gameType);
}
_canvas = GameObject.Find("Canvas").GetComponent<Canvas>();
}
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using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class MainPanelControllerTestLIN : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI nicknameText;
[SerializeField] private TextMeshProUGUI ratingText;
[SerializeField] private Button signOutButton;
[SerializeField] private GameObject replayPanel;
public void UpdateUserInfo()
{
if (UserManager.Instance == null) return;
nicknameText.text = UserManager.Instance.Nickname;
ratingText.text = $"{UserManager.Instance.Rating}급";
}
public void OnSignOutClick()
{
NetworkManager.Instance.SignOut(() =>
{
Debug.Log("로그아웃 성공");
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GameManager.Instance.OpenSigninPanel();
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Debug.Log("로그아웃 실패");
// OpenConfirmPanel("로그아웃 되었습니다.", () => { });
});
}
public void OnclickRecordButton()
{
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public static class MiniMaxAIController
{
// To-Do List
// 탐색 시간 개선: 캐싱(_stoneInfoCache), 좋은 수부터 탐색(Move Ordering)
// AI 난이도 개선
private const int SEARCH_DEPTH = 3; // 탐색 깊이 제한 (3 = 빠른 응답, 4 = 좀 더 강한 AI 그러나 느린)
private const int WIN_COUNT = 5;
private static int[][] _directions = new int[][]
{
new int[] {1, 0}, // 수직
new int[] {0, 1}, // 수평
new int[] {1, 1}, // 대각선 ↘ ↖
new int[] {1, -1} // 대각선 ↙ ↗
};
private static int _playerLevel = 1; // 급수 설정
private static float _mistakeMove;
private static Enums.PlayerType _AIPlayerType = Enums.PlayerType.PlayerB;
// 중복 계산을 방지하기 위한 캐싱 데이터. 위치(row, col) 와 방향(dirX, dirY) 중복 계산 방지
private static Dictionary<(int, int, int, int), (int count, int openEnds)> _stoneInfoCache
= new Dictionary<(int, int, int, int), (int count, int openEnds)>();
// 급수 설정 -> 실수 넣을 때 계산
public static void SetLevel(int level)
{
_playerLevel = level;
_mistakeMove = GetMistakeProbability(_playerLevel);
}
// 실수 확률 계산 함수
private static float GetMistakeProbability(int level)
{
// 레벨이 1일 때 실수 확률 0%, 레벨이 18일 때 실수 확률 50%
return (level - 1) / 17f * 0.5f;
}
// return 값이 null 일 경우 == 보드에 칸 꽉 참
public static (int row, int col)? GetBestMove(Enums.PlayerType[,] board)
{
// 캐시 초기화
ClearCache();
float bestScore = float.MinValue;
(int row, int col)? bestMove = null;
(int row, int col)? secondBestMove = null;
List<(int row, int col, float score)> validMoves = GetValidMoves(board);
// 보드에 놓을 수 있는 자리가 있는지 확인
if (validMoves.Count == 0)
{
return null;
}
// 5연승 가능한 자리를 먼저 찾아서 우선적으로 설정
List<(int row, int col)> fiveInARowMoves = GetFiveInARowCandidateMoves(board);
if (fiveInARowMoves.Count > 0)
{
bestMove = fiveInARowMoves[0];
return bestMove;
}
foreach (var (row, col, _) in validMoves)
{
board[row, col] = _AIPlayerType;
float score = DoMinimax(board, SEARCH_DEPTH, false, -1000, 1000, row, col);
board[row, col] = Enums.PlayerType.None;
if (score > bestScore)
{
bestScore = score;
if (bestMove != null)
{
secondBestMove = bestMove;
}
bestMove = (row, col);
}
}
// 랜덤 실수
if (secondBestMove != null && UnityEngine.Random.value < _mistakeMove) // UnityEngine.Random.value == 0~1 사이 반환
{
Debug.Log("AI Mistake");
return secondBestMove;
}
return bestMove;
}
private static float DoMinimax(Enums.PlayerType[,] board, int depth, bool isMaximizing, float alpha, float beta,
int recentRow, int recentCol)
{
if (CheckGameWin(Enums.PlayerType.PlayerA, board, recentRow, recentCol)) return -100 + depth;
if (CheckGameWin(Enums.PlayerType.PlayerB, board, recentRow, recentCol)) return 100 - depth;
if (depth == 0) return EvaluateBoard(board);
float bestScore = isMaximizing ? float.MinValue : float.MaxValue;
List<(int row, int col, float score)> validMoves = GetValidMoves(board); // 현재 놓을 수 있는 자리 리스트
foreach (var (row, col, _) in validMoves)
{
board[row, col] = isMaximizing ? Enums.PlayerType.PlayerB : Enums.PlayerType.PlayerA;
ClearCachePartial(row, col); // 부분 초기화
// ClearCache();
float minimaxScore = DoMinimax(board, depth - 1, !isMaximizing, alpha, beta, row, col);
board[row, col] = Enums.PlayerType.None;
ClearCachePartial(row, col);
// ClearCache();
if (isMaximizing)
{
bestScore = Math.Max(bestScore, minimaxScore);
alpha = Math.Max(alpha, bestScore);
}
else
{
bestScore = Math.Min(bestScore, minimaxScore);
beta = Math.Min(beta, bestScore);
}
if (beta <= alpha) break;
}
return bestScore;
}
// 이동 가능 + 주변에 돌 있는 위치 탐색
private static List<(int row, int col, float score)> GetValidMoves(Enums.PlayerType[,] board)
{
List<(int, int, float)> validMoves = new List<(int, int, float)>();
int size = board.GetLength(0);
for (int row = 0; row < size; row++)
{
for (int col = 0; col < size; col++)
{
if (board[row, col] == Enums.PlayerType.None && HasNearbyStones(board, row, col))
{
float score = EvaluateBoard(board);
validMoves.Add((row, col, score));
}
}
}
validMoves.Sort((a, b) => b.Item3.CompareTo(a.Item3));
return validMoves;
}
private static bool HasNearbyStones(Enums.PlayerType[,] board, int row, int col, int distance = 3)
{
// 9칸 기준으로 현재 위치를 중앙으로 상정한 후 나머지 8방향
int[] dr = { -1, -1, -1, 0, 0, 1, 1, 1 };
int[] dc = { -1, 0, 1, -1, 1, -1, 0, 1 };
int size = board.GetLength(0);
for(int i = 0; i < dr.Length; i++)
{
int nr = row + dr[i], nc = col + dc[i];
if (nr >= 0 && nr < size && nc >= 0 && nc < size && board[nr, nc] != Enums.PlayerType.None)
{
return true;
}
}
return false;
}
// 특정 방향으로 같은 돌 개수와 열린 끝 개수를 계산하는 함수
private static (int count, int openEnds) CountStones(
Enums.PlayerType[,] board, int row, int col, int[] direction, Enums.PlayerType player)
{
int dirX = direction[0], dirY = direction[1];
var key = (row, col, dirX, dirY);
// 캐시에 존재하면 바로 반환 (탐색 시간 감소)
if (_stoneInfoCache.TryGetValue(key, out var cachedResult))
{
return cachedResult;
}
int size = board.GetLength(0);
int count = 0;
int openEnds = 0;
// 정방향 탐색
int r = row + direction[0], c = col + direction[1];
while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player)
{
count++;
r += direction[0]; // row값 옮기기
c += direction[1]; // col값 옮기기
}
if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
{
openEnds++;
}
// 역방향 탐색
r = row - direction[0];
c = col - direction[1];
while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player)
{
count++;
r -= direction[0];
c -= direction[1];
}
if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
{
openEnds++;
}
var resultValue = (count, openEnds);
_stoneInfoCache[key] = resultValue; // 결과 저장
return resultValue;
}
// 캐시 초기화, 새로운 돌이 놓일 시 실행
private static void ClearCache()
{
_stoneInfoCache.Clear();
}
// 캐시 부분 초기화 (현재 변경된 위치 N에서 반경 5칸만 초기화)
private static void ClearCachePartial(int centerRow, int centerCol, int radius = 5)
{
// 캐시가 비어있으면 아무 작업도 하지 않음
if (_stoneInfoCache.Count == 0) return;
// 제거할 키 목록
List<(int, int, int, int)> keysToRemove = new List<(int, int, int, int)>();
// 모든 캐시 항목을 검사
foreach (var key in _stoneInfoCache.Keys)
{
var (row, col, _, _) = key;
// 거리 계산
int distance = Math.Max(Math.Abs(row - centerRow), Math.Abs(col - centerCol));
// 지정된 반경 내에 있는 캐시 항목을 삭제 목록에 추가
if (distance <= radius)
{
keysToRemove.Add(key);
}
}
// 반경 내의 키 제거
foreach (var key in keysToRemove)
{
_stoneInfoCache.Remove(key);
}
}
// 최근에 둔 돌 위치 기반으로 게임 승리를 판별하는 함수
public static bool CheckGameWin(Enums.PlayerType player, Enums.PlayerType[,] board, int row, int col)
{
foreach (var dir in _directions)
{
var (count, _) = CountStones(board, row, col, dir, player);
// 자기 자신 포함하여 5개 이상일 시 true 반환
if (count + 1 >= WIN_COUNT)
return true;
}
return false;
}
// 5목이 될 수 있는 위치 찾기
private static List<(int row, int col)> GetFiveInARowCandidateMoves(Enums.PlayerType[,] board)
{
List<(int row, int col)> fiveInARowMoves = new List<(int, int)>();
int size = board.GetLength(0);
for (int row = 0; row < size; row++)
{
for (int col = 0; col < size; col++)
{
if (board[row, col] != Enums.PlayerType.None) continue;
foreach (var dir in _directions)
{
var (count, openEnds) = CountStones(board, row, col, dir, _AIPlayerType);
if (count == 4 && openEnds > 0)
{
fiveInARowMoves.Add((row, col));
break; // 하나 나오면 바로 break (시간 단축)
}
}
}
}
return fiveInARowMoves;
}
// 현재 보드 평가 함수
private static float EvaluateBoard(Enums.PlayerType[,] board)
{
float score = 0;
int size = board.GetLength(0);
for (int row = 0; row < size; row++)
{
for (int col = 0; col < size; col++)
{
if (board[row, col] == Enums.PlayerType.None) continue;
Enums.PlayerType player = board[row, col];
int playerScore = (player == _AIPlayerType) ? 1 : -1; // AI는 양수, 플레이어는 음수
foreach (var dir in _directions)
{
var (count, openEnds) = CountStones(board, row, col, dir, player);
// 점수 계산
if (count == 4)
score += playerScore * (openEnds == 2 ? 10000 : 1000);
else if (count == 3)
score += playerScore * (openEnds == 2 ? 1000 : 100);
else if (count == 2)
score += playerScore * (openEnds == 2 ? 100 : 10);
}
}
}
return score;
}
}

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: da5600fa3dce9594587497bca64f7394 guid: 0cabba9cae3792747bd277ecdc12196d
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

View File

@ -0,0 +1,84 @@
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
public class TestGameManager : MonoBehaviour
{
[SerializeField] private TMP_InputField rowText;
[SerializeField] private TMP_InputField colText;
[SerializeField] private TMP_Text boardText;
private Enums.PlayerType[,] _board;
private void Start()
{
_board = new Enums.PlayerType[15, 15];
MiniMaxAIController.SetLevel(1); // 급수 설정 테스트
ResultBoard();
}
public void OnClickGoButton()
{
int row = int.Parse(rowText.text);
int col = int.Parse(colText.text);
if (_board[row, col] != Enums.PlayerType.None)
{
Debug.Log("중복 위치");
return;
}
_board[row, col] = Enums.PlayerType.PlayerA;
Debug.Log($"Player's row: {row} col: {col}");
// var isEnded = MiniMaxAIController.CheckGameWin(Enums.PlayerType.PlayerA, _board, row, col);
// Debug.Log("PlayerA is Win: " + isEnded);
// 인공지능 호출
var result = MiniMaxAIController.GetBestMove(_board);
if (result.HasValue)
{
Debug.Log($"AI's row: {result.Value.row} col: {result.Value.col}");
_board[result.Value.row, result.Value.col] = Enums.PlayerType.PlayerB;
// isEnded = MiniMaxAIController.CheckGameWin(Enums.PlayerType.PlayerB, _board, result.Value.row, result.Value.col);
// Debug.Log("PlayerB is Win: " + isEnded);
}
ResultBoard();
}
private void ResultBoard()
{
boardText.text = "";
// player 타입에 따라 입력받는 건 무조건 A로 해서 A, AI는 B로 나타내고 None은 _
for (int i = 0; i < 15; i++)
{
for (int j = 0; j < 15; j++)
{
if (_board[i, j] == Enums.PlayerType.PlayerA)
{
boardText.text += 'A';
}
else if (_board[i, j] == Enums.PlayerType.PlayerB)
{
boardText.text += 'B';
}
else if (_board[i, j] == Enums.PlayerType.None)
{
boardText.text += '_';
}
boardText.text += ' ';
}
boardText.text += '\n';
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: facc79abb6042e846bb0a2b099b58e9c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -34,9 +34,6 @@ public class CoinsPanelController : MonoBehaviour
private void Start() private void Start()
{ {
coinsRemoveImageObject.SetActive(false); coinsRemoveImageObject.SetActive(false);
// TODO : 코인 수량 초기화
InitCoinsCount(500);
} }
/// <summary> /// <summary>
@ -47,7 +44,7 @@ public class CoinsPanelController : MonoBehaviour
{ {
_coinsCount = coinsCount; _coinsCount = coinsCount;
coinsCountText.text = _coinsCount.ToString(); coinsCountText.text = _coinsCount.ToString();
ResizingCoinsRect(); ResizingCoinsRect();
} }

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 46d3e8ea7b5f9b643a6ba4a9df11840e
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -13,10 +13,4 @@ public class CameraController : MonoBehaviour
_camera = GetComponent<Camera>(); _camera = GetComponent<Camera>();
_camera.orthographicSize = widthUnit / _camera.aspect / 2; _camera.orthographicSize = widthUnit / _camera.aspect / 2;
} }
void Update()
{
}
} }

View File

@ -8,5 +8,6 @@ public class Enums
public enum StoneState{ None, Selected, Blocked, LastPositioned } public enum StoneState{ None, Selected, Blocked, LastPositioned }
public enum GameType{ None, SinglePlay, MultiPlay } public enum GameType{ None, SinglePlay, MultiPlay, Replay }
} }

View File

@ -1,18 +1,147 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public abstract class BasePlayerState
{
public abstract void OnEnter(GameLogic gameLogic);
public abstract void OnExit(GameLogic gameLogic);
public abstract void HandleMove(GameLogic gameLogic, int row, int col);
public abstract void HandleNextTurn(GameLogic gameLogic);
public void ProcessMove(GameLogic gameLogic, Enums.PlayerType playerType, int row, int col)
{
gameLogic.fioTimer.PauseTimer();
gameLogic.SetNewBoardValue(playerType, row, col);
if (gameLogic.CheckGameWin(playerType, row, col))
{
GameManager.Instance.OpenConfirmPanel($"Game Over: {playerType} Win",() =>{});
gameLogic.EndGame();
}
else
{
//TODO: 무승부 확인
HandleNextTurn(gameLogic);
}
}
}
public class PlayerState : BasePlayerState
{
private Enums.PlayerType _playerType;
private bool _isFirstPlayer;
public PlayerState(bool isFirstPlayer)
{
_isFirstPlayer = isFirstPlayer;
_playerType = isFirstPlayer ? Enums.PlayerType.PlayerA : Enums.PlayerType.PlayerB;
}
public override void OnEnter(GameLogic gameLogic)
{
gameLogic.fioTimer.StartTimer();
//TODO: 첫번째 플레이어면 렌주 룰 확인
gameLogic.currentTurn = _playerType;
gameLogic.stoneController.OnStoneClickedDelegate = (row, col) =>
{
HandleMove(gameLogic, row, col);
};
}
public override void OnExit(GameLogic gameLogic)
{
//TODO: 렌주 룰 금수자리 초기화
gameLogic.fioTimer.InitTimer();
gameLogic.stoneController.OnStoneClickedDelegate = null;
}
public override void HandleMove(GameLogic gameLogic, int row, int col)
{
gameLogic.SetStoneSelectedState(row, col);
}
public override void HandleNextTurn(GameLogic gameLogic)
{
if (_isFirstPlayer)
{
gameLogic.SetState(gameLogic.secondPlayerState);
}
else
{
gameLogic.SetState(gameLogic.firstPlayerState);
}
}
}
public class AIState: BasePlayerState
{
public override void OnEnter(GameLogic gameLogic)
{
gameLogic.fioTimer.StartTimer();
//TODO: AI이식
}
public override void OnExit(GameLogic gameLogic)
{
gameLogic.fioTimer.InitTimer();
}
public override void HandleMove(GameLogic gameLogic, int row, int col)
{
ProcessMove(gameLogic, Enums.PlayerType.PlayerB,row, col);
}
public override void HandleNextTurn(GameLogic gameLogic)
{
gameLogic.SetState(gameLogic.firstPlayerState);
}
}
public class MultiPlayerState: BasePlayerState
{
public override void OnEnter(GameLogic gameLogic)
{
gameLogic.fioTimer.StartTimer();
}
public override void OnExit(GameLogic gameLogic)
{
gameLogic.fioTimer.InitTimer();
}
public override void HandleMove(GameLogic gameLogic, int row, int col)
{
}
public override void HandleNextTurn(GameLogic gameLogic)
{
}
}
public class GameLogic : MonoBehaviour public class GameLogic : MonoBehaviour
{ {
private Enums.PlayerType[,] _board; private Enums.PlayerType[,] _board;
private StoneController _stoneController; public StoneController stoneController;
public Enums.PlayerType currentTurn; public Enums.PlayerType currentTurn;
public Enums.GameType gameType;
public BasePlayerState firstPlayerState;
public BasePlayerState secondPlayerState;
private BasePlayerState _currentPlayerState;
public FioTimer fioTimer;
private const int WIN_COUNT = 5;
//선택된 좌표 //선택된 좌표
public int selectedRow; public int selectedRow;
public int selectedCol; public int selectedCol;
//마지막 배치된 좌표 //마지막 배치된 좌표
public int lastRow;
public int lastCol;
#region Renju Members #region Renju Members
// 렌주룰 금수 검사기 // 렌주룰 금수 검사기
@ -22,95 +151,229 @@ public class GameLogic : MonoBehaviour
private List<Vector2Int> _forbiddenMoves = new List<Vector2Int>(); private List<Vector2Int> _forbiddenMoves = new List<Vector2Int>();
#endregion #endregion
public GameLogic(StoneController stoneController, Enums.GameType gameType) private int _lastRow;
private int _lastCol;
private static int[][] _directions = new int[][]
{
new int[] {1, 0}, // 수직
new int[] {0, 1}, // 수평
new int[] {1, 1}, // 대각선 ↘ ↖
new int[] {1, -1} // 대각선 ↙ ↗
};
public GameLogic(StoneController stoneController, Enums.GameType gameType, FioTimer fioTimer = null)
{ {
//보드 초기화 //보드 초기화
_board = new Enums.PlayerType[15, 15]; _board = new Enums.PlayerType[15, 15];
_stoneController = stoneController; this.stoneController = stoneController;
this.gameType = gameType;
selectedRow = -1; selectedRow = -1;
selectedCol = -1; selectedCol = -1;
lastRow = -1;
lastCol = -1;
#region Renju Init #region Renju Init
// 금수 감지기 초기화 // 금수 감지기 초기화
_forbiddenDetector = new RenjuForbiddenMoveDetector(); _forbiddenDetector = new RenjuForbiddenMoveDetector();
#endregion #endregion
currentTurn = Enums.PlayerType.PlayerA; _lastRow = -1;
_lastCol = -1;
//timer 초기화
if (fioTimer != null)
{
this.fioTimer = fioTimer;
this.fioTimer.InitTimer();
//timer 시간초과시 진행 함수
this.fioTimer.OnTimeout = () =>
{
if (currentTurn == Enums.PlayerType.PlayerA)
{
GameManager.Instance.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerB} Win",
() =>{});
EndGame();
}
else if (currentTurn == Enums.PlayerType.PlayerB)
{
GameManager.Instance.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerA} Win",
() =>{});
EndGame();
}
};
}
SetState(currentTurn); //TODO: 기보 매니저에게 플레이어 닉네임 넘겨주기
ReplayManager.Instance.InitReplayData("PlayerA","nicknameB");
switch (gameType)
{
case Enums.GameType.SinglePlay:
firstPlayerState = new PlayerState(true);
secondPlayerState = new PlayerState(false);
SetState(firstPlayerState);
break;
case Enums.GameType.MultiPlay:
//TODO: 멀티 구현 필요
break;
case Enums.GameType.Replay:
//TODO: 리플레이 구현
break;
}
}
//착수 버튼 클릭시 호출되는 함수
public void OnConfirm()
{
_currentPlayerState.ProcessMove(this, currentTurn, selectedRow, selectedCol);
}
//보드 초기화
public void ResetBoard()
{
Array.Clear(_board, 0, _board.Length);
} }
private void SetState(Enums.PlayerType player) public void SetState(BasePlayerState state)
{
_currentPlayerState?.OnExit(this);
_currentPlayerState = state;
_currentPlayerState?.OnEnter(this);
}
//스톤의 상태변경 명령함수
public void SetStoneNewState(Enums.StoneState state, int row, int col)
{
stoneController.SetStoneState(state, row, col);
}
public void SetStoneSelectedState(int row, int col)
{ {
currentTurn = player;
#region Renju Turn Set #region Renju Turn Set
// 턴이 변경될 때마다 금수 위치 업데이트 // 턴이 변경될 때마다 금수 위치 업데이트
UpdateForbiddenMoves(); UpdateForbiddenMoves();
#endregion #endregion
_stoneController.OnStoneClickedDelegate = (row, col) => if (_board[row, col] != Enums.PlayerType.None) return;
if (stoneController.GetStoneState(row, col) != Enums.StoneState.None && currentTurn == Enums.PlayerType.PlayerA) return;
//첫수 및 중복 확인
if ((selectedRow != row || selectedCol != col) && (selectedRow != -1 && selectedCol != -1))
{ {
if (_board[row, col] == Enums.PlayerType.None) stoneController.SetStoneState(Enums.StoneState.None,selectedRow, selectedCol);
{ }
if ((selectedRow != row || selectedCol != col) && (selectedRow != -1 && selectedCol != -1)) selectedRow = row;
{ selectedCol = col;
SetStoneNewState(Enums.StoneState.None,selectedRow, selectedCol); stoneController.SetStoneState(Enums.StoneState.Selected, row, col);
}
selectedRow = row;
selectedCol = col;
SetStoneNewState(Enums.StoneState.Selected, row, col);
}
};
} }
//보드에 돌추가 함수 //보드에 돌추가 함수
public void SetNewBoardValue(Enums.PlayerType playerType, int row, int col) public void SetNewBoardValue(Enums.PlayerType playerType, int row, int col)
{ {
if (_board[row, col] == Enums.PlayerType.None) if (_board[row, col] != Enums.PlayerType.None) return;
switch (playerType)
{ {
if (playerType == Enums.PlayerType.PlayerA) case Enums.PlayerType.PlayerA:
{ stoneController.SetStoneType(Enums.StoneType.Black, row, col);
_stoneController.SetStoneType(Enums.StoneType.Black, row, col); stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col);
_stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col);
_board[row, col] = Enums.PlayerType.PlayerA; _board[row, col] = Enums.PlayerType.PlayerA;
LastNSelectedSetting(row, col); LastNSelectedSetting(row, col);
SetState(Enums.PlayerType.PlayerB); ReplayManager.Instance.RecordStonePlaced(Enums.StoneType.Black, row, col); //기보 데이터 저장
} break;
if (playerType == Enums.PlayerType.PlayerB) case Enums.PlayerType.PlayerB:
{ stoneController.SetStoneType(Enums.StoneType.White, row, col);
_stoneController.SetStoneType(Enums.StoneType.White, row, col); stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col);
_stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col);
_board[row, col] = Enums.PlayerType.PlayerB; _board[row, col] = Enums.PlayerType.PlayerB;
LastNSelectedSetting(row, col); LastNSelectedSetting(row, col);
SetState(Enums.PlayerType.PlayerA);
} ReplayManager.Instance.RecordStonePlaced(Enums.StoneType.White, row, col);
break;
} }
} }
//돌 지우는 함수
public void RemoveStone(int row, int col)
{
_board[row, col] = Enums.PlayerType.None;
stoneController.SetStoneType(Enums.StoneType.None, row, col);
stoneController.SetStoneState(Enums.StoneState.None, row, col);
}
//마지막 좌표와 선택 좌표 세팅
private void LastNSelectedSetting(int row, int col) private void LastNSelectedSetting(int row, int col)
{ {
//첫수 확인 //첫수 확인
if (lastRow != -1 || lastCol != -1) if (_lastRow != -1 || _lastCol != -1)
{ {
_stoneController.SetStoneState(Enums.StoneState.None, lastRow, lastCol); stoneController.SetStoneState(Enums.StoneState.None, _lastRow, _lastCol);
} }
//마지막 좌표 저장 //마지막 좌표 저장
lastRow = row; _lastRow = row;
lastCol = col; _lastCol = col;
//선택 좌표 초기화 //선택 좌표 초기화
selectedRow = -1; selectedRow = -1;
selectedCol = -1; selectedCol = -1;
} }
//게임 끝
//스톤의 상태변경 명령함수 public void EndGame()
private void SetStoneNewState(Enums.StoneState state, int row, int col)
{ {
_stoneController.SetStoneState(state, row, col); SetState(null);
}
//승리 확인 함수
public bool CheckGameWin(Enums.PlayerType player, int row, int col)
{
foreach (var dir in _directions)
{
var (count, _) = CountStones(_board, row, col, dir, player);
// 자기 자신 포함하여 5개 이상일 시 true 반환
if (count + 1 >= WIN_COUNT)
return true;
}
return false;
}
// 특정 방향으로 같은 돌 개수와 열린 끝 개수를 계산하는 함수
private (int count, int openEnds) CountStones(
Enums.PlayerType[,] board, int row, int col, int[] direction, Enums.PlayerType player)
{
int size = board.GetLength(0);
int count = 0;
int openEnds = 0;
// 정방향 탐색
int r = row + direction[0], c = col + direction[1];
while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player)
{
count++;
r += direction[0]; // row값 옮기기
c += direction[1]; // col값 옮기기
}
if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
{
openEnds++;
}
// 역방향 탐색
r = row - direction[0];
c = col - direction[1];
while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player)
{
count++;
r -= direction[0];
c -= direction[1];
}
if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
{
openEnds++;
}
return (count, openEnds);
} }
#region Renju Rule Detector #region Renju Rule Detector

View File

@ -1,15 +1,33 @@
using System;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine.UI;
[RequireComponent(typeof(AudioSource))]
public class GameManager : Singleton<GameManager> public class GameManager : Singleton<GameManager>
{ {
[Header("Panel")]
[SerializeField] private GameObject mainPanel;
[SerializeField] private GameObject signinPanel; [SerializeField] private GameObject signinPanel;
[SerializeField] private GameObject signupPanel; [SerializeField] private GameObject signupPanel;
[SerializeField] private GameObject settingsPanel;
[SerializeField] private GameObject confirmPanel;
[SerializeField] private GameObject rankingPanel;
[SerializeField] private GameObject shopPanel;
[SerializeField] private GameObject giboPanel;
[SerializeField] private GameObject loadingPanel;
[Header("Sound")]
[SerializeField] private AudioClip mainBgm;
private AudioSource audioSource;
private LoadingPanelController loadingPanelController;
[SerializeField] private Canvas canvas;
private UserManager _userManager; // UserManager 인스턴스 관리 private UserManager _userManager; // UserManager 인스턴스 관리
private CoinsPanelController _coinsPanel;
private Enums.GameType _gameType; private Enums.GameType _gameType;
private GameLogic _gameLogic; private GameLogic _gameLogic;
@ -17,29 +35,63 @@ public class GameManager : Singleton<GameManager>
private Canvas _canvas; private Canvas _canvas;
public Sprite[] profileSprites; //패널에서 사용할 테스트 배열 public Sprite[] profileSprites; //패널에서 사용할 테스트 배열
private void Awake() private void Start()
{ {
// TODO: 음악 관련은 AuidoManager로 분리?
PlayMainBGM();
// UserManager가 없으면 생성 // UserManager가 없으면 생성
if (UserManager.Instance == null) if (UserManager.Instance == null)
{ {
GameObject userManagerObj = new GameObject("UserManager"); GameObject userManagerObj = new GameObject("UserManager");
_userManager = userManagerObj.AddComponent<UserManager>(); _userManager = userManagerObj.AddComponent<UserManager>();
//게임 씬에서 확인하기 위한 임시 코드
_gameType = Enums.GameType.SinglePlay;
} }
}
//게임 씬에서 확인하기 위한 임시 코드
private void Start() _gameType = Enums.GameType.SinglePlay;
{
if (_canvas == null)
{
_canvas = GameObject.Find("Canvas").GetComponent<Canvas>();
}
// 로딩 화면 추가(자동 로그인 응답 전까지)
OpenLoadingPanel(false, false, true);
// 자동 로그인 // 자동 로그인
TryAutoSignin(); TryAutoSignin();
//게임 씬에서 확인하기 위한 임시 코드 //게임 씬에서 확인하기 위한 임시 코드
_stoneController = GameObject.FindObjectOfType<StoneController>(); // _canvas = canvas.GetComponent<Canvas>();
_stoneController.InitStones(); // _stoneController = GameObject.FindObjectOfType<StoneController>();
_gameLogic = new GameLogic(_stoneController, _gameType); // _stoneController.InitStones();
// var fioTimer = FindObjectOfType<FioTimer>();
// _gameLogic = new GameLogic(_stoneController, _gameType, fioTimer);
}
// 배경음악 시작
public void PlayMainBGM()
{
// AudioSource 컴포넌트 가져오기
audioSource = GetComponent<AudioSource>();
if (audioSource != null && mainBgm != null)
{
// 배경음악이 설정되면 재생
audioSource.clip = mainBgm; // 음악 클립 설정
audioSource.loop = true; // 반복 재생
audioSource.volume = 0.4f; // 볼륨
audioSource.Play(); // 음악 시작
}
}
// 배경음악 멈추기
public void StopMainBGM()
{
if (audioSource != null)
{
audioSource.Stop(); // 배경음악 멈추기
}
} }
private void TryAutoSignin() private void TryAutoSignin()
@ -48,45 +100,97 @@ public class GameManager : Singleton<GameManager>
{ {
Debug.Log("자동 로그인 성공"); Debug.Log("자동 로그인 성공");
UpdateMainPanelUI(); UserManager.Instance.SetUserInfo(userInfo);
UpdateMainPanelUI(OpenMainPanel);
// ScoreData.SetScore(userInfo.score); // ScoreData.SetScore(userInfo.score);
// OpenConfirmPanel(userInfo.nickname + "님 로그인 성공하였습니다.", () => { }); OpenConfirmPanel(userInfo.nickname + "님" + "\n" + "자동 로그인 되었습니다", () => { });
loadingPanelController.StopLoading();
}, () => }, () =>
{ {
Debug.Log("자동 로그인 실패"); Debug.Log("자동 로그인 실패");
// 로딩 멈추기
loadingPanelController.StopLoading();
// 로그인 화면 // 로그인 화면
OpenSigninPanel(); OpenSigninPanel();
}); });
} }
private void UpdateMainPanelUI() /// <summary>
/// 유저 별명, 급수를 서버에서 가져온 정보로 업데이트하여 메인화면에 표시
/// </summary>
public void UpdateMainPanelUI(Action success = null)
{ {
MainPanelController mainPanel = FindObjectOfType<MainPanelController>(); MainPanelController mainPanelController = mainPanel.GetComponent<MainPanelController>();
if (mainPanel != null)
if (mainPanelController == null) return;
mainPanelController.UpdateUserInfo();
success?.Invoke();
}
public void OpenMainPanel()
{
if (_canvas != null)
{ {
mainPanel.UpdateUserInfo(); var mainPanelObject = Instantiate(mainPanel, _canvas.transform);
// 메인 화면 아래의 코인 패널에 서버에서 가져 온 코인 값 업데이트
_coinsPanel = mainPanelObject.GetComponentInChildren<CoinsPanelController>();
if (_coinsPanel != null)
{
_coinsPanel.InitCoinsCount(UserManager.Instance.Coins);
}
}
}
public void OpenLoadingPanel(bool rotateImage = false, bool animatedText = false, bool flipImage = false)
{
if (_canvas != null)
{
var loadingPanelObject = Instantiate(loadingPanel, _canvas.transform);
// 로딩 화면이 생성된 후, 원하는 애니메이션 활성화
loadingPanelController = loadingPanelObject.GetComponent<LoadingPanelController>();
if (loadingPanelController != null)
{
loadingPanelController.StartLoading(rotateImage, animatedText, flipImage);
}
} }
} }
public void OpenSigninPanel() public void OpenSigninPanel()
{ {
if (canvas != null) if (_canvas != null)
{ {
var signinPanelObject = Instantiate(signinPanel, canvas.transform); var signinPanelObject = Instantiate(signinPanel, _canvas.transform);
} }
} }
public void OpenSignupPanel() public void OpenSignupPanel()
{ {
if (canvas != null) if (_canvas != null)
{ {
var signupPanelObject = Instantiate(signupPanel, canvas.transform); var signupPanelObject = Instantiate(signupPanel, _canvas.transform);
} }
} }
public void OnClickConfirmButton() public void OnClickConfirmButton()
{ {
_gameLogic.SetNewBoardValue(_gameLogic.currentTurn, _gameLogic.selectedRow,_gameLogic.selectedCol); if (_gameLogic.selectedRow != -1 && _gameLogic.selectedCol != -1)
{
_gameLogic.OnConfirm();
}
else
{
Debug.Log("착수 위치를 선택 해주세요");
//TODO: 착수할 위치를 선택하라는 동작
}
} }
private void ChangeToGameScene(Enums.GameType gameType) private void ChangeToGameScene(Enums.GameType gameType)
@ -99,10 +203,67 @@ public class GameManager : Singleton<GameManager>
{ {
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();
_gameLogic = new GameLogic(_stoneController, _gameType); var fioTimer = FindObjectOfType<FioTimer>();
_gameLogic = new GameLogic(_stoneController, _gameType, fioTimer);
} }
_canvas = GameObject.Find("Canvas").GetComponent<Canvas>(); _canvas = GameObject.Find("Canvas").GetComponent<Canvas>();
} }
//임시 재시작 재대결
public void RetryGame()
{
_gameLogic.ResetBoard();
_stoneController.InitStones();
_gameLogic.SetState(_gameLogic.firstPlayerState);
}
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<ReplayPanelController>().Show();
}
}
} }

View File

@ -13,6 +13,7 @@ public class Stone : MonoBehaviour
private SpriteRenderer _spriteRenderer; private SpriteRenderer _spriteRenderer;
public delegate void OnStoneClicked(int index); public delegate void OnStoneClicked(int index);
private OnStoneClicked _onStoneClicked; private OnStoneClicked _onStoneClicked;
private Enums.StoneState _currentStoneState;
private void Awake() private void Awake()
@ -52,19 +53,29 @@ public class Stone : MonoBehaviour
switch (stoneState) switch (stoneState)
{ {
case Enums.StoneState.None: case Enums.StoneState.None:
_currentStoneState = Enums.StoneState.None;
_spriteRenderer.sprite = stoneStateSprites[0]; _spriteRenderer.sprite = stoneStateSprites[0];
break; break;
case Enums.StoneState.Selected: case Enums.StoneState.Selected:
_currentStoneState = Enums.StoneState.Selected;
_spriteRenderer.sprite = stoneStateSprites[1]; _spriteRenderer.sprite = stoneStateSprites[1];
break; break;
case Enums.StoneState.Blocked: case Enums.StoneState.Blocked:
_currentStoneState = Enums.StoneState.Blocked;
_spriteRenderer.sprite = stoneStateSprites[2]; _spriteRenderer.sprite = stoneStateSprites[2];
break; break;
case Enums.StoneState.LastPositioned: case Enums.StoneState.LastPositioned:
_currentStoneState = Enums.StoneState.LastPositioned;
_spriteRenderer.sprite = stoneStateSprites[3]; _spriteRenderer.sprite = stoneStateSprites[3];
break; break;
} }
} }
//Stone 상태 확인
public Enums.StoneState GetStoneState()
{
return _currentStoneState;
}
private void OnMouseUpAsButton() private void OnMouseUpAsButton()
{ {

View File

@ -27,7 +27,6 @@ public class StoneController : MonoBehaviour
//스톤 타입변경 //스톤 타입변경
public void SetStoneType(Enums.StoneType stoneType, int row, int col) public void SetStoneType(Enums.StoneType stoneType, int row, int col)
{ {
var index = MaxCellCount * row + col; var index = MaxCellCount * row + col;
stones[index].SetStone(stoneType); stones[index].SetStone(stoneType);
} }
@ -38,4 +37,11 @@ public class StoneController : MonoBehaviour
var index = MaxCellCount * row + col; var index = MaxCellCount * row + col;
stones[index].SetState(state); stones[index].SetState(state);
} }
//스톤상태 확인
public Enums.StoneState GetStoneState(int row, int col)
{
var index = MaxCellCount * row + col;
return stones[index].GetStoneState();
}
} }

View File

@ -0,0 +1,125 @@
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using DG.Tweening;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class LoadingPanelController : MonoBehaviour
{
[SerializeField] GameObject dragonImg;
[SerializeField] GameObject tigerImg;
[SerializeField] TextMeshProUGUI loadingText;
[SerializeField] private Sprite[] dragonSprites;
[SerializeField] private Sprite[] tigerSprites;
[SerializeField] private string fullText = "불러오는 중..."; // 원하는 문구를 인스펙터에서 설정 가능
[SerializeField] private float interval = 0.4f; // 글자 추가 속도 조정 가능
[SerializeField] float flipDuration = 0.3f; // 회전 시간
[SerializeField] float delayBetweenFlips = 1f; // 이미지 변경 주기
private int currentLength = 0;
private CancellationTokenSource cancellationTokenSource;
// 타 컴포넌트에서 애니메이션 효과 설정을 위해 호출(RotateImages와 FlipImages 혼용은 불가능: DORotate가 서로 충돌함)
public void StartLoading(bool animatedImage, bool animatedText, bool animatedFlip)
{
// 패널 활성화
gameObject.SetActive(true);
cancellationTokenSource = new CancellationTokenSource();
if (animatedImage) RotateImages(); // 캐릭터들이 좌우로 회전하는 효과
if (animatedText) StartCoroutine(AnimateLoadingText()); // 한글자씩 나타나는 효과
if (animatedFlip) FlipImages(); // 캐릭터들이 뒤집히면서 표정이 바뀌는 효과
}
// 캐릭터들이 좌우로 회전하는 효과
private void RotateImages()
{
float maxRotation = 10f; // 한쪽으로 기울일 최대 각도
float duration = 1f; // 한 방향으로 가는 시간
// 초기 회전값을 +15도로 설정
dragonImg.transform.rotation = Quaternion.Euler(0f, 0f, maxRotation);
tigerImg.transform.rotation = Quaternion.Euler(0f, 0f, maxRotation);
// 좌우로 왕복 회전 애니메이션
dragonImg.transform
.DORotate(new Vector3(0f, 0f, -maxRotation), duration) // 15도 → -15도
.SetEase(Ease.InOutBack)
.SetLoops(-1, LoopType.Yoyo);
tigerImg.transform
.DORotate(new Vector3(0f, 0f, -maxRotation), duration) // -15도 → 15도
.SetEase(Ease.InOutBack)
.SetLoops(-1, LoopType.Yoyo);
}
// 한글자씩 나타나는 효과
private IEnumerator AnimateLoadingText()
{
while (!cancellationTokenSource.IsCancellationRequested)
{
// 글자 하나씩 추가
currentLength = (currentLength + 1) % (fullText.Length + 1); // 글자 하나씩 추가 (0 ~ fullText.Length 반복)
loadingText.text = fullText.Substring(0, currentLength); // 부분 문자열 표시
yield return new WaitForSeconds(interval); // 0.2초마다 변경
// 모든 글자가 다 표시되면 1초 대기
if (currentLength == fullText.Length)
{
yield return new WaitForSeconds(1f); // 1초 대기
currentLength = 0; // 다시 처음부터 시작
}
}
}
// 캐릭터들이 뒤집히면서 표정이 바뀌는 효과
private void FlipImages()
{
GameObject[] images = { dragonImg, tigerImg };
foreach (var image in images)
{
StartCoroutine(FlipRoutine(image, image == dragonImg ? dragonSprites : tigerSprites));
}
}
private IEnumerator FlipRoutine(GameObject component, Sprite[] spriteSet)
{
var imageComponent = component.gameObject.GetComponent<Image>();
while (!cancellationTokenSource.IsCancellationRequested)
{
yield return new WaitForSeconds(delayBetweenFlips);
// 1⃣ Y축 -90도 회전
yield return component.transform.DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration / 2)
.SetEase(Ease.InBounce)
.WaitForCompletion();
// 2⃣ 랜덤한 스프라이트 선택하여 적용
if (imageComponent != null)
{
imageComponent.sprite = spriteSet[Random.Range(0, spriteSet.Length)];
}
// 3⃣ Y축 0도로 회전
yield return component.transform.DOLocalRotate(Vector3.zero, flipDuration / 2)
.SetEase(Ease.OutBounce)
.WaitForCompletion();
}
}
public void StopLoading()
{
// 코루틴 취소
if (cancellationTokenSource != null)
{
cancellationTokenSource.Cancel();
}
gameObject.SetActive(false);
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: fea1faaf562416943957c25c4b78a567
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,6 +1,7 @@
using System; using System;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI; using UnityEngine.UI;
public class MainPanelController : MonoBehaviour public class MainPanelController : MonoBehaviour
@ -8,6 +9,18 @@ public class MainPanelController : MonoBehaviour
[SerializeField] private TextMeshProUGUI nicknameText; [SerializeField] private TextMeshProUGUI nicknameText;
[SerializeField] private TextMeshProUGUI ratingText; [SerializeField] private TextMeshProUGUI ratingText;
[SerializeField] private Button signOutButton; [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() public void UpdateUserInfo()
{ {
@ -15,20 +28,47 @@ public class MainPanelController : MonoBehaviour
nicknameText.text = UserManager.Instance.Nickname; nicknameText.text = UserManager.Instance.Nickname;
ratingText.text = $"{UserManager.Instance.Rating}급"; 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() public void OnSignOutClick()
{ {
signOutButton.interactable = false; // 중복 클릭 방지
NetworkManager.Instance.SignOut(() => NetworkManager.Instance.SignOut(() =>
{ {
Debug.Log("로그아웃 성공"); Debug.Log("로그아웃 성공");
// 로그인 화면
GameManager.Instance.OpenSigninPanel(); GameManager.Instance.OpenSigninPanel();
// 로그아웃 버튼 메서드 삭제
signOutButton.onClick.RemoveAllListeners();
// 아직 메인 패널이 살아있다면 삭제
if (gameObject != null)
{
Destroy(gameObject);
}
}, () => }, () =>
{ {
Debug.Log("로그아웃 실패"); Debug.Log("로그아웃 실패");
// OpenConfirmPanel("로그아웃 되었습니다.", () => { }); // 입력 내용 누락 팝업 표시
GameManager.Instance.OpenConfirmPanel("로그아웃을 실패했습니다.", () =>
{
signOutButton.interactable = true; // 실패 시 다시 활성화
});
}); });
} }
} }

View File

@ -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); string jsonString = JsonUtility.ToJson(signupData);
Debug.Log("jsonString" + jsonString);
byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(jsonString); byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(jsonString);
using (UnityWebRequest www = using (UnityWebRequest www =
@ -33,32 +36,34 @@ public class NetworkManager : Singleton<NetworkManager>
if (www.responseCode == 409) if (www.responseCode == 409)
{ {
// TODO: 중복 사용자 생성 팝업 표시
Debug.Log("중복사용자"); Debug.Log("중복사용자");
failure?.Invoke(); // 중복 사용자 생성 팝업 표시
GameManager.Instance.OpenConfirmPanel("이미 존재하는 사용자입니다.", () =>
// GameManager.Instance.OpenConfirmPanel("이미 존재하는 사용자입니다.", () => {
// { failure?.Invoke();
// failure?.Invoke(); });
// });
} }
} }
else else
{ {
var result = www.downloadHandler.text; var result = www.downloadHandler.text;
Debug.Log("Result: " + result);
success?.Invoke(); success?.Invoke();
// TODO: 회원가입 성공 팝업 표시 // 회원가입 성공 팝업 표시
// GameManager.Instance.OpenConfirmPanel("회원 가입이 완료 되었습니다.", () => GameManager.Instance.OpenConfirmPanel("회원 가입이 완료 되었습니다.", () =>
// { {
// success?.Invoke(); success?.Invoke();
// }); });
} }
} }
} }
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); string jsonString = JsonUtility.ToJson(signinData);
byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(jsonString); byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(jsonString);
@ -75,7 +80,7 @@ public class NetworkManager : Singleton<NetworkManager>
if (www.result == UnityWebRequest.Result.ConnectionError || if (www.result == UnityWebRequest.Result.ConnectionError ||
www.result == UnityWebRequest.Result.ProtocolError) www.result == UnityWebRequest.Result.ProtocolError)
{ {
Debug.Log("Error: " + www.error);
} }
else else
{ {
@ -87,34 +92,35 @@ public class NetworkManager : Singleton<NetworkManager>
PlayerPrefs.SetString("sid", sid); PlayerPrefs.SetString("sid", sid);
} }
var resultString = www.downloadHandler.text; var result = www.downloadHandler.text;
var result = JsonUtility.FromJson<SigninResult>(resultString); 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); failure?.Invoke(0);
// TODO: 유저네임 유효하지 않음 팝업 표시 // 유저 이메일 유효하지 않음 팝업 표시
// GameManager.Instance.OpenConfirmPanel("유저네임이 유효하지 않습니다.", () => GameManager.Instance.OpenConfirmPanel("이메일이 유효하지 않습니다.", () =>
// { {
// failure?.Invoke(0); failure?.Invoke(0);
// }); });
} }
else if (result.result == 1) else if (signinResult.result == 1)
{ {
Debug.Log("패스워드가 유효하지 않습니다."); Debug.Log("패스워드가 유효하지 않습니다.");
failure?.Invoke(1); failure?.Invoke(1);
// TODO: 패스워드가 유효하지 않음 팝업 표시 // 패스워드가 유효하지 않음 팝업 표시
// GameManager.Instance.OpenConfirmPanel("패스워드가 유효하지 않습니다.", () => GameManager.Instance.OpenConfirmPanel("패스워드가 유효하지 않습니다.", () =>
// { {
// failure?.Invoke(1); failure?.Invoke(1);
// }); });
} }
else if (result.result == 2) else if (signinResult.result == 2)
{ {
Debug.Log("로그인에 성공하였습니다."); Debug.Log("로그인에 성공하였습니다.");
success?.Invoke(); success?.Invoke(signinResult);
// TODO: 성공 팝업 표시
// 성공 팝업 표시
// GameManager.Instance.OpenConfirmPanel("로그인에 성공하였습니다.", () => // GameManager.Instance.OpenConfirmPanel("로그인에 성공하였습니다.", () =>
// { // {
// success?.Invoke(); // success?.Invoke();
@ -143,6 +149,9 @@ public class NetworkManager : Singleton<NetworkManager>
else else
{ {
Debug.LogError("SID 값이 없습니다. 로그인 정보가 없습니다."); Debug.LogError("SID 값이 없습니다. 로그인 정보가 없습니다.");
// GameManager.Instance.OpenConfirmPanel("SID 값이 없습니다. 로그인 정보가 없습니다.", () =>
// {
// });
failure?.Invoke(); failure?.Invoke();
yield break; // 더 이상 진행하지 않고 종료 yield break; // 더 이상 진행하지 않고 종료
} }
@ -155,15 +164,16 @@ public class NetworkManager : Singleton<NetworkManager>
if (www.responseCode == 403) if (www.responseCode == 403)
{ {
Debug.Log("로그인이 필요합니다."); Debug.Log("로그인이 필요합니다.");
GameManager.Instance.OpenConfirmPanel("로그인이 필요합니다.", () =>
{
failure?.Invoke();
});
} }
failure?.Invoke();
} }
else else
{ {
var result = www.downloadHandler.text; var result = www.downloadHandler.text;
var userInfo = JsonUtility.FromJson<UserInfoResult>(result); var userInfo = JsonUtility.FromJson<UserInfoResult>(result);
UserManager.Instance.SetUserInfo(userInfo);
success?.Invoke(userInfo); success?.Invoke(userInfo);
} }
@ -177,13 +187,14 @@ public class NetworkManager : Singleton<NetworkManager>
public IEnumerator SignOutCoroutine(Action success, Action failure) public IEnumerator SignOutCoroutine(Action success, Action failure)
{ {
Debug.Log("로그아웃 호출?");
string sid = PlayerPrefs.GetString("sid", ""); string sid = PlayerPrefs.GetString("sid", "");
if (string.IsNullOrEmpty(sid)) if (string.IsNullOrEmpty(sid))
{ {
Debug.Log("로그인 정보가 없습니다."); Debug.Log("로그인 정보가 없습니다.");
failure?.Invoke(); GameManager.Instance.OpenConfirmPanel("로그인이 필요합니다.", () =>
{
failure?.Invoke();
});
yield break; // 로그인이 되어 있지 않다면 로그아웃을 시도하지 않음 yield break; // 로그인이 되어 있지 않다면 로그아웃을 시도하지 않음
} }
@ -199,15 +210,18 @@ public class NetworkManager : Singleton<NetworkManager>
if (www.responseCode == 403) if (www.responseCode == 403)
{ {
Debug.Log("로그인이 필요합니다."); Debug.Log("로그인이 필요합니다.");
GameManager.Instance.OpenConfirmPanel("로그인이 필요합니다.", () => { });
} }
failure?.Invoke(); failure?.Invoke();
} }
else else
{ {
var result = www.downloadHandler.text; var result = www.downloadHandler.text;
Debug.Log("로그아웃 실행결과" + result);
// 로그아웃 후 sid를 삭제하여 세션을 클리어 // 로그아웃 후 sid를 삭제하여 세션을 클리어
PlayerPrefs.SetString("sid", ""); PlayerPrefs.SetString("sid", "");
// 유저 정보도 삭제
PlayerPrefs.SetString("UserInfo", "");
UserManager.Instance.UserInfoInit();
success?.Invoke(); success?.Invoke();
} }
@ -235,6 +249,7 @@ public class NetworkManager : Singleton<NetworkManager>
if (www.responseCode == 403) if (www.responseCode == 403)
{ {
Debug.Log("로그인이 필요합니다."); Debug.Log("로그인이 필요합니다.");
GameManager.Instance.OpenConfirmPanel("로그인이 필요합니다.", () => { });
} }
failure?.Invoke(); failure?.Invoke();
@ -248,4 +263,54 @@ 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.");
GameManager.Instance.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)
{
if (www.responseCode == 403)
{
Debug.Log("로그인이 필요합니다.");
GameManager.Instance.OpenConfirmPanel("로그인이 필요합니다.", () => { });
}
failure?.Invoke();
}
else
{
var result = www.downloadHandler.text;
var coinsInfo = JsonUtility.FromJson<CoinsInfoResult>(result);
success?.Invoke(coinsInfo);
}
}
}
} }

View File

@ -12,11 +12,11 @@ public struct SigninData
public struct SigninResult public struct SigninResult
{ {
public int result; public int result;
} public string nickname;
public int imageIndex;
public struct SignoutResult public int rating;
{ public int score;
public string result; public int coins;
} }
[Serializable] [Serializable]
@ -45,17 +45,21 @@ public class SigninPanelController : MonoBehaviour
if (string.IsNullOrEmpty(email) || string.IsNullOrEmpty(password)) if (string.IsNullOrEmpty(email) || string.IsNullOrEmpty(password))
{ {
// TODO: 누락된 값 입렵 요청 팝업 표시 GameManager.Instance.OpenConfirmPanel("입력 내용이 누락되었습니다.", () => {});
return; return;
} }
var signinData = new SigninData(); var signinData = new SigninData { email = email, password = password };
signinData.email = email;
signinData.password = password;
StartCoroutine(NetworkManager.Instance.Signin(signinData, () => NetworkManager.Instance.Signin(signinData, (signinResult) =>
{ {
Destroy(gameObject); Destroy(gameObject);
// 유저 정보 저장
UserManager.Instance.SetUserInfo(signinResult);
// 메인 패널 정보 갱신
GameManager.Instance.UpdateMainPanelUI(GameManager.Instance.OpenMainPanel);
}, result => }, result =>
{ {
if (result == 0) if (result == 0)
@ -66,7 +70,7 @@ public class SigninPanelController : MonoBehaviour
{ {
passwordInputField.text = ""; passwordInputField.text = "";
} }
})); });
} }
public void OnClickSignupButton() public void OnClickSignupButton()

View File

@ -62,11 +62,8 @@ public class SignupPanelController : MonoBehaviour
if (string.IsNullOrEmpty(email) || string.IsNullOrEmpty(nickname) || if (string.IsNullOrEmpty(email) || string.IsNullOrEmpty(nickname) ||
string.IsNullOrEmpty(password) || string.IsNullOrEmpty(confirmPassword)) string.IsNullOrEmpty(password) || string.IsNullOrEmpty(confirmPassword))
{ {
// TODO: 입력 내용 누락 팝업 표시 // 입력 내용 누락 팝업 표시
// GameManager.Instance.OpenConfirmPanel("입력 내용이 누락되었습니다.", () => GameManager.Instance.OpenConfirmPanel("입력 내용이 누락되었습니다.", () => {});
// {
//
// });
Debug.Log("입력 내용이 누락되었습니다."); Debug.Log("입력 내용이 누락되었습니다.");
return; return;
} }
@ -80,7 +77,7 @@ public class SignupPanelController : MonoBehaviour
signupData.imageIndex = _selectedImageIndex; signupData.imageIndex = _selectedImageIndex;
// 서버로 SignupData 전달하면서 회원가입 진행 // 서버로 SignupData 전달하면서 회원가입 진행
StartCoroutine(NetworkManager.Instance.Signup(signupData, () => NetworkManager.Instance.Signup(signupData, () =>
{ {
Destroy(gameObject); Destroy(gameObject);
}, () => }, () =>
@ -89,23 +86,22 @@ public class SignupPanelController : MonoBehaviour
nicknameInputField.text = ""; nicknameInputField.text = "";
passwordInputField.text = ""; passwordInputField.text = "";
confirmPasswordInputField.text = ""; confirmPasswordInputField.text = "";
})); });
} }
else else
{ {
// TODO: 비밀번호 오류 팝업 표시 // 비밀번호 오류 팝업 표시
Debug.Log("비밀번호가 서로 다릅니다."); Debug.Log("비밀번호가 서로 다릅니다.");
// GameManager.Instance.OpenConfirmPanel("비밀번호가 서로 다릅니다.", () => GameManager.Instance.OpenConfirmPanel("비밀번호가 서로 다릅니다.", () =>
// { {
// passwordInputField.text = ""; passwordInputField.text = "";
// confirmPasswordInputField.text = ""; confirmPasswordInputField.text = "";
// }); });
} }
} }
public void OnClickCancelButton() public void OnClickCancelButton()
{ {
Debug.Log("OnClickCancelButton");
Destroy(gameObject); Destroy(gameObject);
} }
} }

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