Merge branch 'main' into DO-31-렌주룰-다른방향
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8db707884e
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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--- !u!114 &2389273839879143832
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File diff suppressed because it is too large
Load Diff
@ -1,17 +0,0 @@
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using System.Collections;
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|
||||||
using System.Collections.Generic;
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|
||||||
using UnityEngine;
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|
||||||
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public class GiboPanelController : ScrollPanelController
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{
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public virtual void Show(List<GiboItem> items)
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{
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||||||
for (int i = 0; i < items.Count && i <= MAX_COUNT; i++)
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{
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var scrollItem= Instantiate(scrollItemPrefab, content.transform);
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||||||
scrollItem.GetComponent<GiboItemController>().Init(items[i]);
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||||||
|
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||||||
}
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|
||||||
base.Show();
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}
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File diff suppressed because it is too large
Load Diff
7
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2095
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Normal file
2095
Assets/LIN/Prefabs/Main Panel Test LIN.prefab
Normal file
File diff suppressed because it is too large
Load Diff
@ -1,5 +1,5 @@
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8
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8
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18564
Assets/LIN/Scenes/GameCopyTestLIN.unity
Normal file
18564
Assets/LIN/Scenes/GameCopyTestLIN.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/LIN/Scenes/GameCopyTestLIN.unity.meta
Normal file
7
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290
Assets/LIN/Scenes/GameTestLIN.unity
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290
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Normal file
@ -0,0 +1,290 @@
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|
%YAML 1.1
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7
Assets/LIN/Scenes/MainTestLIN.unity.meta
Normal file
7
Assets/LIN/Scenes/MainTestLIN.unity.meta
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8
Assets/LIN/Scripts.meta
Normal file
8
Assets/LIN/Scripts.meta
Normal file
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fileFormatVersion: 2
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assetBundleVariant:
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147
Assets/LIN/Scripts/GameManagerTestLIN.cs
Normal file
147
Assets/LIN/Scripts/GameManagerTestLIN.cs
Normal file
@ -0,0 +1,147 @@
|
|||||||
|
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>();
|
||||||
|
}
|
||||||
|
}
|
11
Assets/LIN/Scripts/GameManagerTestLIN.cs.meta
Normal file
11
Assets/LIN/Scripts/GameManagerTestLIN.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
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|
guid: da4e7b6c90ef1dd49a95d0f1716dedc7
|
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|
MonoImporter:
|
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|
externalObjects: {}
|
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|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
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|
executionOrder: 0
|
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|
icon: {instanceID: 0}
|
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|
userData:
|
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|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
40
Assets/LIN/Scripts/MainPanelControllerTestLIN.cs
Normal file
40
Assets/LIN/Scripts/MainPanelControllerTestLIN.cs
Normal file
@ -0,0 +1,40 @@
|
|||||||
|
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");
|
||||||
|
|
||||||
|
// 로그인 화면
|
||||||
|
GameManager.Instance.OpenSigninPanel();
|
||||||
|
}, () =>
|
||||||
|
{
|
||||||
|
Debug.Log("로그아웃 실패");
|
||||||
|
// OpenConfirmPanel("로그아웃 되었습니다.", () => { });
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnclickRecordButton()
|
||||||
|
{
|
||||||
|
Instantiate(replayPanel, GetComponent<Transform>());
|
||||||
|
}
|
||||||
|
}
|
3
Assets/LIN/Scripts/MainPanelControllerTestLIN.cs.meta
Normal file
3
Assets/LIN/Scripts/MainPanelControllerTestLIN.cs.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 67ce17de423b0644bb099f5272a48faf
|
||||||
|
timeCreated: 1741848912
|
8
Assets/LYC.meta
Normal file
8
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Normal file
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Normal file
340
Assets/Script/AI/MiniMaxAIController.cs
Normal file
@ -0,0 +1,340 @@
|
|||||||
|
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 ↙ ↗
|
||||||
|
};
|
||||||
|
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||||||
|
private static int _playerLevel = 1; // 급수 설정
|
||||||
|
private static float _mistakeMove;
|
||||||
|
private static Enums.PlayerType _AIPlayerType = Enums.PlayerType.PlayerB;
|
||||||
|
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||||||
|
// 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;
|
||||||
|
}
|
||||||
|
}
|
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: da5600fa3dce9594587497bca64f7394
|
guid: 0cabba9cae3792747bd277ecdc12196d
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
84
Assets/Script/AI/TestGameManager.cs
Normal file
84
Assets/Script/AI/TestGameManager.cs
Normal 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';
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Script/AI/TestGameManager.cs.meta
Normal file
11
Assets/Script/AI/TestGameManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: facc79abb6042e846bb0a2b099b58e9c
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -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();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
8
Assets/Script/Common/ScrollItem.meta
Normal file
8
Assets/Script/Common/ScrollItem.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 46d3e8ea7b5f9b643a6ba4a9df11840e
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -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()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
@ -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 }
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -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
|
||||||
|
@ -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();
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
@ -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()
|
||||||
{
|
{
|
||||||
|
@ -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();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
125
Assets/Script/Main/LoadingPanelController.cs
Normal file
125
Assets/Script/Main/LoadingPanelController.cs
Normal 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);
|
||||||
|
|
||||||
|
// 1️⃣ Y축 -90도 회전
|
||||||
|
yield return component.transform.DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration / 2)
|
||||||
|
.SetEase(Ease.InBounce)
|
||||||
|
.WaitForCompletion();
|
||||||
|
|
||||||
|
// 2️⃣ 랜덤한 스프라이트 선택하여 적용
|
||||||
|
if (imageComponent != null)
|
||||||
|
{
|
||||||
|
imageComponent.sprite = spriteSet[Random.Range(0, spriteSet.Length)];
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3️⃣ 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);
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Script/Main/LoadingPanelController.cs.meta
Normal file
11
Assets/Script/Main/LoadingPanelController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fea1faaf562416943957c25c4b78a567
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -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
|
||||||
|
});
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
@ -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()
|
||||||
|
@ -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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Reference in New Issue
Block a user