Merge branch 'main' into DO-74-game-logic-코드-정리
# Conflicts: # Assets/Script/Game/GameLogic.cs
This commit is contained in:
commit
914b96947f
@ -62,6 +62,15 @@ public class GameUIController : MonoBehaviour
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}
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}
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public void OnClickRevengeRequestButton()
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{
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GameManager.Instance.panelManager.OpenConfirmPanel("재대결 신청을\n하시겠습니까?", () =>
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{
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GameManager.Instance.panelManager.OpenLoadingPanel(true, true, false, false);
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_multiplayManager.RequestRevengeRequest();
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});
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}
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public void OnClickSettingsButton()
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{
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GameManager.Instance.panelManager.OpenSettingsPanel();
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@ -1,5 +1,80 @@
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2803
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- target: {fileID: 6113787613246818512, guid: 269b81c4cdffc44428d200c3788621fd, type: 3}
|
||||
propertyPath: m_AnchoredPosition.x
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||||
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|
||||
objectReference: {fileID: 0}
|
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- target: {fileID: 6113787613246818512, guid: 65aac0e22fe25aa42b9cf7df776a854d, type: 3}
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||||
- target: {fileID: 6113787613246818512, guid: 269b81c4cdffc44428d200c3788621fd, type: 3}
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||||
propertyPath: m_AnchoredPosition.y
|
||||
value: 0
|
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objectReference: {fileID: 0}
|
||||
- target: {fileID: 6113787613246818512, guid: 65aac0e22fe25aa42b9cf7df776a854d, type: 3}
|
||||
- target: {fileID: 6113787613246818512, guid: 269b81c4cdffc44428d200c3788621fd, type: 3}
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||||
propertyPath: m_LocalEulerAnglesHint.x
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||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 6113787613246818512, guid: 65aac0e22fe25aa42b9cf7df776a854d, type: 3}
|
||||
- target: {fileID: 6113787613246818512, guid: 269b81c4cdffc44428d200c3788621fd, type: 3}
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||||
propertyPath: m_LocalEulerAnglesHint.y
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||||
value: 0
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objectReference: {fileID: 0}
|
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- target: {fileID: 6113787613246818512, guid: 65aac0e22fe25aa42b9cf7df776a854d, type: 3}
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||||
- target: {fileID: 6113787613246818512, guid: 269b81c4cdffc44428d200c3788621fd, type: 3}
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||||
propertyPath: m_LocalEulerAnglesHint.z
|
||||
value: 0
|
||||
objectReference: {fileID: 0}
|
||||
@ -222,7 +222,7 @@ PrefabInstance:
|
||||
m_RemovedGameObjects: []
|
||||
m_AddedGameObjects: []
|
||||
m_AddedComponents: []
|
||||
m_SourcePrefab: {fileID: 100100000, guid: 65aac0e22fe25aa42b9cf7df776a854d, type: 3}
|
||||
m_SourcePrefab: {fileID: 100100000, guid: 269b81c4cdffc44428d200c3788621fd, type: 3}
|
||||
--- !u!1 &1100315178
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
@ -25,6 +25,12 @@
|
||||
DrawConfirmed,
|
||||
DrawRejected,
|
||||
DrawRejectionConfirmed,
|
||||
ReceiveRevengeRequest, // 재대결 요청 수신
|
||||
RevengeRequestSent, // 재대결 요청 전송 확인
|
||||
RevengeAccepted, // 재대결 수락 수신
|
||||
RevengeConfirmed, // 재대결 수락 전송 확인
|
||||
RevengeRejected, // 재대결 거절 수신
|
||||
RevengeRejectionConfirmed, // 재대결 거절 전송 확인
|
||||
ReceiveTimeout // 상대방이 타임 아웃일 때
|
||||
};
|
||||
}
|
@ -122,7 +122,7 @@ public class GameManager : Singleton<GameManager>
|
||||
|
||||
public bool GetRequestDrawChance()
|
||||
{
|
||||
if (_gameLogic == null){ return false;}
|
||||
if (_gameLogic == null) return false;
|
||||
return _gameLogic.RequestDrawChance;
|
||||
}
|
||||
|
||||
|
@ -61,6 +61,14 @@ public class MessageData
|
||||
public string message { get; set; }
|
||||
}
|
||||
|
||||
public class RevengeData
|
||||
{
|
||||
[JsonProperty("message")]
|
||||
public string message { get; set; }
|
||||
[JsonProperty("isBlack")]
|
||||
public Boolean isBlack { get; set; }
|
||||
}
|
||||
|
||||
public class MultiplayManager : IDisposable
|
||||
{
|
||||
private SocketIOUnity _socket;
|
||||
@ -91,12 +99,20 @@ public class MultiplayManager : IDisposable
|
||||
_socket.On("doSurrender", DoSurrender);
|
||||
_socket.On("surrenderConfirmed", SurrenderConfirmed);
|
||||
_socket.On("receiveTimeout", ReceiveTimeout);
|
||||
// 무승부 관련
|
||||
_socket.On("receiveDrawRequest", ReceiveDrawRequest);
|
||||
_socket.On("drawRequestSent", DrawRequestSent);
|
||||
_socket.On("drawAccepted", DrawAccepted);
|
||||
_socket.On("drawConfirmed", DrawConfirmed);
|
||||
_socket.On("drawRejected", DrawRejected);
|
||||
_socket.On("drawRejectionConfirmed", DrawRejectionConfirmed);
|
||||
// 재대결 관련
|
||||
_socket.On("receiveRevengeRequest", ReceiveRevengeRequest);
|
||||
_socket.On("revengeRequestSent", RevengeRequestSent);
|
||||
_socket.On("revengeAccepted", RevengeAccepted);
|
||||
_socket.On("revengeConfirmed", RevengeConfirmed);
|
||||
_socket.On("revengeRejected", RevengeRejected);
|
||||
_socket.On("revengeRejectionConfirmed", RevengeRejectionConfirmed);
|
||||
|
||||
_socket.Connect();
|
||||
}
|
||||
@ -153,7 +169,6 @@ public class MultiplayManager : IDisposable
|
||||
private void DoOpponent(SocketIOResponse response)
|
||||
{
|
||||
var data = response.GetValue<MoveData>();
|
||||
|
||||
if (data != null && data.position != null)
|
||||
{
|
||||
Vector2Int opponentPosition = new Vector2Int(data.position.x, data.position.y);
|
||||
@ -205,7 +220,7 @@ public class MultiplayManager : IDisposable
|
||||
{
|
||||
if (string.IsNullOrEmpty(_roomId))
|
||||
{
|
||||
Debug.LogError("LeaveRoom 호출 실패: _roomId가 설정되지 않음");
|
||||
Debug.LogError("RequestSurrender 호출 실패: _roomId가 설정되지 않음");
|
||||
return;
|
||||
}
|
||||
_socket.Emit("requestSurrender",new { roomId = _roomId });
|
||||
@ -232,7 +247,7 @@ public class MultiplayManager : IDisposable
|
||||
{
|
||||
if (string.IsNullOrEmpty(_roomId))
|
||||
{
|
||||
Debug.LogError("LeaveRoom 호출 실패: _roomId가 설정되지 않음");
|
||||
Debug.LogError("SendTimeout 호출 실패: _roomId가 설정되지 않음");
|
||||
return;
|
||||
}
|
||||
_socket.Emit("sendTimeout",new { roomId = _roomId });
|
||||
@ -249,6 +264,8 @@ public class MultiplayManager : IDisposable
|
||||
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.ReceiveTimeout, data.message);
|
||||
}
|
||||
|
||||
#region 무승부
|
||||
|
||||
public void RequestDraw()
|
||||
{
|
||||
if (string.IsNullOrEmpty(_roomId))
|
||||
@ -321,6 +338,84 @@ public class MultiplayManager : IDisposable
|
||||
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawRejectionConfirmed, data.message);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 재대결
|
||||
|
||||
public void RequestRevengeRequest()
|
||||
{
|
||||
if (string.IsNullOrEmpty(_roomId))
|
||||
{
|
||||
Debug.LogError("requestDraw 호출 실패: _roomId가 설정되지 않음");
|
||||
return;
|
||||
}
|
||||
_socket.Emit("requestRevenge",new { roomId = _roomId });
|
||||
}
|
||||
|
||||
private void ReceiveRevengeRequest(SocketIOResponse response)
|
||||
{
|
||||
var data = response.GetValue<MessageData>();
|
||||
|
||||
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.ReceiveRevengeRequest, data.message);
|
||||
}
|
||||
|
||||
private void RevengeRequestSent(SocketIOResponse response)
|
||||
{
|
||||
var data = response.GetValue<MessageData>();
|
||||
|
||||
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeRequestSent, data.message);
|
||||
}
|
||||
|
||||
public void AcceptRevenge()
|
||||
{
|
||||
if (string.IsNullOrEmpty(_roomId))
|
||||
{
|
||||
Debug.LogError("acceptRevenge 호출 실패: _roomId가 설정되지 않음");
|
||||
return;
|
||||
}
|
||||
_socket.Emit("acceptRevenge", new { roomId = _roomId });
|
||||
}
|
||||
|
||||
private void RevengeAccepted(SocketIOResponse response)
|
||||
{
|
||||
var data = response.GetValue<RevengeData>();
|
||||
|
||||
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeAccepted, data);
|
||||
}
|
||||
|
||||
private void RevengeConfirmed(SocketIOResponse response)
|
||||
{
|
||||
var data = response.GetValue<RevengeData>();
|
||||
|
||||
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeConfirmed, data);
|
||||
}
|
||||
|
||||
public void RejectRevenge()
|
||||
{
|
||||
if (string.IsNullOrEmpty(_roomId))
|
||||
{
|
||||
Debug.LogError("rejectRevenge 호출 실패: _roomId가 설정되지 않음");
|
||||
return;
|
||||
}
|
||||
_socket.Emit("rejectRevenge", new { roomId = _roomId });
|
||||
}
|
||||
|
||||
private void RevengeRejected(SocketIOResponse response)
|
||||
{
|
||||
var data = response.GetValue<MessageData>();
|
||||
|
||||
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeRejected, data.message);
|
||||
}
|
||||
|
||||
private void RevengeRejectionConfirmed(SocketIOResponse response)
|
||||
{
|
||||
var data = response.GetValue<MessageData>();
|
||||
|
||||
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeRejectionConfirmed, data.message);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_socket != null)
|
||||
@ -328,6 +423,7 @@ public class MultiplayManager : IDisposable
|
||||
_socket.Disconnect();
|
||||
_socket.Dispose();
|
||||
_socket = null;
|
||||
_roomId = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3,6 +3,7 @@ using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using DG.Tweening;
|
||||
using TMPro;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
@ -15,21 +16,49 @@ public class LoadingPanelController : MonoBehaviour
|
||||
[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
|
||||
private string _fullText = "불러오는 중...";
|
||||
private readonly string[] _loadingMessages = {
|
||||
"흑돌을 닦는 중...",
|
||||
"백돌을 닦는 중...",
|
||||
"알을 반짝반짝 닦는 중...",
|
||||
"방석을 터는 중...",
|
||||
"오목 룰북을 읽는 중...",
|
||||
"한 수 깊이 생각하는 중...",
|
||||
"흑돌과 백돌을 구분하는 중...",
|
||||
"돌이 동글동글한지 확인하는 중..."
|
||||
};
|
||||
|
||||
private string _watingText = "상대방을 기다리는 중...";
|
||||
private float interval = 0.2f;
|
||||
[SerializeField] float flipDuration = 0.3f; // 회전 시간
|
||||
[SerializeField] float delayBetweenFlips = 1f; // 이미지 변경 주기
|
||||
|
||||
[SerializeField] private GameObject imageBackground;
|
||||
[SerializeField] private GameObject simpleBackground;
|
||||
|
||||
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)
|
||||
/// <summary>
|
||||
/// 로딩 패널 보이기
|
||||
/// </summary>
|
||||
/// <param name="animatedImage">캐릭터들이 좌우로 회전하는 효과</param>
|
||||
/// <param name="animatedText">한글자씩 나타나는 효과</param>
|
||||
/// <param name="animatedFlip">캐릭터들이 뒤집히면서 표정이 바뀌는 효과</param>
|
||||
/// <param name="isBackgroundImage">배경 이미지 여부 설정</param>
|
||||
public void StartLoading(bool animatedImage, bool animatedText, bool animatedFlip, bool isBackgroundImage)
|
||||
{
|
||||
// 패널 활성화
|
||||
gameObject.SetActive(true);
|
||||
cancellationTokenSource = new CancellationTokenSource();
|
||||
|
||||
// 배경 이미지 여부 설정
|
||||
imageBackground.SetActive(isBackgroundImage);
|
||||
simpleBackground.SetActive(!isBackgroundImage);
|
||||
|
||||
_fullText = !isBackgroundImage ? _watingText : _fullText; // 인게임에서 사용하는 경우 맨 처음 텍스트 고정
|
||||
|
||||
if (animatedImage) RotateImages(); // 캐릭터들이 좌우로 회전하는 효과
|
||||
if (animatedText) StartCoroutine(AnimateLoadingText()); // 한글자씩 나타나는 효과
|
||||
if (animatedFlip) FlipImages(); // 캐릭터들이 뒤집히면서 표정이 바뀌는 효과
|
||||
@ -63,14 +92,15 @@ public class LoadingPanelController : MonoBehaviour
|
||||
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
|
||||
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)
|
||||
if (currentLength == _fullText.Length)
|
||||
{
|
||||
yield return new WaitForSeconds(1f); // 1초 대기
|
||||
_fullText = _loadingMessages[Random.Range(0, _loadingMessages.Length)]; // 랜덤 메시지 선택
|
||||
currentLength = 0; // 다시 처음부터 시작
|
||||
}
|
||||
|
||||
|
@ -26,7 +26,7 @@ public class MainPanelManager : MonoBehaviour
|
||||
_userManager = userManagerObj.AddComponent<UserManager>();
|
||||
}
|
||||
// 로딩 화면 추가(자동 로그인 응답 전까지)
|
||||
GameManager.Instance.panelManager.OpenLoadingPanel(false, false, true);
|
||||
GameManager.Instance.panelManager.OpenLoadingPanel(false, true, true);
|
||||
|
||||
// 자동 로그인
|
||||
TryAutoSignin();
|
||||
|
@ -157,7 +157,7 @@ public class PanelManager : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenLoadingPanel(bool rotateImage = false, bool animatedText = false, bool flipImage = false)
|
||||
public void OpenLoadingPanel(bool rotateImage = false, bool animatedText = false, bool flipImage = false, bool isBackgroundImage = true)
|
||||
{
|
||||
SetCanvas();
|
||||
if (_canvas != null)
|
||||
@ -166,6 +166,7 @@ public class PanelManager : MonoBehaviour
|
||||
{
|
||||
// 기존 로딩 패널이 활성화되어 있으면 먼저 닫기
|
||||
CloseLoadingPanel();
|
||||
Destroy(loadingPanelObject);
|
||||
}
|
||||
|
||||
loadingPanelObject = GetPanel("Loading Panel");
|
||||
@ -174,7 +175,7 @@ public class PanelManager : MonoBehaviour
|
||||
loadingPanelController = loadingPanelObject.GetComponent<LoadingPanelController>();
|
||||
if (loadingPanelController != null)
|
||||
{
|
||||
loadingPanelController.StartLoading(rotateImage, animatedText, flipImage);
|
||||
loadingPanelController.StartLoading(rotateImage, animatedText, flipImage, isBackgroundImage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user