Merge branch 'main' into DO-74-game-logic-코드-정리

# Conflicts:
#	Assets/Script/Game/GameLogic.cs
This commit is contained in:
fiore 2025-03-28 10:00:08 +09:00
commit 914b96947f
13 changed files with 3152 additions and 48 deletions

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@ -62,6 +62,15 @@ public class GameUIController : MonoBehaviour
}
}
public void OnClickRevengeRequestButton()
{
GameManager.Instance.panelManager.OpenConfirmPanel("재대결 신청을\n하시겠습니까?", () =>
{
GameManager.Instance.panelManager.OpenLoadingPanel(true, true, false, false);
_multiplayManager.RequestRevengeRequest();
});
}
public void OnClickSettingsButton()
{
GameManager.Instance.panelManager.OpenSettingsPanel();

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@ -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
};
}

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@ -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;
}

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@ -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
public void RequestDraw()
{
if (string.IsNullOrEmpty(_roomId))
@ -321,6 +338,84 @@ public class MultiplayManager : IDisposable
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawRejectionConfirmed, data.message);
}
#endregion
#region
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;
}
}
}

View File

@ -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
}

View File

@ -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();

View File

@ -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);
}
}
}