Merge pull request #52 from Degulleo/DO-46-게임-씬-보조-기능-추가
Do 46 게임 씬 보조 기능 추가
This commit is contained in:
commit
94dc86f644
@ -18,6 +18,7 @@ public class GameUIController : MonoBehaviour
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[SerializeField] private Sprite[] profileImageSprites; //0. 기본 드래곤 1. 기본 호랑이 2.아이보리 드래곤 3. 아이보리 호랑이
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[SerializeField] private Sprite[] indicatorSprites; //0. active 1. inactive
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private Sprite _originalSpriteA;
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private Sprite _originalSpriteB;
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@ -46,13 +47,6 @@ public class GameUIController : MonoBehaviour
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GameManager.Instance.panelManager.OpenSettingsPanel();
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}
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public void InitUI()
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{
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if (UserManager.Instance == null) return;
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retryButton.SetActive(false);
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playerANameText.text = UserManager.Instance.Nickname;
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}
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public void InitPlayersName(string playerNameA, string playerNameB)
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{
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playerANameText.text = playerNameA;
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: b8e3d5d18e544774eb144db419a327d2
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guid: ded4103a87c2de84db5f4ce2675227ef
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DefaultImporter:
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externalObjects: {}
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userData:
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@ -575,7 +575,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 0}
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m_Color: {r: 0, g: 0, b: 0, a: 0.5882353}
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m_RaycastTarget: 1
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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@ -618,10 +618,9 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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bannerObj: {fileID: 7291411618834705046}
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bannerText: {fileID: 5108301403921453943}
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interval: 0.1
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dragonOpenEyes: {fileID: 3881260292094838299}
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dragonCloseEyes: {fileID: 6707373289257723271}
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tigerOpenEyes: {fileID: 1508819185250841244}
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tigerCloseEyes: {fileID: 399504369641388738}
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fullText: "\uBB34\uC2B9\uBD80 \uC785\uB2C8\uB2E4"
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interval: 0.1
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flipDuration: 0.3
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@ -499,7 +499,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 0}
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m_Color: {r: 0, g: 0, b: 0, a: 0.5882353}
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m_RaycastTarget: 1
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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@ -542,8 +542,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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bannerObj: {fileID: 7291411618834705046}
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bannerText: {fileID: 5108301403921453943}
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interval: 0.1
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characterOpenEyes: {fileID: 1632927645355555415}
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characterCloseEyes: {fileID: 3881260292094838299}
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depressedEffect: {fileID: 155037671892554820}
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fullText: "\uD328\uBC30\uD588\uC2B5\uB2C8\uB2E4"
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interval: 0.1
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@ -837,7 +837,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 0}
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m_Color: {r: 0, g: 0, b: 0, a: 0.5882353}
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m_RaycastTarget: 1
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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@ -866,6 +866,9 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 9b132148519758c42824252ec9a2d3a4, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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bannerObj: {fileID: 0}
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bannerText: {fileID: 5108301403921453943}
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interval: 0.1
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haloEffectImg: {fileID: 376994097320605198}
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characterImg: {fileID: 3881260292094838299}
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shineEffectImg:
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@ -875,9 +878,6 @@ MonoBehaviour:
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circleEffectImg:
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- {fileID: 1661063685800461951}
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- {fileID: 5812078995592861983}
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bannerText: {fileID: 5108301403921453943}
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fullText: "\uC2B9\uB9AC\uD588\uC2B5\uB2C8\uB2E4!"
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interval: 0.1
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--- !u!225 &4545556044007292713
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CanvasGroup:
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m_ObjectHideFlags: 0
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@ -1713,7 +1713,7 @@ MonoBehaviour:
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_text: "\uD638\uB7AD\uC774"
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m_text: "\uD654\uB791\uB098\uBE44"
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m_isRightToLeft: 0
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m_fontAsset: {fileID: 11400000, guid: 85a19688db53c77469fc4406b01045da, type: 2}
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m_sharedMaterial: {fileID: -2477908578676791210, guid: 85a19688db53c77469fc4406b01045da, type: 2}
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@ -328,7 +328,7 @@ Camera:
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m_Enabled: 1
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serializedVersion: 2
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m_ClearFlags: 1
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m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0}
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m_BackGroundColor: {r: 0.5372549, g: 0.654902, b: 0.5803922, a: 1}
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m_projectionMatrixMode: 1
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m_GateFitMode: 2
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m_FOVAxisMode: 0
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@ -9,8 +9,6 @@
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public const int MinCountForDrawCheck = 150;
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public const int RAING_POINTS = 10;
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public string[] AI_NAMIES = { "이세돌", "신사동호랭이","진짜인간임","종로3가짱돌","마스터김춘배","62세황순자","고준일 강사님"};
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public enum MultiplayManagerState
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{
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CreateRoom, // 방 생성
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@ -4,6 +4,7 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using PimDeWitte.UnityMainThreadDispatcher;
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using Random = UnityEngine.Random;
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public abstract class BasePlayerState
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{
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@ -20,12 +21,10 @@ public abstract class BasePlayerState
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gameLogic.CountStoneCounter();
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if (gameLogic.CheckGameWin(playerType, row, col))
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{
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GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {playerType} Win", () =>
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{
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var gameResult = playerType == Enums.PlayerType.PlayerA? Enums.GameResult.Win:Enums.GameResult.Lose;
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GameManager.Instance.panelManager.OpenEffectPanel(gameResult);
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gameLogic.EndGame(gameResult);
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});
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}
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else
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{
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@ -33,10 +32,8 @@ public abstract class BasePlayerState
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{
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if (gameLogic.CheckGameDraw())
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{
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GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: Draw", () =>
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{
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GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
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gameLogic.EndGame(Enums.GameResult.Draw);
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});
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}
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else
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{
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@ -300,20 +297,24 @@ public class GameLogic : MonoBehaviour
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switch (gameType)
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{
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// TODO: 현재 싱글 플레이로 바로 넘어가지 않기 때문에 미사용 중
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case Enums.GameType.SinglePlay:
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firstPlayerState = new PlayerState(true);
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secondPlayerState = new AIState();
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// AI 난이도 설정(급수 설정)
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OmokAI.Instance.SetRating(UserManager.Instance.Rating);
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//유저 이름 사진 초기화
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GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, "AIPlayer");
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GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, 1);
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ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,"PlayerAI", UserManager.Instance.imageIndex, 1);
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SetState(firstPlayerState);
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break;
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// case Enums.GameType.SinglePlay:
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// firstPlayerState = new PlayerState(true);
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// secondPlayerState = new AIState();
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// // AI 난이도 설정(급수 설정)
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// OmokAI.Instance.SetRating(UserManager.Instance.Rating);
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//
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// //AI닉네임 랜덤생성
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// var aiName = RandomAINickname();
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// var imageIndex = UnityEngine.Random.Range(0, 2);
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//
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// //유저 이름 사진 초기화
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// GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, aiName);
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// GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, imageIndex);
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//
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// ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,aiName, UserManager.Instance.imageIndex, imageIndex);
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//
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// SetState(firstPlayerState);
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// break;
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case Enums.GameType.MultiPlay:
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// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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@ -421,6 +422,17 @@ public class GameLogic : MonoBehaviour
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}
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}
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//AI닉네임 랜덤 생성
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private string RandomAINickname()
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{
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string[] AI_NAMIES = { "이세돌", "신사동호랭이","진짜인간임","종로3가짱돌","마스터김춘배","62세황순자","고준일 강사님"};
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var index = UnityEngine.Random.Range(0, AI_NAMIES.Length);
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return AI_NAMIES[index];
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}
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public void SwitchToSinglePlayer()
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{
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_multiplayManager?.Dispose();
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@ -435,17 +447,21 @@ public class GameLogic : MonoBehaviour
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// AI 난이도 설정(급수 설정)
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OmokAI.Instance.SetRating(UserManager.Instance.Rating);
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//AI닉네임 랜덤생성
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var aiName = RandomAINickname();
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var imageIndex = UnityEngine.Random.Range(0, 2);
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// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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// 스레드 확인 로그: 추후 디버깅 시 필요할 수 있을 것 같아 남겨둡니다
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// Debug.Log($"[UnityMainThreadDispatcher] 실행 스레드: {System.Threading.Thread.CurrentThread.ManagedThreadId}");
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// UI 업데이트
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GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, "AIPlayer");
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GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, 1);
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//유저 이름 사진 초기화
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GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, aiName);
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GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, imageIndex);
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// 리플레이 데이터 업데이트
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ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, "PlayerAI", UserManager.Instance.imageIndex, 1);
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ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,aiName, UserManager.Instance.imageIndex, imageIndex);
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// 로딩 패널 열려있으면 닫기
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GameManager.Instance.panelManager.CloseLoadingPanel();
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@ -564,7 +580,6 @@ public class GameLogic : MonoBehaviour
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SetState(null);
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ReplayManager.Instance.SaveReplayDataResult(result);
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//TODO: 게임 종료 후 행동 구현
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SceneManager.LoadScene("Main");
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}
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//승리 확인 함수
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@ -11,7 +11,7 @@ public class GameManager : Singleton<GameManager>
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private Enums.GameType _gameType;
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private GameLogic _gameLogic;
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private StoneController _stoneController;
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private GameObject _omokBoardImage;
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private GameObject _camera;
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private GameUIController _gameUIController;
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[SerializeField] private GameObject panelManagerPrefab;
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@ -46,10 +46,12 @@ public class GameManager : Singleton<GameManager>
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}
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else
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{
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if (_stoneController != null && _omokBoardImage != null)
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if (_camera != null)
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{
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_stoneController.GetComponent<Transform>().DOShakePosition(0.5f, 0.5f);
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_omokBoardImage.GetComponent<Transform>().DOShakePosition(0.5f, 0.5f);
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_camera.transform.DOShakePosition(0.5f, 0.5f).OnComplete(() =>
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{
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_camera.transform.position = new Vector3(0,0,-10);
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});
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}
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}
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}
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@ -76,7 +78,7 @@ public class GameManager : Singleton<GameManager>
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_stoneController = GameObject.FindObjectOfType<StoneController>();
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_stoneController.InitStones();
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var fioTimer = FindObjectOfType<FioTimer>();
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_omokBoardImage = GameObject.FindObjectOfType<SpriteRenderer>().gameObject;
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_camera = GameObject.FindObjectOfType<Camera>().gameObject;
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_gameUIController = GameObject.FindObjectOfType<GameUIController>();
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_gameLogic = new GameLogic(_stoneController, _gameType, fioTimer);
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@ -17,6 +17,7 @@ public class PanelManager : MonoBehaviour
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private GameObject loadingPanelObject;
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private Dictionary<string, GameObject> panelPrefabs = new Dictionary<string, GameObject>();
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private Dictionary<string, GameObject> effectPanelPrefabs = new Dictionary<string, GameObject>();
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private void Awake()
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{
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@ -29,6 +30,13 @@ public class PanelManager : MonoBehaviour
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panelPrefabs[prefab.name] = prefab;
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}
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//게임결과 이펙트 패널
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GameObject[] effectPrefabs = Resources.LoadAll<GameObject>("Prefabs/Effects");
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foreach (GameObject effect in effectPrefabs)
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{
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effectPanelPrefabs[effect.name] = effect;
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}
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Debug.Log($"총 {panelPrefabs.Count}개의 패널이 로드됨.");
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}
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@ -54,6 +62,48 @@ public class PanelManager : MonoBehaviour
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return null;
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}
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#region 게임결과 이펙트 패널 관련
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public GameObject GetEffectPanel(string panelName)
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{
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if (effectPanelPrefabs.TryGetValue(panelName, out GameObject prefab))
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{
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return Instantiate(prefab, _canvas.transform);
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}
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else
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{
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Debug.LogError($"패널 '{panelName}'을 찾을 수 없습니다.");
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}
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return null;
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}
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public void OpenEffectPanel(Enums.GameResult gameResult)
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{
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switch (gameResult)
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{
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case Enums.GameResult.Win:
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if (_canvas != null)
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{
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var winEffectPanelObject = GetEffectPanel("Win Effect Panel");
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}
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break;
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case Enums.GameResult.Lose:
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if (_canvas != null)
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{
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var winEffectPanelObject = GetEffectPanel("Lose Effect Panel");
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}
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break;
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case Enums.GameResult.Draw:
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if (_canvas != null)
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{
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var winEffectPanelObject = GetEffectPanel("Draw Effect Panel");
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}
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break;
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}
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}
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#endregion
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public void OpenMainPanel()
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{
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if (_canvas != null)
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