Merge pull request #85 from Degulleo/DO-56-승급-패널-구현 승급패널 리팩토링 및 효과 추가

승급패널 리팩토링 및 효과 추가
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HaeinLEE117 2025-03-28 17:28:46 +09:00 committed by GitHub
commit 9be11b1548
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2 changed files with 79 additions and 54 deletions

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@ -1,3 +1,4 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@ -19,35 +20,45 @@ public class RatingPointsController : MonoBehaviour
private int _oldRequiredScore; private int _oldRequiredScore;
private int _newRequiredScore; private int _newRequiredScore;
private int _oldScore; private int _oldScore;
/// <summary>
/// 포인트 오르고 내려가는 애니메이션 재생
/// </summary>
/// <param name="imageOBject"></param>
/// <param name="color"></param>
private void ChangeImageColor(GameObject imageOBject, Color32 color)
{
Sequence sequence = DOTween.Sequence();
sequence.Append(
imageOBject.GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
sequence.Append(
imageOBject.GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
sequence.Join(
imageOBject.GetComponent<Image>().DOColor(color, flipDuration/2).SetEase(Ease.OutExpo));
sequence.OnComplete(()=>
{
SetScoreCountText();
});
}
public void InitRatingPoints(int oldScore,Enums.GameResult gameResult, int defaultRequiredScore) public void InitRatingPoints(int oldScore,Enums.GameResult gameResult, int defaultRequiredScore)
{ {
// TODO: [인덱스계산 ㅇㅖ외처리 ] 계산한 값 절대값이 defaultRequiredScore보다 큰 경우 return. 근데 이런 값이 나온다는게 이미 계산 오류가 어디서 생긴 것이겠죠..? // TODO: [인덱스계산 ㅇㅖ외처리 ] 계산한 값 절대값이 defaultRequiredScore보다 큰 경우 return. 근데 이런 값이 나온다는게 이미 계산 오류가 어디서 생긴 것이겠죠..?
_oldScore = oldScore; _oldScore = oldScore;
Sequence sequence = DOTween.Sequence(); _oldRequiredScore = defaultRequiredScore;
if (_oldScore == 0) if (_oldScore == 0)
{ {
if (gameResult == Enums.GameResult.Win) if (gameResult == Enums.GameResult.Win)
{ {
sequence.Append( ChangeImageColor(plusImage[0], _plusColor);
plusImage[0].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
sequence.Append(
plusImage[0].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
sequence.Join(
plusImage[0].GetComponent<Image>().DOColor(_plusColor, flipDuration/2).SetEase(Ease.OutExpo));
//승급까지 남은 판수 계산 //승급까지 남은 판수 계산
_newRequiredScore = defaultRequiredScore-1; _newRequiredScore = defaultRequiredScore-1;
} }
else if(gameResult == Enums.GameResult.Lose) else if(gameResult == Enums.GameResult.Lose)
{ {
sequence.Append( ChangeImageColor(minusImages[defaultRequiredScore-1],_minusColor);
minusImages[defaultRequiredScore-1].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
sequence.Append(
minusImages[defaultRequiredScore-1].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
sequence.Join(
minusImages[defaultRequiredScore-1].GetComponent<Image>().DOColor(_minusColor, flipDuration/2).SetEase(Ease.OutExpo));
//승급까지 남은 판수 계산
_newRequiredScore = defaultRequiredScore+1; _newRequiredScore = defaultRequiredScore+1;
} }
} }
@ -60,24 +71,13 @@ public class RatingPointsController : MonoBehaviour
} }
if (gameResult == Enums.GameResult.Win) if (gameResult == Enums.GameResult.Win)
{ {
sequence.Append( ChangeImageColor(plusImage[_oldScore], _plusColor);
plusImage[_oldScore].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
sequence.Append(
plusImage[_oldScore].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
sequence.Join(
plusImage[_oldScore].GetComponent<Image>().DOColor(_plusColor, flipDuration/2).SetEase(Ease.OutExpo));
//승급까지 남은 판수 계산
_newRequiredScore = defaultRequiredScore-oldScore-1; _newRequiredScore = defaultRequiredScore-oldScore-1;
} }
else if(gameResult == Enums.GameResult.Lose) else if(gameResult == Enums.GameResult.Lose)
{ {
sequence.Append( ChangeImageColor(plusImage[_oldScore-1], _defaultColor);
plusImage[_oldScore-1].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
sequence.Append(
plusImage[_oldScore-1].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
sequence.Join(
plusImage[_oldScore-1].GetComponent<Image>().DOColor(_defaultColor, flipDuration/2).SetEase(Ease.OutExpo));
//승급까지 남은 판수 계산 //승급까지 남은 판수 계산
_newRequiredScore = defaultRequiredScore-oldScore+1; _newRequiredScore = defaultRequiredScore-oldScore+1;
@ -93,26 +93,14 @@ public class RatingPointsController : MonoBehaviour
} }
if (gameResult == Enums.GameResult.Win) if (gameResult == Enums.GameResult.Win)
{ {
sequence.Append( ChangeImageColor(minusImages[minusImages.Length+_oldScore], _defaultColor);
minusImages[minusImages.Length+_oldScore].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
sequence.Append(
minusImages[minusImages.Length+_oldScore].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
sequence.Join(
minusImages[minusImages.Length+_oldScore].GetComponent<Image>().DOColor(_defaultColor, flipDuration/2).SetEase(Ease.OutExpo));
//승급까지 남은 판수 계산
_newRequiredScore = defaultRequiredScore-oldScore-1; _newRequiredScore = defaultRequiredScore-oldScore-1;
} }
else if(gameResult == Enums.GameResult.Lose) else if(gameResult == Enums.GameResult.Lose)
{ {
sequence.Append( ChangeImageColor(minusImages[minusImages.Length+_oldScore-1], _minusColor);
minusImages[minusImages.Length+_oldScore-1].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
sequence.Append(
minusImages[minusImages.Length+_oldScore-1].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
sequence.Join(
minusImages[minusImages.Length+_oldScore-1].GetComponent<Image>().DOColor(_minusColor, flipDuration/2).SetEase(Ease.OutExpo));
//승급까지 남은 판수 계산
_newRequiredScore = defaultRequiredScore-oldScore+1; _newRequiredScore = defaultRequiredScore-oldScore+1;
} }
} }
@ -122,32 +110,36 @@ public class RatingPointsController : MonoBehaviour
_newRequiredScore = defaultRequiredScore-oldScore; _newRequiredScore = defaultRequiredScore-oldScore;
} }
SetScoreCountText(_newRequiredScore,defaultRequiredScore); SetScoreCountText();
} }
/// <summary> /// <summary>
/// 승급까지 남은 승수 계산 /// 승급까지 남은 승수 계산
/// </summary> /// </summary>
/// <param name="scoreCount">새로 업데이트 된 승급까지 필요한 승 수</param> /// <param name="_newRequiredScore">새로 업데이트 된 승급까지 필요한 승 수</param>
/// <param name="defaultRequiredScore">해당 급수에서 0에서 승급까지 필요한 승수</param> /// <param name="_oldRequiredScore">해당 급수에서 0에서 승급까지 필요한 승수</param>
private void SetScoreCountText(int scoreCount,int defaultRequiredScore) private void SetScoreCountText()
{ {
// 남은 승리수가 0인 경우 승급점수 도달 혹은 강등점수 도달 // 남은 승리수가 0인 경우 승급점수 도달 혹은 강등점수 도달
if (scoreCount == 0 || scoreCount == defaultRequiredScore * 2) if (_newRequiredScore == 0)
{ {
scoreCountText.text = ""; scoreCountText.text = "승급 포인트에 달성했습니다 !";
} }
else if (scoreCount < 0) else if (_newRequiredScore == _oldRequiredScore * 2)
{
scoreCountText.text = "점수가 낮아 강등됩니다..";
}
else if (_newRequiredScore < 0)
{ {
scoreCountText.text = "더 이상 승급 할 수 없습니다."; scoreCountText.text = "더 이상 승급 할 수 없습니다.";
} }
else if (scoreCount > defaultRequiredScore * 2) else if (_newRequiredScore > _oldRequiredScore * 2)
{ {
scoreCountText.text = "더이상 강등 될 수 없습니다."; scoreCountText.text = "더이상 강등 될 수 없습니다.";
} }
else else
{ {
scoreCountText.text = $"{scoreCount} 게임을 승리하면 승급하게 됩니다."; scoreCountText.text = $"{_newRequiredScore} 게임을 승리하면 승급하게 됩니다.";
} }
} }
@ -156,8 +148,8 @@ public class RatingPointsController : MonoBehaviour
for (int i = 0; i < 10; i++) for (int i = 0; i < 10; i++)
{ {
plusImage[i].GetComponent<Image>().color = _plusColor; plusImage[i].GetComponent<Image>().color = _plusColor;
scoreCountText.text = $"더 이상 승급 할 수 없습니다.\n누적 {winCount} 승 하셨습니다.";
} }
scoreCountText.text = $"더 이상 승급 할 수 없습니다.\n누적 {winCount} 승 하셨습니다.";
} }
public void SetRatingDownLimit(int loseCount) public void SetRatingDownLimit(int loseCount)
@ -165,9 +157,35 @@ public class RatingPointsController : MonoBehaviour
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)
{ {
minusImages[i].GetComponent<Image>().color = _minusColor; minusImages[i].GetComponent<Image>().color = _minusColor;
scoreCountText.text = $"더 이상 강등 될 수 없습니다.\n누적 {loseCount*-1} 패 하셨습니다.";
} }
scoreCountText.text = $"더 이상 강등 될 수 없습니다.\n누적 {loseCount*-1} 패 하셨습니다.";
} }
//승급, 강등시 패널을 초기화해서 띄워주는 함수 추가 //승급, 강등시 패널을 초기화해서 띄워주는 함수 추가
public void InitRatingUpPoints()
{
StartCoroutine(RatingUpPoints());
}
private IEnumerator RatingUpPoints()
{
foreach (var plusPoint in plusImage)
{
ChangeImageColor(plusPoint, _defaultColor);
yield return new WaitForSeconds(0.2f);
}
}
public void InitRatingDownPoints()
{
StartCoroutine(RatingDownPoints());
}
private IEnumerator RatingDownPoints()
{
for (int i = minusImages.Length; i >0; i--)
{
ChangeImageColor(minusImages[i-1], _defaultColor);
yield return new WaitForSeconds(0.2f);
}
}
} }

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@ -58,6 +58,10 @@ public class RatingPanelController : PanelController
if (scoreResultInfo.isAdvancement == 1) if (scoreResultInfo.isAdvancement == 1)
{ {
GameManager.Instance.panelManager.OpenRatingEffectPanel(1); GameManager.Instance.panelManager.OpenRatingEffectPanel(1);
//패널의 포인트들 초기화
_ratingPointsController.InitRatingUpPoints();
//TODO: 승급이 10->9 그리고 5->4일 때 패널 바꿔주기
} }
},() => { }); },() => { });
break; break;
@ -69,6 +73,9 @@ public class RatingPanelController : PanelController
if (scoreResultInfo.isAdvancement == -1) if (scoreResultInfo.isAdvancement == -1)
{ {
GameManager.Instance.panelManager.OpenRatingEffectPanel(-1); GameManager.Instance.panelManager.OpenRatingEffectPanel(-1);
_ratingPointsController.InitRatingDownPoints();
//TODO: 강등이 4->5 그리고 9->10일 때 패널 바꿔주기
} }
}, () => { }); }, () => { });
break; break;
@ -161,6 +168,6 @@ public class RatingPanelController : PanelController
getPointsText.text = $"게임에서 {win}했습니다.\n{Constants.RAING_POINTS} 승급 포인트를 {get}"; getPointsText.text = $"게임에서 {win}했습니다.\n{Constants.RAING_POINTS} 승급 포인트를 {get}";
} }
// 애니메이션 실행 완료를 위한 wait // 애니메이션 실행 완료를 위한 wait
yield return new WaitForSecondsRealtime(1.5f); yield return new WaitForSecondsRealtime(1.8f);
} }
} }