DO-73 [Feat] 재대결 구현 및 버튼 추가
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@ -62,6 +62,14 @@ 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 하시겠습니까?", () =>
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{
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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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@ -111,11 +119,11 @@ public class GameUIController : MonoBehaviour
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{
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profileImage.sprite = profileImageSprites[3];
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}
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profileImage.transform.DOScale(1.5f, 0.3f).SetEase(Ease.InBack).OnComplete(() =>
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{
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profileImage.transform.DOScale(1f, 0.3f).SetEase(Ease.OutBack);
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m_PressedTrigger: Pressed
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m_OnClick:
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m_Calls:
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m_TargetAssemblyTypeName: GameUIController, Assembly-CSharp
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m_MethodName: OnClickRevengeRequestButton
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m_Mode: 1
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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GameObject:
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@ -247,8 +247,11 @@ public class GameLogic : IDisposable
|
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private int _lastRow;
|
||||
private int _lastCol;
|
||||
|
||||
// 멀티 플레이 관련
|
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public MultiplayManager _multiplayManager;
|
||||
private string _roomId;
|
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private string opponentNickname;
|
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private int opponentImageIndex;
|
||||
|
||||
|
||||
#region Renju Members
|
||||
@ -331,6 +334,7 @@ public class GameLogic : IDisposable
|
||||
// break;
|
||||
case Enums.GameType.MultiPlay:
|
||||
// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
|
||||
bool isFirstPlayer;
|
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
|
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{
|
||||
GameManager.Instance.panelManager.OpenLoadingPanel(true, true);
|
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@ -355,13 +359,15 @@ public class GameLogic : IDisposable
|
||||
}
|
||||
|
||||
// 선공, 후공 처리
|
||||
bool isFirstPlayer = joinRoomData.isBlack;
|
||||
isFirstPlayer = joinRoomData.isBlack;
|
||||
|
||||
opponentNickname = joinRoomData.opponentNickname;
|
||||
opponentImageIndex = joinRoomData.opponentImageIndex;
|
||||
if (isFirstPlayer)
|
||||
{
|
||||
Debug.Log("해당 플레이어가 선공 입니다");
|
||||
firstPlayerState = new PlayerState(true, _multiplayManager, joinRoomData.roomId);
|
||||
secondPlayerState = new MultiPlayerState(false, _multiplayManager);
|
||||
secondPlayerState = new MultiPlayerState(false, _multiplayManager);
|
||||
UnityMainThreadDispatcher.Instance().Enqueue(() =>
|
||||
{
|
||||
GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, joinRoomData.opponentNickname);
|
||||
@ -413,7 +419,8 @@ public class GameLogic : IDisposable
|
||||
}
|
||||
// 선공, 후공 처리
|
||||
isFirstPlayer = startGameData.isBlack;
|
||||
|
||||
opponentNickname = startGameData.opponentNickname;
|
||||
opponentImageIndex = startGameData.opponentImageIndex;
|
||||
if (isFirstPlayer)
|
||||
{
|
||||
Debug.Log("해당 플레이어가 선공 입니다");
|
||||
@ -481,7 +488,7 @@ public class GameLogic : IDisposable
|
||||
Debug.Log("상대방의 무승부 요청 들어옴");
|
||||
UnityMainThreadDispatcher.Instance().Enqueue(() =>
|
||||
{
|
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GameManager.Instance.panelManager.OpenDrawConfirmPanel("무승부 요청을 승락하시겠습니까?", () =>
|
||||
GameManager.Instance.panelManager.OpenDrawConfirmPanel("무승부 요청을 승낙하시겠습니까?", () =>
|
||||
{
|
||||
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
|
||||
EndGame(Enums.GameResult.Draw);
|
||||
@ -528,23 +535,69 @@ public class GameLogic : IDisposable
|
||||
case Constants.MultiplayManagerState.RevengeRequestSent:
|
||||
Debug.Log("재대결 요청: 전송 완료");
|
||||
break;
|
||||
case Constants.MultiplayManagerState.RevengeAccepted:
|
||||
Debug.Log("재대결 요청: 승낙이 들어옴");
|
||||
InitBoardForRevenge();
|
||||
case Constants.MultiplayManagerState.ReceiveRevengeRequest:
|
||||
Debug.Log("상대방의 재대결 요청이 들어옴");
|
||||
UnityMainThreadDispatcher.Instance().Enqueue(() =>
|
||||
{
|
||||
|
||||
GameManager.Instance.panelManager.OpenDrawConfirmPanel("재대결 요청을 승낙하시겠습니까?", () =>
|
||||
{
|
||||
_multiplayManager.AcceptRevenge();
|
||||
}, () =>
|
||||
{
|
||||
_multiplayManager.RejectRevenge();
|
||||
});
|
||||
});
|
||||
break;
|
||||
case Constants.MultiplayManagerState.RevengeAccepted:
|
||||
Debug.Log("재대결 요청: 승낙이 들어옴");
|
||||
var revengeAcceptedData = data as RevengeData;
|
||||
|
||||
// TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
|
||||
if (revengeAcceptedData == null)
|
||||
{
|
||||
Debug.Log("RevengeAccepted 응답값이 null 입니다");
|
||||
return;
|
||||
}
|
||||
|
||||
// 선공, 후공 처리
|
||||
isFirstPlayer = revengeAcceptedData.isBlack;
|
||||
|
||||
UnityMainThreadDispatcher.Instance().Enqueue(() =>
|
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{
|
||||
// TODO: 응답 들어오기 전까지 로딩
|
||||
GameManager.Instance.panelManager.OpenConfirmPanel("상대방이 재대결 요청을 승낙하였습니다.\n게임이 다시 시작됩니다.", () =>
|
||||
{
|
||||
InitBoardForRevenge(isFirstPlayer);
|
||||
});
|
||||
});
|
||||
break;
|
||||
case Constants.MultiplayManagerState.RevengeConfirmed:
|
||||
Debug.Log("재대결 요청: 승낙 완료");
|
||||
InitBoardForRevenge();
|
||||
var revengConfirmedData = data as RevengeData;
|
||||
|
||||
// TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
|
||||
if (revengConfirmedData == null)
|
||||
{
|
||||
Debug.Log("RevengeConfirmed 응답값이 null 입니다");
|
||||
return;
|
||||
}
|
||||
|
||||
// 선공, 후공 처리
|
||||
isFirstPlayer = revengConfirmedData.isBlack;
|
||||
|
||||
UnityMainThreadDispatcher.Instance().Enqueue(() =>
|
||||
{
|
||||
GameManager.Instance.panelManager.OpenConfirmPanel("재대결 요청을 승낙하였습니다.\n게임이 다시 시작됩니다.", () =>
|
||||
{
|
||||
InitBoardForRevenge(isFirstPlayer);
|
||||
});
|
||||
});
|
||||
break;
|
||||
case Constants.MultiplayManagerState.RevengeRejected:
|
||||
Debug.Log("재대결 요청: 거부가 들어옴");
|
||||
UnityMainThreadDispatcher.Instance().Enqueue(() =>
|
||||
{
|
||||
GameManager.Instance.panelManager.OpenConfirmPanel("재대결 요청을 거부하였습니다.", () => { });
|
||||
GameManager.Instance.panelManager.OpenConfirmPanel("상대방이 재대결 요청을 거부하였습니다.", () => { });
|
||||
});
|
||||
break;
|
||||
case Constants.MultiplayManagerState.RevengeRejectionConfirmed:
|
||||
@ -566,12 +619,13 @@ public class GameLogic : IDisposable
|
||||
}
|
||||
}
|
||||
|
||||
private void InitBoardForRevenge()
|
||||
private void InitBoardForRevenge(bool isFirstPlayer)
|
||||
{
|
||||
//보드 초기화
|
||||
_board = new Enums.PlayerType[15, 15];
|
||||
_totalStoneCounter = 0;
|
||||
RequestDrawChance = true;
|
||||
stoneController.InitStones();
|
||||
RequestDrawChance = false;
|
||||
|
||||
selectedRow = -1;
|
||||
selectedCol = -1;
|
||||
@ -584,6 +638,32 @@ public class GameLogic : IDisposable
|
||||
|
||||
//timer 초기화
|
||||
fioTimer.InitTimer();
|
||||
|
||||
Debug.Log("&&&&UserManager.Instance.imageIndex" + UserManager.Instance.imageIndex + "opponentImageIndex?: " + opponentImageIndex);
|
||||
if (isFirstPlayer)
|
||||
{
|
||||
Debug.Log("해당 플레이어가 선공 입니다");
|
||||
firstPlayerState = new PlayerState(true, _multiplayManager, _roomId);
|
||||
secondPlayerState = new MultiPlayerState(false, _multiplayManager);
|
||||
GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, opponentNickname);
|
||||
GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, opponentImageIndex);
|
||||
|
||||
// 리플레이 데이터 업데이트
|
||||
ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, opponentNickname, UserManager.Instance.imageIndex, opponentImageIndex);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("해당 플레이어가 후공 입니다");
|
||||
firstPlayerState = new MultiPlayerState(true, _multiplayManager);
|
||||
secondPlayerState = new PlayerState(false, _multiplayManager, _roomId);
|
||||
GameManager.Instance.InitPlayersName(opponentNickname, UserManager.Instance.Nickname);
|
||||
GameManager.Instance.InitProfileImages(opponentImageIndex, UserManager.Instance.imageIndex);
|
||||
|
||||
// 리플레이 데이터 업데이트
|
||||
ReplayManager.Instance.InitReplayData(opponentNickname, UserManager.Instance.Nickname, opponentImageIndex, UserManager.Instance.imageIndex);
|
||||
}
|
||||
// 첫 번째 플레이어(유저)부터 시작
|
||||
SetState(firstPlayerState);
|
||||
}
|
||||
|
||||
//AI닉네임 랜덤 생성
|
||||
|
@ -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;
|
||||
@ -100,7 +108,7 @@ public class MultiplayManager : IDisposable
|
||||
_socket.On("drawRejectionConfirmed", DrawRejectionConfirmed);
|
||||
// 재대결 관련
|
||||
_socket.On("receiveRevengeRequest", ReceiveRevengeRequest);
|
||||
_socket.On("revengeRequestSent", DrawRequestSent);
|
||||
_socket.On("revengeRequestSent", RevengeRequestSent);
|
||||
_socket.On("revengeAccepted", RevengeAccepted);
|
||||
_socket.On("revengeConfirmed", RevengeConfirmed);
|
||||
_socket.On("revengeRejected", RevengeRejected);
|
||||
@ -337,6 +345,7 @@ public class MultiplayManager : IDisposable
|
||||
|
||||
public void RequestRevengeRequest()
|
||||
{
|
||||
Debug.Log("RequestRevengeRequest: " + _roomId);
|
||||
if (string.IsNullOrEmpty(_roomId))
|
||||
{
|
||||
Debug.LogError("requestDraw 호출 실패: _roomId가 설정되지 않음");
|
||||
@ -371,16 +380,16 @@ public class MultiplayManager : IDisposable
|
||||
|
||||
private void RevengeAccepted(SocketIOResponse response)
|
||||
{
|
||||
var data = response.GetValue<MessageData>();
|
||||
var data = response.GetValue<RevengeData>();
|
||||
|
||||
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeAccepted, data.message);
|
||||
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeAccepted, data);
|
||||
}
|
||||
|
||||
private void RevengeConfirmed(SocketIOResponse response)
|
||||
{
|
||||
var data = response.GetValue<MessageData>();
|
||||
|
||||
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeConfirmed, data.message);
|
||||
var data = response.GetValue<RevengeData>();
|
||||
Debug.Log("data??: " + data.isBlack + data.message);
|
||||
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeConfirmed, data);
|
||||
}
|
||||
|
||||
public void RejectRevenge()
|
||||
|
Loading…
x
Reference in New Issue
Block a user