DO-73 [Feat] 재대결 구현 및 버튼 추가

This commit is contained in:
Jay 2025-03-27 19:37:26 +09:00
parent 6c72083249
commit bd7861bc19
7 changed files with 545 additions and 28 deletions

View File

@ -62,6 +62,14 @@ public class GameUIController : MonoBehaviour
}
}
public void OnClickRevengeRequestButton()
{
GameManager.Instance.panelManager.OpenConfirmPanel("재대결 신청을 하시겠습니까?", () =>
{
_multiplayManager.RequestRevengeRequest();
});
}
public void OnClickSettingsButton()
{
GameManager.Instance.panelManager.OpenSettingsPanel();

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@ -247,8 +247,11 @@ public class GameLogic : IDisposable
private int _lastRow;
private int _lastCol;
// 멀티 플레이 관련
public MultiplayManager _multiplayManager;
private string _roomId;
private string opponentNickname;
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;
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenLoadingPanel(true, true);
@ -355,8 +359,10 @@ 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");
@ -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(() =>
{
GameManager.Instance.panelManager.OpenDrawConfirmPanel("무승부 요청을 승하시겠습니까?", () =>
GameManager.Instance.panelManager.OpenDrawConfirmPanel("무승부 요청을 승하시겠습니까?", () =>
{
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(() =>
{
// 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

View File

@ -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;
}

View File

@ -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()