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guid: bd3d2c55850be9f4394c7054b040a8f0
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
1207
Assets/Resources/Prefabs/PanelItem/Three Rating Points.prefab
Normal file
1207
Assets/Resources/Prefabs/PanelItem/Three Rating Points.prefab
Normal file
File diff suppressed because it is too large
Load Diff
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d5eb710437fc81b4290c5aec72f35737
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
File diff suppressed because it is too large
Load Diff
@ -227,6 +227,7 @@ public class NetworkManager : Singleton<NetworkManager>
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void GetLeaderboard(Action<List<ScoreInfo>> success, Action failure)
|
||||
{
|
||||
@ -521,4 +522,54 @@ public class NetworkManager : Singleton<NetworkManager>
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateScore(int isWin, Action<ScoreInfoResult> success, Action failure)
|
||||
{
|
||||
StartCoroutine(UpdateScoreCoroutine(isWin, success, failure));
|
||||
}
|
||||
public IEnumerator UpdateScoreCoroutine(int isWin, Action<ScoreInfoResult> success, Action failure)
|
||||
{
|
||||
string jsonString = "{\"isWin\": "+isWin.ToString() + "}";
|
||||
byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(jsonString);
|
||||
|
||||
using (UnityWebRequest www =
|
||||
new UnityWebRequest(Constants.ServerURL + "/users/score-update", UnityWebRequest.kHttpVerbPOST))
|
||||
{
|
||||
www.uploadHandler = new UploadHandlerRaw(bodyRaw);
|
||||
www.downloadHandler = new DownloadHandlerBuffer();
|
||||
www.SetRequestHeader("Content-Type", "application/json");
|
||||
|
||||
string sid = PlayerPrefs.GetString("sid", "");
|
||||
if (!string.IsNullOrEmpty(sid))
|
||||
{
|
||||
www.SetRequestHeader("Cookie", sid);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("SID 값이 없습니다. 로그인 정보가 없습니다.");
|
||||
GameManager.Instance.panelManager.OpenConfirmPanel("SID 값이 없습니다. 로그인 정보가 없습니다.", () =>
|
||||
{
|
||||
failure?.Invoke();
|
||||
});
|
||||
yield break; // 더 이상 진행하지 않고 종료
|
||||
}
|
||||
|
||||
yield return www.SendWebRequest();
|
||||
|
||||
if (www.result == UnityWebRequest.Result.ConnectionError ||
|
||||
www.result == UnityWebRequest.Result.ProtocolError)
|
||||
{
|
||||
Debug.LogError("Error: " + www.error);
|
||||
failure?.Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
var result = www.downloadHandler.text;
|
||||
var scoreResultInfo = JsonUtility.FromJson<ScoreInfoResult>(result);
|
||||
|
||||
success?.Invoke(scoreResultInfo);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
@ -20,6 +20,19 @@ public class CoinsInfoResult
|
||||
public int coins;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 점수 업데이트 응답 클래스
|
||||
/// </summary>
|
||||
public class ScoreInfoResult
|
||||
{
|
||||
public string message;
|
||||
public int rating;
|
||||
public int score;
|
||||
public int win;
|
||||
public int lose;
|
||||
public int isAdvancement;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 코인 구매 응답 클래스
|
||||
/// </summary>
|
||||
@ -180,7 +193,42 @@ public class UserManager : Singleton<UserManager>
|
||||
PlayerPrefs.SetString("UserInfo", json);
|
||||
PlayerPrefs.Save();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// UpdateScore 호출 시 : rating관련 정보만 반영
|
||||
/// </summary>
|
||||
/// <param name="signinResult"></param>
|
||||
public void UpdateUserScoreInfo(ScoreInfoResult scoreInfoResult)
|
||||
{
|
||||
Rating = scoreInfoResult.rating;
|
||||
Score = scoreInfoResult.score;
|
||||
Win = scoreInfoResult.win;
|
||||
Lose = scoreInfoResult.lose;
|
||||
UpdateUserScoreInfoToPlayerPrefs();
|
||||
}
|
||||
|
||||
private void UpdateUserScoreInfoToPlayerPrefs()
|
||||
{
|
||||
// UserInfoResult 객체를 JSON 문자열로 직렬화
|
||||
UserInfoResult userInfo = new UserInfoResult
|
||||
{
|
||||
// id = UserId,
|
||||
// email = Email,
|
||||
// nickname = Nickname,
|
||||
rating = Rating,
|
||||
score = Score,
|
||||
// imageIndex = imageIndex,
|
||||
win = Win,
|
||||
lose = Lose
|
||||
};
|
||||
|
||||
string json = JsonUtility.ToJson(userInfo);
|
||||
|
||||
// PlayerPrefs에 저장
|
||||
PlayerPrefs.SetString("UserInfo", json);
|
||||
PlayerPrefs.Save();
|
||||
}
|
||||
|
||||
public void LoadUserInfoFromPlayerPrefs()
|
||||
{
|
||||
// PlayerPrefs에서 유저 정보 가져오기
|
||||
|
@ -76,7 +76,6 @@ public class ReplayController : MonoBehaviour
|
||||
public void InitReplayUI()
|
||||
{
|
||||
//유저 닉네임 설정
|
||||
//TODO: 유니티 에디터에서 폰트 설정바꾸기
|
||||
playerANicknameText.text = ReplayManager.Instance.GetPlayerANickname();
|
||||
playerBNicknameText.text = ReplayManager.Instance.GetPlayerBNickname();
|
||||
|
||||
|
@ -1,6 +1,7 @@
|
||||
using System.Collections;
|
||||
using System.Threading;
|
||||
using DG.Tweening;
|
||||
using JetBrains.Annotations;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
@ -26,7 +27,7 @@ public abstract class EffectController : MonoBehaviour, IPointerClickHandler
|
||||
// }
|
||||
|
||||
// 효과를 실행하는 메서드 (자식이 구현해야 함)
|
||||
public abstract void ShowEffect(OnEffectPanelEnded onEffectPanelEnded);
|
||||
public abstract void ShowEffect([CanBeNull] OnEffectPanelEnded onEffectPanelEnded);
|
||||
|
||||
// 공통 UI 애니메이션 (패널 표시)
|
||||
protected virtual void ShowPanel()
|
||||
|
102
Assets/Script/UI/Effect/RatingDownEffectController.cs
Normal file
102
Assets/Script/UI/Effect/RatingDownEffectController.cs
Normal file
@ -0,0 +1,102 @@
|
||||
using System.Collections;
|
||||
using System.Threading;
|
||||
using DG.Tweening;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class RatingDownEffectController : EffectController
|
||||
{
|
||||
[SerializeField] private GameObject characterOpenEyes;
|
||||
[SerializeField] private GameObject characterCloseEyes;
|
||||
[SerializeField] private GameObject depressedEffect;
|
||||
|
||||
protected override string fullText => "강등되었습니다.";
|
||||
|
||||
public override void ShowEffect(OnEffectPanelEnded onEffectPanelEnd)
|
||||
{
|
||||
gameObject.SetActive(true);
|
||||
cancellationTokenSource = new CancellationTokenSource();
|
||||
onEffectPanelEnded = onEffectPanelEnd;
|
||||
|
||||
ShowPanel();
|
||||
StartCoroutine(AnimateLoadingText());
|
||||
PopupDepressedEffect();
|
||||
Invoke(nameof(PopupBanner), 0.3f); // 0.3초 후에 배너 효과 실행
|
||||
}
|
||||
|
||||
protected override void ShowPanel()
|
||||
{
|
||||
CanvasGroup canvasGroup = gameObject.GetComponent<CanvasGroup>() ?? gameObject.AddComponent<CanvasGroup>();
|
||||
|
||||
canvasGroup.alpha = 0f;
|
||||
canvasGroup.DOFade(1f, 1f);
|
||||
bannerObj.transform.DOScale(Vector3.zero, 0f);
|
||||
bannerObj.transform.DOScale(Vector3.one, 1f);
|
||||
}
|
||||
|
||||
private IEnumerator AnimateCharacterEyes()
|
||||
{
|
||||
while (!cancellationTokenSource.IsCancellationRequested)
|
||||
{
|
||||
characterOpenEyes.SetActive(false);
|
||||
characterCloseEyes.SetActive(true);
|
||||
yield return new WaitForSeconds(0.2f);
|
||||
characterOpenEyes.SetActive(true);
|
||||
characterCloseEyes.SetActive(false);
|
||||
yield return new WaitForSeconds(0.2f);
|
||||
characterOpenEyes.SetActive(false);
|
||||
characterCloseEyes.SetActive(true);
|
||||
yield return new WaitForSeconds(0.2f);
|
||||
characterOpenEyes.SetActive(true);
|
||||
characterCloseEyes.SetActive(false);
|
||||
yield return new WaitForSeconds(2f);
|
||||
}
|
||||
}
|
||||
|
||||
private void PopupBanner()
|
||||
{
|
||||
characterCloseEyes.SetActive(true);
|
||||
characterOpenEyes.SetActive(false);
|
||||
// 초기 크기 및 위치 설정
|
||||
characterCloseEyes.transform.localScale = Vector3.zero;
|
||||
characterCloseEyes.transform.localPosition = new Vector3(0f, -100f, 0f);
|
||||
|
||||
// 크기 확대 + 위치 이동
|
||||
characterCloseEyes.transform.DOScale(Vector3.one * 1.5f, 0.5f)
|
||||
.SetEase(Ease.OutElastic); // 더 부드러운 탄성 효과
|
||||
|
||||
characterCloseEyes.transform.DOLocalMoveY(120f, 0.5f)
|
||||
.SetEase(Ease.OutExpo) // 감속 곡선 적용
|
||||
.OnComplete(() =>
|
||||
{
|
||||
characterCloseEyes.transform.DOLocalMoveY(80f, 0.3f).SetEase(Ease.InOutSine); // 너무 급격한 반동 대신 부드러운 조정
|
||||
});
|
||||
|
||||
// 크기 자연스럽게 원래대로 줄이기
|
||||
characterCloseEyes.transform.DOScale(Vector3.one * 1.4f, 0.3f)
|
||||
.SetEase(Ease.InOutQuad)
|
||||
.SetDelay(0.5f); // 위의 애니메이션이 끝난 후 실행
|
||||
|
||||
// 회전 흔들림 효과 (좀 더 부드럽게)
|
||||
characterCloseEyes.transform.DOShakeRotation(0.5f, new Vector3(0, 0, 8f), 10, 90)
|
||||
.SetDelay(0.2f) // 살짝 더 길게 흔들도록 설정
|
||||
.OnComplete(() =>
|
||||
{
|
||||
// 애니메이션이 끝난 후 눈 깜빡이는 효과 실행
|
||||
StartCoroutine(AnimateCharacterEyes());
|
||||
});
|
||||
}
|
||||
|
||||
private void PopupDepressedEffect()
|
||||
{
|
||||
depressedEffect.SetActive(true);
|
||||
RectTransform rectTransform = depressedEffect.GetComponent<RectTransform>();
|
||||
if (rectTransform != null)
|
||||
{
|
||||
// 초기 위치 설정
|
||||
rectTransform.anchoredPosition = new Vector2(0f, 500f);
|
||||
// 밑으로 내려오는 효과 설정
|
||||
rectTransform.DOAnchorPosY(150f, 1f).SetEase(Ease.OutExpo);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 638842a55c624434ab5b3a88ca2bc919
|
||||
timeCreated: 1742541126
|
106
Assets/Script/UI/Effect/RatingUpEffectController.cs
Normal file
106
Assets/Script/UI/Effect/RatingUpEffectController.cs
Normal file
@ -0,0 +1,106 @@
|
||||
using System.Collections;
|
||||
using System.Threading;
|
||||
using DG.Tweening;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class RatingUpEffectController : EffectController
|
||||
{
|
||||
[SerializeField] private GameObject haloEffectImg;
|
||||
[SerializeField] private GameObject characterImg;
|
||||
[SerializeField] private GameObject[] shineEffectImg;
|
||||
[SerializeField] private GameObject[] circleEffectImg;
|
||||
|
||||
protected override string fullText => "승급했습니다!";
|
||||
|
||||
|
||||
public override void ShowEffect(OnEffectPanelEnded onEffectPanelEnd)
|
||||
{
|
||||
gameObject.SetActive(true);
|
||||
cancellationTokenSource = new CancellationTokenSource();
|
||||
onEffectPanelEnded = onEffectPanelEnd;
|
||||
|
||||
ShowPanel();
|
||||
StartCoroutine(AnimateLoadingText());
|
||||
RotateHaloObject();
|
||||
ScaleUpSparkles();
|
||||
Invoke(nameof(PopupObject), 0.3f);
|
||||
}
|
||||
|
||||
protected override void ShowPanel()
|
||||
{
|
||||
CanvasGroup canvasGroup = gameObject.GetComponent<CanvasGroup>() ?? gameObject.AddComponent<CanvasGroup>();
|
||||
|
||||
canvasGroup.alpha = 0f;
|
||||
canvasGroup.DOFade(1f, 1f);
|
||||
bannerObj.transform.DOScale(Vector3.zero, 0f);
|
||||
bannerObj.transform.DOScale(Vector3.one, 1f);
|
||||
}
|
||||
|
||||
private void RotateHaloObject()
|
||||
{
|
||||
// 무한 회전 효과
|
||||
haloEffectImg.transform
|
||||
.DORotate(new Vector3(0f, 0f, 360f), 3f, RotateMode.FastBeyond360)
|
||||
.SetEase(Ease.Linear)
|
||||
.SetLoops(-1, LoopType.Restart);
|
||||
}
|
||||
|
||||
private void PopupObject()
|
||||
{
|
||||
characterImg.SetActive(true);
|
||||
|
||||
// 초기 크기 및 위치 설정
|
||||
characterImg.transform.localScale = Vector3.zero;
|
||||
characterImg.transform.localPosition = new Vector3(0f, -100f, 0f);
|
||||
|
||||
// 크기 확대 + 위치 이동
|
||||
characterImg.transform.DOScale(Vector3.one * 1.5f, 0.5f)
|
||||
.SetEase(Ease.OutElastic); // 더 부드러운 탄성 효과
|
||||
|
||||
characterImg.transform.DOLocalMoveY(120f, 0.5f)
|
||||
.SetEase(Ease.OutExpo) // 감속 곡선 적용
|
||||
.OnComplete(() =>
|
||||
{
|
||||
characterImg.transform.DOLocalMoveY(80f, 0.3f).SetEase(Ease.InOutSine); // 너무 급격한 반동 대신 부드러운 조정
|
||||
});
|
||||
|
||||
// 크기 자연스럽게 원래대로 줄이기
|
||||
characterImg.transform.DOScale(Vector3.one * 1.4f, 0.3f)
|
||||
.SetEase(Ease.InOutQuad)
|
||||
.SetDelay(0.5f); // 위의 애니메이션이 끝난 후 실행
|
||||
|
||||
// 회전 흔들림 효과 (좀 더 부드럽게)
|
||||
characterImg.transform.DOShakeRotation(0.5f, new Vector3(0, 0, 8f), 10, 90)
|
||||
.SetDelay(0.2f); // 살짝 더 길게 흔들도록 설정
|
||||
}
|
||||
|
||||
private void ScaleUpSparkles()
|
||||
{
|
||||
// 스파클 효과 실행
|
||||
StartCoroutine(ScaleUpSparklesCoroutine());
|
||||
}
|
||||
|
||||
private IEnumerator ScaleUpSparklesCoroutine()
|
||||
{
|
||||
while (!cancellationTokenSource.IsCancellationRequested)
|
||||
{
|
||||
// 각 스파클 효과 실행
|
||||
yield return StartCoroutine(ScaleUpEffectCoroutine(shineEffectImg));
|
||||
yield return StartCoroutine(ScaleUpEffectCoroutine(circleEffectImg));
|
||||
|
||||
yield return new WaitForSeconds(0.3f);
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator ScaleUpEffectCoroutine(GameObject[] effectArray)
|
||||
{
|
||||
foreach (GameObject effect in effectArray)
|
||||
{
|
||||
effect.transform.localScale = Vector3.zero;
|
||||
effect.transform.DOScale(Vector3.one * 1.5f, 0.3f).SetEase(Ease.OutBack);
|
||||
effect.transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.InOutBounce).SetDelay(0.3f);
|
||||
yield return new WaitForSeconds(0.3f);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Script/UI/Effect/RatingUpEffectController.cs.meta
Normal file
11
Assets/Script/UI/Effect/RatingUpEffectController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f6558e67c37b59745b73d4bb35d4f395
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -2,14 +2,172 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using DG.Tweening;
|
||||
using TMPro;
|
||||
|
||||
public class RatingPointsController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] Image[] minusImages;
|
||||
[SerializeField] Image[] plusImage;
|
||||
[SerializeField] GameObject[] minusImages;
|
||||
[SerializeField] GameObject[] plusImage;
|
||||
[SerializeField] TMP_Text scoreCountText;
|
||||
|
||||
private float flipDuration = 1f;
|
||||
private Color32 _minusColor = new Color32(255, 0, 0, 255);
|
||||
private Color32 _plusColor = new Color32(34, 87, 255, 255);
|
||||
private Color32 _defaultColor = new Color32(176, 176, 176, 255);
|
||||
|
||||
private int _oldRequiredScore;
|
||||
private int _newRequiredScore;
|
||||
private int _oldScore;
|
||||
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..?
|
||||
_oldScore = oldScore;
|
||||
Sequence sequence = DOTween.Sequence();
|
||||
if (_oldScore == 0)
|
||||
{
|
||||
if (gameResult == Enums.GameResult.Win)
|
||||
{
|
||||
sequence.Append(
|
||||
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
|
||||
_newRequiredScore = defaultRequiredScore-1;
|
||||
}
|
||||
else if(gameResult == Enums.GameResult.Lose)
|
||||
{
|
||||
sequence.Append(
|
||||
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;
|
||||
}
|
||||
}
|
||||
// 이번 게임 전 기존 점수가 플러스 였을 경우
|
||||
else if (_oldScore > 0)
|
||||
{
|
||||
for (int i = 0; i < _oldScore; i++)
|
||||
{
|
||||
plusImage[i].GetComponent<Image>().color = _plusColor;
|
||||
}
|
||||
if (gameResult == Enums.GameResult.Win)
|
||||
{
|
||||
sequence.Append(
|
||||
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;
|
||||
}
|
||||
else if(gameResult == Enums.GameResult.Lose)
|
||||
{
|
||||
sequence.Append(
|
||||
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
|
||||
_newRequiredScore = defaultRequiredScore-oldScore+1;
|
||||
}
|
||||
}
|
||||
|
||||
// 이번 게임 전 기존 점수가 마이너스 였을 경우
|
||||
else
|
||||
{
|
||||
for (int i = _oldScore; i < 0; i++)
|
||||
{
|
||||
minusImages[minusImages.Length+i].GetComponent<Image>().color = _minusColor;
|
||||
}
|
||||
if (gameResult == Enums.GameResult.Win)
|
||||
{
|
||||
sequence.Append(
|
||||
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;
|
||||
}
|
||||
else if(gameResult == Enums.GameResult.Lose)
|
||||
{
|
||||
sequence.Append(
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
if (gameResult == Enums.GameResult.Draw)
|
||||
{
|
||||
_newRequiredScore = defaultRequiredScore-oldScore;
|
||||
}
|
||||
|
||||
SetScoreCountText(_newRequiredScore,defaultRequiredScore);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 승급까지 남은 승수 계산
|
||||
/// </summary>
|
||||
/// <param name="scoreCount">새로 업데이트 된 승급까지 필요한 승 수</param>
|
||||
/// <param name="defaultRequiredScore">해당 급수에서 0에서 승급까지 필요한 승수</param>
|
||||
private void SetScoreCountText(int scoreCount,int defaultRequiredScore)
|
||||
{
|
||||
// 남은 승리수가 0인 경우 승급점수 도달 혹은 강등점수 도달
|
||||
if (scoreCount == 0 || scoreCount == defaultRequiredScore * 2)
|
||||
{
|
||||
scoreCountText.text = "";
|
||||
}
|
||||
else if (scoreCount < 0)
|
||||
{
|
||||
scoreCountText.text = "더 이상 승급 할 수 없습니다.";
|
||||
}
|
||||
else if (scoreCount > defaultRequiredScore * 2)
|
||||
{
|
||||
scoreCountText.text = "더이상 강등 될 수 없습니다.";
|
||||
}
|
||||
else
|
||||
{
|
||||
scoreCountText.text = $"{scoreCount} 게임을 승리하면 승급하게 됩니다.";
|
||||
}
|
||||
}
|
||||
|
||||
public void SetRatingUpLimit(int winCount)
|
||||
{
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
plusImage[i].GetComponent<Image>().color = _plusColor;
|
||||
scoreCountText.text = $"더 이상 승급 할 수 없습니다.\n누적 {winCount} 승 하셨습니다.";
|
||||
}
|
||||
}
|
||||
|
||||
public void SetRatingDownLimit(int loseCount)
|
||||
{
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
minusImages[i].GetComponent<Image>().color = _minusColor;
|
||||
scoreCountText.text = $"더 이상 강등 될 수 없습니다.\n누적 {loseCount*-1} 패 하셨습니다.";
|
||||
}
|
||||
}
|
||||
|
||||
//승급, 강등시 패널을 초기화해서 띄워주는 함수 추가
|
||||
}
|
||||
|
@ -12,7 +12,8 @@ public class PanelController : MonoBehaviour
|
||||
private CanvasGroup backGroundCanvasGroup; // 배경 페이드 효과를 위한 변수
|
||||
|
||||
public delegate void PanelControllerHideDelegate();
|
||||
|
||||
|
||||
public delegate void PanelControllerShowDelegate();
|
||||
private void Awake()
|
||||
{
|
||||
backGroundCanvasGroup = GetComponent<CanvasGroup>();
|
||||
@ -22,7 +23,7 @@ public class PanelController : MonoBehaviour
|
||||
/// Panel 표시 함수
|
||||
/// 알파값과 크기를 0으로 줄였다가 1로 페이드
|
||||
/// </summary>
|
||||
public void Show()
|
||||
public void Show(PanelControllerShowDelegate showDelegate = null)
|
||||
{
|
||||
GameManager.Instance.audioManager.PlayClickSound();
|
||||
|
||||
@ -35,7 +36,10 @@ public class PanelController : MonoBehaviour
|
||||
panelRectTransform.localScale = Vector3.zero;
|
||||
|
||||
backGroundCanvasGroup.DOFade(1, 0.3f).SetEase(Ease.Linear);
|
||||
panelRectTransform.DOScale(1, 0.3f).SetEase(Ease.OutBack);
|
||||
panelRectTransform.DOScale(1, 0.3f).SetEase(Ease.OutBack).OnComplete(() =>
|
||||
{
|
||||
showDelegate?.Invoke();
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -77,9 +77,10 @@ public class PanelManager : MonoBehaviour
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private Enums.GameResult _gameResult = Enums.GameResult.None;
|
||||
public void OpenEffectPanel(Enums.GameResult gameResult)
|
||||
{
|
||||
_gameResult = gameResult;
|
||||
switch (gameResult)
|
||||
{
|
||||
case Enums.GameResult.Win:
|
||||
@ -106,9 +107,37 @@ public class PanelManager : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 강등, 승급 이펙트 패널 오픈
|
||||
/// </summary>
|
||||
/// <param name="ratingUpDown"></param>
|
||||
public void OpenRatingEffectPanel(int ratingUpDown)
|
||||
{
|
||||
switch (ratingUpDown)
|
||||
{
|
||||
case -1:
|
||||
if (_canvas != null)
|
||||
{
|
||||
var drawEffectPanelObject = GetEffectPanel("Rating Down Effect Panel");
|
||||
drawEffectPanelObject.GetComponent<RatingDownEffectController>().ShowEffect(null);
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
if (_canvas != null)
|
||||
{
|
||||
var drawEffectPanelObject = GetEffectPanel("Rating Up Effect Panel");
|
||||
drawEffectPanelObject.GetComponent<RatingUpEffectController>().ShowEffect(null);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 이 함수는 Win, Lose EffectPanelEnded여서 Rating UP, Down Effect 와는 상관없습니다.
|
||||
private void OnEffectPanelEnded()
|
||||
{
|
||||
OpenRatingPanel();
|
||||
if (_gameResult == Enums.GameResult.None)
|
||||
return;
|
||||
OpenRatingPanel(_gameResult);
|
||||
}
|
||||
#endregion
|
||||
|
||||
@ -277,13 +306,13 @@ public class PanelManager : MonoBehaviour
|
||||
OpenShopPanel(shopItems);
|
||||
}
|
||||
|
||||
//승급 패널 생성
|
||||
public void OpenRatingPanel()
|
||||
//Rating Panel 생성
|
||||
public void OpenRatingPanel(Enums.GameResult gameResult)
|
||||
{
|
||||
if (_canvas != null)
|
||||
{
|
||||
var replayPanelObject = GetPanel("Rating Panel");
|
||||
replayPanelObject.GetComponent<RatingPanelController>().Show();
|
||||
replayPanelObject.GetComponent<RatingPanelController>().Show(gameResult);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5,47 +5,162 @@ using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class RatingPanelController : ConfirmPanelController
|
||||
public class RatingPanelController : PanelController
|
||||
{
|
||||
[SerializeField] private TMP_Text getPointsText;
|
||||
[SerializeField] private TMP_Text scoreText;
|
||||
[SerializeField] private GameObject threePointsIndicator;
|
||||
[SerializeField] private GameObject fivePointsIndicator;
|
||||
[SerializeField] private GameObject tenPointsIndicator;
|
||||
[SerializeField] private GameObject threePointsIndicatorGameObject;
|
||||
[SerializeField] private GameObject fivePointsIndicatorGameObject;
|
||||
[SerializeField] private GameObject tenPointsIndicatorGameObject;
|
||||
|
||||
private bool _isWin;
|
||||
private int _requiredPoints;
|
||||
private int _currentPoints;
|
||||
private Enums.GameResult _gameResult;
|
||||
private int _oldScore;
|
||||
private int _newScore;
|
||||
private int _myRating;
|
||||
|
||||
private RatingPointsController _ratingPointsController;
|
||||
|
||||
public void OnClickConfirmButton()
|
||||
{
|
||||
Hide();
|
||||
}
|
||||
//TODO: 미사용시 삭제
|
||||
public void OnClickRetryButton()
|
||||
{
|
||||
Hide(() => { });
|
||||
}
|
||||
public void Show(Enums.GameResult gameResult)
|
||||
{
|
||||
base.Show(RatingPanelStart(gameResult));
|
||||
}
|
||||
|
||||
private PanelControllerShowDelegate RatingPanelStart(Enums.GameResult gameResult)
|
||||
{
|
||||
StartCoroutine(UpdateScore(gameResult));
|
||||
return null;
|
||||
}
|
||||
|
||||
private IEnumerator UpdateScore(Enums.GameResult gameResult)
|
||||
{
|
||||
//기존 점수로 애니메이션 보여줄 때까지 기다림
|
||||
yield return InitRatingPanel(gameResult);
|
||||
|
||||
//유저 인포 업데이트와 승급 이펙트 띄우기
|
||||
// TODO: 서버 업데이트를 승급패널보다 더 큰 로직에서 처리하는 것이 좋을 것 같습니다.
|
||||
// 리팩토링 시 반영 부탁드립니다.
|
||||
switch (gameResult)
|
||||
{
|
||||
case (Enums.GameResult.Win):
|
||||
NetworkManager.Instance.UpdateScore(1 , (scoreResultInfo) =>
|
||||
{
|
||||
//유저 인포 업데이트
|
||||
UserManager.Instance.UpdateUserScoreInfo(scoreResultInfo);
|
||||
|
||||
//결과화면 띄우기
|
||||
if (scoreResultInfo.isAdvancement == 1)
|
||||
{
|
||||
GameManager.Instance.panelManager.OpenRatingEffectPanel(1);
|
||||
}
|
||||
},() => { });
|
||||
break;
|
||||
case (Enums.GameResult.Lose):
|
||||
NetworkManager.Instance.UpdateScore(-1, (scoreResultInfo) =>
|
||||
{
|
||||
UserManager.Instance.UpdateUserScoreInfo(scoreResultInfo);
|
||||
|
||||
if (scoreResultInfo.isAdvancement == -1)
|
||||
{
|
||||
GameManager.Instance.panelManager.OpenRatingEffectPanel(-1);
|
||||
}
|
||||
}, () => { });
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 텍스트 초기화, 승급포인트 계산
|
||||
/// </summary>
|
||||
/// <param name="isWin"></param>
|
||||
public void InitRatingPanel(bool isWin)
|
||||
private IEnumerator InitRatingPanel(Enums.GameResult gameResult)
|
||||
{
|
||||
_isWin = isWin;
|
||||
_gameResult = gameResult;
|
||||
_myRating= UserManager.Instance.Rating;
|
||||
if (_myRating >= 10 && _myRating <= 18) {// 10~18급은 3점 필요
|
||||
threePointsIndicator.gameObject.SetActive(true);
|
||||
} else if (_myRating >= 5 && _myRating <= 9) {// 5~9급은 5점 필요
|
||||
fivePointsIndicator.gameObject.SetActive(true);
|
||||
} else if (_myRating >= 1 && _myRating <= 4) {// 1~4급은 10점 필요
|
||||
tenPointsIndicator.gameObject.SetActive(true);
|
||||
tenPointsIndicator.GetComponent<RatingPointsController>();
|
||||
int requiredScore = 0;
|
||||
if (_myRating >= 10 && _myRating <= 18) // 10~18급은 3점 필요
|
||||
{
|
||||
requiredScore = 3;
|
||||
threePointsIndicatorGameObject.SetActive(true);
|
||||
_ratingPointsController = threePointsIndicatorGameObject.GetComponent<RatingPointsController>();
|
||||
|
||||
}
|
||||
else if (_myRating >= 5 && _myRating <= 9) // 5~9급은 5점 필요
|
||||
{
|
||||
requiredScore = 5;
|
||||
fivePointsIndicatorGameObject.SetActive(true);
|
||||
_ratingPointsController = fivePointsIndicatorGameObject.GetComponent<RatingPointsController>();
|
||||
}
|
||||
else if (_myRating >= 1 && _myRating <= 4) // 1~4급은 10점 필요
|
||||
{
|
||||
requiredScore = 10;
|
||||
tenPointsIndicatorGameObject.SetActive(true);
|
||||
_ratingPointsController = tenPointsIndicatorGameObject.GetComponent<RatingPointsController>();
|
||||
}
|
||||
|
||||
string win = _isWin ? "승리" : "패배";
|
||||
string get = _isWin ? "얻었습니다." : "잃었습니다.";
|
||||
|
||||
getPointsText.text = $"게임에서 {win}했습니다.\n{Constants.RAING_POINTS} 승급 포인트를 {get}";
|
||||
|
||||
//TODO: network에 스코어 요청
|
||||
}
|
||||
// 게임 전 스코어로 초기화
|
||||
NetworkManager.Instance.GetInfo((userInfo) =>
|
||||
{
|
||||
_oldScore = userInfo.score;
|
||||
// 1급이고 이미 10승 이상인 경우
|
||||
if (_myRating == 1 && userInfo.score >= 10 )
|
||||
{
|
||||
// 10승에서 패배한 경우 점수 잃는 애니메이션
|
||||
if (gameResult == Enums.GameResult.Lose && userInfo.score == 10)
|
||||
{
|
||||
_ratingPointsController.InitRatingPoints(_oldScore,_gameResult,requiredScore);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(gameResult == Enums.GameResult.Lose)
|
||||
_ratingPointsController.SetRatingUpLimit(_oldScore-1);
|
||||
else
|
||||
_ratingPointsController.SetRatingUpLimit(_oldScore+1);
|
||||
}
|
||||
}
|
||||
// 18급이고 이미 3패 이상인 경우
|
||||
else if (_myRating == 18 && userInfo.score <= -3)
|
||||
{
|
||||
//3승에서 승리한 경우 점수 얻는 애니메이션
|
||||
if (gameResult == Enums.GameResult.Win && userInfo.score == -3)
|
||||
{
|
||||
_ratingPointsController.InitRatingPoints(_oldScore,_gameResult,requiredScore);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(gameResult == Enums.GameResult.Lose)
|
||||
_ratingPointsController.SetRatingDownLimit(_oldScore-1);
|
||||
else
|
||||
_ratingPointsController.SetRatingDownLimit(_oldScore+1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_ratingPointsController.InitRatingPoints(_oldScore,_gameResult,requiredScore);
|
||||
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
InitRatingPanel(false);
|
||||
}
|
||||
}, () =>
|
||||
{ });
|
||||
|
||||
string win = _gameResult == Enums.GameResult.Win ? "승리" : "패배";
|
||||
string get = _gameResult == Enums.GameResult.Win ? "얻었습니다." : "잃었습니다.";
|
||||
|
||||
if(_gameResult == Enums.GameResult.Draw)
|
||||
{
|
||||
getPointsText.text = "무승부입니다.";
|
||||
}
|
||||
else
|
||||
{
|
||||
getPointsText.text = $"게임에서 {win}했습니다.\n{Constants.RAING_POINTS} 승급 포인트를 {get}";
|
||||
}
|
||||
// 애니메이션 실행 완료를 위한 wait
|
||||
yield return new WaitForSecondsRealtime(1.5f);
|
||||
}
|
||||
}
|
||||
|
Loading…
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Reference in New Issue
Block a user