[Feat] 무승부 추가하여 승패 설정 함수 추가

아직 사용은 bool로 승패만 판단하고 있습니다.
This commit is contained in:
HaeinLEE 2025-03-24 11:24:22 +09:00
parent efa37d0e3d
commit ccfc4b702a
2 changed files with 30 additions and 4 deletions

View File

@ -10,6 +10,7 @@ public class ReplayCell : MonoBehaviour
{ {
[SerializeField] private Image winImage; [SerializeField] private Image winImage;
[SerializeField] private Image loseImage; [SerializeField] private Image loseImage;
[SerializeField] private Image drawImage;
[SerializeField] private TMP_Text playerNicknameText; [SerializeField] private TMP_Text playerNicknameText;
[SerializeField] private TMP_Text recordDateText; [SerializeField] private TMP_Text recordDateText;
@ -18,7 +19,7 @@ public class ReplayCell : MonoBehaviour
private string _opponentNickname; private string _opponentNickname;
//유저가 이겼을 경우 '승'(파랑)이미지 졌을 경우'패'(빨강)이미지 //TODO:승, 패 외에 무승부 반영하기. bool => int
public void SetWinImage(bool isWin) public void SetWinImage(bool isWin)
{ {
if (isWin == true) if (isWin == true)
@ -32,6 +33,28 @@ public class ReplayCell : MonoBehaviour
winImage.gameObject.SetActive(false); winImage.gameObject.SetActive(false);
} }
} }
public void SetWinImage(Enums.GameResult gameResult)
{
switch(gameResult)
{
case Enums.GameResult.Win:
winImage.gameObject.SetActive(true);
loseImage.gameObject.SetActive(false);
drawImage.gameObject.SetActive(false);
break;
case Enums.GameResult.Lose:
winImage.gameObject.SetActive(false);
loseImage.gameObject.SetActive(true);
drawImage.gameObject.SetActive(false);
break;
case Enums.GameResult.Draw:
winImage.gameObject.SetActive(false);
loseImage.gameObject.SetActive(false);
drawImage.gameObject.SetActive(true);
break;
}
}
public void SetMyPlayerType(Enums.PlayerType myPlayerType) public void SetMyPlayerType(Enums.PlayerType myPlayerType)
{ {

View File

@ -13,8 +13,7 @@ public class ReplayController : MonoBehaviour
[SerializeField] private GameObject[] userBProfileImages; [SerializeField] private GameObject[] userBProfileImages;
void Start() void Start()
{ {
// InitReplayUI(); InitReplayUI();
//TODO: 프로필 이미지 불러오기
} }
public void OnclickExitButton() public void OnclickExitButton()
@ -52,12 +51,16 @@ public class ReplayController : MonoBehaviour
public void InitReplayUI() public void InitReplayUI()
{ {
//유저 닉네임 설정
//TODO: 유니티 에디터에서 폰트 설정바꾸기
playerANicknameText.text = ReplayManager.Instance.GetPlayerANickname(); playerANicknameText.text = ReplayManager.Instance.GetPlayerANickname();
playerBNicknameText.text = ReplayManager.Instance.GetPlayerBNickname(); playerBNicknameText.text = ReplayManager.Instance.GetPlayerBNickname();
//TODO: ReplayManager에서 프로필 인덱스 가져와서 SetUserProfileImages호출하기 //프로필 이미지 설정
int playerAProgileIndex = ReplayManager.Instance.GetPlayerAProfileIndex(); int playerAProgileIndex = ReplayManager.Instance.GetPlayerAProfileIndex();
int playerBProgileIndex = ReplayManager.Instance.GetPlayerBProfileIndex(); int playerBProgileIndex = ReplayManager.Instance.GetPlayerBProfileIndex();
SetUserProfileImages(playerAProgileIndex, userAProfileImages);
SetUserProfileImages(playerBProgileIndex, userBProfileImages);
} }
private void SetUserProfileImages(int imageIndex,GameObject[] profileImages) private void SetUserProfileImages(int imageIndex,GameObject[] profileImages)