[Feat] 유저 급수에 따라 승급 패널 띄우기
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@ -0,0 +1,15 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class RatingPointsController : MonoBehaviour
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{
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[SerializeField] Image[] minusImages;
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[SerializeField] Image[] plusImage;
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private Color32 _plusColor = new Color32(34, 87, 255, 255);
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private Color32 _defaultColor = new Color32(176, 176, 176, 255);
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}
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@ -188,6 +188,16 @@ public class PanelManager : MonoBehaviour
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GameManager.Instance.panelManager.OpenShopPanel(shopItems);
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GameManager.Instance.panelManager.OpenShopPanel(shopItems);
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}
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}
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//승급 패널 생성
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public void OpenRatingPanel()
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{
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if (_canvas != null)
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{
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var replayPanelObject = GetPanel("Rating Panel");
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replayPanelObject.GetComponent<RatingPanelController>().Show();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//코인 패널 코인 갱신
|
//코인 패널 코인 갱신
|
||||||
public void UpdateCoinsPanelUI(int coinsChanged)
|
public void UpdateCoinsPanelUI(int coinsChanged)
|
||||||
{
|
{
|
||||||
|
@ -9,37 +9,38 @@ public class RatingPanelController : ConfirmPanelController
|
|||||||
{
|
{
|
||||||
[SerializeField] private TMP_Text getPointsText;
|
[SerializeField] private TMP_Text getPointsText;
|
||||||
[SerializeField] private TMP_Text scoreText;
|
[SerializeField] private TMP_Text scoreText;
|
||||||
[SerializeField] Image[] threePointsImages;
|
[SerializeField] private GameObject threePointsIndicator;
|
||||||
|
[SerializeField] private GameObject fivePointsIndicator;
|
||||||
|
[SerializeField] private GameObject tenPointsIndicator;
|
||||||
|
|
||||||
private bool _isWin;
|
private bool _isWin;
|
||||||
private int _requiredPoints;
|
private int _requiredPoints;
|
||||||
private int _currentPoints;
|
private int _currentPoints;
|
||||||
private int _myRating;
|
private int _myRating;
|
||||||
|
|
||||||
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);
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 텍스트 초기화, 승급포인트 계산
|
/// 텍스트 초기화, 승급포인트 계산
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="isWin"></param>
|
/// <param name="isWin"></param>
|
||||||
public void InitRatingPanel(bool isWin)
|
public void InitRatingPanel(bool isWin)
|
||||||
{
|
{
|
||||||
//network에 스코어 요청
|
|
||||||
_isWin = isWin;
|
_isWin = isWin;
|
||||||
_myRating= UserManager.Instance.Rating;
|
_myRating= UserManager.Instance.Rating;
|
||||||
if (_myRating >= 10 && _myRating <= 18) {// 10~18급은 3점 필요
|
if (_myRating >= 10 && _myRating <= 18) {// 10~18급은 3점 필요
|
||||||
|
threePointsIndicator.gameObject.SetActive(true);
|
||||||
} else if (_myRating >= 5 && _myRating <= 9) {// 5~9급은 5점 필요
|
} else if (_myRating >= 5 && _myRating <= 9) {// 5~9급은 5점 필요
|
||||||
|
fivePointsIndicator.gameObject.SetActive(true);
|
||||||
} else if (_myRating >= 1 && _myRating <= 4) {// 1~4급은 10점 필요
|
} else if (_myRating >= 1 && _myRating <= 4) {// 1~4급은 10점 필요
|
||||||
|
tenPointsIndicator.gameObject.SetActive(true);
|
||||||
|
tenPointsIndicator.GetComponent<RatingPointsController>();
|
||||||
}
|
}
|
||||||
|
|
||||||
string win = _isWin ? "승리" : "패배";
|
string win = _isWin ? "승리" : "패배";
|
||||||
string get = _isWin ? "얻었습니다." : "잃었습니다.";
|
string get = _isWin ? "얻었습니다." : "잃었습니다.";
|
||||||
|
|
||||||
getPointsText.text = $"게임에서 {win}했습니다.\n{Constants.RAING_POINTS} 승급 포인트를 {get}";
|
getPointsText.text = $"게임에서 {win}했습니다.\n{Constants.RAING_POINTS} 승급 포인트를 {get}";
|
||||||
|
|
||||||
|
//TODO: network에 스코어 요청
|
||||||
}
|
}
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
|
Loading…
x
Reference in New Issue
Block a user