Merge pull request #70 from Degulleo/DO-73-멀티플레이-재대결-추가

Do 73 멀티플레이 재대결 추가
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Jay 2025-03-28 09:22:22 +09:00 committed by GitHub
commit d34a105b81
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14 changed files with 3300 additions and 60 deletions

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@ -62,6 +62,15 @@ public class GameUIController : MonoBehaviour
} }
} }
public void OnClickRevengeRequestButton()
{
GameManager.Instance.panelManager.OpenConfirmPanel("재대결 신청을\n하시겠습니까?", () =>
{
GameManager.Instance.panelManager.OpenLoadingPanel(true, true, false, false);
_multiplayManager.RequestRevengeRequest();
});
}
public void OnClickSettingsButton() public void OnClickSettingsButton()
{ {
GameManager.Instance.panelManager.OpenSettingsPanel(); GameManager.Instance.panelManager.OpenSettingsPanel();

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@ -25,6 +25,12 @@
DrawConfirmed, DrawConfirmed,
DrawRejected, DrawRejected,
DrawRejectionConfirmed, DrawRejectionConfirmed,
ReceiveRevengeRequest, // 재대결 요청 수신
RevengeRequestSent, // 재대결 요청 전송 확인
RevengeAccepted, // 재대결 수락 수신
RevengeConfirmed, // 재대결 수락 전송 확인
RevengeRejected, // 재대결 거절 수신
RevengeRejectionConfirmed, // 재대결 거절 전송 확인
ReceiveTimeout // 상대방이 타임 아웃일 때 ReceiveTimeout // 상대방이 타임 아웃일 때
}; };
} }

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@ -22,7 +22,6 @@ public abstract class BasePlayerState
gameLogic.fioTimer.PauseTimer(); gameLogic.fioTimer.PauseTimer();
gameLogic.SetNewBoardValue(playerType, row, col); gameLogic.SetNewBoardValue(playerType, row, col);
gameLogic.CountStoneCounter(); gameLogic.CountStoneCounter();
if (_isMultiplay) if (_isMultiplay)
{ {
_multiplayManager.SendPlayerMove(_roomId, new Vector2Int(row, col)); _multiplayManager.SendPlayerMove(_roomId, new Vector2Int(row, col));
@ -177,7 +176,7 @@ public class MultiPlayerState: BasePlayerState
gameLogic.UpdateForbiddenMoves(); gameLogic.UpdateForbiddenMoves();
#endregion #endregion
gameLogic.currentTurn = _playerType; // gameLogic.currentTurn = _playerType;
// gameLogic.stoneController.OnStoneClickedDelegate = (row, col) => // gameLogic.stoneController.OnStoneClickedDelegate = (row, col) =>
// { // {
// HandleMove(gameLogic, row, col); // HandleMove(gameLogic, row, col);
@ -247,8 +246,11 @@ public class GameLogic : IDisposable
private int _lastRow; private int _lastRow;
private int _lastCol; private int _lastCol;
// 멀티 플레이 관련
public MultiplayManager _multiplayManager; public MultiplayManager _multiplayManager;
private string _roomId; private string _roomId;
private string opponentNickname;
private int opponentImageIndex;
#region Renju Members #region Renju Members
@ -331,6 +333,7 @@ public class GameLogic : IDisposable
// break; // break;
case Enums.GameType.MultiPlay: case Enums.GameType.MultiPlay:
// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요 // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
bool isFirstPlayer;
UnityMainThreadDispatcher.Instance().Enqueue(() => UnityMainThreadDispatcher.Instance().Enqueue(() =>
{ {
GameManager.Instance.panelManager.OpenLoadingPanel(true, true); GameManager.Instance.panelManager.OpenLoadingPanel(true, true);
@ -353,14 +356,17 @@ public class GameLogic : IDisposable
Debug.Log("Join Room 응답값이 null 입니다"); Debug.Log("Join Room 응답값이 null 입니다");
return; return;
} }
_roomId = joinRoomData.roomId;
// 선공, 후공 처리 // 선공, 후공 처리
bool isFirstPlayer = joinRoomData.isBlack; isFirstPlayer = joinRoomData.isBlack;
opponentNickname = joinRoomData.opponentNickname;
opponentImageIndex = joinRoomData.opponentImageIndex;
if (isFirstPlayer) if (isFirstPlayer)
{ {
Debug.Log("해당 플레이어가 선공 입니다"); Debug.Log("해당 플레이어가 선공 입니다");
firstPlayerState = new PlayerState(true, _multiplayManager, joinRoomData.roomId); firstPlayerState = new PlayerState(true, _multiplayManager, _roomId);
secondPlayerState = new MultiPlayerState(false, _multiplayManager); secondPlayerState = new MultiPlayerState(false, _multiplayManager);
UnityMainThreadDispatcher.Instance().Enqueue(() => UnityMainThreadDispatcher.Instance().Enqueue(() =>
{ {
@ -375,7 +381,7 @@ public class GameLogic : IDisposable
{ {
Debug.Log("해당 플레이어가 후공 입니다"); Debug.Log("해당 플레이어가 후공 입니다");
firstPlayerState = new MultiPlayerState(true, _multiplayManager); firstPlayerState = new MultiPlayerState(true, _multiplayManager);
secondPlayerState = new PlayerState(false, _multiplayManager, joinRoomData.roomId); secondPlayerState = new PlayerState(false, _multiplayManager, _roomId);
UnityMainThreadDispatcher.Instance().Enqueue(() => UnityMainThreadDispatcher.Instance().Enqueue(() =>
{ {
@ -413,7 +419,8 @@ public class GameLogic : IDisposable
} }
// 선공, 후공 처리 // 선공, 후공 처리
isFirstPlayer = startGameData.isBlack; isFirstPlayer = startGameData.isBlack;
opponentNickname = startGameData.opponentNickname;
opponentImageIndex = startGameData.opponentImageIndex;
if (isFirstPlayer) if (isFirstPlayer)
{ {
Debug.Log("해당 플레이어가 선공 입니다"); Debug.Log("해당 플레이어가 선공 입니다");
@ -481,7 +488,7 @@ public class GameLogic : IDisposable
Debug.Log("상대방의 무승부 요청 들어옴"); Debug.Log("상대방의 무승부 요청 들어옴");
UnityMainThreadDispatcher.Instance().Enqueue(() => UnityMainThreadDispatcher.Instance().Enqueue(() =>
{ {
GameManager.Instance.panelManager.OpenDrawConfirmPanel("무승부 요청을 승하시겠습니까?", () => GameManager.Instance.panelManager.OpenDrawConfirmPanel("무승부 요청을 승하시겠습니까?", () =>
{ {
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw); GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
EndGame(Enums.GameResult.Draw); EndGame(Enums.GameResult.Draw);
@ -496,7 +503,7 @@ public class GameLogic : IDisposable
Debug.Log("무승부 요청 전송 완료"); Debug.Log("무승부 요청 전송 완료");
break; break;
case Constants.MultiplayManagerState.DrawAccepted: case Constants.MultiplayManagerState.DrawAccepted:
Debug.Log("무승부 요청이 승이 들어옴"); Debug.Log("무승부 요청이 승이 들어옴");
UnityMainThreadDispatcher.Instance().Enqueue(() => UnityMainThreadDispatcher.Instance().Enqueue(() =>
{ {
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw); GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
@ -504,7 +511,7 @@ public class GameLogic : IDisposable
}); });
break; break;
case Constants.MultiplayManagerState.DrawConfirmed: case Constants.MultiplayManagerState.DrawConfirmed:
Debug.Log("무승부 요청 승 완료"); Debug.Log("무승부 요청 승 완료");
break; break;
case Constants.MultiplayManagerState.DrawRejected: case Constants.MultiplayManagerState.DrawRejected:
Debug.Log("무승부 요청이 거부가 들어옴"); Debug.Log("무승부 요청이 거부가 들어옴");
@ -525,8 +532,88 @@ public class GameLogic : IDisposable
EndGame(Enums.GameResult.Win); EndGame(Enums.GameResult.Win);
}); });
break; break;
case Constants.MultiplayManagerState.RevengeRequestSent:
Debug.Log("재대결 요청: 전송 완료");
break;
case Constants.MultiplayManagerState.ReceiveRevengeRequest:
Debug.Log("상대방의 재대결 요청이 들어옴");
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenDrawConfirmPanel("상대방의 재대결 요청을\n승낙하시겠습니까?", () =>
{
_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(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("상대방이\n재대결을 승낙하였습니다.\n게임이 다시 시작됩니다.", () =>
{
InitBoardForRevenge(isFirstPlayer);
});
});
break;
case Constants.MultiplayManagerState.RevengeConfirmed:
Debug.Log("재대결 요청: 승낙 완료");
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\n승낙하였습니다.\n게임이 다시 시작됩니다.", () =>
{
InitBoardForRevenge(isFirstPlayer);
});
});
break;
case Constants.MultiplayManagerState.RevengeRejected:
Debug.Log("재대결 요청: 거부가 들어옴");
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("상대방이\n재대결 요청을\n거부하였습니다.", () =>
{
GameManager.Instance.panelManager.CloseLoadingPanel();
});
});
break;
case Constants.MultiplayManagerState.RevengeRejectionConfirmed:
Debug.Log("재대결 요청: 거부 완료");
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("재대결 요청을\n거부하였습니다.", () =>
{
GameManager.Instance.panelManager.CloseLoadingPanel();
});
});
break;
} }
ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,"nicknameB"); ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,opponentNickname);
}); });
_multiplayManager.RegisterPlayer(UserManager.Instance.Nickname, UserManager.Instance.Rating, UserManager.Instance.imageIndex); _multiplayManager.RegisterPlayer(UserManager.Instance.Nickname, UserManager.Instance.Rating, UserManager.Instance.imageIndex);
@ -537,6 +624,55 @@ public class GameLogic : IDisposable
} }
} }
private void InitBoardForRevenge(bool isFirstPlayer)
{
//보드 초기화
_board = new Enums.PlayerType[15, 15];
_totalStoneCounter = 0;
stoneController.InitStones();
RequestDrawChance = false;
selectedRow = -1;
selectedCol = -1;
// 금수 감지기 초기화
_forbiddenDetector.RenjuForbiddenMove(_board);
_lastRow = -1;
_lastCol = -1;
//timer 초기화
fioTimer.InitTimer();
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);
}
GameManager.Instance.panelManager.CloseLoadingPanel();
// 첫 번째 플레이어(유저)부터 시작
SetState(firstPlayerState);
}
//AI닉네임 랜덤 생성 //AI닉네임 랜덤 생성
private string RandomAINickname() private string RandomAINickname()
{ {

View File

@ -122,7 +122,7 @@ public class GameManager : Singleton<GameManager>
public bool GetRequestDrawChance() public bool GetRequestDrawChance()
{ {
if (_gameLogic == null){ return false;} if (_gameLogic == null) return false;
return _gameLogic.RequestDrawChance; return _gameLogic.RequestDrawChance;
} }

View File

@ -61,6 +61,14 @@ public class MessageData
public string message { get; set; } 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 public class MultiplayManager : IDisposable
{ {
private SocketIOUnity _socket; private SocketIOUnity _socket;
@ -91,12 +99,20 @@ public class MultiplayManager : IDisposable
_socket.On("doSurrender", DoSurrender); _socket.On("doSurrender", DoSurrender);
_socket.On("surrenderConfirmed", SurrenderConfirmed); _socket.On("surrenderConfirmed", SurrenderConfirmed);
_socket.On("receiveTimeout", ReceiveTimeout); _socket.On("receiveTimeout", ReceiveTimeout);
// 무승부 관련
_socket.On("receiveDrawRequest", ReceiveDrawRequest); _socket.On("receiveDrawRequest", ReceiveDrawRequest);
_socket.On("drawRequestSent", DrawRequestSent); _socket.On("drawRequestSent", DrawRequestSent);
_socket.On("drawAccepted", DrawAccepted); _socket.On("drawAccepted", DrawAccepted);
_socket.On("drawConfirmed", DrawConfirmed); _socket.On("drawConfirmed", DrawConfirmed);
_socket.On("drawRejected", DrawRejected); _socket.On("drawRejected", DrawRejected);
_socket.On("drawRejectionConfirmed", DrawRejectionConfirmed); _socket.On("drawRejectionConfirmed", DrawRejectionConfirmed);
// 재대결 관련
_socket.On("receiveRevengeRequest", ReceiveRevengeRequest);
_socket.On("revengeRequestSent", RevengeRequestSent);
_socket.On("revengeAccepted", RevengeAccepted);
_socket.On("revengeConfirmed", RevengeConfirmed);
_socket.On("revengeRejected", RevengeRejected);
_socket.On("revengeRejectionConfirmed", RevengeRejectionConfirmed);
_socket.Connect(); _socket.Connect();
} }
@ -153,7 +169,6 @@ public class MultiplayManager : IDisposable
private void DoOpponent(SocketIOResponse response) private void DoOpponent(SocketIOResponse response)
{ {
var data = response.GetValue<MoveData>(); var data = response.GetValue<MoveData>();
if (data != null && data.position != null) if (data != null && data.position != null)
{ {
Vector2Int opponentPosition = new Vector2Int(data.position.x, data.position.y); Vector2Int opponentPosition = new Vector2Int(data.position.x, data.position.y);
@ -205,7 +220,7 @@ public class MultiplayManager : IDisposable
{ {
if (string.IsNullOrEmpty(_roomId)) if (string.IsNullOrEmpty(_roomId))
{ {
Debug.LogError("LeaveRoom 호출 실패: _roomId가 설정되지 않음"); Debug.LogError("RequestSurrender 호출 실패: _roomId가 설정되지 않음");
return; return;
} }
_socket.Emit("requestSurrender",new { roomId = _roomId }); _socket.Emit("requestSurrender",new { roomId = _roomId });
@ -232,7 +247,7 @@ public class MultiplayManager : IDisposable
{ {
if (string.IsNullOrEmpty(_roomId)) if (string.IsNullOrEmpty(_roomId))
{ {
Debug.LogError("LeaveRoom 호출 실패: _roomId가 설정되지 않음"); Debug.LogError("SendTimeout 호출 실패: _roomId가 설정되지 않음");
return; return;
} }
_socket.Emit("sendTimeout",new { roomId = _roomId }); _socket.Emit("sendTimeout",new { roomId = _roomId });
@ -249,6 +264,8 @@ public class MultiplayManager : IDisposable
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.ReceiveTimeout, data.message); _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.ReceiveTimeout, data.message);
} }
#region
public void RequestDraw() public void RequestDraw()
{ {
if (string.IsNullOrEmpty(_roomId)) if (string.IsNullOrEmpty(_roomId))
@ -321,6 +338,84 @@ public class MultiplayManager : IDisposable
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawRejectionConfirmed, data.message); _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawRejectionConfirmed, data.message);
} }
#endregion
#region
public void RequestRevengeRequest()
{
if (string.IsNullOrEmpty(_roomId))
{
Debug.LogError("requestDraw 호출 실패: _roomId가 설정되지 않음");
return;
}
_socket.Emit("requestRevenge",new { roomId = _roomId });
}
private void ReceiveRevengeRequest(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.ReceiveRevengeRequest, data.message);
}
private void RevengeRequestSent(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeRequestSent, data.message);
}
public void AcceptRevenge()
{
if (string.IsNullOrEmpty(_roomId))
{
Debug.LogError("acceptRevenge 호출 실패: _roomId가 설정되지 않음");
return;
}
_socket.Emit("acceptRevenge", new { roomId = _roomId });
}
private void RevengeAccepted(SocketIOResponse response)
{
var data = response.GetValue<RevengeData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeAccepted, data);
}
private void RevengeConfirmed(SocketIOResponse response)
{
var data = response.GetValue<RevengeData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeConfirmed, data);
}
public void RejectRevenge()
{
if (string.IsNullOrEmpty(_roomId))
{
Debug.LogError("rejectRevenge 호출 실패: _roomId가 설정되지 않음");
return;
}
_socket.Emit("rejectRevenge", new { roomId = _roomId });
}
private void RevengeRejected(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeRejected, data.message);
}
private void RevengeRejectionConfirmed(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeRejectionConfirmed, data.message);
}
#endregion
public void Dispose() public void Dispose()
{ {
if (_socket != null) if (_socket != null)
@ -328,6 +423,7 @@ public class MultiplayManager : IDisposable
_socket.Disconnect(); _socket.Disconnect();
_socket.Dispose(); _socket.Dispose();
_socket = null; _socket = null;
_roomId = null;
} }
} }
} }

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@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Threading; using System.Threading;
using DG.Tweening; using DG.Tweening;
using TMPro; using TMPro;
using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
@ -15,21 +16,49 @@ public class LoadingPanelController : MonoBehaviour
[SerializeField] private Sprite[] dragonSprites; [SerializeField] private Sprite[] dragonSprites;
[SerializeField] private Sprite[] tigerSprites; [SerializeField] private Sprite[] tigerSprites;
[SerializeField] private string fullText = "불러오는 중..."; // 원하는 문구를 인스펙터에서 설정 가능 private string _fullText = "불러오는 중...";
[SerializeField] private float interval = 0.4f; // 글자 추가 속도 조정 가능 private readonly string[] _loadingMessages = {
"흑돌을 닦는 중...",
"백돌을 닦는 중...",
"알을 반짝반짝 닦는 중...",
"방석을 터는 중...",
"오목 룰북을 읽는 중...",
"한 수 깊이 생각하는 중...",
"흑돌과 백돌을 구분하는 중...",
"돌이 동글동글한지 확인하는 중..."
};
private string _watingText = "상대방을 기다리는 중...";
private float interval = 0.2f;
[SerializeField] float flipDuration = 0.3f; // 회전 시간 [SerializeField] float flipDuration = 0.3f; // 회전 시간
[SerializeField] float delayBetweenFlips = 1f; // 이미지 변경 주기 [SerializeField] float delayBetweenFlips = 1f; // 이미지 변경 주기
[SerializeField] private GameObject imageBackground;
[SerializeField] private GameObject simpleBackground;
private int currentLength = 0; private int currentLength = 0;
private CancellationTokenSource cancellationTokenSource; private CancellationTokenSource cancellationTokenSource;
// 타 컴포넌트에서 애니메이션 효과 설정을 위해 호출(RotateImages와 FlipImages 혼용은 불가능: DORotate가 서로 충돌함) // 타 컴포넌트에서 애니메이션 효과 설정을 위해 호출(RotateImages와 FlipImages 혼용은 불가능: DORotate가 서로 충돌함)
public void StartLoading(bool animatedImage, bool animatedText, bool animatedFlip) /// <summary>
/// 로딩 패널 보이기
/// </summary>
/// <param name="animatedImage">캐릭터들이 좌우로 회전하는 효과</param>
/// <param name="animatedText">한글자씩 나타나는 효과</param>
/// <param name="animatedFlip">캐릭터들이 뒤집히면서 표정이 바뀌는 효과</param>
/// <param name="isBackgroundImage">배경 이미지 여부 설정</param>
public void StartLoading(bool animatedImage, bool animatedText, bool animatedFlip, bool isBackgroundImage)
{ {
// 패널 활성화 // 패널 활성화
gameObject.SetActive(true); gameObject.SetActive(true);
cancellationTokenSource = new CancellationTokenSource(); cancellationTokenSource = new CancellationTokenSource();
// 배경 이미지 여부 설정
imageBackground.SetActive(isBackgroundImage);
simpleBackground.SetActive(!isBackgroundImage);
_fullText = !isBackgroundImage ? _watingText : _fullText; // 인게임에서 사용하는 경우 맨 처음 텍스트 고정
if (animatedImage) RotateImages(); // 캐릭터들이 좌우로 회전하는 효과 if (animatedImage) RotateImages(); // 캐릭터들이 좌우로 회전하는 효과
if (animatedText) StartCoroutine(AnimateLoadingText()); // 한글자씩 나타나는 효과 if (animatedText) StartCoroutine(AnimateLoadingText()); // 한글자씩 나타나는 효과
if (animatedFlip) FlipImages(); // 캐릭터들이 뒤집히면서 표정이 바뀌는 효과 if (animatedFlip) FlipImages(); // 캐릭터들이 뒤집히면서 표정이 바뀌는 효과
@ -63,14 +92,15 @@ public class LoadingPanelController : MonoBehaviour
while (!cancellationTokenSource.IsCancellationRequested) while (!cancellationTokenSource.IsCancellationRequested)
{ {
// 글자 하나씩 추가 // 글자 하나씩 추가
currentLength = (currentLength + 1) % (fullText.Length + 1); // 글자 하나씩 추가 (0 ~ fullText.Length 반복) currentLength = (currentLength + 1) % (_fullText.Length + 1); // 글자 하나씩 추가 (0 ~ fullText.Length 반복)
loadingText.text = fullText.Substring(0, currentLength); // 부분 문자열 표시 loadingText.text = _fullText.Substring(0, currentLength); // 부분 문자열 표시
yield return new WaitForSeconds(interval); // 0.2초마다 변경 yield return new WaitForSeconds(interval); // 0.2초마다 변경
// 모든 글자가 다 표시되면 1초 대기 // 모든 글자가 다 표시되면 1초 대기
if (currentLength == fullText.Length) if (currentLength == _fullText.Length)
{ {
yield return new WaitForSeconds(1f); // 1초 대기 yield return new WaitForSeconds(1f); // 1초 대기
_fullText = _loadingMessages[Random.Range(0, _loadingMessages.Length)]; // 랜덤 메시지 선택
currentLength = 0; // 다시 처음부터 시작 currentLength = 0; // 다시 처음부터 시작
} }

View File

@ -26,7 +26,7 @@ public class MainPanelManager : MonoBehaviour
_userManager = userManagerObj.AddComponent<UserManager>(); _userManager = userManagerObj.AddComponent<UserManager>();
} }
// 로딩 화면 추가(자동 로그인 응답 전까지) // 로딩 화면 추가(자동 로그인 응답 전까지)
GameManager.Instance.panelManager.OpenLoadingPanel(false, false, true); GameManager.Instance.panelManager.OpenLoadingPanel(false, true, true);
// 자동 로그인 // 자동 로그인
TryAutoSignin(); TryAutoSignin();

View File

@ -157,7 +157,7 @@ public class PanelManager : MonoBehaviour
} }
} }
public void OpenLoadingPanel(bool rotateImage = false, bool animatedText = false, bool flipImage = false) public void OpenLoadingPanel(bool rotateImage = false, bool animatedText = false, bool flipImage = false, bool isBackgroundImage = true)
{ {
SetCanvas(); SetCanvas();
if (_canvas != null) if (_canvas != null)
@ -166,6 +166,7 @@ public class PanelManager : MonoBehaviour
{ {
// 기존 로딩 패널이 활성화되어 있으면 먼저 닫기 // 기존 로딩 패널이 활성화되어 있으면 먼저 닫기
CloseLoadingPanel(); CloseLoadingPanel();
Destroy(loadingPanelObject);
} }
loadingPanelObject = GetPanel("Loading Panel"); loadingPanelObject = GetPanel("Loading Panel");
@ -174,7 +175,7 @@ public class PanelManager : MonoBehaviour
loadingPanelController = loadingPanelObject.GetComponent<LoadingPanelController>(); loadingPanelController = loadingPanelObject.GetComponent<LoadingPanelController>();
if (loadingPanelController != null) if (loadingPanelController != null)
{ {
loadingPanelController.StartLoading(rotateImage, animatedText, flipImage); loadingPanelController.StartLoading(rotateImage, animatedText, flipImage, isBackgroundImage);
} }
} }
} }