Merge branch 'main' into DO-37-상점-광고-기능
This commit is contained in:
commit
e0db1dcb09
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7
Assets/LIN/Scenes/MainTestLIN.unity.meta
Normal file
7
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8
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Normal file
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147
Assets/LIN/Scripts/GameManagerTestLIN.cs
Normal file
147
Assets/LIN/Scripts/GameManagerTestLIN.cs
Normal file
@ -0,0 +1,147 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class GameManagerTestLIN : Singleton<GameManagerTestLIN>
|
||||
{
|
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[SerializeField] private GameObject signinPanel;
|
||||
[SerializeField] private GameObject signupPanel;
|
||||
|
||||
[SerializeField] private Canvas canvas;
|
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private UserManager _userManager; // UserManager 인스턴스 관리
|
||||
|
||||
private Enums.GameType _gameType;
|
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private GameLogic _gameLogic;
|
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private StoneController _stoneController;
|
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private Canvas _canvas;
|
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|
||||
public Sprite[] profileSprites; //패널에서 사용할 테스트 배열
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// UserManager가 없으면 생성
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if (UserManager.Instance == null)
|
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{
|
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GameObject userManagerObj = new GameObject("UserManager");
|
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_userManager = userManagerObj.AddComponent<UserManager>();
|
||||
|
||||
//TODO: 게임 내에서 기보 타입 적용하기
|
||||
_gameType = Enums.GameType.Replay;
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Debug.Log(UserManager.Instance.Nickname);
|
||||
//TODO: 기보 타입으로 들어왔을 때 데이터 로드 테스트 수정할것
|
||||
ReplayManager.Instance.InitReplayBoard(ReplayManager.Instance.LoadReplayDatas()[9]);
|
||||
|
||||
|
||||
//게임 씬에서 확인하기 위한 임시 코드
|
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_stoneController = GameObject.FindObjectOfType<StoneController>();
|
||||
_stoneController.InitStones();
|
||||
_gameLogic = new GameLogic(_stoneController, _gameType);
|
||||
}
|
||||
|
||||
private void TryAutoSignin()
|
||||
{
|
||||
NetworkManager.Instance.GetInfo((userInfo) =>
|
||||
{
|
||||
Debug.Log("자동 로그인 성공");
|
||||
|
||||
UpdateMainPanelUI();
|
||||
// ScoreData.SetScore(userInfo.score);
|
||||
// OpenConfirmPanel(userInfo.nickname + "님 로그인 성공하였습니다.", () => { });
|
||||
}, () =>
|
||||
{
|
||||
Debug.Log("자동 로그인 실패");
|
||||
// 로그인 화면
|
||||
OpenSigninPanel();
|
||||
});
|
||||
}
|
||||
|
||||
private void UpdateMainPanelUI()
|
||||
{
|
||||
MainPanelController mainPanel = FindObjectOfType<MainPanelController>();
|
||||
if (mainPanel != null)
|
||||
{
|
||||
mainPanel.UpdateUserInfo();
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenSigninPanel()
|
||||
{
|
||||
if (canvas != null)
|
||||
{
|
||||
var signinPanelObject = Instantiate(signinPanel, canvas.transform);
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenSignupPanel()
|
||||
{
|
||||
if (canvas != null)
|
||||
{
|
||||
var signupPanelObject = Instantiate(signupPanel, canvas.transform);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnClickConfirmButton()
|
||||
{
|
||||
_gameLogic.SetNewBoardValue(_gameLogic.currentTurn, _gameLogic.selectedRow,_gameLogic.selectedCol);
|
||||
|
||||
}
|
||||
|
||||
public void OnClickReplayNextButton()
|
||||
{
|
||||
Move nextMove = ReplayManager.Instance.GetNextMove();
|
||||
if (nextMove != null)
|
||||
{
|
||||
if (nextMove.stoneType.Equals(Enums.StoneType.Black.ToString()))
|
||||
{
|
||||
_gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerA, nextMove.columnIndex, nextMove.rowIndex);
|
||||
|
||||
}
|
||||
else if (nextMove.stoneType.Equals(Enums.StoneType.White.ToString()))
|
||||
{
|
||||
_gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerB, nextMove.columnIndex, nextMove.rowIndex);
|
||||
}
|
||||
ReplayManager.Instance.PushMove(nextMove);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnClickReplayUndoButton()
|
||||
{
|
||||
Move targetMove = ReplayManager.Instance.PopMove();
|
||||
if (targetMove != null)
|
||||
{
|
||||
if (targetMove.stoneType.Equals(Enums.StoneType.Black.ToString()))
|
||||
{
|
||||
_gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerA, targetMove.columnIndex, targetMove.rowIndex);
|
||||
|
||||
}
|
||||
else if (targetMove.stoneType.Equals(Enums.StoneType.White.ToString()))
|
||||
{
|
||||
_gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerB, targetMove.columnIndex, targetMove.rowIndex);
|
||||
}
|
||||
ReplayManager.Instance.PushUndoMove(targetMove);
|
||||
//TODO: 화면상에서 돌 치우기
|
||||
}
|
||||
}
|
||||
private void ChangeToGameScene(Enums.GameType gameType)
|
||||
{
|
||||
_gameType = gameType;
|
||||
SceneManager.LoadScene("Game");
|
||||
}
|
||||
|
||||
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
{
|
||||
if (scene.name == "Game")
|
||||
{
|
||||
_stoneController = GameObject.FindObjectOfType<StoneController>();
|
||||
_stoneController.InitStones();
|
||||
_gameLogic = new GameLogic(_stoneController, _gameType);
|
||||
}
|
||||
_canvas = GameObject.Find("Canvas").GetComponent<Canvas>();
|
||||
}
|
||||
}
|
11
Assets/LIN/Scripts/GameManagerTestLIN.cs.meta
Normal file
11
Assets/LIN/Scripts/GameManagerTestLIN.cs.meta
Normal file
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40
Assets/LIN/Scripts/MainPanelControllerTestLIN.cs
Normal file
40
Assets/LIN/Scripts/MainPanelControllerTestLIN.cs
Normal file
@ -0,0 +1,40 @@
|
||||
using System;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class MainPanelControllerTestLIN : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private TextMeshProUGUI nicknameText;
|
||||
[SerializeField] private TextMeshProUGUI ratingText;
|
||||
[SerializeField] private Button signOutButton;
|
||||
[SerializeField] private GameObject replayPanel;
|
||||
|
||||
public void UpdateUserInfo()
|
||||
{
|
||||
if (UserManager.Instance == null) return;
|
||||
|
||||
nicknameText.text = UserManager.Instance.Nickname;
|
||||
ratingText.text = $"{UserManager.Instance.Rating}급";
|
||||
}
|
||||
|
||||
public void OnSignOutClick()
|
||||
{
|
||||
NetworkManager.Instance.SignOut(() =>
|
||||
{
|
||||
Debug.Log("로그아웃 성공");
|
||||
|
||||
// 로그인 화면
|
||||
GameManager.Instance.OpenSigninPanel();
|
||||
}, () =>
|
||||
{
|
||||
Debug.Log("로그아웃 실패");
|
||||
// OpenConfirmPanel("로그아웃 되었습니다.", () => { });
|
||||
});
|
||||
}
|
||||
|
||||
public void OnclickRecordButton()
|
||||
{
|
||||
Instantiate(replayPanel, GetComponent<Transform>());
|
||||
}
|
||||
}
|
3
Assets/LIN/Scripts/MainPanelControllerTestLIN.cs.meta
Normal file
3
Assets/LIN/Scripts/MainPanelControllerTestLIN.cs.meta
Normal file
@ -0,0 +1,3 @@
|
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fileFormatVersion: 2
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guid: 67ce17de423b0644bb099f5272a48faf
|
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timeCreated: 1741848912
|
8
Assets/LYC.meta
Normal file
8
Assets/LYC.meta
Normal file
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19665
Assets/LYC/GameCopyLYC.unity
Normal file
19665
Assets/LYC/GameCopyLYC.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/LYC/GameCopyLYC.unity.meta
Normal file
7
Assets/LYC/GameCopyLYC.unity.meta
Normal file
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8
Assets/LYC/Prefabs.meta
Normal file
8
Assets/LYC/Prefabs.meta
Normal file
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269
Assets/LYC/Prefabs/Retry Button.prefab
Normal file
269
Assets/LYC/Prefabs/Retry Button.prefab
Normal file
@ -0,0 +1,269 @@
|
||||
%YAML 1.1
|
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340
Assets/Script/AI/MiniMaxAIController.cs
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340
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Normal file
@ -0,0 +1,340 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public static class MiniMaxAIController
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{
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// To-Do List
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// 탐색 시간 개선: 캐싱(_stoneInfoCache), 좋은 수부터 탐색(Move Ordering)
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// AI 난이도 개선
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private const int SEARCH_DEPTH = 3; // 탐색 깊이 제한 (3 = 빠른 응답, 4 = 좀 더 강한 AI 그러나 느린)
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private const int WIN_COUNT = 5;
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private static int[][] _directions = new int[][]
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{
|
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new int[] {1, 0}, // 수직
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new int[] {0, 1}, // 수평
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new int[] {1, 1}, // 대각선 ↘ ↖
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new int[] {1, -1} // 대각선 ↙ ↗
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};
|
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private static int _playerLevel = 1; // 급수 설정
|
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private static float _mistakeMove;
|
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private static Enums.PlayerType _AIPlayerType = Enums.PlayerType.PlayerB;
|
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|
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// 중복 계산을 방지하기 위한 캐싱 데이터. 위치(row, col) 와 방향(dirX, dirY) 중복 계산 방지
|
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private static Dictionary<(int, int, int, int), (int count, int openEnds)> _stoneInfoCache
|
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= new Dictionary<(int, int, int, int), (int count, int openEnds)>();
|
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|
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// 급수 설정 -> 실수 넣을 때 계산
|
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public static void SetLevel(int level)
|
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{
|
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_playerLevel = level;
|
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|
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_mistakeMove = GetMistakeProbability(_playerLevel);
|
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}
|
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|
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// 실수 확률 계산 함수
|
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private static float GetMistakeProbability(int level)
|
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{
|
||||
// 레벨이 1일 때 실수 확률 0%, 레벨이 18일 때 실수 확률 50%
|
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return (level - 1) / 17f * 0.5f;
|
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}
|
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|
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// return 값이 null 일 경우 == 보드에 칸 꽉 참
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public static (int row, int col)? GetBestMove(Enums.PlayerType[,] board)
|
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{
|
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// 캐시 초기화
|
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ClearCache();
|
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|
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float bestScore = float.MinValue;
|
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(int row, int col)? bestMove = null;
|
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(int row, int col)? secondBestMove = null;
|
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List<(int row, int col, float score)> validMoves = GetValidMoves(board);
|
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|
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// 보드에 놓을 수 있는 자리가 있는지 확인
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if (validMoves.Count == 0)
|
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{
|
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return null;
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}
|
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|
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// 5연승 가능한 자리를 먼저 찾아서 우선적으로 설정
|
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List<(int row, int col)> fiveInARowMoves = GetFiveInARowCandidateMoves(board);
|
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if (fiveInARowMoves.Count > 0)
|
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{
|
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bestMove = fiveInARowMoves[0];
|
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return bestMove;
|
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}
|
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foreach (var (row, col, _) in validMoves)
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{
|
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board[row, col] = _AIPlayerType;
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float score = DoMinimax(board, SEARCH_DEPTH, false, -1000, 1000, row, col);
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board[row, col] = Enums.PlayerType.None;
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if (score > bestScore)
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{
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bestScore = score;
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if (bestMove != null)
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{
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secondBestMove = bestMove;
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}
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bestMove = (row, col);
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}
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}
|
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|
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// 랜덤 실수
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if (secondBestMove != null && UnityEngine.Random.value < _mistakeMove) // UnityEngine.Random.value == 0~1 사이 반환
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{
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Debug.Log("AI Mistake");
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return secondBestMove;
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}
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return bestMove;
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}
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private static float DoMinimax(Enums.PlayerType[,] board, int depth, bool isMaximizing, float alpha, float beta,
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int recentRow, int recentCol)
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{
|
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if (CheckGameWin(Enums.PlayerType.PlayerA, board, recentRow, recentCol)) return -100 + depth;
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if (CheckGameWin(Enums.PlayerType.PlayerB, board, recentRow, recentCol)) return 100 - depth;
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if (depth == 0) return EvaluateBoard(board);
|
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|
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float bestScore = isMaximizing ? float.MinValue : float.MaxValue;
|
||||
List<(int row, int col, float score)> validMoves = GetValidMoves(board); // 현재 놓을 수 있는 자리 리스트
|
||||
|
||||
foreach (var (row, col, _) in validMoves)
|
||||
{
|
||||
board[row, col] = isMaximizing ? Enums.PlayerType.PlayerB : Enums.PlayerType.PlayerA;
|
||||
ClearCachePartial(row, col); // 부분 초기화
|
||||
// ClearCache();
|
||||
|
||||
float minimaxScore = DoMinimax(board, depth - 1, !isMaximizing, alpha, beta, row, col);
|
||||
|
||||
board[row, col] = Enums.PlayerType.None;
|
||||
ClearCachePartial(row, col);
|
||||
// ClearCache();
|
||||
|
||||
if (isMaximizing)
|
||||
{
|
||||
bestScore = Math.Max(bestScore, minimaxScore);
|
||||
alpha = Math.Max(alpha, bestScore);
|
||||
}
|
||||
else
|
||||
{
|
||||
bestScore = Math.Min(bestScore, minimaxScore);
|
||||
beta = Math.Min(beta, bestScore);
|
||||
}
|
||||
|
||||
if (beta <= alpha) break;
|
||||
}
|
||||
return bestScore;
|
||||
}
|
||||
|
||||
// 이동 가능 + 주변에 돌 있는 위치 탐색
|
||||
private static List<(int row, int col, float score)> GetValidMoves(Enums.PlayerType[,] board)
|
||||
{
|
||||
List<(int, int, float)> validMoves = new List<(int, int, float)>();
|
||||
int size = board.GetLength(0);
|
||||
|
||||
for (int row = 0; row < size; row++)
|
||||
{
|
||||
for (int col = 0; col < size; col++)
|
||||
{
|
||||
if (board[row, col] == Enums.PlayerType.None && HasNearbyStones(board, row, col))
|
||||
{
|
||||
float score = EvaluateBoard(board);
|
||||
validMoves.Add((row, col, score));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
validMoves.Sort((a, b) => b.Item3.CompareTo(a.Item3));
|
||||
return validMoves;
|
||||
}
|
||||
|
||||
private static bool HasNearbyStones(Enums.PlayerType[,] board, int row, int col, int distance = 3)
|
||||
{
|
||||
// 9칸 기준으로 현재 위치를 중앙으로 상정한 후 나머지 8방향
|
||||
int[] dr = { -1, -1, -1, 0, 0, 1, 1, 1 };
|
||||
int[] dc = { -1, 0, 1, -1, 1, -1, 0, 1 };
|
||||
int size = board.GetLength(0);
|
||||
|
||||
for(int i = 0; i < dr.Length; i++)
|
||||
{
|
||||
int nr = row + dr[i], nc = col + dc[i];
|
||||
if (nr >= 0 && nr < size && nc >= 0 && nc < size && board[nr, nc] != Enums.PlayerType.None)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// 특정 방향으로 같은 돌 개수와 열린 끝 개수를 계산하는 함수
|
||||
private static (int count, int openEnds) CountStones(
|
||||
Enums.PlayerType[,] board, int row, int col, int[] direction, Enums.PlayerType player)
|
||||
{
|
||||
int dirX = direction[0], dirY = direction[1];
|
||||
var key = (row, col, dirX, dirY);
|
||||
|
||||
// 캐시에 존재하면 바로 반환 (탐색 시간 감소)
|
||||
if (_stoneInfoCache.TryGetValue(key, out var cachedResult))
|
||||
{
|
||||
return cachedResult;
|
||||
}
|
||||
|
||||
int size = board.GetLength(0);
|
||||
int count = 0;
|
||||
int openEnds = 0;
|
||||
|
||||
// 정방향 탐색
|
||||
int r = row + direction[0], c = col + direction[1];
|
||||
while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player)
|
||||
{
|
||||
count++;
|
||||
r += direction[0]; // row값 옮기기
|
||||
c += direction[1]; // col값 옮기기
|
||||
}
|
||||
|
||||
if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
|
||||
{
|
||||
openEnds++;
|
||||
}
|
||||
|
||||
// 역방향 탐색
|
||||
r = row - direction[0];
|
||||
c = col - direction[1];
|
||||
while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player)
|
||||
{
|
||||
count++;
|
||||
r -= direction[0];
|
||||
c -= direction[1];
|
||||
}
|
||||
|
||||
if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
|
||||
{
|
||||
openEnds++;
|
||||
}
|
||||
|
||||
var resultValue = (count, openEnds);
|
||||
_stoneInfoCache[key] = resultValue; // 결과 저장
|
||||
return resultValue;
|
||||
}
|
||||
|
||||
// 캐시 초기화, 새로운 돌이 놓일 시 실행
|
||||
private static void ClearCache()
|
||||
{
|
||||
_stoneInfoCache.Clear();
|
||||
}
|
||||
|
||||
// 캐시 부분 초기화 (현재 변경된 위치 N에서 반경 5칸만 초기화)
|
||||
private static void ClearCachePartial(int centerRow, int centerCol, int radius = 5)
|
||||
{
|
||||
// 캐시가 비어있으면 아무 작업도 하지 않음
|
||||
if (_stoneInfoCache.Count == 0) return;
|
||||
|
||||
// 제거할 키 목록
|
||||
List<(int, int, int, int)> keysToRemove = new List<(int, int, int, int)>();
|
||||
|
||||
// 모든 캐시 항목을 검사
|
||||
foreach (var key in _stoneInfoCache.Keys)
|
||||
{
|
||||
var (row, col, _, _) = key;
|
||||
|
||||
// 거리 계산
|
||||
int distance = Math.Max(Math.Abs(row - centerRow), Math.Abs(col - centerCol));
|
||||
|
||||
// 지정된 반경 내에 있는 캐시 항목을 삭제 목록에 추가
|
||||
if (distance <= radius)
|
||||
{
|
||||
keysToRemove.Add(key);
|
||||
}
|
||||
}
|
||||
|
||||
// 반경 내의 키 제거
|
||||
foreach (var key in keysToRemove)
|
||||
{
|
||||
_stoneInfoCache.Remove(key);
|
||||
}
|
||||
}
|
||||
|
||||
// 최근에 둔 돌 위치 기반으로 게임 승리를 판별하는 함수
|
||||
public static bool CheckGameWin(Enums.PlayerType player, Enums.PlayerType[,] board, int row, int col)
|
||||
{
|
||||
foreach (var dir in _directions)
|
||||
{
|
||||
var (count, _) = CountStones(board, row, col, dir, player);
|
||||
|
||||
// 자기 자신 포함하여 5개 이상일 시 true 반환
|
||||
if (count + 1 >= WIN_COUNT)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// 5목이 될 수 있는 위치 찾기
|
||||
private static List<(int row, int col)> GetFiveInARowCandidateMoves(Enums.PlayerType[,] board)
|
||||
{
|
||||
List<(int row, int col)> fiveInARowMoves = new List<(int, int)>();
|
||||
int size = board.GetLength(0);
|
||||
|
||||
for (int row = 0; row < size; row++)
|
||||
{
|
||||
for (int col = 0; col < size; col++)
|
||||
{
|
||||
if (board[row, col] != Enums.PlayerType.None) continue;
|
||||
|
||||
foreach (var dir in _directions)
|
||||
{
|
||||
var (count, openEnds) = CountStones(board, row, col, dir, _AIPlayerType);
|
||||
|
||||
if (count == 4 && openEnds > 0)
|
||||
{
|
||||
fiveInARowMoves.Add((row, col));
|
||||
break; // 하나 나오면 바로 break (시간 단축)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return fiveInARowMoves;
|
||||
}
|
||||
|
||||
// 현재 보드 평가 함수
|
||||
private static float EvaluateBoard(Enums.PlayerType[,] board)
|
||||
{
|
||||
float score = 0;
|
||||
int size = board.GetLength(0);
|
||||
|
||||
for (int row = 0; row < size; row++)
|
||||
{
|
||||
for (int col = 0; col < size; col++)
|
||||
{
|
||||
if (board[row, col] == Enums.PlayerType.None) continue;
|
||||
|
||||
Enums.PlayerType player = board[row, col];
|
||||
int playerScore = (player == _AIPlayerType) ? 1 : -1; // AI는 양수, 플레이어는 음수
|
||||
|
||||
foreach (var dir in _directions)
|
||||
{
|
||||
var (count, openEnds) = CountStones(board, row, col, dir, player);
|
||||
|
||||
// 점수 계산
|
||||
if (count == 4)
|
||||
score += playerScore * (openEnds == 2 ? 10000 : 1000);
|
||||
else if (count == 3)
|
||||
score += playerScore * (openEnds == 2 ? 1000 : 100);
|
||||
else if (count == 2)
|
||||
score += playerScore * (openEnds == 2 ? 100 : 10);
|
||||
}
|
||||
}
|
||||
}
|
||||
return score;
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: da5600fa3dce9594587497bca64f7394
|
||||
guid: 0cabba9cae3792747bd277ecdc12196d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
84
Assets/Script/AI/TestGameManager.cs
Normal file
84
Assets/Script/AI/TestGameManager.cs
Normal file
@ -0,0 +1,84 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class TestGameManager : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private TMP_InputField rowText;
|
||||
[SerializeField] private TMP_InputField colText;
|
||||
[SerializeField] private TMP_Text boardText;
|
||||
|
||||
private Enums.PlayerType[,] _board;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_board = new Enums.PlayerType[15, 15];
|
||||
MiniMaxAIController.SetLevel(1); // 급수 설정 테스트
|
||||
ResultBoard();
|
||||
}
|
||||
|
||||
public void OnClickGoButton()
|
||||
{
|
||||
int row = int.Parse(rowText.text);
|
||||
int col = int.Parse(colText.text);
|
||||
|
||||
if (_board[row, col] != Enums.PlayerType.None)
|
||||
{
|
||||
Debug.Log("중복 위치");
|
||||
return;
|
||||
}
|
||||
|
||||
_board[row, col] = Enums.PlayerType.PlayerA;
|
||||
Debug.Log($"Player's row: {row} col: {col}");
|
||||
|
||||
// var isEnded = MiniMaxAIController.CheckGameWin(Enums.PlayerType.PlayerA, _board, row, col);
|
||||
// Debug.Log("PlayerA is Win: " + isEnded);
|
||||
|
||||
// 인공지능 호출
|
||||
var result = MiniMaxAIController.GetBestMove(_board);
|
||||
|
||||
if (result.HasValue)
|
||||
{
|
||||
Debug.Log($"AI's row: {result.Value.row} col: {result.Value.col}");
|
||||
_board[result.Value.row, result.Value.col] = Enums.PlayerType.PlayerB;
|
||||
|
||||
// isEnded = MiniMaxAIController.CheckGameWin(Enums.PlayerType.PlayerB, _board, result.Value.row, result.Value.col);
|
||||
// Debug.Log("PlayerB is Win: " + isEnded);
|
||||
}
|
||||
|
||||
ResultBoard();
|
||||
}
|
||||
|
||||
private void ResultBoard()
|
||||
{
|
||||
boardText.text = "";
|
||||
|
||||
// player 타입에 따라 입력받는 건 무조건 A로 해서 A, AI는 B로 나타내고 None은 _
|
||||
for (int i = 0; i < 15; i++)
|
||||
{
|
||||
for (int j = 0; j < 15; j++)
|
||||
{
|
||||
if (_board[i, j] == Enums.PlayerType.PlayerA)
|
||||
{
|
||||
boardText.text += 'A';
|
||||
}
|
||||
else if (_board[i, j] == Enums.PlayerType.PlayerB)
|
||||
{
|
||||
boardText.text += 'B';
|
||||
}
|
||||
else if (_board[i, j] == Enums.PlayerType.None)
|
||||
{
|
||||
boardText.text += '_';
|
||||
}
|
||||
|
||||
boardText.text += ' ';
|
||||
}
|
||||
|
||||
boardText.text += '\n';
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Script/AI/TestGameManager.cs.meta
Normal file
11
Assets/Script/AI/TestGameManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: facc79abb6042e846bb0a2b099b58e9c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -13,10 +13,4 @@ public class CameraController : MonoBehaviour
|
||||
_camera = GetComponent<Camera>();
|
||||
_camera.orthographicSize = widthUnit / _camera.aspect / 2;
|
||||
}
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -8,5 +8,6 @@ public class Enums
|
||||
|
||||
public enum StoneState{ None, Selected, Blocked, LastPositioned }
|
||||
|
||||
public enum GameType{ None, SinglePlay, MultiPlay }
|
||||
public enum GameType{ None, SinglePlay, MultiPlay, Replay }
|
||||
|
||||
}
|
||||
|
@ -1,96 +1,357 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public abstract class BasePlayerState
|
||||
{
|
||||
public abstract void OnEnter(GameLogic gameLogic);
|
||||
public abstract void OnExit(GameLogic gameLogic);
|
||||
public abstract void HandleMove(GameLogic gameLogic, int row, int col);
|
||||
public abstract void HandleNextTurn(GameLogic gameLogic);
|
||||
|
||||
public void ProcessMove(GameLogic gameLogic, Enums.PlayerType playerType, int row, int col)
|
||||
{
|
||||
|
||||
gameLogic.fioTimer.PauseTimer();
|
||||
|
||||
gameLogic.SetNewBoardValue(playerType, row, col);
|
||||
|
||||
if (gameLogic.CheckGameWin(playerType, row, col))
|
||||
{
|
||||
GameManager.Instance.OpenConfirmPanel($"Game Over: {playerType} Win",() =>{});
|
||||
gameLogic.EndGame();
|
||||
}
|
||||
else
|
||||
{
|
||||
//TODO: 무승부 확인
|
||||
HandleNextTurn(gameLogic);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public class PlayerState : BasePlayerState
|
||||
{
|
||||
private Enums.PlayerType _playerType;
|
||||
private bool _isFirstPlayer;
|
||||
public PlayerState(bool isFirstPlayer)
|
||||
{
|
||||
_isFirstPlayer = isFirstPlayer;
|
||||
_playerType = isFirstPlayer ? Enums.PlayerType.PlayerA : Enums.PlayerType.PlayerB;
|
||||
}
|
||||
|
||||
public override void OnEnter(GameLogic gameLogic)
|
||||
{
|
||||
gameLogic.fioTimer.StartTimer();
|
||||
|
||||
//TODO: 첫번째 플레이어면 렌주 룰 확인
|
||||
|
||||
gameLogic.currentTurn = _playerType;
|
||||
gameLogic.stoneController.OnStoneClickedDelegate = (row, col) =>
|
||||
{
|
||||
HandleMove(gameLogic, row, col);
|
||||
};
|
||||
}
|
||||
|
||||
public override void OnExit(GameLogic gameLogic)
|
||||
{
|
||||
//TODO: 렌주 룰 금수자리 초기화
|
||||
|
||||
gameLogic.fioTimer.InitTimer();
|
||||
gameLogic.stoneController.OnStoneClickedDelegate = null;
|
||||
}
|
||||
|
||||
public override void HandleMove(GameLogic gameLogic, int row, int col)
|
||||
{
|
||||
gameLogic.SetStoneSelectedState(row, col);
|
||||
}
|
||||
|
||||
public override void HandleNextTurn(GameLogic gameLogic)
|
||||
{
|
||||
if (_isFirstPlayer)
|
||||
{
|
||||
gameLogic.SetState(gameLogic.secondPlayerState);
|
||||
}
|
||||
else
|
||||
{
|
||||
gameLogic.SetState(gameLogic.firstPlayerState);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class AIState: BasePlayerState
|
||||
{
|
||||
public override void OnEnter(GameLogic gameLogic)
|
||||
{
|
||||
gameLogic.fioTimer.StartTimer();
|
||||
//TODO: AI이식
|
||||
}
|
||||
|
||||
public override void OnExit(GameLogic gameLogic)
|
||||
{
|
||||
gameLogic.fioTimer.InitTimer();
|
||||
}
|
||||
|
||||
public override void HandleMove(GameLogic gameLogic, int row, int col)
|
||||
{
|
||||
ProcessMove(gameLogic, Enums.PlayerType.PlayerB,row, col);
|
||||
}
|
||||
|
||||
public override void HandleNextTurn(GameLogic gameLogic)
|
||||
{
|
||||
gameLogic.SetState(gameLogic.firstPlayerState);
|
||||
}
|
||||
}
|
||||
public class MultiPlayerState: BasePlayerState
|
||||
{
|
||||
public override void OnEnter(GameLogic gameLogic)
|
||||
{
|
||||
gameLogic.fioTimer.StartTimer();
|
||||
}
|
||||
|
||||
public override void OnExit(GameLogic gameLogic)
|
||||
{
|
||||
gameLogic.fioTimer.InitTimer();
|
||||
}
|
||||
|
||||
public override void HandleMove(GameLogic gameLogic, int row, int col)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void HandleNextTurn(GameLogic gameLogic)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public class GameLogic : MonoBehaviour
|
||||
{
|
||||
private Enums.PlayerType[,] _board;
|
||||
private StoneController _stoneController;
|
||||
public StoneController stoneController;
|
||||
public Enums.PlayerType currentTurn;
|
||||
public Enums.GameType gameType;
|
||||
public BasePlayerState firstPlayerState;
|
||||
public BasePlayerState secondPlayerState;
|
||||
private BasePlayerState _currentPlayerState;
|
||||
public FioTimer fioTimer;
|
||||
|
||||
private const int WIN_COUNT = 5;
|
||||
//선택된 좌표
|
||||
public int selectedRow;
|
||||
public int selectedCol;
|
||||
//마지막 배치된 좌표
|
||||
public int lastRow;
|
||||
public int lastCol;
|
||||
private int _lastRow;
|
||||
private int _lastCol;
|
||||
|
||||
public GameLogic(StoneController stoneController, Enums.GameType gameType)
|
||||
private static int[][] _directions = new int[][]
|
||||
{
|
||||
new int[] {1, 0}, // 수직
|
||||
new int[] {0, 1}, // 수평
|
||||
new int[] {1, 1}, // 대각선 ↘ ↖
|
||||
new int[] {1, -1} // 대각선 ↙ ↗
|
||||
};
|
||||
|
||||
public GameLogic(StoneController stoneController, Enums.GameType gameType, FioTimer fioTimer = null)
|
||||
{
|
||||
//보드 초기화
|
||||
_board = new Enums.PlayerType[15, 15];
|
||||
_stoneController = stoneController;
|
||||
this.stoneController = stoneController;
|
||||
this.gameType = gameType;
|
||||
|
||||
selectedRow = -1;
|
||||
selectedCol = -1;
|
||||
lastRow = -1;
|
||||
lastCol = -1;
|
||||
|
||||
currentTurn = Enums.PlayerType.PlayerA;
|
||||
|
||||
SetState(currentTurn);
|
||||
_lastRow = -1;
|
||||
_lastCol = -1;
|
||||
//timer 초기화
|
||||
if (fioTimer != null)
|
||||
{
|
||||
this.fioTimer = fioTimer;
|
||||
this.fioTimer.InitTimer();
|
||||
//timer 시간초과시 진행 함수
|
||||
this.fioTimer.OnTimeout = () =>
|
||||
{
|
||||
if (currentTurn == Enums.PlayerType.PlayerA)
|
||||
{
|
||||
GameManager.Instance.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerB} Win",
|
||||
() =>{});
|
||||
EndGame();
|
||||
}
|
||||
else if (currentTurn == Enums.PlayerType.PlayerB)
|
||||
{
|
||||
GameManager.Instance.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerA} Win",
|
||||
() =>{});
|
||||
EndGame();
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
private void SetState(Enums.PlayerType player)
|
||||
//TODO: 기보 매니저에게 플레이어 닉네임 넘겨주기
|
||||
ReplayManager.Instance.InitReplayData("PlayerA","nicknameB");
|
||||
|
||||
switch (gameType)
|
||||
{
|
||||
currentTurn = player;
|
||||
_stoneController.OnStoneClickedDelegate = (row, col) =>
|
||||
case Enums.GameType.SinglePlay:
|
||||
firstPlayerState = new PlayerState(true);
|
||||
secondPlayerState = new PlayerState(false);
|
||||
SetState(firstPlayerState);
|
||||
break;
|
||||
case Enums.GameType.MultiPlay:
|
||||
//TODO: 멀티 구현 필요
|
||||
break;
|
||||
case Enums.GameType.Replay:
|
||||
//TODO: 리플레이 구현
|
||||
break;
|
||||
}
|
||||
}
|
||||
//착수 버튼 클릭시 호출되는 함수
|
||||
public void OnConfirm()
|
||||
{
|
||||
if (_board[row, col] == Enums.PlayerType.None)
|
||||
_currentPlayerState.ProcessMove(this, currentTurn, selectedRow, selectedCol);
|
||||
}
|
||||
//보드 초기화
|
||||
public void ResetBoard()
|
||||
{
|
||||
Array.Clear(_board, 0, _board.Length);
|
||||
}
|
||||
|
||||
public void SetState(BasePlayerState state)
|
||||
{
|
||||
_currentPlayerState?.OnExit(this);
|
||||
_currentPlayerState = state;
|
||||
_currentPlayerState?.OnEnter(this);
|
||||
}
|
||||
|
||||
//스톤의 상태변경 명령함수
|
||||
public void SetStoneNewState(Enums.StoneState state, int row, int col)
|
||||
{
|
||||
stoneController.SetStoneState(state, row, col);
|
||||
}
|
||||
|
||||
public void SetStoneSelectedState(int row, int col)
|
||||
{
|
||||
if (_board[row, col] != Enums.PlayerType.None) return;
|
||||
|
||||
if (stoneController.GetStoneState(row, col) != Enums.StoneState.None && currentTurn == Enums.PlayerType.PlayerA) return;
|
||||
//첫수 및 중복 확인
|
||||
if ((selectedRow != row || selectedCol != col) && (selectedRow != -1 && selectedCol != -1))
|
||||
{
|
||||
SetStoneNewState(Enums.StoneState.None,selectedRow, selectedCol);
|
||||
stoneController.SetStoneState(Enums.StoneState.None,selectedRow, selectedCol);
|
||||
}
|
||||
selectedRow = row;
|
||||
selectedCol = col;
|
||||
SetStoneNewState(Enums.StoneState.Selected, row, col);
|
||||
}
|
||||
};
|
||||
stoneController.SetStoneState(Enums.StoneState.Selected, row, col);
|
||||
}
|
||||
|
||||
//보드에 돌추가 함수
|
||||
public void SetNewBoardValue(Enums.PlayerType playerType, int row, int col)
|
||||
{
|
||||
if (_board[row, col] == Enums.PlayerType.None)
|
||||
if (_board[row, col] != Enums.PlayerType.None) return;
|
||||
|
||||
switch (playerType)
|
||||
{
|
||||
if (playerType == Enums.PlayerType.PlayerA)
|
||||
{
|
||||
_stoneController.SetStoneType(Enums.StoneType.Black, row, col);
|
||||
_stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col);
|
||||
case Enums.PlayerType.PlayerA:
|
||||
stoneController.SetStoneType(Enums.StoneType.Black, row, col);
|
||||
stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col);
|
||||
_board[row, col] = Enums.PlayerType.PlayerA;
|
||||
LastNSelectedSetting(row, col);
|
||||
|
||||
SetState(Enums.PlayerType.PlayerB);
|
||||
}
|
||||
if (playerType == Enums.PlayerType.PlayerB)
|
||||
{
|
||||
_stoneController.SetStoneType(Enums.StoneType.White, row, col);
|
||||
_stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col);
|
||||
ReplayManager.Instance.RecordStonePlaced(Enums.StoneType.Black, row, col); //기보 데이터 저장
|
||||
break;
|
||||
case Enums.PlayerType.PlayerB:
|
||||
stoneController.SetStoneType(Enums.StoneType.White, row, col);
|
||||
stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col);
|
||||
_board[row, col] = Enums.PlayerType.PlayerB;
|
||||
|
||||
LastNSelectedSetting(row, col);
|
||||
SetState(Enums.PlayerType.PlayerA);
|
||||
}
|
||||
|
||||
ReplayManager.Instance.RecordStonePlaced(Enums.StoneType.White, row, col);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//돌 지우는 함수
|
||||
public void RemoveStone(int row, int col)
|
||||
{
|
||||
_board[row, col] = Enums.PlayerType.None;
|
||||
stoneController.SetStoneType(Enums.StoneType.None, row, col);
|
||||
stoneController.SetStoneState(Enums.StoneState.None, row, col);
|
||||
}
|
||||
|
||||
//마지막 좌표와 선택 좌표 세팅
|
||||
private void LastNSelectedSetting(int row, int col)
|
||||
{
|
||||
//첫수 확인
|
||||
if (lastRow != -1 || lastCol != -1)
|
||||
if (_lastRow != -1 || _lastCol != -1)
|
||||
{
|
||||
_stoneController.SetStoneState(Enums.StoneState.None, lastRow, lastCol);
|
||||
stoneController.SetStoneState(Enums.StoneState.None, _lastRow, _lastCol);
|
||||
}
|
||||
//마지막 좌표 저장
|
||||
lastRow = row;
|
||||
lastCol = col;
|
||||
_lastRow = row;
|
||||
_lastCol = col;
|
||||
//선택 좌표 초기화
|
||||
selectedRow = -1;
|
||||
selectedCol = -1;
|
||||
}
|
||||
|
||||
//스톤의 상태변경 명령함수
|
||||
private void SetStoneNewState(Enums.StoneState state, int row, int col)
|
||||
//게임 끝
|
||||
public void EndGame()
|
||||
{
|
||||
_stoneController.SetStoneState(state, row, col);
|
||||
SetState(null);
|
||||
|
||||
}
|
||||
|
||||
//승리 확인 함수
|
||||
public bool CheckGameWin(Enums.PlayerType player, int row, int col)
|
||||
{
|
||||
foreach (var dir in _directions)
|
||||
{
|
||||
var (count, _) = CountStones(_board, row, col, dir, player);
|
||||
|
||||
// 자기 자신 포함하여 5개 이상일 시 true 반환
|
||||
if (count + 1 >= WIN_COUNT)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
// 특정 방향으로 같은 돌 개수와 열린 끝 개수를 계산하는 함수
|
||||
private (int count, int openEnds) CountStones(
|
||||
Enums.PlayerType[,] board, int row, int col, int[] direction, Enums.PlayerType player)
|
||||
{
|
||||
int size = board.GetLength(0);
|
||||
int count = 0;
|
||||
int openEnds = 0;
|
||||
|
||||
// 정방향 탐색
|
||||
int r = row + direction[0], c = col + direction[1];
|
||||
while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player)
|
||||
{
|
||||
count++;
|
||||
r += direction[0]; // row값 옮기기
|
||||
c += direction[1]; // col값 옮기기
|
||||
}
|
||||
|
||||
if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
|
||||
{
|
||||
openEnds++;
|
||||
}
|
||||
|
||||
// 역방향 탐색
|
||||
r = row - direction[0];
|
||||
c = col - direction[1];
|
||||
while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player)
|
||||
{
|
||||
count++;
|
||||
r -= direction[0];
|
||||
c -= direction[1];
|
||||
}
|
||||
|
||||
if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
|
||||
{
|
||||
openEnds++;
|
||||
}
|
||||
|
||||
return (count, openEnds);
|
||||
}
|
||||
}
|
||||
|
@ -19,6 +19,7 @@ public class GameManager : Singleton<GameManager>
|
||||
private UserManager _userManager; // UserManager 인스턴스 관리
|
||||
private CoinsPanelController _coinsPanel;
|
||||
|
||||
|
||||
private Enums.GameType _gameType;
|
||||
private GameLogic _gameLogic;
|
||||
private StoneController _stoneController;
|
||||
@ -33,10 +34,9 @@ public class GameManager : Singleton<GameManager>
|
||||
{
|
||||
GameObject userManagerObj = new GameObject("UserManager");
|
||||
_userManager = userManagerObj.AddComponent<UserManager>();
|
||||
|
||||
//게임 씬에서 확인하기 위한 임시 코드
|
||||
// _gameType = Enums.GameType.SinglePlay;
|
||||
}
|
||||
//게임 씬에서 확인하기 위한 임시 코드
|
||||
_gameType = Enums.GameType.SinglePlay;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
@ -44,12 +44,14 @@ public class GameManager : Singleton<GameManager>
|
||||
// TODO: 로딩 화면 추가(자동 로그인 응답 전까지)
|
||||
|
||||
// 자동 로그인
|
||||
TryAutoSignin();
|
||||
// TryAutoSignin();
|
||||
|
||||
//게임 씬에서 확인하기 위한 임시 코드
|
||||
// _stoneController = GameObject.FindObjectOfType<StoneController>();
|
||||
// _stoneController.InitStones();
|
||||
// _gameLogic = new GameLogic(_stoneController, _gameType);
|
||||
_canvas = canvas.GetComponent<Canvas>();
|
||||
_stoneController = GameObject.FindObjectOfType<StoneController>();
|
||||
_stoneController.InitStones();
|
||||
var fioTimer = FindObjectOfType<FioTimer>();
|
||||
_gameLogic = new GameLogic(_stoneController, _gameType, fioTimer);
|
||||
}
|
||||
|
||||
private void TryAutoSignin()
|
||||
@ -61,7 +63,7 @@ public class GameManager : Singleton<GameManager>
|
||||
|
||||
UpdateMainPanelUI(OpenMainPanel);
|
||||
// ScoreData.SetScore(userInfo.score);
|
||||
// OpenConfirmPanel(userInfo.nickname + "님 로그인 성공하였습니다.", () => { });
|
||||
OpenConfirmPanel(userInfo.nickname + "님 로그인 성공하였습니다.", () => { });
|
||||
}, () =>
|
||||
{
|
||||
Debug.Log("자동 로그인 실패");
|
||||
@ -119,7 +121,15 @@ public class GameManager : Singleton<GameManager>
|
||||
|
||||
public void OnClickConfirmButton()
|
||||
{
|
||||
_gameLogic.SetNewBoardValue(_gameLogic.currentTurn, _gameLogic.selectedRow,_gameLogic.selectedCol);
|
||||
if (_gameLogic.selectedRow != -1 && _gameLogic.selectedCol != -1)
|
||||
{
|
||||
_gameLogic.OnConfirm();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("착수 위치를 선택 해주세요");
|
||||
//TODO: 착수할 위치를 선택하라는 동작
|
||||
}
|
||||
}
|
||||
|
||||
private void ChangeToGameScene(Enums.GameType gameType)
|
||||
@ -132,13 +142,24 @@ public class GameManager : Singleton<GameManager>
|
||||
{
|
||||
if (scene.name == "Game")
|
||||
{
|
||||
if (_gameType == Enums.GameType.Replay)
|
||||
{
|
||||
//TODO: 리플레이를 위한 초기화
|
||||
}
|
||||
_stoneController = GameObject.FindObjectOfType<StoneController>();
|
||||
_stoneController.InitStones();
|
||||
_gameLogic = new GameLogic(_stoneController, _gameType);
|
||||
var fioTimer = FindObjectOfType<FioTimer>();
|
||||
_gameLogic = new GameLogic(_stoneController, _gameType, fioTimer);
|
||||
}
|
||||
_canvas = GameObject.Find("Canvas").GetComponent<Canvas>();
|
||||
}
|
||||
|
||||
//임시 재시작 재대결
|
||||
public void RetryGame()
|
||||
{
|
||||
_gameLogic.ResetBoard();
|
||||
_stoneController.InitStones();
|
||||
_gameLogic.SetState(_gameLogic.firstPlayerState);
|
||||
}
|
||||
public void OpenConfirmPanel(string message, ConfirmPanelController.OnConfirmButtonClick onConfirmButtonClick)
|
||||
{
|
||||
if (_canvas != null)
|
||||
@ -181,7 +202,7 @@ public class GameManager : Singleton<GameManager>
|
||||
if (_canvas != null)
|
||||
{
|
||||
var settingsPanelObject = Instantiate(giboPanel, _canvas.transform);
|
||||
settingsPanelObject.GetComponent<GiboPanelController>().Show(giboItems);
|
||||
settingsPanelObject.GetComponent<ReplayPanelController>().Show();
|
||||
}
|
||||
}
|
||||
}
|
@ -13,6 +13,7 @@ public class Stone : MonoBehaviour
|
||||
private SpriteRenderer _spriteRenderer;
|
||||
public delegate void OnStoneClicked(int index);
|
||||
private OnStoneClicked _onStoneClicked;
|
||||
private Enums.StoneState _currentStoneState;
|
||||
|
||||
|
||||
private void Awake()
|
||||
@ -52,20 +53,30 @@ public class Stone : MonoBehaviour
|
||||
switch (stoneState)
|
||||
{
|
||||
case Enums.StoneState.None:
|
||||
_currentStoneState = Enums.StoneState.None;
|
||||
_spriteRenderer.sprite = stoneStateSprites[0];
|
||||
break;
|
||||
case Enums.StoneState.Selected:
|
||||
_currentStoneState = Enums.StoneState.Selected;
|
||||
_spriteRenderer.sprite = stoneStateSprites[1];
|
||||
break;
|
||||
case Enums.StoneState.Blocked:
|
||||
_currentStoneState = Enums.StoneState.Blocked;
|
||||
_spriteRenderer.sprite = stoneStateSprites[2];
|
||||
break;
|
||||
case Enums.StoneState.LastPositioned:
|
||||
_currentStoneState = Enums.StoneState.LastPositioned;
|
||||
_spriteRenderer.sprite = stoneStateSprites[3];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//Stone 상태 확인
|
||||
public Enums.StoneState GetStoneState()
|
||||
{
|
||||
return _currentStoneState;
|
||||
}
|
||||
|
||||
private void OnMouseUpAsButton()
|
||||
{
|
||||
_onStoneClicked?.Invoke(_index);
|
||||
|
@ -27,7 +27,6 @@ public class StoneController : MonoBehaviour
|
||||
//스톤 타입변경
|
||||
public void SetStoneType(Enums.StoneType stoneType, int row, int col)
|
||||
{
|
||||
|
||||
var index = MaxCellCount * row + col;
|
||||
stones[index].SetStone(stoneType);
|
||||
}
|
||||
@ -38,4 +37,11 @@ public class StoneController : MonoBehaviour
|
||||
var index = MaxCellCount * row + col;
|
||||
stones[index].SetState(state);
|
||||
}
|
||||
|
||||
//스톤상태 확인
|
||||
public Enums.StoneState GetStoneState(int row, int col)
|
||||
{
|
||||
var index = MaxCellCount * row + col;
|
||||
return stones[index].GetStoneState();
|
||||
}
|
||||
}
|
||||
|
@ -1,5 +1,6 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
@ -13,7 +14,7 @@ public class ReplayCell : MonoBehaviour
|
||||
[SerializeField] private TMP_Text recordDateText;
|
||||
|
||||
private ReplayRecord _storedReplayRecord;
|
||||
private PlayerType _myPlayerType;
|
||||
private Enums.PlayerType _myPlayerType;
|
||||
private string _opponentNickname;
|
||||
|
||||
|
||||
@ -32,7 +33,7 @@ public class ReplayCell : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void SetMyPlayerType(PlayerType myPlayerType)
|
||||
public void SetMyPlayerType(Enums.PlayerType myPlayerType)
|
||||
{
|
||||
_myPlayerType = myPlayerType;
|
||||
}
|
||||
@ -45,7 +46,32 @@ public class ReplayCell : MonoBehaviour
|
||||
|
||||
public void SetRecordDate(string date)
|
||||
{
|
||||
recordDateText.text = date;
|
||||
if (string.IsNullOrEmpty(date))
|
||||
{
|
||||
// 입력이 비어있거나 null인 경우 예외 처리
|
||||
recordDateText.text = "Invalid Date Format";
|
||||
return;
|
||||
}
|
||||
|
||||
string[] dateSplit = date.Split(' ');
|
||||
if (dateSplit.Length == 2)
|
||||
{
|
||||
StringBuilder text = new StringBuilder();
|
||||
|
||||
// 첫 번째 부분 (날짜) - "-"을 "."으로 교체
|
||||
text.Append(dateSplit[0].Replace("-", "."));
|
||||
text.Append("\n");
|
||||
|
||||
// 두 번째 부분 (시간) - "_"을 ":"으로 교체
|
||||
text.Append(dateSplit[1].Replace("_", ":"));
|
||||
|
||||
recordDateText.text = text.ToString();
|
||||
}
|
||||
else
|
||||
{
|
||||
// 잘못된 포맷 처리
|
||||
recordDateText.text = "Invalid Date Format";
|
||||
}
|
||||
}
|
||||
|
||||
public void SetReplayRecord(ReplayRecord record)
|
||||
|
@ -5,12 +5,6 @@ using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
|
||||
//TODO: 테스트용, 게임로직과 머지시 삭제
|
||||
public enum PlayerType{None, PlayerA, PlayerB}
|
||||
public enum StoneType{None, White, Black}
|
||||
|
||||
|
||||
[Serializable]
|
||||
public class ReplayRecord
|
||||
{
|
||||
@ -39,7 +33,59 @@ public class ReplayManager : Singleton<ReplayManager>
|
||||
{
|
||||
private ReplayRecord _recordingReplayData;
|
||||
|
||||
#region 기보 시작 후 데이터를 컨트롤하기
|
||||
|
||||
private ReplayRecord _replayRecord;
|
||||
|
||||
//DO, Undo를 위한 스택
|
||||
private Stack<Move> _placedStoneStack;
|
||||
private Stack<Move> _undoStack;
|
||||
private int _moveIndex;
|
||||
|
||||
|
||||
public void InitReplayBoard(ReplayRecord replayRecord)
|
||||
{
|
||||
_replayRecord = replayRecord;
|
||||
_moveIndex = 0;
|
||||
|
||||
_placedStoneStack = new Stack<Move>();
|
||||
_undoStack = new Stack<Move>();
|
||||
}
|
||||
|
||||
public Move GetNextMove()
|
||||
{
|
||||
if (_undoStack.Count > 0)
|
||||
return _undoStack.Pop();
|
||||
|
||||
if(_moveIndex >= _replayRecord.moves.Count)
|
||||
return null;
|
||||
|
||||
Move move = _replayRecord.moves[_moveIndex];
|
||||
_moveIndex++;
|
||||
return move;
|
||||
}
|
||||
|
||||
public void PushMove(Move storedMove)
|
||||
{
|
||||
_placedStoneStack.Push(storedMove);
|
||||
}
|
||||
|
||||
public Move PopMove()
|
||||
{
|
||||
if (_placedStoneStack.Count == 0)
|
||||
return null;
|
||||
Move move = _placedStoneStack.Pop();
|
||||
return move;
|
||||
}
|
||||
|
||||
public void PushUndoMove(Move storedMove)
|
||||
{
|
||||
_undoStack.Push(storedMove);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 게임 플레이중 기보 데이터 저장
|
||||
///<summary>
|
||||
/// 게임 시작에 호출해서 기보 데이터 초기화
|
||||
/// </summary>
|
||||
@ -53,7 +99,7 @@ public class ReplayManager : Singleton<ReplayManager>
|
||||
///<summary>
|
||||
/// 게임 씬에서 착수를 할 때마다 호출해서 기록
|
||||
/// </summary>
|
||||
public void RecordStonePlaced(StoneType stoneType,int row, int col)
|
||||
public void RecordStonePlaced(Enums.StoneType stoneType,int row, int col)
|
||||
{
|
||||
string stoneColor = stoneType.ToString();
|
||||
_recordingReplayData.moves.Add(new Move(stoneColor, row, col));
|
||||
@ -63,7 +109,7 @@ public class ReplayManager : Singleton<ReplayManager>
|
||||
/// <summary>
|
||||
/// 게임 종료 후 호출하여 리플레이 데이터를 저장합니다.
|
||||
/// </summary>
|
||||
public void SaveReplayData(PlayerType winnerPlayerType)
|
||||
public void SaveReplayData(Enums.PlayerType winnerPlayerType)
|
||||
{
|
||||
try
|
||||
{
|
||||
@ -87,6 +133,7 @@ public class ReplayManager : Singleton<ReplayManager>
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
//폴더내 기보 파일을 전부 읽어옵니다.
|
||||
public List<ReplayRecord> LoadReplayDatas()
|
||||
@ -139,4 +186,18 @@ public class ReplayManager : Singleton<ReplayManager>
|
||||
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
{
|
||||
}
|
||||
|
||||
#region for tests
|
||||
|
||||
public void OnClickSaveButton(string winnerPlayerType = "PlayerA")
|
||||
{
|
||||
if(winnerPlayerType == Enums.PlayerType.PlayerA.ToString())
|
||||
SaveReplayData(Enums.PlayerType.PlayerA);
|
||||
else
|
||||
SaveReplayData(Enums.PlayerType.PlayerB);
|
||||
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
@ -1,62 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
public class ReplayPanelController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private RectTransform panelRectTransform;
|
||||
[SerializeField] private GameObject replayCellPrefab;
|
||||
[SerializeField] private Transform contentTransform;
|
||||
|
||||
private CanvasGroup _backgroundCanvasGroup;
|
||||
|
||||
public delegate void PanelControllerHideDelegate();
|
||||
|
||||
private string _myNickname;
|
||||
private void Awake()
|
||||
{
|
||||
_backgroundCanvasGroup = GetComponent<CanvasGroup>();
|
||||
|
||||
//TODO:Test용 닉네임 나중에 삭제하고 PlayerInfo에서 가져올 것
|
||||
_myNickname = "Gildong";
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
List<ReplayRecord> records = new List<ReplayRecord>();
|
||||
|
||||
// ReplayManager에서 가져온 기보 데이터들을 패널 셀에 초기화
|
||||
records = ReplayManager.Instance.LoadReplayDatas();
|
||||
foreach (var replayRecord in records)
|
||||
{
|
||||
var replayCellButtonObject = Instantiate(replayCellPrefab, contentTransform);
|
||||
ReplayCell replayCell = replayCellButtonObject.GetComponent<ReplayCell>();
|
||||
|
||||
PlayerType myPlayerType = _myNickname.Equals(replayRecord.playerA) ? PlayerType.PlayerA : PlayerType.PlayerB;
|
||||
string opponentNickname = myPlayerType==PlayerType.PlayerA ? replayRecord.playerB : replayRecord.playerA;
|
||||
|
||||
replayCell.SetMyPlayerType(myPlayerType);
|
||||
replayCell.SetWinImage(myPlayerType.ToString().Equals(replayRecord.winnerPlayerType));
|
||||
replayCell.SetOpponentPlayerNickname(opponentNickname);
|
||||
replayCell.SetRecordDate(replayRecord.gameDate);
|
||||
replayCell.SetReplayRecord(replayRecord);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void OnClickCloseButton()
|
||||
{
|
||||
Hide(() =>
|
||||
{
|
||||
Destroy(gameObject);
|
||||
});
|
||||
}
|
||||
public void Hide(PanelControllerHideDelegate hideDelegate = null)
|
||||
{
|
||||
_backgroundCanvasGroup.alpha = 0;
|
||||
panelRectTransform.localScale = Vector3.zero;
|
||||
hideDelegate?.Invoke();
|
||||
}
|
||||
}
|
@ -1,17 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class GiboPanelController : ScrollPanelController
|
||||
{
|
||||
public virtual void Show(List<GiboItem> items)
|
||||
{
|
||||
for (int i = 0; i < items.Count && i <= MAX_COUNT; i++)
|
||||
{
|
||||
var scrollItem= Instantiate(scrollItemPrefab, content.transform);
|
||||
scrollItem.GetComponent<GiboItemController>().Init(items[i]);
|
||||
|
||||
}
|
||||
base.Show();
|
||||
}
|
||||
}
|
@ -24,6 +24,11 @@ public class PanelController : MonoBehaviour
|
||||
/// </summary>
|
||||
public void Show()
|
||||
{
|
||||
if (backGroundCanvasGroup == null)
|
||||
{
|
||||
backGroundCanvasGroup = GetComponent<CanvasGroup>();
|
||||
}
|
||||
|
||||
backGroundCanvasGroup.alpha = 0;
|
||||
panelRectTransform.localScale = Vector3.zero;
|
||||
|
||||
|
36
Assets/Script/UI/PanelController/ReplayPanelController.cs
Normal file
36
Assets/Script/UI/PanelController/ReplayPanelController.cs
Normal file
@ -0,0 +1,36 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ReplayPanelController : ScrollPanelController
|
||||
{
|
||||
|
||||
private string _myNickname;
|
||||
private void Awake()
|
||||
{
|
||||
//TODO: 로그인 기능 연동 후 닉네임 바꾸기
|
||||
_myNickname = "PlayerA";
|
||||
List<ReplayRecord> records = new List<ReplayRecord>();
|
||||
|
||||
// ReplayManager에서 가져온 기보 데이터들을 패널 셀에 초기화
|
||||
records = ReplayManager.Instance.LoadReplayDatas();
|
||||
foreach (var replayRecord in records)
|
||||
{
|
||||
var replayCellButtonObject = Instantiate(scrollItemPrefab, content.transform);
|
||||
ReplayCell replayCell = replayCellButtonObject.GetComponent<ReplayCell>();
|
||||
|
||||
Enums.PlayerType myPlayerType = _myNickname.Equals(replayRecord.playerA) ? Enums.PlayerType.PlayerA : Enums.PlayerType.PlayerB;
|
||||
string opponentNickname = myPlayerType==Enums.PlayerType.PlayerA ? replayRecord.playerB : replayRecord.playerA;
|
||||
|
||||
replayCell.SetMyPlayerType(myPlayerType);
|
||||
replayCell.SetWinImage(myPlayerType.ToString().Equals(replayRecord.winnerPlayerType));
|
||||
replayCell.SetOpponentPlayerNickname(opponentNickname);
|
||||
replayCell.SetRecordDate(replayRecord.gameDate);
|
||||
replayCell.SetReplayRecord(replayRecord);
|
||||
}
|
||||
}
|
||||
public virtual void Show()
|
||||
{
|
||||
base.Show();
|
||||
}
|
||||
}
|
@ -55,12 +55,12 @@ public class TestPanelController : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenGiboPanel(List<GiboItem> giboItems)
|
||||
public void OpenGiboPanel()
|
||||
{
|
||||
if (_canvas != null)
|
||||
{
|
||||
var settingsPanelObject = Instantiate(giboPanel, _canvas.transform);
|
||||
settingsPanelObject.GetComponent<GiboPanelController>().Show(giboItems);
|
||||
settingsPanelObject.GetComponent<ReplayPanelController>().Show();
|
||||
}
|
||||
}
|
||||
|
||||
@ -138,20 +138,7 @@ public class TestPanelController : MonoBehaviour
|
||||
public void OnGiboPanelClick()
|
||||
{
|
||||
|
||||
List<GiboItem> giboItems = new List<GiboItem>(); //테스트 데이터 리스트 생성
|
||||
for (int i = 0; i < 30; i++)
|
||||
{
|
||||
GiboItem giboItem = new GiboItem
|
||||
{
|
||||
WinLoseSpriteIndex = Random.Range(0, 2),
|
||||
Date = DateTime.Now.ToString("yyyy/MM/dd HH:mm:ss"),
|
||||
Name = i.ToString(),
|
||||
};
|
||||
|
||||
giboItems.Add(giboItem);
|
||||
}
|
||||
|
||||
OpenGiboPanel(giboItems);
|
||||
OpenGiboPanel();
|
||||
}
|
||||
|
||||
|
||||
|
BIN
Assets/Sprites/Panel UI/DLose.png
Normal file
BIN
Assets/Sprites/Panel UI/DLose.png
Normal file
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After Width: | Height: | Size: 718 KiB |
140
Assets/Sprites/Panel UI/DLose.png.meta
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140
Assets/Sprites/Panel UI/DLose.png.meta
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Assets/Sprites/Panel UI/DWin.png
Normal file
BIN
Assets/Sprites/Panel UI/DWin.png
Normal file
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After Width: | Height: | Size: 476 KiB |
140
Assets/Sprites/Panel UI/DWin.png.meta
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externalNormalMap: 0
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heightScale: 0.25
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normalMapFilter: 0
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flipGreenChannel: 0
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isReadable: 0
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streamingMipmaps: 0
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streamingMipmapsPriority: 0
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vTOnly: 0
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ignoreMipmapLimit: 0
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grayScaleToAlpha: 0
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generateCubemap: 6
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cubemapConvolution: 0
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seamlessCubemap: 0
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textureFormat: 1
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maxTextureSize: 2048
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textureSettings:
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serializedVersion: 2
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filterMode: 1
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aniso: 1
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mipBias: 0
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wrapU: 1
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wrapV: 1
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wrapW: 1
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nPOTScale: 0
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lightmap: 0
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compressionQuality: 50
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spriteMode: 1
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 1
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spriteTessellationDetail: -1
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textureType: 8
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textureShape: 1
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singleChannelComponent: 0
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flipbookRows: 1
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flipbookColumns: 1
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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ignorePngGamma: 0
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applyGammaDecoding: 0
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swizzle: 50462976
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cookieLightType: 0
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platformSettings:
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- serializedVersion: 3
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 3
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buildTarget: Standalone
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 3
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buildTarget: iPhone
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 3
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buildTarget: Android
|
||||
maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
|
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spriteSheet:
|
||||
serializedVersion: 2
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sprites: []
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outline: []
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physicsShape: []
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bones: []
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spriteID: 5e97eb03825dee720800000000000000
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internalID: 0
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vertices: []
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indices:
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edges: []
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weights: []
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secondaryTextures: []
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nameFileIdTable: {}
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
x
Reference in New Issue
Block a user