Merge branch 'main' into DO-37-상점-광고-기능

This commit is contained in:
99jamin 2025-03-18 22:14:55 +09:00
commit e0db1dcb09
57 changed files with 44922 additions and 234 deletions

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using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;
using System.Collections.Generic;
public class GameManagerTestLIN : Singleton<GameManagerTestLIN>
{
[SerializeField] private GameObject signinPanel;
[SerializeField] private GameObject signupPanel;
[SerializeField] private Canvas canvas;
private UserManager _userManager; // UserManager 인스턴스 관리
private Enums.GameType _gameType;
private GameLogic _gameLogic;
private StoneController _stoneController;
private Canvas _canvas;
public Sprite[] profileSprites; //패널에서 사용할 테스트 배열
private void Awake()
{
// UserManager가 없으면 생성
if (UserManager.Instance == null)
{
GameObject userManagerObj = new GameObject("UserManager");
_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
_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>();
}
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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");
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GameManager.Instance.OpenSigninPanel();
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{
Debug.Log("로그아웃 실패");
// OpenConfirmPanel("로그아웃 되었습니다.", () => { });
});
}
public void OnclickRecordButton()
{
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}
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public static class MiniMaxAIController
{
// To-Do List
// 탐색 시간 개선: 캐싱(_stoneInfoCache), 좋은 수부터 탐색(Move Ordering)
// AI 난이도 개선
private const int SEARCH_DEPTH = 3; // 탐색 깊이 제한 (3 = 빠른 응답, 4 = 좀 더 강한 AI 그러나 느린)
private const int WIN_COUNT = 5;
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 ↙ ↗
};
private static int _playerLevel = 1; // 급수 설정
private static float _mistakeMove;
private static Enums.PlayerType _AIPlayerType = Enums.PlayerType.PlayerB;
// 중복 계산을 방지하기 위한 캐싱 데이터. 위치(row, col) 와 방향(dirX, dirY) 중복 계산 방지
private static Dictionary<(int, int, int, int), (int count, int openEnds)> _stoneInfoCache
= new Dictionary<(int, int, int, int), (int count, int openEnds)>();
// 급수 설정 -> 실수 넣을 때 계산
public static void SetLevel(int level)
{
_playerLevel = level;
_mistakeMove = GetMistakeProbability(_playerLevel);
}
// 실수 확률 계산 함수
private static float GetMistakeProbability(int level)
{
// 레벨이 1일 때 실수 확률 0%, 레벨이 18일 때 실수 확률 50%
return (level - 1) / 17f * 0.5f;
}
// return 값이 null 일 경우 == 보드에 칸 꽉 참
public static (int row, int col)? GetBestMove(Enums.PlayerType[,] board)
{
// 캐시 초기화
ClearCache();
float bestScore = float.MinValue;
(int row, int col)? bestMove = null;
(int row, int col)? secondBestMove = null;
List<(int row, int col, float score)> validMoves = GetValidMoves(board);
// 보드에 놓을 수 있는 자리가 있는지 확인
if (validMoves.Count == 0)
{
return null;
}
// 5연승 가능한 자리를 먼저 찾아서 우선적으로 설정
List<(int row, int col)> fiveInARowMoves = GetFiveInARowCandidateMoves(board);
if (fiveInARowMoves.Count > 0)
{
bestMove = fiveInARowMoves[0];
return bestMove;
}
foreach (var (row, col, _) in validMoves)
{
board[row, col] = _AIPlayerType;
float score = DoMinimax(board, SEARCH_DEPTH, false, -1000, 1000, row, col);
board[row, col] = Enums.PlayerType.None;
if (score > bestScore)
{
bestScore = score;
if (bestMove != null)
{
secondBestMove = bestMove;
}
bestMove = (row, col);
}
}
// 랜덤 실수
if (secondBestMove != null && UnityEngine.Random.value < _mistakeMove) // UnityEngine.Random.value == 0~1 사이 반환
{
Debug.Log("AI Mistake");
return secondBestMove;
}
return bestMove;
}
private static float DoMinimax(Enums.PlayerType[,] board, int depth, bool isMaximizing, float alpha, float beta,
int recentRow, int recentCol)
{
if (CheckGameWin(Enums.PlayerType.PlayerA, board, recentRow, recentCol)) return -100 + depth;
if (CheckGameWin(Enums.PlayerType.PlayerB, board, recentRow, recentCol)) return 100 - depth;
if (depth == 0) return EvaluateBoard(board);
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;
}
}

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: da5600fa3dce9594587497bca64f7394
guid: 0cabba9cae3792747bd277ecdc12196d
MonoImporter:
externalObjects: {}
serializedVersion: 2

View 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';
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: facc79abb6042e846bb0a2b099b58e9c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -13,10 +13,4 @@ public class CameraController : MonoBehaviour
_camera = GetComponent<Camera>();
_camera.orthographicSize = widthUnit / _camera.aspect / 2;
}
void Update()
{
}
}

View File

@ -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 }
}

View File

@ -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;
_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();
}
};
}
SetState(currentTurn);
//TODO: 기보 매니저에게 플레이어 닉네임 넘겨주기
ReplayManager.Instance.InitReplayData("PlayerA","nicknameB");
switch (gameType)
{
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()
{
_currentPlayerState.ProcessMove(this, currentTurn, selectedRow, selectedCol);
}
//보드 초기화
public void ResetBoard()
{
Array.Clear(_board, 0, _board.Length);
}
private void SetState(Enums.PlayerType player)
public void SetState(BasePlayerState state)
{
currentTurn = player;
_stoneController.OnStoneClickedDelegate = (row, col) =>
_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))
{
if (_board[row, col] == Enums.PlayerType.None)
{
if ((selectedRow != row || selectedCol != col) && (selectedRow != -1 && selectedCol != -1))
{
SetStoneNewState(Enums.StoneState.None,selectedRow, selectedCol);
}
selectedRow = row;
selectedCol = col;
SetStoneNewState(Enums.StoneState.Selected, row, col);
}
};
stoneController.SetStoneState(Enums.StoneState.None,selectedRow, selectedCol);
}
selectedRow = row;
selectedCol = 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);
}
}

View File

@ -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();
}
}
}

View File

@ -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);

View File

@ -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();
}
}

View File

@ -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)

View File

@ -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
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
///<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
}

View File

@ -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();
}
}

View File

@ -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();
}
}

View File

@ -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;

View 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();
}
}

View File

@ -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();
}

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