DO-33 Fix: GameLogic 수정

확장성을 높이기 위해 코드 수정
This commit is contained in:
Lim0_C 2025-03-14 18:06:48 +09:00
parent dcdd046ad7
commit efaf3095c1
8 changed files with 19746 additions and 67 deletions

8
Assets/LYC.meta Normal file
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@ -0,0 +1,8 @@
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19548
Assets/LYC/GameCopyLYC.unity Normal file

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@ -11988,7 +11988,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: a98355720bed2234fb32d55fc1b0cce6, type: 3}
m_Name:
m_EditorClassIdentifier:
widthUnit: 15.5
widthUnit: 15
--- !u!114 &1612127712 stripped
MonoBehaviour:
m_CorrespondingSourceObject: {fileID: 2897735151576090782, guid: 42b665a12a9843240ac0860bf0eee63e, type: 3}
@ -18380,10 +18380,10 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 0cd44c1031e13a943bb63640046fad76, type: 3}
m_Name:
m_EditorClassIdentifier:
m_UiScaleMode: 0
m_UiScaleMode: 1
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m_ReferenceResolution: {x: 1080, y: 1920}
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@ -13,10 +13,4 @@ public class CameraController : MonoBehaviour
_camera = GetComponent<Camera>();
_camera.orthographicSize = widthUnit / _camera.aspect / 2;
}
void Update()
{
}
}

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@ -2,95 +2,211 @@ 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.SetNewBoardValue(playerType, row, col);
//TODO: 승패 비교 필요
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.currentTurn = _playerType;
gameLogic.stoneController.OnStoneClickedDelegate = (row, col) =>
{
HandleMove(gameLogic, row, col);
};
}
public override void OnExit(GameLogic gameLogic)
{
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)
{
//TODO: AI이식
}
public override void OnExit(GameLogic gameLogic)
{
}
public override void HandleMove(GameLogic gameLogic, int row, int col)
{
}
public override void HandleNextTurn(GameLogic gameLogic)
{
}
}
public class MultiPlayerState: BasePlayerState
{
public override void OnEnter(GameLogic gameLogic)
{
}
public override void OnExit(GameLogic gameLogic)
{
}
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 BasePlayerState firstPlayerState;
public BasePlayerState secondPlayerState;
private BasePlayerState _currentPlayerState;
//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)
{
//보드 초기화
_board = new Enums.PlayerType[15, 15];
_stoneController = stoneController;
this.stoneController = stoneController;
selectedRow = -1;
selectedCol = -1;
lastRow = -1;
lastCol = -1;
_lastRow = -1;
_lastCol = -1;
currentTurn = Enums.PlayerType.PlayerA;
SetState(currentTurn);
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;
}
}
private void SetState(Enums.PlayerType player)
public void OnConfirm()
{
currentTurn = player;
_stoneController.OnStoneClickedDelegate = (row, col) =>
_currentPlayerState.ProcessMove(this, currentTurn, selectedRow, selectedCol);
}
public void SetState(BasePlayerState state)
{
if (_board[row, col] == Enums.PlayerType.None)
_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;
//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;
if (playerType == Enums.PlayerType.PlayerA)
{
_stoneController.SetStoneType(Enums.StoneType.Black, row, col);
_stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col);
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);
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);
}
}
}
//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)
{
_stoneController.SetStoneState(state, row, col);
}
}

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@ -25,16 +25,15 @@ public class GameManager : Singleton<GameManager>
{
GameObject userManagerObj = new GameObject("UserManager");
_userManager = userManagerObj.AddComponent<UserManager>();
}
//게임 씬에서 확인하기 위한 임시 코드
_gameType = Enums.GameType.SinglePlay;
}
}
private void Start()
{
// 자동 로그인
TryAutoSignin();
// TryAutoSignin();
//게임 씬에서 확인하기 위한 임시 코드
_stoneController = GameObject.FindObjectOfType<StoneController>();
@ -86,7 +85,15 @@ 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)

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@ -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);
}