[Feat] 기보씬 플레이어 닉네임 설정
추후 플레이어 이미지 저장과 불러오기까지 추가 예정
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@ -18776,7 +18776,19 @@ MonoBehaviour:
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m_TargetGraphic: {fileID: 3806122117153528265}
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m_OnClick:
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m_PersistentCalls:
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m_Calls: []
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m_Calls:
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- m_Target: {fileID: 6113787613455091454}
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m_TargetAssemblyTypeName: ReplayController, Assembly-CSharp
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m_MethodName: OnclickExitButton
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m_Mode: 1
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m_Arguments:
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m_ObjectArgument: {fileID: 0}
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_IntArgument: 0
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m_FloatArgument: 0
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m_StringArgument:
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m_BoolArgument: 0
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m_CallState: 2
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--- !u!1 &2180157736468784195
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GameObject:
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m_ObjectHideFlags: 0
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@ -18914,7 +18926,7 @@ GameObject:
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- component: {fileID: 182763848042457448}
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- component: {fileID: 5649645114534718557}
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m_Layer: 5
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m_Name: Player Name Text
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m_Name: PlayerB Name Text
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -19033,7 +19045,7 @@ GameObject:
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- component: {fileID: 1750532428139497284}
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- component: {fileID: 4888719462519445862}
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m_Layer: 5
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m_Name: Player Name Text
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m_Name: PlayerA Name Text
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -19453,6 +19465,10 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: bda9793c3fea2104199340f907378533, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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playerANicknameText: {fileID: 4888719462519445862}
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playerBNicknameText: {fileID: 5649645114534718557}
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playerAImage: {fileID: 8274101518570821972}
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playerBImage: {fileID: 1516328598779423605}
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--- !u!224 &6390176559513736999
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RectTransform:
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m_ObjectHideFlags: 0
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@ -1,17 +1,26 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class ReplayController : MonoBehaviour
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{
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void Awake()
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[SerializeField] private TMP_Text playerANicknameText;
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[SerializeField] private TMP_Text playerBNicknameText;
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[SerializeField] private Image playerAImage;
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[SerializeField] private Image playerBImage;
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void Start()
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{
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//TODO: 리플레이매니저 데이터로 화면 초기화
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InitReplayUI();
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//TODO: 프로필 이미지 불러오기
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}
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public void OnclickExitButton()
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{
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//TODO: 메인씬으로 다시 넘어갈 때 호출해야하는 함수 등등이 있을지....
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SceneManager.LoadScene("Main-Jay");
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}
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public void OnclickFirstButton()
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@ -42,5 +51,10 @@ public class ReplayController : MonoBehaviour
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ReplayManager.Instance.ReplayFinish();
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}
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public void InitReplayUI()
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{
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playerANicknameText.text = ReplayManager.Instance.GetPlayerANickname();
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playerBNicknameText.text = ReplayManager.Instance.GetPlayerBNickname();
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}
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}
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@ -229,24 +229,30 @@ public class ReplayManager : Singleton<ReplayManager>
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ReplayNext(GetNextMove());
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}
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}
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public string GetPlayerANickname()
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{
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return _selectedReplayRecord.playerA;
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}
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public string GetPlayerBNickname()
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{
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return _selectedReplayRecord.playerB;
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}
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#endregion
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protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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if (scene.name == "Replay")
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{
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if (_selectedReplayRecord != null)
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{
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InitReplayBoard(_selectedReplayRecord);
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}
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InitReplayBoard(_selectedReplayRecord);
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//게임 매니저에서 가져온 코드입니다.
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_stoneController = GameObject.FindObjectOfType<StoneController>();
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_stoneController.InitStones();
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_gameLogic = new GameLogic(_stoneController, Enums.GameType.Replay);
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// TODO: 데이터 잘못 가져왔을 때 어떻게 처리할지 고민하기
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// Main으로 강제 전환 ?
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}
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}
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}
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