Merge branch 'main' into DO-83-사운드-추가-및-적용

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@ -8,10 +8,10 @@ public class AudioManager : Singleton<AudioManager>
private AudioClip mainBgm;
private AudioClip gameBgm;
[HideInInspector] public AudioSource bgmAudioSource; // BGM을 위한 AudioSource
private AudioSource sfxAudioSource; // SFX를 위한 AudioSource
[HideInInspector] public AudioSource bgmAudioSource;
private AudioSource sfxAudioSource;
public float sfxVolume = 1.0f; // SFX 볼륨 (기본값 1)
public float sfxVolume = 1.0f;
[HideInInspector]public bool isPlayBGM;
[HideInInspector]public bool isPlaySFX;
@ -23,11 +23,11 @@ public class AudioManager : Singleton<AudioManager>
{
base.Awake();
// BGM과 SFX를 위한 별도의 AudioSource 생성
bgmAudioSource = gameObject.AddComponent<AudioSource>();
sfxAudioSource = gameObject.AddComponent<AudioSource>();
//Sounds폴더 내의 모든 오디오클립 로드
AudioClip[] clips = Resources.LoadAll<AudioClip>("Sounds");
foreach (AudioClip clip in clips)
@ -42,14 +42,10 @@ public class AudioManager : Singleton<AudioManager>
{
return clip;
}
else
{
Debug.LogError($"패널 '{clipName}'을 찾을 수 없습니다.");
}
return null;
}
// 시작 시 BGM을 자동으로 재생
private void Start()
{
isPlayBGM = UserManager.IsPlayBGM;
@ -58,7 +54,7 @@ public class AudioManager : Singleton<AudioManager>
PlayBGM();
}
// 메인 BGM을 재생하는 함수
public void PlayMainBGM()
{
mainBgm = GetAudioClip("MainBGM");

View File

@ -59,12 +59,7 @@ public partial class GameLogic : IDisposable
InitializeMultiplayerMode();
break;
case Enums.GameType.Replay:
//TODO: 리플레이 구현
break;
// 현재 싱글 플레이로 바로 넘어가지 않기 때문에 미사용
// case Enums.GameType.SinglePlay:
// InitializeSinglePlayMode();
// break;
}
}
@ -82,14 +77,12 @@ public partial class GameLogic : IDisposable
switch (state)
{
case Constants.MultiplayManagerState.CreateRoom:
Debug.Log("## Create Room");
_roomId = data as string;
break;
case Constants.MultiplayManagerState.JoinRoom:
Debug.Log("## Join Room");
var joinRoomData = data as JoinRoomData;
_roomId = joinRoomData.roomId;
// TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
if (!ValidateRoomData(joinRoomData, "Join Room")) return;
// 플레이어 셋업
@ -99,14 +92,11 @@ public partial class GameLogic : IDisposable
StartGameOnMainThread();
break;
case Constants.MultiplayManagerState.SwitchAI:
Debug.Log("## Switching to AI Mode");
SwitchToSinglePlayer();
break;
case Constants.MultiplayManagerState.StartGame:
Debug.Log("## Start Game");
var startGameData = data as StartGameData;
// TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
if (!ValidateRoomData(startGameData, "Start Game")) return;
// 플레이어 셋업
@ -116,12 +106,9 @@ public partial class GameLogic : IDisposable
StartGameOnMainThread();
break;
case Constants.MultiplayManagerState.ExitRoom:
Debug.Log("## Exit Room"); // 방을 나갔으니 room id == null
OpponentExist = false;
// TODO: Exit Room 처리
break;
case Constants.MultiplayManagerState.EndGame:
Debug.Log("## End Game");
OpponentExist = false;
ExecuteOnMainThread(() =>
{
@ -129,7 +116,6 @@ public partial class GameLogic : IDisposable
});
break;
case Constants.MultiplayManagerState.DoSurrender:
Debug.Log("상대방의 항복 요청 들어옴");
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win);
@ -137,7 +123,6 @@ public partial class GameLogic : IDisposable
});
break;
case Constants.MultiplayManagerState.SurrenderConfirmed:
Debug.Log("항복 요청 전송 완료");
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Lose);
@ -145,7 +130,6 @@ public partial class GameLogic : IDisposable
});
break;
case Constants.MultiplayManagerState.ReceiveDrawRequest:
Debug.Log("상대방의 무승부 요청 들어옴");
TimerPause();
ExecuteOnMainThread(() =>
{
@ -163,7 +147,6 @@ public partial class GameLogic : IDisposable
break;
case Constants.MultiplayManagerState.DrawRequestSent:
{
Debug.Log("무승부 요청 전송 완료");
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenLoadingPanel(true, true, false, false);
@ -172,7 +155,6 @@ public partial class GameLogic : IDisposable
break;
}
case Constants.MultiplayManagerState.DrawAccepted:
Debug.Log("무승부 요청이 승낙이 들어옴");
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.CloseLoadingPanel();
@ -182,7 +164,6 @@ public partial class GameLogic : IDisposable
break;
case Constants.MultiplayManagerState.DrawConfirmed:
{
Debug.Log("무승부 요청 승낙 완료");
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.CloseLoadingPanel();
@ -190,7 +171,6 @@ public partial class GameLogic : IDisposable
break;
}
case Constants.MultiplayManagerState.DrawRejected:
Debug.Log("무승부 요청이 거부가 들어옴");
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.CloseLoadingPanel();
@ -200,7 +180,6 @@ public partial class GameLogic : IDisposable
break;
case Constants.MultiplayManagerState.DrawRejectionConfirmed:
{
Debug.Log("무승부 요청 거부 완료");
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.CloseLoadingPanel();
@ -209,7 +188,6 @@ public partial class GameLogic : IDisposable
break;
}
case Constants.MultiplayManagerState.ReceiveTimeout:
Debug.Log("상대방이 타임 아웃 됨");
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win);
@ -217,10 +195,8 @@ public partial class GameLogic : IDisposable
});
break;
case Constants.MultiplayManagerState.RevengeRequestSent:
Debug.Log("재대결 요청: 전송 완료");
break;
case Constants.MultiplayManagerState.ReceiveRevengeRequest:
Debug.Log("상대방의 재대결 요청이 들어옴");
ChangeGameInProgress(true);
ExecuteOnMainThread(() =>
{
@ -234,15 +210,9 @@ public partial class GameLogic : IDisposable
});
break;
case Constants.MultiplayManagerState.RevengeAccepted:
Debug.Log("재대결 요청: 승낙이 들어옴");
var revengeAcceptedData = data as RevengeData;
// TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
if (revengeAcceptedData == null)
{
Debug.Log("RevengeAccepted 응답값이 null 입니다");
return;
}
if (revengeAcceptedData == null) return;
// 선공, 후공 처리
isFirstPlayer = revengeAcceptedData.isBlack;
@ -256,15 +226,9 @@ public partial class GameLogic : IDisposable
});
break;
case Constants.MultiplayManagerState.RevengeConfirmed:
Debug.Log("재대결 요청: 승낙 완료");
var revengConfirmedData = data as RevengeData;
// TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
if (revengConfirmedData == null)
{
Debug.Log("RevengeConfirmed 응답값이 null 입니다");
return;
}
if (revengConfirmedData == null) return;
// 선공, 후공 처리
isFirstPlayer = revengConfirmedData.isBlack;
@ -278,7 +242,6 @@ public partial class GameLogic : IDisposable
});
break;
case Constants.MultiplayManagerState.RevengeRejected:
Debug.Log("재대결 요청: 거부가 들어옴");
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("상대방이\n재대결 요청을\n거부하였습니다.", () =>
@ -288,7 +251,6 @@ public partial class GameLogic : IDisposable
});
break;
case Constants.MultiplayManagerState.RevengeRejectionConfirmed:
Debug.Log("재대결 요청: 거부 완료");
ExecuteOnMainThread(() =>
{
GameManager.Instance.panelManager.OpenConfirmPanel("재대결 요청을\n거부하였습니다.", () =>
@ -298,7 +260,6 @@ public partial class GameLogic : IDisposable
});
break;
case Constants.MultiplayManagerState.OpponentDisconnected:
Debug.Log("상대방 강제 종료");
OpponentExist = false;
ExecuteOnMainThread(() =>
{
@ -310,7 +271,7 @@ public partial class GameLogic : IDisposable
});
break;
}
ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,"nicknameB");
ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,_opponentNickname);
});
MultiPlayManager.RegisterPlayer(UserManager.Instance.Nickname, UserManager.Instance.Rating, UserManager.Instance.imageIndex);
@ -326,7 +287,6 @@ public partial class GameLogic : IDisposable
if (isFirstPlayer)
{
Debug.Log("해당 플레이어가 선공 입니다");
FirstPlayerState = new PlayerState(true, MultiPlayManager, roomId);
SecondPlayerState = new MultiPlayerState(false, MultiPlayManager);
@ -334,7 +294,6 @@ public partial class GameLogic : IDisposable
}
else
{
Debug.Log("해당 플레이어가 후공 입니다");
FirstPlayerState = new MultiPlayerState(true, MultiPlayManager);
SecondPlayerState = new PlayerState(false, MultiPlayManager, roomId);
@ -396,11 +355,7 @@ public partial class GameLogic : IDisposable
// 방 데이터 유효성 검사 헬퍼 함수
private bool ValidateRoomData(object roomData, string operationName)
{
if (roomData == null)
{
Debug.Log($"{operationName} 응답값이 null 입니다");
return false;
}
if (roomData == null) return false;
return true;
}
@ -420,9 +375,6 @@ public partial class GameLogic : IDisposable
// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
// 스레드 확인 로그: 추후 디버깅 시 필요할 수 있을 것 같아 남겨둡니다
// Debug.Log($"[UnityMainThreadDispatcher] 실행 스레드: {System.Threading.Thread.CurrentThread.ManagedThreadId}");
//AI닉네임 랜덤생성
var aiName = RandomAINickname();
var imageIndex = Random.Range(0, 2);

View File

@ -82,7 +82,6 @@ public class GameManager : Singleton<GameManager>
public void ChangeToMainScene()
{
_gameType = Enums.GameType.None;
// TODO: 추후 혹시 모를 존재하는 socket 통신 종료 필요 - _gameLogic?.Dispose에서 LeaveRoom 호출하긴 하는데 서버에서 이미 해당 방을 삭제했을 경우 동작 확인 필요
if (_multiplayManager.GetRoomId() != null) // null 에러 방지
{
_gameLogic?.Dispose();

View File

@ -15,17 +15,13 @@
public override void OnEnter(GameLogic gameLogic)
{
gameLogic.FioTimer.StartTimer();
//TODO: 첫번째 플레이어면 렌주 룰 확인
#region Renju Turn Set
// 턴이 변경될 때마다 금수 위치 업데이트
gameLogic.UpdateForbiddenMoves();
#endregion
gameLogic.CurrentTurn = _playerType;
// gameLogic.stoneController.OnStoneClickedDelegate = (row, col) =>
// {
// HandleMove(gameLogic, row, col);
// };
_multiplayManager.OnOpponentMove = moveData =>
{
var row = moveData.position.x;

View File

@ -23,7 +23,6 @@
{
gameLogic.FioTimer.StartTimer();
//TODO: 첫번째 플레이어면 렌주 룰 확인
#region Renju Turn Set
// 턴이 변경될 때마다 금수 위치 업데이트
gameLogic.UpdateForbiddenMoves();
@ -38,8 +37,6 @@
public override void OnExit(GameLogic gameLogic)
{
//TODO: 렌주 룰 금수자리 초기화
gameLogic.FioTimer.InitTimer();
gameLogic.StoneController.OnStoneClickedDelegate = null;
}

View File

@ -11,15 +11,8 @@ public class MainPanelManager : MonoBehaviour
private UserManager _userManager; // UserManager 인스턴스 관리
// private void Awake()
// {
// loadingPanelController = GameObject.Find("LoadingPanel").GetComponent<LoadingPanelController>();
// mainPanelController = GameObject.Find("MainPanel").GetComponent<MainPanelController>();
// }
//
private void Start()
{
// UserManager가 없으면 생성
if (UserManager.Instance == null)
{
GameObject userManagerObj = new GameObject("UserManager");
@ -41,8 +34,6 @@ public class MainPanelManager : MonoBehaviour
UserManager.Instance.SetUserInfo(userInfo);
UpdateMainPanelUI(GameManager.Instance.panelManager.OpenMainPanel);
// ScoreData.SetScore(userInfo.score);
// GameManager.Instance.panelManager.OpenConfirmPanel(userInfo.nickname + "님" + "\n" + "자동 로그인 되었습니다", () => { });
loadingPanelController.StopLoading();
}, () =>
@ -55,15 +46,12 @@ public class MainPanelManager : MonoBehaviour
});
}
/// <summary>
/// 유저 별명, 급수를 서버에서 가져온 정보로 업데이트하여 메인화면에 표시
/// </summary>
public void UpdateMainPanelUI(Action success = null)
{
mainPanelController.UpdateUserInfo();
success?.Invoke();
}
}

View File

@ -9,7 +9,6 @@ public class NetworkManager : Singleton<NetworkManager>
{
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
}
public void Signup(SignupData signupData, Action success, Action failure)
@ -33,17 +32,18 @@ public class NetworkManager : Singleton<NetworkManager>
if (www.result == UnityWebRequest.Result.ConnectionError ||
www.result == UnityWebRequest.Result.ProtocolError)
{
Debug.Log("Error: " + www.error);
if (www.responseCode == 409)
{
Debug.Log("중복사용자");
// 중복 사용자 생성 팝업 표시
GameManager.Instance.panelManager.OpenConfirmPanel("이미 존재하는 사용자입니다.", () =>
{
failure?.Invoke();
});
}
else
{
failure?.Invoke();
}
}
else
{
@ -80,7 +80,7 @@ public class NetworkManager : Singleton<NetworkManager>
if (www.result == UnityWebRequest.Result.ConnectionError ||
www.result == UnityWebRequest.Result.ProtocolError)
{
Debug.Log("Error: " + www.error);
failure?.Invoke(2);
}
else
{
@ -97,8 +97,6 @@ public class NetworkManager : Singleton<NetworkManager>
if (signinResult.result == 0)
{
Debug.Log("유저 이메일이 유효하지 않습니다.");
failure?.Invoke(0);
// 유저 이메일 유효하지 않음 팝업 표시
GameManager.Instance.panelManager.OpenConfirmPanel("이메일이 유효하지 않습니다.", () =>
{
@ -107,8 +105,6 @@ public class NetworkManager : Singleton<NetworkManager>
}
else if (signinResult.result == 1)
{
Debug.Log("패스워드가 유효하지 않습니다.");
failure?.Invoke(1);
// 패스워드가 유효하지 않음 팝업 표시
GameManager.Instance.panelManager.OpenConfirmPanel("패스워드가 유효하지 않습니다.", () =>
{
@ -117,14 +113,7 @@ public class NetworkManager : Singleton<NetworkManager>
}
else if (signinResult.result == 2)
{
Debug.Log("로그인에 성공하였습니다.");
success?.Invoke(signinResult);
// 성공 팝업 표시
// GameManager.Instance.panelManager.OpenConfirmPanel("로그인에 성공하였습니다.", () =>
// {
// success?.Invoke();
// });
}
}
}
@ -148,10 +137,6 @@ public class NetworkManager : Singleton<NetworkManager>
}
else
{
Debug.LogError("SID 값이 없습니다. 로그인 정보가 없습니다.");
// GameManager.Instance.panelManager.OpenConfirmPanel("SID 값이 없습니다. 로그인 정보가 없습니다.", () =>
// {
// });
failure?.Invoke();
yield break; // 더 이상 진행하지 않고 종료
}
@ -163,10 +148,6 @@ public class NetworkManager : Singleton<NetworkManager>
{
if (www.responseCode == 403)
{
Debug.Log("로그인이 필요합니다.");
// GameManager.Instance.panelManager.OpenConfirmPanel("로그인이 필요합니다.", () =>
// {
// });
failure?.Invoke();
}
}
@ -190,7 +171,6 @@ public class NetworkManager : Singleton<NetworkManager>
string sid = PlayerPrefs.GetString("sid", "");
if (string.IsNullOrEmpty(sid))
{
Debug.Log("로그인 정보가 없습니다.");
GameManager.Instance.panelManager.OpenConfirmPanel("로그인이 필요합니다.", () =>
{
failure?.Invoke();
@ -209,7 +189,6 @@ public class NetworkManager : Singleton<NetworkManager>
{
if (www.responseCode == 403)
{
Debug.Log("로그인이 필요합니다.");
GameManager.Instance.panelManager.OpenConfirmPanel("로그인이 필요합니다.", () => { });
}
failure?.Invoke();
@ -254,7 +233,6 @@ public class NetworkManager : Singleton<NetworkManager>
{
if (www.responseCode == 403)
{
Debug.Log("로그인이 필요합니다.");
GameManager.Instance.panelManager.OpenConfirmPanel("로그인이 필요합니다.", () => { });
}
@ -294,7 +272,6 @@ public class NetworkManager : Singleton<NetworkManager>
}
else
{
Debug.LogError("SID 값이 없습니다. 로그인 정보가 없습니다.");
GameManager.Instance.panelManager.OpenConfirmPanel("SID 값이 없습니다. 로그인 정보가 없습니다.", () =>
{
failure?.Invoke();
@ -309,7 +286,6 @@ public class NetworkManager : Singleton<NetworkManager>
{
if (www.responseCode == 403)
{
Debug.Log("로그인이 필요합니다.");
GameManager.Instance.panelManager.OpenConfirmPanel("로그인이 필요합니다.", () => { });
}
@ -354,7 +330,6 @@ public class NetworkManager : Singleton<NetworkManager>
}
else
{
Debug.LogError("SID 값이 없습니다. 로그인 정보가 없습니다.");
failure?.Invoke();
yield break;
}
@ -364,7 +339,6 @@ public class NetworkManager : Singleton<NetworkManager>
if (www.result == UnityWebRequest.Result.ConnectionError ||
www.result == UnityWebRequest.Result.ProtocolError)
{
Debug.Log("광고 시청 후 코인 충전 실패: " + www.error);
failure?.Invoke();
}
else
@ -374,13 +348,11 @@ public class NetworkManager : Singleton<NetworkManager>
if (rechargeResult.result == "SUCCESS")
{
Debug.Log("광고 시청으로 코인 충전 완료: " + rechargeResult.recharged);
UserManager.Instance.SetCoinsInfo();
success?.Invoke(rechargeResult.recharged);
}
else
{
Debug.Log("광고 시청 후 충전 실패: " + rechargeResult.result);
failure?.Invoke();
}
}
@ -392,7 +364,7 @@ public class NetworkManager : Singleton<NetworkManager>
/// 코인 구매 함수
/// </summary>
/// <param name="amount">충전양</param>
/// <param name="paymentId">결제ID(??)</param>
/// <param name="paymentId">결제ID</param>
/// <param name="paymentType">결제타입(카드,구글페이)</param>
/// <param name="success"></param>
/// <param name="failure"></param>
@ -421,7 +393,6 @@ public class NetworkManager : Singleton<NetworkManager>
}
else
{
Debug.LogError("SID 값이 없습니다. 로그인 정보가 없습니다.");
failure?.Invoke();
yield break;
}
@ -430,7 +401,6 @@ public class NetworkManager : Singleton<NetworkManager>
if (www.result == UnityWebRequest.Result.ConnectionError || www.result == UnityWebRequest.Result.ProtocolError)
{
Debug.LogError("결제 요청 실패: " + www.error);
failure?.Invoke();
}
else
@ -440,8 +410,6 @@ public class NetworkManager : Singleton<NetworkManager>
if (purchaseResult.result == "SUCCESS")
{
Debug.Log($"결제 완료 {purchaseResult.purchased} 코인 충전됨, 현재 코인: {purchaseResult.currentCoins}");
// 유저 데이터 갱신
UserManager.Instance.SetCoinsInfo();
@ -450,7 +418,6 @@ public class NetworkManager : Singleton<NetworkManager>
}
else
{
Debug.LogError("결제 후 코인 충전 실패: " + purchaseResult.result);
failure?.Invoke();
}
}
@ -482,7 +449,6 @@ public class NetworkManager : Singleton<NetworkManager>
}
else
{
Debug.LogError("SID 값이 없습니다. 로그인 정보가 없습니다.");
failure?.Invoke("LOGIN_REQUIRED");
yield break;
}
@ -492,8 +458,6 @@ public class NetworkManager : Singleton<NetworkManager>
if (www.result == UnityWebRequest.Result.ConnectionError ||
www.result == UnityWebRequest.Result.ProtocolError)
{
Debug.LogError("코인 차감 실패: " + www.error);
if (www.responseCode == 400)
{
failure?.Invoke("INSUFFICIENT_COINS");
@ -510,13 +474,11 @@ public class NetworkManager : Singleton<NetworkManager>
if (deductResult.result == "SUCCESS")
{
Debug.Log("코인 차감 완료: " + deductResult.deducted);
UserManager.Instance.SetCoinsInfo();
success?.Invoke(deductResult.deducted);
}
else
{
Debug.LogError("코인 차감 실패: " + deductResult.result);
failure?.Invoke(deductResult.result);
}
}
@ -527,6 +489,7 @@ public class NetworkManager : Singleton<NetworkManager>
{
StartCoroutine(UpdateScoreCoroutine(isWin, success, failure));
}
public IEnumerator UpdateScoreCoroutine(int isWin, Action<ScoreInfoResult> success, Action failure)
{
string jsonString = "{\"isWin\": "+isWin.ToString() + "}";
@ -546,7 +509,6 @@ public class NetworkManager : Singleton<NetworkManager>
}
else
{
Debug.LogError("SID 값이 없습니다. 로그인 정보가 없습니다.");
GameManager.Instance.panelManager.OpenConfirmPanel("SID 값이 없습니다. 로그인 정보가 없습니다.", () =>
{
failure?.Invoke();
@ -559,7 +521,6 @@ public class NetworkManager : Singleton<NetworkManager>
if (www.result == UnityWebRequest.Result.ConnectionError ||
www.result == UnityWebRequest.Result.ProtocolError)
{
Debug.LogError("Error: " + www.error);
failure?.Invoke();
}
else
@ -571,5 +532,4 @@ public class NetworkManager : Singleton<NetworkManager>
}
}
}
}

View File

@ -25,7 +25,7 @@ public class ScoreCellController : MonoBehaviour
if (profileImage != null)
{
profileImage.sprite = profileSprites[item.imageIndex]; // 프로필 이미지 (Sprite 할당)
profileImage.sprite = profileSprites[item.imageIndex];
}
}
}

View File

@ -7,5 +7,5 @@ using UnityEngine.Serialization;
[Serializable]
public class ScoreListWrapper
{
public List<ScoreInfo> leaderboardDatas; // 여러 개의 ScoreInfo를 담을 리스트
public List<ScoreInfo> leaderboardDatas;
}

View File

@ -78,7 +78,6 @@ public class ReplayController : MonoBehaviour
//유저 닉네임 설정
playerANicknameText.text = ReplayManager.Instance.GetPlayerANickname();
playerBNicknameText.text = ReplayManager.Instance.GetPlayerBNickname();
//프로필 이미지 설정
int playerAProgileIndex = ReplayManager.Instance.GetPlayerAProfileIndex();
int playerBProgileIndex = ReplayManager.Instance.GetPlayerBProfileIndex();
@ -92,7 +91,6 @@ public class ReplayController : MonoBehaviour
{
return;
}
// 모든 프로필 이미지 비활성화 후, 선택한 이미지만 활성화
foreach (var img in profileImages)
{

View File

@ -208,12 +208,12 @@ public class ReplayManager : Singleton<ReplayManager>
_gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerB, nextMove.columnIndex, nextMove.rowIndex);
}
// 돌이 놓인 내역을 ReplayManager에도 반영
ReplayManager.Instance.PushMove(nextMove);
PushMove(nextMove);
}
public void ReplayUndo(Move targetMove)
{
ReplayManager.Instance.PushUndoMove(targetMove);
PushUndoMove(targetMove);
_gameLogic.RemoveStone(targetMove.columnIndex, targetMove.rowIndex);
if (_placedStoneStack.Count > 0)
{

View File

@ -21,11 +21,6 @@ public abstract class EffectController : MonoBehaviour, IPointerClickHandler
public delegate void OnEffectPanelEnded();
protected OnEffectPanelEnded onEffectPanelEnded;
// protected virtual void Start()
// {
// ShowEffect();
// }
// 효과를 실행하는 메서드 (자식이 구현해야 함)
public abstract void ShowEffect([CanBeNull] OnEffectPanelEnded onEffectPanelEnded);

View File

@ -167,7 +167,6 @@ public class RatingPointsController : MonoBehaviour
scoreCountText.text = $"더 이상 강등 될 수 없습니다.\n누적 {loseCount*-1} 패 하셨습니다.";
}
//승급, 강등시 패널을 초기화해서 띄워주는 함수 추가
public void InitRatingUpPoints()
{
StartCoroutine(RatingUpPoints());

View File

@ -7,11 +7,11 @@ using TMPro;
public class LeaderBoardController : MonoBehaviour
{
[SerializeField] private GameObject rankingPrefab; // Ranking 프리팹을 참조 (Horizontal Layout)
[SerializeField] private Transform content; // Vertical Layout Group
[SerializeField] private GameObject rankingPrefab;
[SerializeField] private Transform content;
[SerializeField] private GameObject MainPanel;
[SerializeField] private GameObject leaderboardPanel;
[SerializeField] private Scrollbar verticalScrollbar;// LeaderboardPanel 참조
[SerializeField] private Scrollbar verticalScrollbar;
private bool isLeaderboardLoaded = false;
@ -24,7 +24,7 @@ public class LeaderBoardController : MonoBehaviour
{
GameManager.Instance.audioManager.PlayClickSound();
if (isLeaderboardLoaded) return; // 이미 리더보드가 로드되었으면 중복 호출 방지
if (isLeaderboardLoaded) return;
leaderboardPanel.SetActive(true);
NetworkManager.Instance.GetLeaderboard((leaderboardItems) =>
@ -36,57 +36,52 @@ public class LeaderBoardController : MonoBehaviour
public void Show(List<ScoreInfo> leaderboardItems)
{
// 기존 셀 삭제 (리스트가 갱신될 때마다)
foreach (Transform child in content)
{
Destroy(child.gameObject);
}
// 받은 데이터로 셀 생성
foreach (var item in leaderboardItems)
{
CreateCell(item); // 셀 생성
CreateCell(item);
}
}
private void CreateCell(ScoreInfo item)
{
// Ranking 프리팹을 content의 자식으로 생성
var scoreCellObj = Instantiate(rankingPrefab, content);
// Ranking 프리팹에 포함된 ScoreCellController를 찾아서 설정
var scoreCellController = scoreCellObj.GetComponent<ScoreCellController>();
if (scoreCellController != null)
{
// 각 항목에 대한 UI 설정
scoreCellController.SetCellInfo(item); // ScoreInfo로 셀 정보 설정
}
else
{
Debug.LogError("ScoreCellController가 Ranking 프리팹에 없습니다.");
scoreCellController.SetCellInfo(item);
}
}
// BackButton 클릭 시 호출되는 메소드
public void OnBackButtonClicked()
{
GameManager.Instance.audioManager.PlayCloseSound();
leaderboardPanel.SetActive(false); // LeaderboardPanel 숨기기
MainPanel.SetActive(true); // SignInPanel 보이게 하기
leaderboardPanel.SetActive(false);
MainPanel.SetActive(true);
}
private List<ScoreInfo> LoadOfflineLeaderboard()
{
List<ScoreInfo> leaderboard = new List<ScoreInfo>();
// 오프라인 데이터 로딩 (PlayerPrefs 사용 예시)
string savedData = PlayerPrefs.GetString("OfflineLeaderboard", string.Empty);
if (!string.IsNullOrEmpty(savedData))
{
// 저장된 JSON 데이터를 파싱하여 리더보드 리스트로 변환
leaderboard = JsonUtility.FromJson<ScoreListWrapper>(savedData).leaderboardDatas;
}
@ -95,6 +90,6 @@ public class LeaderBoardController : MonoBehaviour
private void OnDisable()
{
Destroy(gameObject); // 자기 자신을 삭제
Destroy(gameObject);
}
}

View File

@ -22,11 +22,7 @@ public class RatingPanelController : PanelController
{
Hide();
}
//TODO: 미사용시 삭제
public void OnClickRetryButton()
{
Hide(() => { });
}
public void Show(Enums.GameResult gameResult)
{
base.Show(RatingPanelStart(gameResult));
@ -43,9 +39,6 @@ public class RatingPanelController : PanelController
//기존 점수로 애니메이션 보여줄 때까지 기다림
yield return InitRatingPanel(gameResult);
//유저 인포 업데이트와 승급 이펙트 띄우기
// TODO: 서버 업데이트를 승급패널보다 더 큰 로직에서 처리하는 것이 좋을 것 같습니다.
// 리팩토링 시 반영 부탁드립니다.
switch (gameResult)
{
case (Enums.GameResult.Win):
@ -61,7 +54,6 @@ public class RatingPanelController : PanelController
//패널의 포인트들 초기화
_ratingPointsController.InitRatingUpPoints();
//TODO: 승급이 10->9 그리고 5->4일 때 패널 바꿔주기
}
},() => { });
break;
@ -75,7 +67,6 @@ public class RatingPanelController : PanelController
GameManager.Instance.panelManager.OpenRatingEffectPanel(-1);
_ratingPointsController.InitRatingDownPoints();
//TODO: 강등이 4->5 그리고 9->10일 때 패널 바꿔주기
}
}, () => { });
break;

View File

@ -11,11 +11,11 @@ public class SettingsPanelController : PanelController
void Start()
{
// 스위치 컨트롤러 상태 변경 이벤트 연결
sfxSwitch.GetComponent<SwitchController>().OnSwitchChanged += OnSFXToggleValueChanged;
bgmSwitch.GetComponent<SwitchController>().OnSwitchChanged += OnBGMToggleValueChanged;
// 현재 저장된 설정 값을 UI에 반영
sfxSwitch.GetComponent<SwitchController>().SetSwitch(UserManager.IsPlaySFX);
bgmSwitch.GetComponent<SwitchController>().SetSwitch(UserManager.IsPlayBGM);
}
@ -26,34 +26,32 @@ public class SettingsPanelController : PanelController
base.Show();
}
// SFX On/Off 시 호출되는 함수
public void OnSFXToggleValueChanged(bool value)
{
UserManager.IsPlaySFX = value; // UserManager에 값 저장
UserManager.IsPlaySFX = value;
}
// BGM On/Off 시 호출되는 함수
public void OnBGMToggleValueChanged(bool value)
{
UserManager.IsPlayBGM = value; // UserManager에 값 저장
UserManager.IsPlayBGM = value;
// BGM을 끄는 경우
if (!value)
{
AudioManager.Instance.StopBGM(); // BGM을 끄기
AudioManager.Instance.StopBGM();
}
// BGM을 켜는 경우
else
{
// 이미 BGM이 재생 중인 경우 새로 시작하지 않도록 체크
if (!AudioManager.Instance.bgmAudioSource.isPlaying)
{
AudioManager.Instance.PlayBGM(); // BGM을 켜기
AudioManager.Instance.PlayBGM();
}
}
}
// X 버튼 클릭시 호출되는 함수
public void OnClickCloseButton()
{
Hide();

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@ -1,25 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CoinUITestScript : MonoBehaviour
{
[SerializeField] private CoinsPanelController coinsPanelController;
public void OnClickAddCoin()
{
// coinsPanelController.AddCoins(100, () =>
// {
// Debug.Log("Add coin 후 동작");
// });
}
public void OnClickRemoveCoin()
{
coinsPanelController.RemoveCoins(() =>
{
Debug.Log("코인을 제거한 후 동작");
});
}
}

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