using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.UI; public class ReplayCell : MonoBehaviour { [SerializeField] private Image winImage; [SerializeField] private Image loseImage; //TODO: TextMeshProUGI 수정하기 [SerializeField] private TMP_Text playerNicknameText; [SerializeField] private TMP_Text recordDateText; private ReplayRecord _storedReplayRecord; private Enums.PlayerType _myPlayerType; private string _opponentNickname; //유저가 이겼을 경우 '승'(파랑)이미지 졌을 경우'패'(빨강)이미지 public void SetWinImage(bool isWin) { if (isWin == true) { winImage.gameObject.SetActive(true); loseImage.gameObject.SetActive(false); } else { loseImage.gameObject.SetActive(true); winImage.gameObject.SetActive(false); } } public void SetMyPlayerType(Enums.PlayerType myPlayerType) { _myPlayerType = myPlayerType; } public void SetOpponentPlayerNickname(string nickname) { _opponentNickname = nickname; playerNicknameText.text = nickname; } public void SetRecordDate(string date) { string text = ""; string[] dateSplit = date.Split(' '); if (dateSplit.Length == 2) { text += dateSplit[0].Replace("-", "."); text += "\n"; text += dateSplit[1].Replace("_", ":"); } recordDateText.text = text; } public void SetReplayRecord(ReplayRecord record) { _storedReplayRecord = record; } //TODO: storedReplayRecord를 가지고 게임 씬으로 전환 public void OnClickReplayButton() { Debug.Log($"Replay Start with {_opponentNickname}\nDate: {_storedReplayRecord.gameDate}\n" + $"Moves: {_storedReplayRecord.moves}"); } }