using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
public class RatingPanelController : ConfirmPanelController
{
[SerializeField] private TMP_Text getPointsText;
[SerializeField] private TMP_Text scoreText;
[SerializeField] private GameObject threePointsIndicator;
[SerializeField] private GameObject fivePointsIndicator;
[SerializeField] private GameObject tenPointsIndicator;
private bool _isWin;
private int _requiredPoints;
private int _currentPoints;
private int _myRating;
///
/// 텍스트 초기화, 승급포인트 계산
///
///
public void InitRatingPanel(bool isWin)
{
_isWin = isWin;
_myRating= UserManager.Instance.Rating;
if (_myRating >= 10 && _myRating <= 18) {// 10~18급은 3점 필요
threePointsIndicator.gameObject.SetActive(true);
} else if (_myRating >= 5 && _myRating <= 9) {// 5~9급은 5점 필요
fivePointsIndicator.gameObject.SetActive(true);
} else if (_myRating >= 1 && _myRating <= 4) {// 1~4급은 10점 필요
tenPointsIndicator.gameObject.SetActive(true);
tenPointsIndicator.GetComponent();
}
string win = _isWin ? "승리" : "패배";
string get = _isWin ? "얻었습니다." : "잃었습니다.";
getPointsText.text = $"게임에서 {win}했습니다.\n{Constants.RAING_POINTS} 승급 포인트를 {get}";
//TODO: network에 스코어 요청
}
void Start()
{
InitRatingPanel(false);
}
}