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); } }