HaeinLEE 63a3e12907 [Feat] 기보데이터 Next와 Undo 구현
화면상에서 돌 치우는 기능 구현 필효
2025-03-17 14:30:30 +09:00

204 lines
5.2 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
[Serializable]
public class ReplayRecord
{
public string gameDate;
public string playerA;
public string playerB;
public List<Move> moves = new List<Move>();
public string winnerPlayerType;
}
[Serializable]
public class Move
{
public string stoneType;
public int columnIndex;
public int rowIndex;
public Move(string stoneType, int columnIndex,int rowIndex)
{
this.stoneType = stoneType;
this.columnIndex = columnIndex;
this.rowIndex = rowIndex;
}
}
public class ReplayManager : Singleton<ReplayManager>
{
private ReplayRecord _recordingReplayData;
#region
private ReplayRecord _replayRecord;
//DO, Undo를 위한 스택
private Stack<Move> _placedStoneStack;
private Stack<Move> _undoStack;
private int _moveIndex;
public void InitReplayBoard(ReplayRecord replayRecord)
{
_replayRecord = replayRecord;
_moveIndex = 0;
_placedStoneStack = new Stack<Move>();
_undoStack = new Stack<Move>();
}
public Move GetNextMove()
{
if (_undoStack.Count > 0)
return _undoStack.Pop();
if(_moveIndex >= _replayRecord.moves.Count)
return null;
Move move = _replayRecord.moves[_moveIndex];
_moveIndex++;
return move;
}
public void PushMove(Move storedMove)
{
_placedStoneStack.Push(storedMove);
}
public Move PopMove()
{
if (_placedStoneStack.Count == 0)
return null;
Move move = _placedStoneStack.Pop();
return move;
}
public void PushUndoMove(Move storedMove)
{
_undoStack.Push(storedMove);
}
#endregion
#region
///<summary>
/// 게임 시작에 호출해서 기보 데이터 초기화
/// </summary>
public void InitReplayData(string playerANickname, string playerBNickname)
{
_recordingReplayData = new ReplayRecord();
_recordingReplayData.playerA = playerANickname;
_recordingReplayData.playerB = playerBNickname;
}
///<summary>
/// 게임 씬에서 착수를 할 때마다 호출해서 기록
/// </summary>
public void RecordStonePlaced(Enums.StoneType stoneType,int row, int col)
{
string stoneColor = stoneType.ToString();
_recordingReplayData.moves.Add(new Move(stoneColor, row, col));
}
/// <summary>
/// 게임 종료 후 호출하여 리플레이 데이터를 저장합니다.
/// </summary>
public void SaveReplayData(Enums.PlayerType winnerPlayerType)
{
try
{
string time = DateTime.Now.ToString(("yyyy-MM-dd HH_mm_ss"));
_recordingReplayData.gameDate = time;
_recordingReplayData.winnerPlayerType = winnerPlayerType.ToString();
string json = JsonUtility.ToJson(_recordingReplayData, true);
string path = Path.Combine(Application.persistentDataPath, $"{time}.json");
File.WriteAllText(path, json);
//최신 데이터 10개만 유지되도록 저장
RecordCountChecker();
}
catch(Exception e)
{
Debug.LogError($"An error occurred while saving replay data:{e.Message}");
}
}
#endregion
//폴더내 기보 파일을 전부 읽어옵니다.
public List<ReplayRecord> LoadReplayDatas()
{
List<ReplayRecord> records = new List<ReplayRecord>();
string path = Application.persistentDataPath;
try
{
var files = Directory.GetFiles(path, "*.json");
foreach (var file in files)
{
try
{
ReplayRecord record = JsonUtility.FromJson<ReplayRecord>(File.ReadAllText(file));
records.Add(record);
}
catch (Exception e)
{
Debug.LogError($"Replaydata cannot be converted to JSON: {e.Message}");
}
}
}
catch (Exception e)
{
Debug.LogError($"Replay Directory Error: {e.Message}");
}
return records;
}
private void RecordCountChecker()
{
try
{
string path = Application.persistentDataPath;
var files = Directory.GetFiles(path, "*.json");
if (files.Length <= 10)
return;
File.Delete(files[0]);
RecordCountChecker();
}
catch (Exception e)
{
Debug.LogError($"Replay Directory Error: {e.Message}");
}
}
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
}
#region for tests
public void OnClickSaveButton(string winnerPlayerType = "PlayerA")
{
if(winnerPlayerType == Enums.PlayerType.PlayerA.ToString())
SaveReplayData(Enums.PlayerType.PlayerA);
else
SaveReplayData(Enums.PlayerType.PlayerB);
}
#endregion
}