90 lines
2.5 KiB
C#
90 lines
2.5 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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//TODO: 테스트용, 게임로직과 머지시 삭제
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public enum PlayerType{None, PlayerA, PlayerB}
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public enum StoneType{None, White, Black}
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[Serializable]
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public class ReplayRecord
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{
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public string gameDate;
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public string playerA;
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public string playerB;
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public List<Move> moves = new List<Move>();
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public string winnerPlayerType;
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}
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[Serializable]
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public class Move
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{
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public string stoneType;
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public int columnIndex;
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public int rowIndex;
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public Move(string stoneType, int columnIndex,int rowIndex)
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{
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this.stoneType = stoneType;
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this.columnIndex = columnIndex;
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this.rowIndex = rowIndex;
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}
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}
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public class ReplayManager : Singleton<ReplayManager>
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{
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private ReplayRecord recordingReplayData;
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///<summary>
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/// 게임 시작에 호출해서 기보 데이터 초기화
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/// </summary>
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public void InitReplayData(string playerANickname, string playerBNickname)
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{
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recordingReplayData = new ReplayRecord();
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recordingReplayData.playerA = playerANickname;
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recordingReplayData.playerB = playerBNickname;
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}
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public void RecordStonePlaced(StoneType stoneType,int row, int col)
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{
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string stoneColor = stoneType == StoneType.Black ? "Black" : "White";
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recordingReplayData.moves.Add(new Move(stoneColor, row, col));
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}
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/// <summary>
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/// 게임 종료 후 호출하여 리플레이 데이터를 저장합니다.
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///<param name="winnerPlayerType">게임에서 승리한 플레이어를 플레이어 타입으로 알려주세요</param>
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/// </summary>
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public void SaveReplayData(PlayerType winnerPlayerType)
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{
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string winnerPlayer = winnerPlayerType==PlayerType.PlayerA ? "PlayerA" : "PlayerB";
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string time = DateTime.Now.ToString(("yyyy-MM-dd HH:mm:ss"));
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recordingReplayData.gameDate = time;
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recordingReplayData.winnerPlayerType = winnerPlayer;
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string json = JsonUtility.ToJson(recordingReplayData, true);
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//TODO: 최신 10개로 유지하도록 수정
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string path = Path.Combine(Application.persistentDataPath, "game_record.json");
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File.WriteAllText(path, json);
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Debug.Log("기보 저장 완료: " + path);
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}
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protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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}
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}
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