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