Lim0_C efaf3095c1 DO-33 Fix: GameLogic 수정
확장성을 높이기 위해 코드 수정
2025-03-14 18:06:48 +09:00

213 lines
5.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class BasePlayerState
{
public abstract void OnEnter(GameLogic gameLogic);
public abstract void OnExit(GameLogic gameLogic);
public abstract void HandleMove(GameLogic gameLogic, int row, int col);
public abstract void HandleNextTurn(GameLogic gameLogic);
public void ProcessMove(GameLogic gameLogic, Enums.PlayerType playerType, int row, int col)
{
gameLogic.SetNewBoardValue(playerType, row, col);
//TODO: 승패 비교 필요
HandleNextTurn(gameLogic);
}
}
public class PlayerState : BasePlayerState
{
private Enums.PlayerType _playerType;
private bool _isFirstPlayer;
public PlayerState(bool isFirstPlayer)
{
_isFirstPlayer = isFirstPlayer;
_playerType = isFirstPlayer ? Enums.PlayerType.PlayerA : Enums.PlayerType.PlayerB;
}
public override void OnEnter(GameLogic gameLogic)
{
gameLogic.currentTurn = _playerType;
gameLogic.stoneController.OnStoneClickedDelegate = (row, col) =>
{
HandleMove(gameLogic, row, col);
};
}
public override void OnExit(GameLogic gameLogic)
{
gameLogic.stoneController.OnStoneClickedDelegate = null;
}
public override void HandleMove(GameLogic gameLogic, int row, int col)
{
gameLogic.SetStoneSelectedState(row, col);
}
public override void HandleNextTurn(GameLogic gameLogic)
{
if (_isFirstPlayer)
{
gameLogic.SetState(gameLogic.secondPlayerState);
}
else
{
gameLogic.SetState(gameLogic.firstPlayerState);
}
}
}
public class AIState: BasePlayerState
{
public override void OnEnter(GameLogic gameLogic)
{
//TODO: AI이식
}
public override void OnExit(GameLogic gameLogic)
{
}
public override void HandleMove(GameLogic gameLogic, int row, int col)
{
}
public override void HandleNextTurn(GameLogic gameLogic)
{
}
}
public class MultiPlayerState: BasePlayerState
{
public override void OnEnter(GameLogic gameLogic)
{
}
public override void OnExit(GameLogic gameLogic)
{
}
public override void HandleMove(GameLogic gameLogic, int row, int col)
{
}
public override void HandleNextTurn(GameLogic gameLogic)
{
}
}
public class GameLogic : MonoBehaviour
{
private Enums.PlayerType[,] _board;
public StoneController stoneController;
public Enums.PlayerType currentTurn;
public BasePlayerState firstPlayerState;
public BasePlayerState secondPlayerState;
private BasePlayerState _currentPlayerState;
//선택된 좌표
public int selectedRow;
public int selectedCol;
//마지막 배치된 좌표
private int _lastRow;
private int _lastCol;
public GameLogic(StoneController stoneController, Enums.GameType gameType)
{
//보드 초기화
_board = new Enums.PlayerType[15, 15];
this.stoneController = stoneController;
selectedRow = -1;
selectedCol = -1;
_lastRow = -1;
_lastCol = -1;
switch (gameType)
{
case Enums.GameType.SinglePlay:
firstPlayerState = new PlayerState(true);
secondPlayerState = new PlayerState(false);
SetState(firstPlayerState);
break;
case Enums.GameType.MultiPlay:
//TODO: 멀티 구현 필요
break;
}
}
public void OnConfirm()
{
_currentPlayerState.ProcessMove(this, currentTurn, selectedRow, selectedCol);
}
public void SetState(BasePlayerState state)
{
_currentPlayerState?.OnExit(this);
_currentPlayerState = state;
_currentPlayerState?.OnEnter(this);
}
//스톤의 상태변경 명령함수
public void SetStoneNewState(Enums.StoneState state, int row, int col)
{
stoneController.SetStoneState(state, row, col);
}
public void SetStoneSelectedState(int row, int col)
{
if (_board[row, col] != Enums.PlayerType.None) return;
//첫수 및 중복 확인
if ((selectedRow != row || selectedCol != col) && (selectedRow != -1 && selectedCol != -1))
{
stoneController.SetStoneState(Enums.StoneState.None,selectedRow, selectedCol);
}
selectedRow = row;
selectedCol = col;
stoneController.SetStoneState(Enums.StoneState.Selected, row, col);
}
//보드에 돌추가 함수
public void SetNewBoardValue(Enums.PlayerType playerType, int row, int col)
{
if (_board[row, col] != Enums.PlayerType.None) return;
if (playerType == Enums.PlayerType.PlayerA)
{
stoneController.SetStoneType(Enums.StoneType.Black, row, col);
stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col);
_board[row, col] = Enums.PlayerType.PlayerA;
LastNSelectedSetting(row, col);
}
if (playerType == Enums.PlayerType.PlayerB)
{
stoneController.SetStoneType(Enums.StoneType.White, row, col);
stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col);
_board[row, col] = Enums.PlayerType.PlayerB;
LastNSelectedSetting(row, col);
}
}
//마지막 좌표와 선택 좌표 세팅
private void LastNSelectedSetting(int row, int col)
{
//첫수 확인
if (_lastRow != -1 || _lastCol != -1)
{
stoneController.SetStoneState(Enums.StoneState.None, _lastRow, _lastCol);
}
//마지막 좌표 저장
_lastRow = row;
_lastCol = col;
//선택 좌표 초기화
selectedRow = -1;
selectedCol = -1;
}
}