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