Merge branch 'main' into DO-33-오목-룰-적용하기

This commit is contained in:
Lim0_C 2025-03-19 10:25:18 +09:00
commit 107c19d3b9
54 changed files with 2846 additions and 71 deletions

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m_text: "\uD14C\uC2A4\uD2B801"
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@ -3,9 +3,12 @@ using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
[RequireComponent(typeof(AudioSource))]
public class GameManager : Singleton<GameManager>
{
[Header("Panel")]
[SerializeField] private GameObject mainPanel;
[SerializeField] private GameObject signinPanel;
[SerializeField] private GameObject signupPanel;
@ -14,8 +17,14 @@ public class GameManager : Singleton<GameManager>
[SerializeField] private GameObject rankingPanel;
[SerializeField] private GameObject shopPanel;
[SerializeField] private GameObject giboPanel;
[SerializeField] private GameObject loadingPanel;
[Header("Sound")]
[SerializeField] private AudioClip mainBgm;
private AudioSource audioSource;
private LoadingPanelController loadingPanelController;
[SerializeField] private Canvas canvas;
private UserManager _userManager; // UserManager 인스턴스 관리
private CoinsPanelController _coinsPanel;
@ -29,6 +38,9 @@ public class GameManager : Singleton<GameManager>
private void Awake()
{
// TODO: 음악 관련은 AuidoManager로 분리?
PlayMainBGM();
// UserManager가 없으면 생성
if (UserManager.Instance == null)
{
@ -43,6 +55,15 @@ public class GameManager : Singleton<GameManager>
private void Start()
{
_gameType = Enums.GameType.SinglePlay;
if (_canvas == null)
{
_canvas = GameObject.Find("Canvas").GetComponent<Canvas>();
}
// 로딩 화면 추가(자동 로그인 응답 전까지)
OpenLoadingPanel(false, false, true);
// TODO: 로딩 화면 추가(자동 로그인 응답 전까지)
// 자동 로그인
@ -55,24 +76,55 @@ public class GameManager : Singleton<GameManager>
// var fioTimer = FindObjectOfType<FioTimer>();
// _gameLogic = new GameLogic(_stoneController, _gameType, fioTimer);
}
// 배경음악 시작
public void PlayMainBGM()
{
// AudioSource 컴포넌트 가져오기
audioSource = GetComponent<AudioSource>();
if (audioSource != null && mainBgm != null)
{
// 배경음악이 설정되면 재생
audioSource.clip = mainBgm; // 음악 클립 설정
audioSource.loop = true; // 반복 재생
audioSource.volume = 0.4f; // 볼륨
audioSource.Play(); // 음악 시작
}
}
// 배경음악 멈추기
public void StopMainBGM()
{
if (audioSource != null)
{
audioSource.Stop(); // 배경음악 멈추기
}
}
private void TryAutoSignin()
{
NetworkManager.Instance.GetInfo((userInfo) =>
{
Debug.Log("자동 로그인 성공");
UserManager.Instance.SetUserInfo(userInfo);
UpdateMainPanelUI(OpenMainPanel);
// ScoreData.SetScore(userInfo.score);
OpenConfirmPanel(userInfo.nickname + "님 로그인 성공하였습니다.", () => { });
OpenConfirmPanel(userInfo.nickname + "님" + "\n" + "자동 로그인 되었습니다", () => { });
loadingPanelController.StopLoading();
}, () =>
{
Debug.Log("자동 로그인 실패");
// 로딩 멈추기
loadingPanelController.StopLoading();
// 로그인 화면
OpenSigninPanel();
});
}
/// <summary>
/// 유저 별명, 급수를 서버에서 가져온 정보로 업데이트하여 메인화면에 표시
@ -90,9 +142,9 @@ public class GameManager : Singleton<GameManager>
public void OpenMainPanel()
{
if (canvas != null)
if (_canvas != null)
{
var mainPanelObject = Instantiate(mainPanel, canvas.transform);
var mainPanelObject = Instantiate(mainPanel, _canvas.transform);
// 메인 화면 아래의 코인 패널에 서버에서 가져 온 코인 값 업데이트
_coinsPanel = mainPanelObject.GetComponentInChildren<CoinsPanelController>();
@ -105,19 +157,34 @@ public class GameManager : Singleton<GameManager>
}
}
public void OpenLoadingPanel(bool rotateImage = false, bool animatedText = false, bool flipImage = false)
{
if (_canvas != null)
{
var loadingPanelObject = Instantiate(loadingPanel, _canvas.transform);
// 로딩 화면이 생성된 후, 원하는 애니메이션 활성화
loadingPanelController = loadingPanelObject.GetComponent<LoadingPanelController>();
if (loadingPanelController != null)
{
loadingPanelController.StartLoading(rotateImage, animatedText, flipImage);
}
}
}
public void OpenSigninPanel()
{
if (canvas != null)
if (_canvas != null)
{
var signinPanelObject = Instantiate(signinPanel, canvas.transform);
var signinPanelObject = Instantiate(signinPanel, _canvas.transform);
}
}
public void OpenSignupPanel()
{
if (canvas != null)
if (_canvas != null)
{
var signupPanelObject = Instantiate(signupPanel, canvas.transform);
var signupPanelObject = Instantiate(signupPanel, _canvas.transform);
}
}
@ -134,15 +201,15 @@ public class GameManager : Singleton<GameManager>
}
}
//GameCopyLYC은 임시 게임씬 이름
public void ChangeToGameScene(Enums.GameType gameType)
private void ChangeToGameScene(Enums.GameType gameType)
{
_gameType = gameType;
SceneManager.LoadScene("GameCopyLYC");
SceneManager.LoadScene("Game");
}
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (scene.name == "GameCopyLYC")
if (scene.name == "Game")
{
if (_gameType == Enums.GameType.Replay)
{

View File

@ -0,0 +1,125 @@
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using DG.Tweening;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class LoadingPanelController : MonoBehaviour
{
[SerializeField] GameObject dragonImg;
[SerializeField] GameObject tigerImg;
[SerializeField] TextMeshProUGUI loadingText;
[SerializeField] private Sprite[] dragonSprites;
[SerializeField] private Sprite[] tigerSprites;
[SerializeField] private string fullText = "불러오는 중..."; // 원하는 문구를 인스펙터에서 설정 가능
[SerializeField] private float interval = 0.4f; // 글자 추가 속도 조정 가능
[SerializeField] float flipDuration = 0.3f; // 회전 시간
[SerializeField] float delayBetweenFlips = 1f; // 이미지 변경 주기
private int currentLength = 0;
private CancellationTokenSource cancellationTokenSource;
// 타 컴포넌트에서 애니메이션 효과 설정을 위해 호출(RotateImages와 FlipImages 혼용은 불가능: DORotate가 서로 충돌함)
public void StartLoading(bool animatedImage, bool animatedText, bool animatedFlip)
{
// 패널 활성화
gameObject.SetActive(true);
cancellationTokenSource = new CancellationTokenSource();
if (animatedImage) RotateImages(); // 캐릭터들이 좌우로 회전하는 효과
if (animatedText) StartCoroutine(AnimateLoadingText()); // 한글자씩 나타나는 효과
if (animatedFlip) FlipImages(); // 캐릭터들이 뒤집히면서 표정이 바뀌는 효과
}
// 캐릭터들이 좌우로 회전하는 효과
private void RotateImages()
{
float maxRotation = 10f; // 한쪽으로 기울일 최대 각도
float duration = 1f; // 한 방향으로 가는 시간
// 초기 회전값을 +15도로 설정
dragonImg.transform.rotation = Quaternion.Euler(0f, 0f, maxRotation);
tigerImg.transform.rotation = Quaternion.Euler(0f, 0f, maxRotation);
// 좌우로 왕복 회전 애니메이션
dragonImg.transform
.DORotate(new Vector3(0f, 0f, -maxRotation), duration) // 15도 → -15도
.SetEase(Ease.InOutBack)
.SetLoops(-1, LoopType.Yoyo);
tigerImg.transform
.DORotate(new Vector3(0f, 0f, -maxRotation), duration) // -15도 → 15도
.SetEase(Ease.InOutBack)
.SetLoops(-1, LoopType.Yoyo);
}
// 한글자씩 나타나는 효과
private IEnumerator AnimateLoadingText()
{
while (!cancellationTokenSource.IsCancellationRequested)
{
// 글자 하나씩 추가
currentLength = (currentLength + 1) % (fullText.Length + 1); // 글자 하나씩 추가 (0 ~ fullText.Length 반복)
loadingText.text = fullText.Substring(0, currentLength); // 부분 문자열 표시
yield return new WaitForSeconds(interval); // 0.2초마다 변경
// 모든 글자가 다 표시되면 1초 대기
if (currentLength == fullText.Length)
{
yield return new WaitForSeconds(1f); // 1초 대기
currentLength = 0; // 다시 처음부터 시작
}
}
}
// 캐릭터들이 뒤집히면서 표정이 바뀌는 효과
private void FlipImages()
{
GameObject[] images = { dragonImg, tigerImg };
foreach (var image in images)
{
StartCoroutine(FlipRoutine(image, image == dragonImg ? dragonSprites : tigerSprites));
}
}
private IEnumerator FlipRoutine(GameObject component, Sprite[] spriteSet)
{
var imageComponent = component.gameObject.GetComponent<Image>();
while (!cancellationTokenSource.IsCancellationRequested)
{
yield return new WaitForSeconds(delayBetweenFlips);
// 1⃣ Y축 -90도 회전
yield return component.transform.DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration / 2)
.SetEase(Ease.InBounce)
.WaitForCompletion();
// 2⃣ 랜덤한 스프라이트 선택하여 적용
if (imageComponent != null)
{
imageComponent.sprite = spriteSet[Random.Range(0, spriteSet.Length)];
}
// 3⃣ Y축 0도로 회전
yield return component.transform.DOLocalRotate(Vector3.zero, flipDuration / 2)
.SetEase(Ease.OutBounce)
.WaitForCompletion();
}
}
public void StopLoading()
{
// 코루틴 취소
if (cancellationTokenSource != null)
{
cancellationTokenSource.Cancel();
}
gameObject.SetActive(false);
}
}

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@ -64,7 +64,11 @@ public class MainPanelController : MonoBehaviour
}, () =>
{
Debug.Log("로그아웃 실패");
signOutButton.interactable = true; // 실패 시 다시 활성화
// 입력 내용 누락 팝업 표시
GameManager.Instance.OpenConfirmPanel("로그아웃을 실패했습니다.", () =>
{
signOutButton.interactable = true; // 실패 시 다시 활성화
});
});
}

View File

@ -36,14 +36,12 @@ public class NetworkManager : Singleton<NetworkManager>
if (www.responseCode == 409)
{
// TODO: 중복 사용자 생성 팝업 표시
Debug.Log("중복사용자");
failure?.Invoke();
// GameManager.Instance.OpenConfirmPanel("이미 존재하는 사용자입니다.", () =>
// {
// failure?.Invoke();
// });
// 중복 사용자 생성 팝업 표시
GameManager.Instance.OpenConfirmPanel("이미 존재하는 사용자입니다.", () =>
{
failure?.Invoke();
});
}
}
else
@ -51,11 +49,11 @@ public class NetworkManager : Singleton<NetworkManager>
var result = www.downloadHandler.text;
success?.Invoke();
// TODO: 회원가입 성공 팝업 표시
// GameManager.Instance.OpenConfirmPanel("회원 가입이 완료 되었습니다.", () =>
// {
// success?.Invoke();
// });
// 회원가입 성공 팝업 표시
GameManager.Instance.OpenConfirmPanel("회원 가입이 완료 되었습니다.", () =>
{
success?.Invoke();
});
}
}
}
@ -101,28 +99,28 @@ public class NetworkManager : Singleton<NetworkManager>
{
Debug.Log("유저 이메일이 유효하지 않습니다.");
failure?.Invoke(0);
// TODO: 유저네임 유효하지 않음 팝업 표시
// GameManager.Instance.OpenConfirmPanel("유저네임이 유효하지 않습니다.", () =>
// {
// failure?.Invoke(0);
// });
// 유저 이메일 유효하지 않음 팝업 표시
GameManager.Instance.OpenConfirmPanel("이메일이 유효하지 않습니다.", () =>
{
failure?.Invoke(0);
});
}
else if (signinResult.result == 1)
{
Debug.Log("패스워드가 유효하지 않습니다.");
failure?.Invoke(1);
// TODO: 패스워드가 유효하지 않음 팝업 표시
// GameManager.Instance.OpenConfirmPanel("패스워드가 유효하지 않습니다.", () =>
// {
// failure?.Invoke(1);
// });
// 패스워드가 유효하지 않음 팝업 표시
GameManager.Instance.OpenConfirmPanel("패스워드가 유효하지 않습니다.", () =>
{
failure?.Invoke(1);
});
}
else if (signinResult.result == 2)
{
Debug.Log("로그인에 성공하였습니다.");
success?.Invoke(signinResult);
// TODO: 성공 팝업 표시
// 성공 팝업 표시
// GameManager.Instance.OpenConfirmPanel("로그인에 성공하였습니다.", () =>
// {
// success?.Invoke();
@ -151,6 +149,9 @@ public class NetworkManager : Singleton<NetworkManager>
else
{
Debug.LogError("SID 값이 없습니다. 로그인 정보가 없습니다.");
// GameManager.Instance.OpenConfirmPanel("SID 값이 없습니다. 로그인 정보가 없습니다.", () =>
// {
// });
failure?.Invoke();
yield break; // 더 이상 진행하지 않고 종료
}
@ -163,9 +164,11 @@ public class NetworkManager : Singleton<NetworkManager>
if (www.responseCode == 403)
{
Debug.Log("로그인이 필요합니다.");
GameManager.Instance.OpenConfirmPanel("로그인이 필요합니다.", () =>
{
failure?.Invoke();
});
}
failure?.Invoke();
}
else
{
@ -188,7 +191,10 @@ public class NetworkManager : Singleton<NetworkManager>
if (string.IsNullOrEmpty(sid))
{
Debug.Log("로그인 정보가 없습니다.");
failure?.Invoke();
GameManager.Instance.OpenConfirmPanel("로그인이 필요합니다.", () =>
{
failure?.Invoke();
});
yield break; // 로그인이 되어 있지 않다면 로그아웃을 시도하지 않음
}
@ -204,6 +210,7 @@ public class NetworkManager : Singleton<NetworkManager>
if (www.responseCode == 403)
{
Debug.Log("로그인이 필요합니다.");
GameManager.Instance.OpenConfirmPanel("로그인이 필요합니다.", () => { });
}
failure?.Invoke();
}
@ -242,6 +249,7 @@ public class NetworkManager : Singleton<NetworkManager>
if (www.responseCode == 403)
{
Debug.Log("로그인이 필요합니다.");
GameManager.Instance.OpenConfirmPanel("로그인이 필요합니다.", () => { });
}
failure?.Invoke();
@ -276,7 +284,10 @@ public class NetworkManager : Singleton<NetworkManager>
else
{
Debug.LogError("SID 값이 없습니다. 로그인 정보가 없습니다.");
failure?.Invoke();
GameManager.Instance.OpenConfirmPanel("SID 값이 없습니다. 로그인 정보가 없습니다.", () =>
{
failure?.Invoke();
});
yield break; // 더 이상 진행하지 않고 종료
}
@ -288,6 +299,7 @@ public class NetworkManager : Singleton<NetworkManager>
if (www.responseCode == 403)
{
Debug.Log("로그인이 필요합니다.");
GameManager.Instance.OpenConfirmPanel("로그인이 필요합니다.", () => { });
}
failure?.Invoke();

View File

@ -45,7 +45,7 @@ public class SigninPanelController : MonoBehaviour
if (string.IsNullOrEmpty(email) || string.IsNullOrEmpty(password))
{
// TODO: 누락된 값 입력 요청 팝업 표시
GameManager.Instance.OpenConfirmPanel("입력 내용이 누락되었습니다.", () => {});
return;
}

View File

@ -62,11 +62,8 @@ public class SignupPanelController : MonoBehaviour
if (string.IsNullOrEmpty(email) || string.IsNullOrEmpty(nickname) ||
string.IsNullOrEmpty(password) || string.IsNullOrEmpty(confirmPassword))
{
// TODO: 입력 내용 누락 팝업 표시
// GameManager.Instance.OpenConfirmPanel("입력 내용이 누락되었습니다.", () =>
// {
//
// });
// 입력 내용 누락 팝업 표시
GameManager.Instance.OpenConfirmPanel("입력 내용이 누락되었습니다.", () => {});
Debug.Log("입력 내용이 누락되었습니다.");
return;
}
@ -93,13 +90,13 @@ public class SignupPanelController : MonoBehaviour
}
else
{
// TODO: 비밀번호 오류 팝업 표시
// 비밀번호 오류 팝업 표시
Debug.Log("비밀번호가 서로 다릅니다.");
// GameManager.Instance.OpenConfirmPanel("비밀번호가 서로 다릅니다.", () =>
// {
// passwordInputField.text = "";
// confirmPasswordInputField.text = "";
// });
GameManager.Instance.OpenConfirmPanel("비밀번호가 서로 다릅니다.", () =>
{
passwordInputField.text = "";
confirmPasswordInputField.text = "";
});
}
}

View File

@ -32,6 +32,20 @@ public class UserManager : Singleton<UserManager>
public int Lose { get; private set; }
public int Coins { get; private set; }
// 효과음 재생 여부
public static bool IsPlaySFX
{
get { return PlayerPrefs.GetInt("IsPlaySFX", 1) == 1; }
set { PlayerPrefs.SetInt("IsPlaySFX", value ? 1 : 0); }
}
// 배경음악 재생 여부
public static bool IsPlayBGM
{
get { return PlayerPrefs.GetInt("IsPlayBGM", 1) == 1; }
set { PlayerPrefs.SetInt("IsPlayBGM", value ? 1 : 0); }
}
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
}

View File

@ -68,4 +68,9 @@ public class SwitchController : MonoBehaviour
{
SetOn(!_isOn);
}
public void SetSwitch(bool isOn)
{
SetOn(isOn);
}
}

View File

@ -14,12 +14,17 @@ public class SettingsPanelController : PanelController
//스위치 컨트롤러 상태 변경 이벤트 연결
sfxSwitch.GetComponent<SwitchController>().OnSwitchChanged += (OnSFXToggleValueChanged);
bgmSwitch.GetComponent<SwitchController>().OnSwitchChanged += (OnBGMToggleValueChanged);
// 현재 저장된 설정 값을 UI에 반영
sfxSwitch.GetComponent<SwitchController>().SetSwitch(UserManager.IsPlaySFX);
bgmSwitch.GetComponent<SwitchController>().SetSwitch(UserManager.IsPlayBGM);
}
// SFX On/Off시 호출되는 함수
public void OnSFXToggleValueChanged(bool value)
{
Debug.Log("SFX : "+ value);
UserManager.IsPlaySFX = value; // UserManager에 값 저장
}
@ -27,6 +32,17 @@ public class SettingsPanelController : PanelController
public void OnBGMToggleValueChanged(bool value)
{
Debug.Log("BGM : "+ value);
UserManager.IsPlayBGM = value; // UserManager에 값 저장
// GameManager에서 BGM 상태를 반영
if (value)
{
GameManager.Instance.PlayMainBGM(); // BGM을 켜기
}
else
{
GameManager.Instance.StopMainBGM(); // BGM을 끄기
}
}

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