diff --git a/Assets/GameUIController.cs b/Assets/GameUIController.cs
index f97ccd2..49883f4 100644
--- a/Assets/GameUIController.cs
+++ b/Assets/GameUIController.cs
@@ -40,37 +40,70 @@ public class GameUIController : MonoBehaviour
public void OnClickSurrenderButton()
{
- GameManager.Instance.panelManager.OpenConfirmPanel("항복 하시겠습니까?", () =>
+ if (GameManager.Instance.CheckIsSinglePlay())
{
- _multiplayManager.RequestSurrender();
- }, true);
+ GameManager.Instance.SurrenderSinglePlay();
+ }
+ else
+ {
+ GameManager.Instance.panelManager.OpenConfirmPanel("항복 하시겠습니까?", () =>
+ {
+ _multiplayManager.RequestSurrender();
+ }, true);
+ }
}
public void OnClickDrawRequestButton()
{
- if (GameManager.Instance.GetRequestDrawChance())
+ if (GameManager.Instance.CheckIsSinglePlay())
{
- GameManager.Instance.panelManager.OpenConfirmPanel("무승부 신청을 하시겠습니까?", () =>
- {
- _multiplayManager.RequestDraw();
- }, true);
- GameManager.Instance.SetRequestDrawChanceFalse();
+ GameManager.Instance.DrawSinglePlay();
}
else
{
- GameManager.Instance.panelManager.OpenConfirmPanel("무승부 요청이 제한돼있습니다.",()=>{});
+ if (GameManager.Instance.GetRequestDrawChance())
+ {
+ GameManager.Instance.panelManager.OpenConfirmPanel("무승부 신청을 하시겠습니까?", () =>
+ {
+ _multiplayManager.RequestDraw();
+ });
+ GameManager.Instance.SetRequestDrawChanceFalse();
+ }
+ else
+ {
+ GameManager.Instance.panelManager.OpenConfirmPanel("무승부 요청이 제한돼있습니다.",()=>{});
+ }
}
}
+ public void OnClickRevengeRequestButton()
+ {
+ if (GameManager.Instance.CheckIsSinglePlay())
+ {
+ GameManager.Instance.panelManager.OpenConfirmPanel("상대방이 방을 나갔습니다.",() =>
+ {
+
+ });
+ }
+ else
+ {
+ GameManager.Instance.panelManager.OpenConfirmPanel("재대결 신청을\n하시겠습니까?", () =>
+ {
+ GameManager.Instance.panelManager.OpenLoadingPanel(true, true, false, false);
+ _multiplayManager.RequestRevengeRequest();
+ });
+ }
+ }
+
+ public void OnClickInGameMenuOpenButton()
+ {
+ GameManager.Instance.panelManager.OpenInGameMenuPanel();
+ }
+
public void OnClickSettingsButton()
{
GameManager.Instance.panelManager.OpenSettingsPanel();
}
-
- public void OnClickInGameMenuButton()
- {
- GameManager.Instance.panelManager.OpenInGameMenuPanel();
- }
public void InitPlayersName(string playerNameA, string playerNameB)
{
@@ -116,11 +149,11 @@ public class GameUIController : MonoBehaviour
{
profileImage.sprite = profileImageSprites[3];
}
-
+
profileImage.transform.DOScale(1.5f, 0.3f).SetEase(Ease.InBack).OnComplete(() =>
{
profileImage.transform.DOScale(1f, 0.3f).SetEase(Ease.OutBack);
});
}
-
+
}
diff --git a/Assets/KJM/Admob.meta b/Assets/KJM/Admob.meta
deleted file mode 100644
index 2d80dc7..0000000
--- a/Assets/KJM/Admob.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/Assets/KJM/KJMprefabs.meta b/Assets/KJM/KJMprefabs.meta
deleted file mode 100644
index fcb6bf6..0000000
--- a/Assets/KJM/KJMprefabs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/Assets/KJM/KJMprefabs/Confirm Panel.prefab b/Assets/KJM/KJMprefabs/Confirm Panel.prefab
deleted file mode 100644
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--- a/Assets/KJM/KJMprefabs/Confirm Panel.prefab
+++ /dev/null
@@ -1,717 +0,0 @@
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diff --git a/Assets/KJM/KJMprefabs/Shop Panel.prefab.meta b/Assets/KJM/KJMprefabs/Shop Panel.prefab.meta
deleted file mode 100644
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diff --git a/Assets/KJM/ShopTest/MainPanelButtonController.cs b/Assets/KJM/ShopTest/MainPanelButtonController.cs
deleted file mode 100644
index 50ce881..0000000
--- a/Assets/KJM/ShopTest/MainPanelButtonController.cs
+++ /dev/null
@@ -1,46 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-///
-/// 메인 패널 메뉴 버튼
-///
-public class MainPanelButtonController : MonoBehaviour
-{
- //상점 패널 생성
- public void OnShopPanelClick()
- {
- List shopItems = new List(); //상점 데이터 리스트 생성
- for (int i = 0; i < 5; i++)
- {
- if (i == 0) //광고 항목
- {
- ShopItem shopItem = new ShopItem
- {
- name = "500개",
- price = "광고 보기"
- };
- shopItems.Add(shopItem);
- }
- else
- {
- ShopItem shopItem = new ShopItem
- {
- name = i*1000+"개 ",
- price = $"{i * 1000}"
- };
- shopItems.Add(shopItem);
- }
- }
- GameManager.Instance.panelManager.OpenShopPanel(shopItems);
- }
-
- public void OpenReplayPanelClick()
- {
- GameManager.Instance.panelManager.OpenReplayPanel();
- }
-
- //public void OpenRankingPanelClick()
- //{
- //GameManager.Instance.panelManager.OnRankingPanelClick();
- //}
-}
diff --git a/Assets/KJM/ShopTest/MainPanelButtonController.cs.meta b/Assets/KJM/ShopTest/MainPanelButtonController.cs.meta
deleted file mode 100644
index f4a033b..0000000
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diff --git a/Assets/KJM/ShopTest/ShopTestKJM.unity b/Assets/KJM/ShopTest/ShopTestKJM.unity
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similarity index 74%
rename from Assets/KJM/KJMprefabs/Replay Panel.prefab.meta
rename to Assets/Resources/Prefabs/Test [Canvas] Game UI.prefab.meta
index 1911b11..d482be9 100644
--- a/Assets/KJM/KJMprefabs/Replay Panel.prefab.meta
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diff --git a/Assets/Resources/Prefabs/[Canvas] Game UI.prefab b/Assets/Resources/Prefabs/[Canvas] Game UI.prefab
index 337bf21..1fa8870 100644
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index d482be9..2a86b13 100644
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diff --git a/Assets/Resources/Sounds/Click Sound.mp3 b/Assets/Resources/Sounds/ClickSound.mp3
similarity index 100%
rename from Assets/Resources/Sounds/Click Sound.mp3
rename to Assets/Resources/Sounds/ClickSound.mp3
diff --git a/Assets/Resources/Sounds/Click Sound.mp3.meta b/Assets/Resources/Sounds/ClickSound.mp3.meta
similarity index 100%
rename from Assets/Resources/Sounds/Click Sound.mp3.meta
rename to Assets/Resources/Sounds/ClickSound.mp3.meta
diff --git a/Assets/Resources/Sounds/Close Sound.mp3 b/Assets/Resources/Sounds/CloseSound.mp3
similarity index 100%
rename from Assets/Resources/Sounds/Close Sound.mp3
rename to Assets/Resources/Sounds/CloseSound.mp3
diff --git a/Assets/Resources/Sounds/Close Sound.mp3.meta b/Assets/Resources/Sounds/CloseSound.mp3.meta
similarity index 100%
rename from Assets/Resources/Sounds/Close Sound.mp3.meta
rename to Assets/Resources/Sounds/CloseSound.mp3.meta
diff --git a/Assets/Resources/Sounds/Coins ADD Sound.wav b/Assets/Resources/Sounds/CoinsAddSound.wav
similarity index 100%
rename from Assets/Resources/Sounds/Coins ADD Sound.wav
rename to Assets/Resources/Sounds/CoinsAddSound.wav
diff --git a/Assets/Resources/Sounds/Coins ADD Sound.wav.meta b/Assets/Resources/Sounds/CoinsAddSound.wav.meta
similarity index 100%
rename from Assets/Resources/Sounds/Coins ADD Sound.wav.meta
rename to Assets/Resources/Sounds/CoinsAddSound.wav.meta
diff --git a/Assets/Resources/Sounds/Coins Empty Sound.wav b/Assets/Resources/Sounds/CoinsEmptySound.wav
similarity index 100%
rename from Assets/Resources/Sounds/Coins Empty Sound.wav
rename to Assets/Resources/Sounds/CoinsEmptySound.wav
diff --git a/Assets/Resources/Sounds/Coins Empty Sound.wav.meta b/Assets/Resources/Sounds/CoinsEmptySound.wav.meta
similarity index 100%
rename from Assets/Resources/Sounds/Coins Empty Sound.wav.meta
rename to Assets/Resources/Sounds/CoinsEmptySound.wav.meta
diff --git a/Assets/Resources/Sounds/Coins Remove Sound.wav b/Assets/Resources/Sounds/CoinsRemoveSound.wav
similarity index 100%
rename from Assets/Resources/Sounds/Coins Remove Sound.wav
rename to Assets/Resources/Sounds/CoinsRemoveSound.wav
diff --git a/Assets/Resources/Sounds/Coins Remove Sound.wav.meta b/Assets/Resources/Sounds/CoinsRemoveSound.wav.meta
similarity index 100%
rename from Assets/Resources/Sounds/Coins Remove Sound.wav.meta
rename to Assets/Resources/Sounds/CoinsRemoveSound.wav.meta
diff --git a/Assets/Resources/Sounds/DrawSound.mp3 b/Assets/Resources/Sounds/DrawSound.mp3
new file mode 100644
index 0000000..cec2aa6
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diff --git a/Assets/Resources/stone sound 2.mp3.meta b/Assets/Resources/Sounds/DrawSound.mp3.meta
similarity index 91%
rename from Assets/Resources/stone sound 2.mp3.meta
rename to Assets/Resources/Sounds/DrawSound.mp3.meta
index afdff86..47fa0a0 100644
--- a/Assets/Resources/stone sound 2.mp3.meta
+++ b/Assets/Resources/Sounds/DrawSound.mp3.meta
@@ -1,5 +1,5 @@
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diff --git a/Assets/Resources/Sounds/Game bgm2.mp3 b/Assets/Resources/Sounds/GameBGM.mp3
similarity index 100%
rename from Assets/Resources/Sounds/Game bgm2.mp3
rename to Assets/Resources/Sounds/GameBGM.mp3
diff --git a/Assets/Resources/Sounds/Game bgm2.mp3.meta b/Assets/Resources/Sounds/GameBGM.mp3.meta
similarity index 100%
rename from Assets/Resources/Sounds/Game bgm2.mp3.meta
rename to Assets/Resources/Sounds/GameBGM.mp3.meta
diff --git a/Assets/Resources/gameStart sound.mp3 b/Assets/Resources/Sounds/GameStartSound.mp3
similarity index 100%
rename from Assets/Resources/gameStart sound.mp3
rename to Assets/Resources/Sounds/GameStartSound.mp3
diff --git a/Assets/Resources/gameStart sound.mp3.meta b/Assets/Resources/Sounds/GameStartSound.mp3.meta
similarity index 100%
rename from Assets/Resources/gameStart sound.mp3.meta
rename to Assets/Resources/Sounds/GameStartSound.mp3.meta
diff --git a/Assets/Resources/Sounds/lose sound.mp3 b/Assets/Resources/Sounds/LoseSound.mp3
similarity index 100%
rename from Assets/Resources/Sounds/lose sound.mp3
rename to Assets/Resources/Sounds/LoseSound.mp3
diff --git a/Assets/Resources/Sounds/lose sound.mp3.meta b/Assets/Resources/Sounds/LoseSound.mp3.meta
similarity index 100%
rename from Assets/Resources/Sounds/lose sound.mp3.meta
rename to Assets/Resources/Sounds/LoseSound.mp3.meta
diff --git a/Assets/Resources/Sounds/main bgm.mp3 b/Assets/Resources/Sounds/MainBGM.mp3
similarity index 100%
rename from Assets/Resources/Sounds/main bgm.mp3
rename to Assets/Resources/Sounds/MainBGM.mp3
diff --git a/Assets/Resources/Sounds/main bgm.mp3.meta b/Assets/Resources/Sounds/MainBGM.mp3.meta
similarity index 100%
rename from Assets/Resources/Sounds/main bgm.mp3.meta
rename to Assets/Resources/Sounds/MainBGM.mp3.meta
diff --git a/Assets/Resources/Sounds/stone sound 3.mp3 b/Assets/Resources/Sounds/StoneSound.mp3
similarity index 100%
rename from Assets/Resources/Sounds/stone sound 3.mp3
rename to Assets/Resources/Sounds/StoneSound.mp3
diff --git a/Assets/Resources/Sounds/stone sound 3.mp3.meta b/Assets/Resources/Sounds/StoneSound.mp3.meta
similarity index 100%
rename from Assets/Resources/Sounds/stone sound 3.mp3.meta
rename to Assets/Resources/Sounds/StoneSound.mp3.meta
diff --git a/Assets/Resources/Sounds/win sound.mp3 b/Assets/Resources/Sounds/WinSound.mp3
similarity index 100%
rename from Assets/Resources/Sounds/win sound.mp3
rename to Assets/Resources/Sounds/WinSound.mp3
diff --git a/Assets/Resources/Sounds/win sound.mp3.meta b/Assets/Resources/Sounds/WinSound.mp3.meta
similarity index 100%
rename from Assets/Resources/Sounds/win sound.mp3.meta
rename to Assets/Resources/Sounds/WinSound.mp3.meta
diff --git a/Assets/Resources/stone sound 1.mp3 b/Assets/Resources/stone sound 1.mp3
deleted file mode 100644
index 1fba57d..0000000
Binary files a/Assets/Resources/stone sound 1.mp3 and /dev/null differ
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deleted file mode 100644
index 9e62535..0000000
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diff --git a/Assets/Resources/stone sound 2.mp3 b/Assets/Resources/stone sound 2.mp3
deleted file mode 100644
index 65e9687..0000000
Binary files a/Assets/Resources/stone sound 2.mp3 and /dev/null differ
diff --git a/Assets/Scenes/Game.unity b/Assets/Scenes/Game.unity
index 0f450eb..599684c 100644
--- a/Assets/Scenes/Game.unity
+++ b/Assets/Scenes/Game.unity
@@ -130,91 +130,91 @@ PrefabInstance:
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propertyPath: m_Name
value: Canvas
objectReference: {fileID: 0}
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propertyPath: m_Sprite
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value: 0
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value: 0
objectReference: {fileID: 0}
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m_AddedGameObjects: []
m_AddedComponents: []
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+ m_SourcePrefab: {fileID: 100100000, guid: 269b81c4cdffc44428d200c3788621fd, type: 3}
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diff --git a/Assets/Script/AI/AIEvaluator.cs b/Assets/Script/AI/AIEvaluator.cs
index 255666e..d6e42c2 100644
--- a/Assets/Script/AI/AIEvaluator.cs
+++ b/Assets/Script/AI/AIEvaluator.cs
@@ -11,9 +11,9 @@ public static class AIEvaluator
// AI 패턴 점수
public const float FIVE_IN_A_ROW = 100000f;
public const float OPEN_FOUR = 15000f;
- public const float HALF_OPEN_FOUR = 5000f;
+ public const float HALF_OPEN_FOUR = 6000f;
public const float CLOSED_FOUR = 500f;
- public const float OPEN_THREE = 3000f;
+ public const float OPEN_THREE = 3500f;
public const float HALF_OPEN_THREE = 500f;
public const float CLOSED_THREE = 50f;
public const float OPEN_TWO = 100f;
@@ -23,13 +23,13 @@ public static class AIEvaluator
public const float CLOSED_ONE = 1f;
// 복합 패턴 점수
- public const float DOUBLE_THREE = 8000f;
+ public const float DOUBLE_THREE = 9000f;
public const float DOUBLE_FOUR = 12000f;
- public const float FOUR_THREE = 10000f;
+ public const float FOUR_THREE = 11000f;
// 위치 가중치 기본값
- public const float CENTER_WEIGHT = 1.2f;
- public const float EDGE_WEIGHT = 0.8f;
+ public const float CENTER_WEIGHT = 1.3f;
+ public const float EDGE_WEIGHT = 0.85f;
}
private static readonly int[][] Directions = AIConstants.Directions;
@@ -51,7 +51,7 @@ public static class AIEvaluator
ai4Positions, player4Positions);
// 2. 복합 패턴 평가
- score += EvaluateComplexPatterns(aiOpen3Positions, playerOpen3Positions, ai4Positions, player4Positions, aiPlayer);
+ score += EvaluateComplexPatterns(aiOpen3Positions, playerOpen3Positions, ai4Positions, player4Positions);
return score;
}
@@ -153,8 +153,7 @@ public static class AIEvaluator
List<(int row, int col, int[] dir)> aiOpen3Positions,
List<(int row, int col, int[] dir)> playerOpen3Positions,
List<(int row, int col, int[] dir)> ai4Positions,
- List<(int row, int col, int[] dir)> player4Positions,
- Enums.PlayerType aiPlayer)
+ List<(int row, int col, int[] dir)> player4Positions)
{
float score = 0;
@@ -494,12 +493,12 @@ public static class AIEvaluator
if (count >= 4)
{
- normalScore = PatternScore.FIVE_IN_A_ROW / 8.5f;
+ normalScore = PatternScore.FIVE_IN_A_ROW / 7.5f;
}
else if (count == 3)
{
// 일관된 분모 사용 (방어 가중치는 유지)
- normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 1.3f :
+ normalScore = (openEnds == 2) ? PatternScore.OPEN_THREE / 1.25f :
(openEnds == 1) ? PatternScore.HALF_OPEN_THREE / 3.2f :
PatternScore.CLOSED_THREE / 4.2f;
}
@@ -562,7 +561,7 @@ public static class AIEvaluator
if (!AreParallelDirections(openThrees[i].dir, openThrees[j].dir))
{
float threeThreeScore = PatternScore.DOUBLE_THREE / 4; // 복합 패턴 가중치
- score += isAI ? threeThreeScore * 1.1f : threeThreeScore * 1.3f;
+ score += isAI ? threeThreeScore * 1.2f : threeThreeScore * 1.3f;
break;
}
}
@@ -579,7 +578,7 @@ public static class AIEvaluator
if (!AreParallelDirections(fours[i].dir, fours[j].dir))
{
float fourFourScore = PatternScore.DOUBLE_FOUR / 4;
- score += isAI ? fourFourScore * 1.2f : fourFourScore * 1.5f;
+ score += isAI ? fourFourScore * 1.3f : fourFourScore * 1.7f;
break;
}
}
@@ -590,7 +589,7 @@ public static class AIEvaluator
if (fours.Count > 0 && openThrees.Count > 0)
{
float fourThreeScore = PatternScore.FOUR_THREE / 4;
- score += isAI ? fourThreeScore * 1.1f : fourThreeScore * 1.4f;
+ score += isAI ? fourThreeScore * 1.1f : fourThreeScore * 1.6f;
}
return score;
diff --git a/Assets/Script/Common/AudioManager.cs b/Assets/Script/Common/AudioManager.cs
index 01465c9..054e75d 100644
--- a/Assets/Script/Common/AudioManager.cs
+++ b/Assets/Script/Common/AudioManager.cs
@@ -64,7 +64,7 @@ public class AudioManager : Singleton
// 메인 BGM을 재생하는 함수
public void PlayMainBGM()
{
- mainBgm = GetAudioClip("main bgm");
+ mainBgm = GetAudioClip("MainBGM");
if (bgmAudioSource != null && mainBgm != null && !bgmAudioSource.isPlaying)
{
@@ -77,7 +77,7 @@ public class AudioManager : Singleton
public void PlayGameBGM()
{
- gameBgm = GetAudioClip("Game bgm2");
+ gameBgm = GetAudioClip("GameBGM");
if (bgmAudioSource != null && gameBgm != null && !bgmAudioSource.isPlaying)
{
@@ -126,7 +126,7 @@ public class AudioManager : Singleton
{
if (isPlaySFX && sfxAudioSource != null)
{
- sfxAudioSource.PlayOneShot(GetAudioClip("Click Sound"), sfxVolume);
+ sfxAudioSource.PlayOneShot(GetAudioClip("ClickSound"), sfxVolume);
}
}
@@ -135,7 +135,7 @@ public class AudioManager : Singleton
{
if (isPlaySFX && sfxAudioSource != null)
{
- sfxAudioSource.PlayOneShot(GetAudioClip("Close Sound"), sfxVolume);
+ sfxAudioSource.PlayOneShot(GetAudioClip("CloseSound"), sfxVolume);
}
}
@@ -143,7 +143,7 @@ public class AudioManager : Singleton
{
if (isPlaySFX && sfxAudioSource!=null)
{
- sfxAudioSource.PlayOneShot(GetAudioClip("Coins ADD Sound"), sfxVolume);
+ sfxAudioSource.PlayOneShot(GetAudioClip("CoinsAddSound"), sfxVolume);
}
}
@@ -151,7 +151,7 @@ public class AudioManager : Singleton
{
if (isPlaySFX && sfxAudioSource!=null)
{
- sfxAudioSource.PlayOneShot(GetAudioClip("Coins Empty Sound"), sfxVolume);
+ sfxAudioSource.PlayOneShot(GetAudioClip("CoinsEmptySound"), sfxVolume);
}
}
@@ -159,7 +159,7 @@ public class AudioManager : Singleton
{
if (isPlaySFX && sfxAudioSource!=null)
{
- sfxAudioSource.PlayOneShot(GetAudioClip("Coins Remove Sound"), sfxVolume);
+ sfxAudioSource.PlayOneShot(GetAudioClip("CoinsRemoveSound"), sfxVolume);
}
}
@@ -167,7 +167,7 @@ public class AudioManager : Singleton
{
if (isPlaySFX && sfxAudioSource!=null)
{
- sfxAudioSource.PlayOneShot(GetAudioClip("lose sound"), sfxVolume);
+ sfxAudioSource.PlayOneShot(GetAudioClip("LoseSound"), sfxVolume);
}
}
@@ -175,7 +175,15 @@ public class AudioManager : Singleton
{
if (isPlaySFX && sfxAudioSource!=null)
{
- sfxAudioSource.PlayOneShot(GetAudioClip("win sound"), sfxVolume);
+ sfxAudioSource.PlayOneShot(GetAudioClip("WinSound"), sfxVolume);
+ }
+ }
+
+ public void PlayDrawSound()
+ {
+ if (isPlaySFX && sfxAudioSource!=null)
+ {
+ sfxAudioSource.PlayOneShot(GetAudioClip("DrawSound"), sfxVolume);
}
}
@@ -183,7 +191,7 @@ public class AudioManager : Singleton
{
if (isPlaySFX && sfxAudioSource!=null)
{
- sfxAudioSource.PlayOneShot(GetAudioClip("stone sound3"), sfxVolume);
+ sfxAudioSource.PlayOneShot(GetAudioClip("StoneSound"), sfxVolume);
}
}
}
\ No newline at end of file
diff --git a/Assets/Script/Common/CoinsPanelController.cs b/Assets/Script/Common/CoinsPanelController.cs
index b184828..56d34d5 100644
--- a/Assets/Script/Common/CoinsPanelController.cs
+++ b/Assets/Script/Common/CoinsPanelController.cs
@@ -91,7 +91,6 @@ public class CoinsPanelController : MonoBehaviour
/// 코인 추가 함수
///
/// 추가할 코인 수량
- /// 상점 패널 캔버스 그룹
/// 애니메이션 종료 후 동작 EX) 코인 수량 변경
public void AddCoins(int coinsCount, Action action)
{
diff --git a/Assets/Script/Common/Constants.cs b/Assets/Script/Common/Constants.cs
index d7e84ab..83d9046 100644
--- a/Assets/Script/Common/Constants.cs
+++ b/Assets/Script/Common/Constants.cs
@@ -25,6 +25,12 @@
DrawConfirmed,
DrawRejected,
DrawRejectionConfirmed,
+ ReceiveRevengeRequest, // 재대결 요청 수신
+ RevengeRequestSent, // 재대결 요청 전송 확인
+ RevengeAccepted, // 재대결 수락 수신
+ RevengeConfirmed, // 재대결 수락 전송 확인
+ RevengeRejected, // 재대결 거절 수신
+ RevengeRejectionConfirmed, // 재대결 거절 전송 확인
ReceiveTimeout // 상대방이 타임 아웃일 때
};
}
\ No newline at end of file
diff --git a/Assets/Script/Common/ScrollItem/GiboItem.cs b/Assets/Script/Common/ScrollItem/GiboItem.cs
deleted file mode 100644
index ba3e15a..0000000
--- a/Assets/Script/Common/ScrollItem/GiboItem.cs
+++ /dev/null
@@ -1,10 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class GiboItem
-{
- public int WinLoseSpriteIndex;
- public string Date;
- public string Name;
-}
diff --git a/Assets/Script/Common/ScrollItem/GiboItem.cs.meta b/Assets/Script/Common/ScrollItem/GiboItem.cs.meta
deleted file mode 100644
index 897f76c..0000000
--- a/Assets/Script/Common/ScrollItem/GiboItem.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 49ebef5d325962540a3eb9ee2151bde9
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Script/Common/ScrollItem/RankingItem.cs b/Assets/Script/Common/ScrollItem/RankingItem.cs
deleted file mode 100644
index cee7303..0000000
--- a/Assets/Script/Common/ScrollItem/RankingItem.cs
+++ /dev/null
@@ -1,11 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class RankingItem
-{
- public int ProfileSpriteIndex;
- public string Name;
- public float WinRate;
-
-}
diff --git a/Assets/Script/Common/ScrollItem/RankingItem.cs.meta b/Assets/Script/Common/ScrollItem/RankingItem.cs.meta
deleted file mode 100644
index 435aea7..0000000
--- a/Assets/Script/Common/ScrollItem/RankingItem.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: a238bcb53de9b72429a5407ca01d5e3e
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/Script/Game/GameLogic.cs b/Assets/Script/Game/GameLogic.cs
index 9bb280c..63b1de0 100644
--- a/Assets/Script/Game/GameLogic.cs
+++ b/Assets/Script/Game/GameLogic.cs
@@ -1,300 +1,444 @@
using System;
-using System.Collections;
using System.Collections.Generic;
using UnityEngine;
-using UnityEngine.SceneManagement;
using PimDeWitte.UnityMainThreadDispatcher;
using Random = UnityEngine.Random;
-public abstract class BasePlayerState
+public partial class GameLogic : IDisposable
{
- 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);
-
- protected string _roomId;
- protected bool _isMultiplay;
- protected MultiplayManager _multiplayManager;
+ #region Fields
- public void ProcessMove(GameLogic gameLogic, Enums.PlayerType playerType, int row, int col)
- {
- gameLogic.fioTimer.PauseTimer();
- gameLogic.SetNewBoardValue(playerType, row, col);
- gameLogic.CountStoneCounter();
-
- if (_isMultiplay)
- {
- _multiplayManager.SendPlayerMove(_roomId, new Vector2Int(row, col));
- }
-
- if (gameLogic.CheckGameWin(playerType, row, col))
- {
- var gameResult = playerType == Enums.PlayerType.PlayerA? Enums.GameResult.Win:Enums.GameResult.Lose;
- if (gameLogic.gameType == Enums.GameType.MultiPlay)
- {
- if (gameLogic.firstPlayerState.GetType() != typeof(PlayerState))
- {
- gameResult = gameResult == Enums.GameResult.Win ? Enums.GameResult.Lose : Enums.GameResult.Win;
- }
- }
- GameManager.Instance.panelManager.OpenEffectPanel(gameResult);
- gameLogic.EndGame(gameResult);
- }
- else
- {
- if (gameLogic.TotalStoneCounter >= Constants.MinCountForDrawCheck)
- {
- if (gameLogic.CheckGameDraw())
- {
- GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
- gameLogic.EndGame(Enums.GameResult.Draw);
- }
- else
- {
- HandleNextTurn(gameLogic);
- }
- }
- else
- {
- 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;
- _isMultiplay = false;
- }
-
- public PlayerState(bool isFirstPlayer, MultiplayManager multiplayManager, string roomId)
- : this(isFirstPlayer)
- {
- _isFirstPlayer = isFirstPlayer;
- _multiplayManager = multiplayManager;
- _roomId = roomId;
- _isMultiplay = true;
- }
-
- public override void OnEnter(GameLogic gameLogic)
- {
- gameLogic.fioTimer.StartTimer();
-
- //TODO: 첫번째 플레이어면 렌주 룰 확인
- #region Renju Turn Set
- // 턴이 변경될 때마다 금수 위치 업데이트
- gameLogic.UpdateForbiddenMoves();
- #endregion
-
- gameLogic.currentTurn = _playerType;
- gameLogic.stoneController.OnStoneClickedDelegate = (row, col) =>
- {
- HandleMove(gameLogic, row, col);
- };
- }
-
- public override void OnExit(GameLogic gameLogic)
- {
- //TODO: 렌주 룰 금수자리 초기화
-
- gameLogic.fioTimer.InitTimer();
- 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)
- {
- gameLogic.fioTimer.StartTimer();
- OmokAI.Instance.StartBestMoveSearch(gameLogic.GetBoard(), (bestMove) =>
- {
- if(bestMove.HasValue)
- HandleMove(gameLogic, bestMove.Value.Item1, bestMove.Value.Item2);
- });
- }
-
- public override void OnExit(GameLogic gameLogic)
- {
- gameLogic.fioTimer.InitTimer();
- }
-
- public override void HandleMove(GameLogic gameLogic, int row, int col)
- {
- ProcessMove(gameLogic, Enums.PlayerType.PlayerB,row, col);
- }
-
- public override void HandleNextTurn(GameLogic gameLogic)
- {
- gameLogic.SetState(gameLogic.firstPlayerState);
- }
-}
-public class MultiPlayerState: BasePlayerState
-{
- private Enums.PlayerType _playerType;
- private bool _isFirstPlayer;
-
- private MultiplayManager _multiplayManager;
-
- public MultiPlayerState(bool isFirstPlayer, MultiplayManager multiplayManager)
- {
- _isFirstPlayer = isFirstPlayer;
- _playerType = isFirstPlayer ? Enums.PlayerType.PlayerA : Enums.PlayerType.PlayerB;
- _multiplayManager = multiplayManager;
- }
-
- public override void OnEnter(GameLogic gameLogic)
- {
- gameLogic.fioTimer.StartTimer();
- //TODO: 첫번째 플레이어면 렌주 룰 확인
- #region Renju Turn Set
- // 턴이 변경될 때마다 금수 위치 업데이트
- gameLogic.UpdateForbiddenMoves();
- #endregion
-
- gameLogic.currentTurn = _playerType;
- // gameLogic.stoneController.OnStoneClickedDelegate = (row, col) =>
- // {
- // HandleMove(gameLogic, row, col);
- // };
- _multiplayManager.OnOpponentMove = moveData =>
- {
- var row = moveData.position.x;
- var col = moveData.position.y;
- UnityThread.executeInUpdate(() =>
- {
- HandleMove(gameLogic, row, col);
- });
- };
- }
-
- public override void OnExit(GameLogic gameLogic)
- {
- gameLogic.fioTimer.InitTimer();
- _multiplayManager.OnOpponentMove = null;
- }
-
- public override void HandleMove(GameLogic gameLogic, int row, int col)
- {
- ProcessMove(gameLogic, _playerType, row, col);
- }
-
- public override void HandleNextTurn(GameLogic gameLogic)
- {
- if (_isFirstPlayer)
- {
- gameLogic.SetState(gameLogic.secondPlayerState);
- }
- else
- {
- gameLogic.SetState(gameLogic.firstPlayerState);
- }
- }
-}
-
-public class GameLogic : IDisposable
-{
private Enums.PlayerType[,] _board;
- public StoneController stoneController;
- public Enums.PlayerType currentTurn;
- public Enums.GameType gameType;
- //총 착수된 돌 카운터
- public int _totalStoneCounter;
- public int TotalStoneCounter{get{return _totalStoneCounter;}}
- //무승부 요청 가능 여부
- private bool _requestDrawChance;
- public bool RequestDrawChance{
- get { return _requestDrawChance;}
- set { _requestDrawChance = value;}
- }
-
- public BasePlayerState firstPlayerState;
- public BasePlayerState secondPlayerState;
- private BasePlayerState _currentPlayerState;
-
- //타이머
- public FioTimer fioTimer;
-
- //선택된 좌표
- public int selectedRow;
- public int selectedCol;
- //마지막 배치된 좌표
- private int _lastRow;
- private int _lastCol;
-
- public MultiplayManager _multiplayManager;
+ private int _totalStoneCounter; // 총 착수된 돌 카운터
+ private int _lastRow, _lastCol; // 마지막 배치된 좌표
+ private RenjuForbiddenMoveDetector _forbiddenDetector; // 렌주룰 금수 검사기
+ private List _forbiddenMoves = new (); // 현재 금수 위치 목록
private string _roomId;
-
-
-#region Renju Members
- // 렌주룰 금수 검사기
- private RenjuForbiddenMoveDetector _forbiddenDetector;
+ private string _opponentNickname;
+ private int _opponentImageIndex;
+ private bool isFirstPlayer;
- // 현재 금수 위치 목록
- private List _forbiddenMoves = new List();
-#endregion
+ #endregion
+
+ #region Properties
+
+ public int TotalStoneCounter => _totalStoneCounter;
+ public bool RequestDrawChance { get; set; } // 무승부 요청 가능 여부
+ public MultiplayManager MultiPlayManager { get; private set; }
+ public Enums.PlayerType CurrentTurn { get; set; }
+ public Enums.GameType GameType { get; set; }
+ public StoneController StoneController { get; set; }
+ public BasePlayerState CurrentPlayerState { get; private set; }
+ public BasePlayerState FirstPlayerState { get; private set; }
+ public BasePlayerState SecondPlayerState { get; private set; }
+ public int SelectedRow { get; private set; }
+ public int SelectedCol { get; private set; }
+ public FioTimer FioTimer { get; private set; }
+
+ #endregion
+
+ #region Constructor and Initialization
public GameLogic(StoneController stoneController, Enums.GameType gameType, FioTimer fioTimer = null)
{
- //보드 초기화
+ _forbiddenDetector = new RenjuForbiddenMoveDetector(); // 금수 감지기 초기화
+ InitializeBoard(stoneController, gameType); // 보드 초기화
+ InitializeFioTimer(fioTimer); // timer 초기화
+ GameModeSetter(gameType); // 게임 모드 설정
+ }
+
+ // 게임 모드 분기 처리
+ private void GameModeSetter(Enums.GameType gameType)
+ {
+ switch (gameType)
+ {
+ case Enums.GameType.MultiPlay:
+ InitializeMultiplayerMode();
+ break;
+ case Enums.GameType.Replay:
+ //TODO: 리플레이 구현
+ break;
+ // 현재 싱글 플레이로 바로 넘어가지 않기 때문에 미사용
+ // case Enums.GameType.SinglePlay:
+ // InitializeSinglePlayMode();
+ // break;
+ }
+ }
+
+ private void InitializeMultiplayerMode()
+ {
+ // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
+ ExecuteOnMainThread(() =>
+ {
+ GameManager.Instance.panelManager.OpenLoadingPanel(true, true);
+ });
+
+ MultiPlayManager = new MultiplayManager((state, data) =>
+ {
+ Debug.Log($"## {state}");
+ switch (state)
+ {
+ case Constants.MultiplayManagerState.CreateRoom:
+ Debug.Log("## Create Room");
+ _roomId = data as string;
+ break;
+ case Constants.MultiplayManagerState.JoinRoom:
+ Debug.Log("## Join Room");
+ var joinRoomData = data as JoinRoomData;
+ _roomId = joinRoomData.roomId;
+ // TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
+ if (!ValidateRoomData(joinRoomData, "Join Room")) return;
+
+ // 플레이어 셋업
+ SetupPlayer(joinRoomData.isBlack, _roomId, joinRoomData.opponentNickname, joinRoomData.opponentImageIndex);
+
+ // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
+ StartGameOnMainThread();
+ break;
+ case Constants.MultiplayManagerState.SwitchAI:
+ Debug.Log("## Switching to AI Mode");
+ SwitchToSinglePlayer();
+ break;
+ case Constants.MultiplayManagerState.StartGame:
+ Debug.Log("## Start Game");
+ var startGameData = data as StartGameData;
+
+ // TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
+ if (!ValidateRoomData(startGameData, "Start Game")) return;
+
+ // 플레이어 셋업
+ SetupPlayer(startGameData.isBlack, _roomId, startGameData.opponentNickname, startGameData.opponentImageIndex);
+
+ // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
+ StartGameOnMainThread();
+ break;
+ case Constants.MultiplayManagerState.ExitRoom:
+ Debug.Log("## Exit Room");
+ // TODO: Exit Room 처리
+ break;
+ case Constants.MultiplayManagerState.EndGame:
+ Debug.Log("## End Game");
+ // TODO: End Room 처리
+ break;
+ case Constants.MultiplayManagerState.DoSurrender:
+ Debug.Log("상대방의 항복 요청 들어옴");
+ ExecuteOnMainThread(() =>
+ {
+ GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win);
+ EndGame(Enums.GameResult.Win);
+ });
+ break;
+ case Constants.MultiplayManagerState.SurrenderConfirmed:
+ Debug.Log("항복 요청 전송 완료");
+ ExecuteOnMainThread(() =>
+ {
+ GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Lose);
+ EndGame(Enums.GameResult.Lose);
+ });
+ break;
+ case Constants.MultiplayManagerState.ReceiveDrawRequest:
+ Debug.Log("상대방의 무승부 요청 들어옴");
+ TimerPause();
+ ExecuteOnMainThread(() =>
+ {
+ GameManager.Instance.panelManager.OpenLoadingPanel(true, true, false, false);
+ GameManager.Instance.panelManager.OpenDrawConfirmPanel("무승부 요청을 승낙하시겠습니까?", () =>
+ {
+ GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
+ EndGame(Enums.GameResult.Draw);
+ MultiPlayManager.AcceptDraw();
+ }, () =>
+ {
+ MultiPlayManager.RejectDraw();
+ });
+ });
+ break;
+ case Constants.MultiplayManagerState.DrawRequestSent:
+ {
+ Debug.Log("무승부 요청 전송 완료");
+ ExecuteOnMainThread(() =>
+ {
+ GameManager.Instance.panelManager.OpenLoadingPanel(true, true, false, false);
+ });
+ TimerPause();
+ break;
+ }
+ case Constants.MultiplayManagerState.DrawAccepted:
+ Debug.Log("무승부 요청이 승낙이 들어옴");
+ ExecuteOnMainThread(() =>
+ {
+ GameManager.Instance.panelManager.CloseLoadingPanel();
+ GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
+ EndGame(Enums.GameResult.Draw);
+ });
+ break;
+ case Constants.MultiplayManagerState.DrawConfirmed:
+ {
+ Debug.Log("무승부 요청 승낙 완료");
+ ExecuteOnMainThread(() =>
+ {
+ GameManager.Instance.panelManager.CloseLoadingPanel();
+ });
+ break;
+ }
+ case Constants.MultiplayManagerState.DrawRejected:
+ Debug.Log("무승부 요청이 거부가 들어옴");
+ TimerUnpause();
+ ExecuteOnMainThread(() =>
+ {
+ GameManager.Instance.panelManager.CloseLoadingPanel();
+ GameManager.Instance.panelManager.OpenConfirmPanel("무승부 요청을 거부하였습니다.", () => { });
+ });
+ break;
+ case Constants.MultiplayManagerState.DrawRejectionConfirmed:
+ {
+ Debug.Log("무승부 요청 거부 완료");
+ ExecuteOnMainThread(() =>
+ {
+ GameManager.Instance.panelManager.OpenLoadingPanel(true, true, false, false);
+ });
+ TimerUnpause();
+ break;
+ }
+ case Constants.MultiplayManagerState.ReceiveTimeout:
+ Debug.Log("상대방이 타임 아웃 됨");
+ ExecuteOnMainThread(() =>
+ {
+ GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win);
+ EndGame(Enums.GameResult.Win);
+ });
+ break;
+ case Constants.MultiplayManagerState.RevengeRequestSent:
+ Debug.Log("재대결 요청: 전송 완료");
+ break;
+ case Constants.MultiplayManagerState.ReceiveRevengeRequest:
+ Debug.Log("상대방의 재대결 요청이 들어옴");
+ ExecuteOnMainThread(() =>
+ {
+ GameManager.Instance.panelManager.OpenDrawConfirmPanel("상대방의 재대결 요청을\n승낙하시겠습니까?", () =>
+ {
+ MultiPlayManager.AcceptRevenge();
+ }, () =>
+ {
+ MultiPlayManager.RejectRevenge();
+ });
+ });
+ break;
+ case Constants.MultiplayManagerState.RevengeAccepted:
+ Debug.Log("재대결 요청: 승낙이 들어옴");
+ var revengeAcceptedData = data as RevengeData;
+
+ // TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
+ if (revengeAcceptedData == null)
+ {
+ Debug.Log("RevengeAccepted 응답값이 null 입니다");
+ return;
+ }
+
+ // 선공, 후공 처리
+ isFirstPlayer = revengeAcceptedData.isBlack;
+
+ ExecuteOnMainThread(() =>
+ {
+ GameManager.Instance.panelManager.OpenConfirmPanel("상대방이\n재대결을 승낙하였습니다.\n게임이 다시 시작됩니다.", () =>
+ {
+ InitBoardForRevenge(isFirstPlayer);
+ });
+ });
+ break;
+ case Constants.MultiplayManagerState.RevengeConfirmed:
+ Debug.Log("재대결 요청: 승낙 완료");
+ var revengConfirmedData = data as RevengeData;
+
+ // TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
+ if (revengConfirmedData == null)
+ {
+ Debug.Log("RevengeConfirmed 응답값이 null 입니다");
+ return;
+ }
+
+ // 선공, 후공 처리
+ isFirstPlayer = revengConfirmedData.isBlack;
+
+ ExecuteOnMainThread(() =>
+ {
+ GameManager.Instance.panelManager.OpenConfirmPanel("재대결 요청을\n승낙하였습니다.\n게임이 다시 시작됩니다.", () =>
+ {
+ InitBoardForRevenge(isFirstPlayer);
+ });
+ });
+ break;
+ case Constants.MultiplayManagerState.RevengeRejected:
+ Debug.Log("재대결 요청: 거부가 들어옴");
+ ExecuteOnMainThread(() =>
+ {
+ GameManager.Instance.panelManager.OpenConfirmPanel("상대방이\n재대결 요청을\n거부하였습니다.", () =>
+ {
+ GameManager.Instance.panelManager.CloseLoadingPanel();
+ });
+ });
+ break;
+ case Constants.MultiplayManagerState.RevengeRejectionConfirmed:
+ Debug.Log("재대결 요청: 거부 완료");
+ ExecuteOnMainThread(() =>
+ {
+ GameManager.Instance.panelManager.OpenConfirmPanel("재대결 요청을\n거부하였습니다.", () =>
+ {
+ GameManager.Instance.panelManager.CloseLoadingPanel();
+ });
+ });
+ break;
+ }
+ ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,"nicknameB");
+ });
+
+ MultiPlayManager.RegisterPlayer(UserManager.Instance.Nickname, UserManager.Instance.Rating, UserManager.Instance.imageIndex);
+ }
+
+ private void SetupPlayer(bool isBlack, string roomId, string opponentNickname, int opponentImageIndex)
+ {
+ // 선공, 후공 처리
+ isFirstPlayer = isBlack;
+
+ _opponentNickname = opponentNickname;
+ _opponentImageIndex = opponentImageIndex;
+
+ if (isFirstPlayer)
+ {
+ Debug.Log("해당 플레이어가 선공 입니다");
+ FirstPlayerState = new PlayerState(true, MultiPlayManager, roomId);
+ SecondPlayerState = new MultiPlayerState(false, MultiPlayManager);
+
+ UpdateUIForFirstPlayer(_opponentNickname, _opponentImageIndex);
+ }
+ else
+ {
+ Debug.Log("해당 플레이어가 후공 입니다");
+ FirstPlayerState = new MultiPlayerState(true, MultiPlayManager);
+ SecondPlayerState = new PlayerState(false, MultiPlayManager, roomId);
+
+ UpdateUIForSecondPlayer(_opponentNickname, _opponentImageIndex);
+ }
+ }
+
+ private void UpdateUIForFirstPlayer(string opponentNickname, int opponentImageIndex)
+ {
+ ExecuteOnMainThread(() =>
+ {
+ GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, opponentNickname);
+ GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, opponentImageIndex);
+
+ // 리플레이 데이터 업데이트
+ ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, opponentNickname, UserManager.Instance.imageIndex, opponentImageIndex);
+ });
+ }
+
+ private void UpdateUIForSecondPlayer(string opponentNickname, int opponentImageIndex)
+ {
+ ExecuteOnMainThread(() =>
+ {
+ GameManager.Instance.InitPlayersName(opponentNickname, UserManager.Instance.Nickname);
+ GameManager.Instance.InitProfileImages(opponentImageIndex, UserManager.Instance.imageIndex);
+
+ // 리플레이 데이터 업데이트
+ ReplayManager.Instance.InitReplayData(opponentNickname, UserManager.Instance.Nickname, opponentImageIndex, UserManager.Instance.imageIndex);
+ });
+ }
+
+
+ // 메인스레드에서 게임 시작
+ private void StartGameOnMainThread()
+ {
+ ExecuteOnMainThread(() =>
+ {
+ // 로딩 패널 열려있으면 닫기
+ GameManager.Instance.panelManager.CloseLoadingPanel();
+
+ // 게임 시작
+ SetState(FirstPlayerState);
+ });
+ }
+
+ // 방 데이터 유효성 검사 헬퍼 함수
+ private bool ValidateRoomData(object roomData, string operationName)
+ {
+ if (roomData == null)
+ {
+ Debug.Log($"{operationName} 응답값이 null 입니다");
+ return false;
+ }
+ return true;
+ }
+
+ // 메인 스레드에서 실행하는 헬퍼 함수
+ private void ExecuteOnMainThread(Action action)
+ {
+ UnityMainThreadDispatcher.Instance().Enqueue(action);
+ }
+
+ private void InitializeSinglePlayMode()
+ {
+ FirstPlayerState = new PlayerState(true);
+ SecondPlayerState = new AIState();
+ // AI 난이도 설정(급수 설정)
+ OmokAI.Instance.SetRating(UserManager.Instance.Rating);
+
+ // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
+ UnityMainThreadDispatcher.Instance().Enqueue(() =>
+ {
+ // 스레드 확인 로그: 추후 디버깅 시 필요할 수 있을 것 같아 남겨둡니다
+ // Debug.Log($"[UnityMainThreadDispatcher] 실행 스레드: {System.Threading.Thread.CurrentThread.ManagedThreadId}");
+
+ //AI닉네임 랜덤생성
+ var aiName = RandomAINickname();
+ var imageIndex = Random.Range(0, 2);
+
+ //유저 이름 사진 초기화
+ GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, aiName);
+ GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, imageIndex);
+ // 리플레이 데이터 업데이트
+ ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,aiName, UserManager.Instance.imageIndex, imageIndex);
+
+ // 로딩 패널 열려있으면 닫기
+ GameManager.Instance.panelManager.CloseLoadingPanel();
+
+ // 첫 번째 플레이어(유저)부터 시작
+ SetState(FirstPlayerState);
+ });
+ }
+
+ private void InitializeBoard(StoneController stoneController, Enums.GameType gameType)
+ {
_board = new Enums.PlayerType[15, 15];
- this.stoneController = stoneController;
- this.gameType = gameType;
+ StoneController = stoneController;
+ GameType = gameType;
_totalStoneCounter = 0;
RequestDrawChance = true;
-
- selectedRow = -1;
- selectedCol = -1;
-
-#region Renju Init
- // 금수 감지기 초기화
- _forbiddenDetector = new RenjuForbiddenMoveDetector();
-#endregion
+ SelectedRow = -1;
+ SelectedCol = -1;
_lastRow = -1;
_lastCol = -1;
- //timer 초기화
+ }
+
+ private void InitializeFioTimer(FioTimer fioTimer)
+ {
if (fioTimer != null)
{
- this.fioTimer = fioTimer;
- this.fioTimer.InitTimer();
+ FioTimer = fioTimer;
+ FioTimer.InitTimer();
//timer 시간초과시 진행 함수
- this.fioTimer.OnTimeout = () =>
+ FioTimer.OnTimeout = () =>
{
// 현재 턴의 플레이어가 로컬(유저)인지 확인
- bool isCurrentPlayerLocal = (currentTurn == Enums.PlayerType.PlayerA && firstPlayerState is PlayerState) ||
- (currentTurn == Enums.PlayerType.PlayerB && secondPlayerState is PlayerState);
+ bool isCurrentPlayerLocal = (CurrentTurn == Enums.PlayerType.PlayerA && FirstPlayerState is PlayerState) ||
+ (CurrentTurn == Enums.PlayerType.PlayerB && SecondPlayerState is PlayerState);
if (isCurrentPlayerLocal) // 내가 타임 오버일 때
{
- if (this.gameType == Enums.GameType.MultiPlay) // 멀티플레이인 경우
+ if (this.GameType == Enums.GameType.MultiPlay) // 멀티플레이인 경우
{
- _multiplayManager?.SendTimeout();
+ MultiPlayManager?.SendTimeout();
}
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Lose);
EndGame(Enums.GameResult.Lose);
@@ -307,497 +451,74 @@ public class GameLogic : IDisposable
}
};
}
-
- switch (gameType)
- {
- // TODO: 현재 싱글 플레이로 바로 넘어가지 않기 때문에 미사용 중
- // case Enums.GameType.SinglePlay:
- // firstPlayerState = new PlayerState(true);
- // secondPlayerState = new AIState();
- // // AI 난이도 설정(급수 설정)
- // OmokAI.Instance.SetRating(UserManager.Instance.Rating);
- //
- // //AI닉네임 랜덤생성
- // var aiName = RandomAINickname();
- // var imageIndex = UnityEngine.Random.Range(0, 2);
- //
- // //유저 이름 사진 초기화
- // GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, aiName);
- // GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, imageIndex);
- //
- // ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,aiName, UserManager.Instance.imageIndex, imageIndex);
- //
- // SetState(firstPlayerState);
- // break;
- case Enums.GameType.MultiPlay:
- // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
- UnityMainThreadDispatcher.Instance().Enqueue(() =>
- {
- GameManager.Instance.panelManager.OpenLoadingPanel(true, true);
- });
- _multiplayManager = new MultiplayManager((state, data) =>
- {
- switch (state)
- {
- case Constants.MultiplayManagerState.CreateRoom:
- Debug.Log("## Create Room");
- _roomId = data as string;
- break;
- case Constants.MultiplayManagerState.JoinRoom:
- Debug.Log("## Join Room");
- var joinRoomData = data as JoinRoomData;
-
- // TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
- if (joinRoomData == null)
- {
- Debug.Log("Join Room 응답값이 null 입니다");
- return;
- }
-
- // 선공, 후공 처리
- bool isFirstPlayer = joinRoomData.isBlack;
-
- if (isFirstPlayer)
- {
- Debug.Log("해당 플레이어가 선공 입니다");
- firstPlayerState = new PlayerState(true, _multiplayManager, joinRoomData.roomId);
- secondPlayerState = new MultiPlayerState(false, _multiplayManager);
- UnityMainThreadDispatcher.Instance().Enqueue(() =>
- {
- GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, joinRoomData.opponentNickname);
- GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, joinRoomData.opponentImageIndex);
-
- // 리플레이 데이터 업데이트
- ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, joinRoomData.opponentNickname, UserManager.Instance.imageIndex, joinRoomData.opponentImageIndex);
- });
- }
- else
- {
- Debug.Log("해당 플레이어가 후공 입니다");
- firstPlayerState = new MultiPlayerState(true, _multiplayManager);
- secondPlayerState = new PlayerState(false, _multiplayManager, joinRoomData.roomId);
-
- UnityMainThreadDispatcher.Instance().Enqueue(() =>
- {
- GameManager.Instance.InitPlayersName(joinRoomData.opponentNickname, UserManager.Instance.Nickname);
- GameManager.Instance.InitProfileImages(joinRoomData.opponentImageIndex, UserManager.Instance.imageIndex);
-
- // 리플레이 데이터 업데이트
- ReplayManager.Instance.InitReplayData(joinRoomData.opponentNickname, UserManager.Instance.Nickname, joinRoomData.opponentImageIndex, UserManager.Instance.imageIndex);
- });
- }
-
- // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
- UnityMainThreadDispatcher.Instance().Enqueue(() =>
- {
- // 로딩 패널 열려있으면 닫기
- GameManager.Instance.panelManager.CloseLoadingPanel();
-
- // 게임 시작
- SetState(firstPlayerState);
- });
- break;
- case Constants.MultiplayManagerState.SwitchAI:
- Debug.Log("## Switching to AI Mode");
- SwitchToSinglePlayer();
- break;
- case Constants.MultiplayManagerState.StartGame:
- Debug.Log("## Start Game");
- var startGameData = data as StartGameData;
-
- // TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
- if (startGameData == null)
- {
- Debug.Log("Start Game 응답값이 null 입니다");
- return;
- }
- // 선공, 후공 처리
- isFirstPlayer = startGameData.isBlack;
-
- if (isFirstPlayer)
- {
- Debug.Log("해당 플레이어가 선공 입니다");
- firstPlayerState = new PlayerState(true, _multiplayManager, _roomId);
- secondPlayerState = new MultiPlayerState(false, _multiplayManager);
- UnityMainThreadDispatcher.Instance().Enqueue(() =>
- {
- GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, startGameData.opponentNickname);
- GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, startGameData.opponentImageIndex);
-
- // 리플레이 데이터 업데이트
- ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, startGameData.opponentNickname, UserManager.Instance.imageIndex, startGameData.opponentImageIndex);
- });
- }
- else
- {
- Debug.Log("해당 플레이어가 후공 입니다");
- firstPlayerState = new MultiPlayerState(true, _multiplayManager);
- secondPlayerState = new PlayerState(false, _multiplayManager, _roomId);
- UnityMainThreadDispatcher.Instance().Enqueue(() =>
- {
- GameManager.Instance.InitPlayersName(startGameData.opponentNickname, UserManager.Instance.Nickname);
- GameManager.Instance.InitProfileImages(startGameData.opponentImageIndex, UserManager.Instance.imageIndex);
-
- // 리플레이 데이터 업데이트
- ReplayManager.Instance.InitReplayData(startGameData.opponentNickname, UserManager.Instance.Nickname, startGameData.opponentImageIndex, UserManager.Instance.imageIndex);
- });
- }
-
- // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
- UnityMainThreadDispatcher.Instance().Enqueue(() =>
- {
- // 로딩 패널 열려있으면 닫기
- GameManager.Instance.panelManager.CloseLoadingPanel();
-
- // 게임 시작
- SetState(firstPlayerState);
- });
- break;
- case Constants.MultiplayManagerState.ExitRoom:
- Debug.Log("## Exit Room");
- // TODO: Exit Room 처리
- break;
- case Constants.MultiplayManagerState.EndGame:
- Debug.Log("## End Game");
- // TODO: End Room 처리
- break;
- case Constants.MultiplayManagerState.DoSurrender:
- Debug.Log("상대방의 항복 요청 들어옴");
- UnityMainThreadDispatcher.Instance().Enqueue(() =>
- {
- GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win);
- EndGame(Enums.GameResult.Win);
- });
- break;
- case Constants.MultiplayManagerState.SurrenderConfirmed:
- Debug.Log("항복 요청 전송 완료");
- UnityMainThreadDispatcher.Instance().Enqueue(() =>
- {
- GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Lose);
- EndGame(Enums.GameResult.Lose);
- });
- break;
- case Constants.MultiplayManagerState.ReceiveDrawRequest:
- Debug.Log("상대방의 무승부 요청 들어옴");
- UnityMainThreadDispatcher.Instance().Enqueue(() =>
- {
- GameManager.Instance.panelManager.OpenDrawConfirmPanel("무승부 요청을 승락하시겠습니까?", () =>
- {
- GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
- EndGame(Enums.GameResult.Draw);
- _multiplayManager.AcceptDraw();
- }, () =>
- {
- _multiplayManager.RejectDraw();
- });
- });
- break;
- case Constants.MultiplayManagerState.DrawRequestSent:
- Debug.Log("무승부 요청 전송 완료");
- break;
- case Constants.MultiplayManagerState.DrawAccepted:
- Debug.Log("무승부 요청이 승락이 들어옴");
- UnityMainThreadDispatcher.Instance().Enqueue(() =>
- {
- GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
- EndGame(Enums.GameResult.Draw);
- });
- break;
- case Constants.MultiplayManagerState.DrawConfirmed:
- Debug.Log("무승부 요청 승락 완료");
- break;
- case Constants.MultiplayManagerState.DrawRejected:
- Debug.Log("무승부 요청이 거부가 들어옴");
- UnityMainThreadDispatcher.Instance().Enqueue(() =>
- {
- GameManager.Instance.panelManager.OpenConfirmPanel("무승부 요청을 거부하였습니다.", () => { });
- });
- break;
- case Constants.MultiplayManagerState.DrawRejectionConfirmed:
- Debug.Log("무승부 요청 거부 완료");
-
- break;
- case Constants.MultiplayManagerState.ReceiveTimeout:
- Debug.Log("상대방이 타임 아웃 됨");
- UnityMainThreadDispatcher.Instance().Enqueue(() =>
- {
- GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Win);
- EndGame(Enums.GameResult.Win);
- });
- break;
- }
- ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,"nicknameB");
-
- });
- _multiplayManager.RegisterPlayer(UserManager.Instance.Nickname, UserManager.Instance.Rating, UserManager.Instance.imageIndex);
- break;
- case Enums.GameType.Replay:
- //TODO: 리플레이 구현
- break;
- }
}
- //AI닉네임 랜덤 생성
- private string RandomAINickname()
+ private void InitBoardForRevenge(bool isFirstPlayer)
{
- string[] AI_NAMIES = { "이세돌", "신사동호랭이","진짜인간임","종로3가짱돌","마스터김춘배","62세황순자","고준일 강사님"};
+ //보드 초기화
+ _board = new Enums.PlayerType[15, 15];
+ _totalStoneCounter = 0;
+ StoneController.InitStones();
+ RequestDrawChance = false;
+
+ SelectedRow = -1;
+ SelectedCol = -1;
+ _lastRow = -1;
+ _lastCol = -1;
- var index = UnityEngine.Random.Range(0, AI_NAMIES.Length);
+ // 금수 감지기 초기화
+ _forbiddenDetector.RenjuForbiddenMove(_board);
- return AI_NAMIES[index];
+ //timer 초기화
+ FioTimer.InitTimer();
+
+ // 플레이어 셋업
+ SetupPlayer(isFirstPlayer, _roomId, _opponentNickname, _opponentImageIndex);
+
+ // 로딩 패널 열려 있으면 닫기
+ GameManager.Instance.panelManager.CloseLoadingPanel();
+
+ // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
+ StartGameOnMainThread();
}
-
- public void SwitchToSinglePlayer()
+
+ #endregion
+
+ public Enums.PlayerType[,] GetBoard() => _board;
+
+ // 보드 초기화
+ public void ResetBoard() => Array.Clear(_board, 0, _board.Length);
+
+ // 상대가 매칭되지 않을 경우 AI로 전환하는 함수
+ private void SwitchToSinglePlayer()
{
- _multiplayManager?.Dispose();
+ MultiPlayManager?.Dispose();
// 기존 멀티플레이 상태 초기화
- _multiplayManager = null;
+ MultiPlayManager = null;
_roomId = null;
// 싱글 플레이 상태로 변경
- firstPlayerState = new PlayerState(true);
- secondPlayerState = new AIState();
- // AI 난이도 설정(급수 설정)
- OmokAI.Instance.SetRating(UserManager.Instance.Rating);
-
- // 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
- UnityMainThreadDispatcher.Instance().Enqueue(() =>
- {
- // 스레드 확인 로그: 추후 디버깅 시 필요할 수 있을 것 같아 남겨둡니다
- // Debug.Log($"[UnityMainThreadDispatcher] 실행 스레드: {System.Threading.Thread.CurrentThread.ManagedThreadId}");
-
- //AI닉네임 랜덤생성
- var aiName = RandomAINickname();
- var imageIndex = UnityEngine.Random.Range(0, 2);
-
- //유저 이름 사진 초기화
- GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, aiName);
- GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, imageIndex);
- // 리플레이 데이터 업데이트
- ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,aiName, UserManager.Instance.imageIndex, imageIndex);
-
- // 로딩 패널 열려있으면 닫기
- GameManager.Instance.panelManager.CloseLoadingPanel();
-
- // 첫 번째 플레이어(유저)부터 시작
- SetState(firstPlayerState);
- });
- }
-
- public void Dispose()
- {
- _multiplayManager?.LeaveRoom(_roomId);
- _multiplayManager?.Dispose();
- }
-
- //돌 카운터 증가 함수
- public void CountStoneCounter()
- {
- _totalStoneCounter++;
- }
-
- //착수 버튼 클릭시 호출되는 함수
- public void OnConfirm()
- {
- _currentPlayerState.ProcessMove(this, currentTurn, selectedRow, selectedCol);
- }
- //보드 초기화
- public void ResetBoard()
- {
- Array.Clear(_board, 0, _board.Length);
+ InitializeSinglePlayMode();
}
public void SetState(BasePlayerState state)
{
- _currentPlayerState?.OnExit(this);
- _currentPlayerState = state;
- _currentPlayerState?.OnEnter(this);
- //턴 표시
- GameManager.Instance.SetTurnIndicator(_currentPlayerState == firstPlayerState);
- }
-
- //스톤의 상태변경 명령함수
- public void SetStoneNewState(Enums.StoneState state, int row, int col)
- {
- stoneController.SetStoneState(state, row, col);
+ CurrentPlayerState?.OnExit(this);
+ CurrentPlayerState = state;
+ CurrentPlayerState?.OnEnter(this);
+ // 턴 표시
+ GameManager.Instance.SetTurnIndicator(CurrentPlayerState == FirstPlayerState);
}
- public void SetStoneSelectedState(int row, int col)
- {
- if (_board[row, col] != Enums.PlayerType.None) return;
-
- if (stoneController.GetStoneState(row, col) != Enums.StoneState.None && currentTurn == Enums.PlayerType.PlayerA) 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;
+ #region Utility
- switch (playerType)
- {
- case 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);
-
- ReplayManager.Instance.RecordStonePlaced(Enums.StoneType.Black, row, col); //기보 데이터 저장
- break;
- case 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);
-
- ReplayManager.Instance.RecordStonePlaced(Enums.StoneType.White, row, col);
-
- break;
- }
- }
-
- //돌 지우는 함수
- public void RemoveStone(int row, int col)
- {
- _board[row, col] = Enums.PlayerType.None;
- stoneController.SetStoneType(Enums.StoneType.None, row, col);
- stoneController.SetStoneState(Enums.StoneState.None, 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;
- }
- //게임 끝
- public void EndGame(Enums.GameResult result)
- {
- SetState(null);
- ReplayManager.Instance.SaveReplayDataResult(result);
- //TODO: 게임 종료 후 행동 구현
- }
-
- //승리 확인 함수
- public bool CheckGameWin(Enums.PlayerType player, int row, int col)
- {
- return OmokAI.Instance.CheckGameWin(player, _board, row, col);
- }
-
- // 특정 방향으로 같은 돌 개수와 열린 끝 개수를 계산하는 함수
- private (int count, int openEnds) CountStones(
- Enums.PlayerType[,] board, int row, int col, int[] direction, Enums.PlayerType player)
- {
- int size = board.GetLength(0);
- int count = 0;
- int openEnds = 0;
-
- // 정방향 탐색
- int r = row + direction[0], c = col + direction[1];
- while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player)
- {
- count++;
- r += direction[0]; // row값 옮기기
- c += direction[1]; // col값 옮기기
- }
-
- if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
- {
- openEnds++;
- }
-
- // 역방향 탐색
- r = row - direction[0];
- c = col - direction[1];
- while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player)
- {
- count++;
- r -= direction[0];
- c -= direction[1];
- }
-
- if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
- {
- openEnds++;
- }
-
- return (count, openEnds);
- }
-
- public Enums.PlayerType[,] GetBoard()
- {
- return _board;
- }
- //무승부 확인
- public bool CheckGameDraw()
- {
- if (CheckIsFull(_board)) return true; // 빈 칸이 없으면 무승부
- bool playerAHasChance = CheckFiveChance(_board, Enums.PlayerType.PlayerA);
- bool playerBHasChance = CheckFiveChance(_board, Enums.PlayerType.PlayerB);
- return !(playerAHasChance || playerBHasChance); // 둘 다 기회가 없으면 무승부
- }
-
- //연속되는 5개가 만들어질 기회가 있는지 판단
- private bool CheckFiveChance(Enums.PlayerType[,] board, Enums.PlayerType player)
- {
- var tempBoard = (Enums.PlayerType[,])board.Clone();
- int size = board.GetLength(0);
- for (int row = 0; row < size; row++)
- {
- for (int col = 0; col < size; col++)
- {
- if (tempBoard[row, col] != Enums.PlayerType.None) continue;
- tempBoard[row, col] = player;
- foreach (var dir in AIConstants.Directions)
- {
- var (count, _) = CountStones(tempBoard, row, col, dir, player);
-
- // 자기 자신 포함하여 5개 이상일 시 true 반환
- if (count + 1 >= Constants.WIN_COUNT) return true;
- }
- }
- }
- return false;
- }
- //보드가 꽉 찼는지 확인
- private static bool CheckIsFull(Enums.PlayerType[,] board)
- {
- int size = board.GetLength(0);
- for (int row = 0; row < size; row++)
- {
- for (int col = 0; col < size; col++)
- {
- if (board[row, col] == Enums.PlayerType.None) return false;
- }
- }
- return true;
- }
-
- #region Renju Rule Detector
// 금수 위치 업데이트 및 표시
public void UpdateForbiddenMoves()
{
ClearForbiddenMarks();
- if (currentTurn == Enums.PlayerType.PlayerA)
+ if (CurrentTurn == Enums.PlayerType.PlayerA)
{
var cloneBoard = (Enums.PlayerType[,])_board.Clone();
_forbiddenMoves = _forbiddenDetector.RenjuForbiddenMove(cloneBoard);
@@ -809,6 +530,12 @@ public class GameLogic : IDisposable
}
}
+ // 타이머 일시정지
+ private void TimerPause() => FioTimer.PauseTimer();
+
+ // 타이머 일시정지 해제
+ private void TimerUnpause() => FioTimer.StartTimer();
+
// 이전에 표시된 금수 마크 제거
private void ClearForbiddenMarks()
{
@@ -821,5 +548,22 @@ public class GameLogic : IDisposable
}
}
}
-#endregion
+
+ // AI닉네임 랜덤 생성
+ private string RandomAINickname()
+ {
+ string[] AI_NAMIES = { "이세돌", "신사동호랭이","진짜인간임","종로3가짱돌","마스터김춘배","62세황순자","고준일 강사님"};
+
+ var index = Random.Range(0, AI_NAMIES.Length);
+
+ return AI_NAMIES[index];
+ }
+
+ #endregion
+
+ public void Dispose()
+ {
+ MultiPlayManager?.LeaveRoom(_roomId);
+ MultiPlayManager?.Dispose();
+ }
}
diff --git a/Assets/Script/Game/GameManager.cs b/Assets/Script/Game/GameManager.cs
index b2dca0b..f34e129 100644
--- a/Assets/Script/Game/GameManager.cs
+++ b/Assets/Script/Game/GameManager.cs
@@ -30,7 +30,7 @@ public class GameManager : Singleton
public MultiplayManager GetMultiplayManager()
{
- _multiplayManager = _gameLogic._multiplayManager;
+ _multiplayManager = _gameLogic.MultiPlayManager;
if (_multiplayManager == null) Debug.Log("MultiplayManager가 null입니다");
return _multiplayManager;
}
@@ -49,7 +49,7 @@ public class GameManager : Singleton
public void OnClickConfirmButton()
{
- if (_gameLogic.selectedRow != -1 && _gameLogic.selectedCol != -1)
+ if (_gameLogic.SelectedRow != -1 && _gameLogic.SelectedCol != -1)
{
_gameLogic.OnConfirm();
}
@@ -99,7 +99,7 @@ public class GameManager : Singleton
if (_gameLogic == null) return;
_gameLogic.ResetBoard();
_stoneController.InitStones();
- _gameLogic.SetState(_gameLogic.firstPlayerState);
+ _gameLogic.SetState(_gameLogic.FirstPlayerState);
}
//유저 이름 Game UI에 초기화
public void InitPlayersName(string playerNameA, string playerNameB)
@@ -122,7 +122,7 @@ public class GameManager : Singleton
public bool GetRequestDrawChance()
{
- if (_gameLogic == null){ return false;}
+ if (_gameLogic == null) return false;
return _gameLogic.RequestDrawChance;
}
@@ -131,4 +131,25 @@ public class GameManager : Singleton
if (_gameLogic == null) return;
_gameLogic.RequestDrawChance = false;
}
+
+ public bool CheckIsSinglePlay()
+ {
+ if (_gameLogic == null) return false;
+ return _gameLogic.GameType == Enums.GameType.SinglePlay;
+ }
+
+ public void SurrenderSinglePlay()
+ {
+ if(_gameLogic == null) return;
+ panelManager.OpenEffectPanel(Enums.GameResult.Lose);
+ _gameLogic.EndGame(Enums.GameResult.Lose);
+ }
+
+ public void DrawSinglePlay()
+ {
+ if(_gameLogic == null) return;
+ panelManager.OpenEffectPanel(Enums.GameResult.Draw);
+ _gameLogic.EndGame(Enums.GameResult.Draw);
+ }
+
}
\ No newline at end of file
diff --git a/Assets/Script/Game/GameStates.meta b/Assets/Script/Game/GameStates.meta
new file mode 100644
index 0000000..7abcde1
--- /dev/null
+++ b/Assets/Script/Game/GameStates.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: b15e90e5f55e4d338705bfffd558d056
+timeCreated: 1743068734
\ No newline at end of file
diff --git a/Assets/Script/Game/GameStates/AIState.cs b/Assets/Script/Game/GameStates/AIState.cs
new file mode 100644
index 0000000..29de06a
--- /dev/null
+++ b/Assets/Script/Game/GameStates/AIState.cs
@@ -0,0 +1,27 @@
+public class AIState: BasePlayerState
+{
+ public override void OnEnter(GameLogic gameLogic)
+ {
+ gameLogic.FioTimer.StartTimer();
+ OmokAI.Instance.StartBestMoveSearch(gameLogic.GetBoard(), (bestMove) =>
+ {
+ if(bestMove.HasValue)
+ HandleMove(gameLogic, bestMove.Value.Item1, bestMove.Value.Item2);
+ });
+ }
+
+ public override void OnExit(GameLogic gameLogic)
+ {
+ gameLogic.FioTimer.InitTimer();
+ }
+
+ public override void HandleMove(GameLogic gameLogic, int row, int col)
+ {
+ ProcessMove(gameLogic, Enums.PlayerType.PlayerB,row, col);
+ }
+
+ public override void HandleNextTurn(GameLogic gameLogic)
+ {
+ gameLogic.SetState(gameLogic.FirstPlayerState);
+ }
+}
\ No newline at end of file
diff --git a/Assets/Script/Game/GameStates/AIState.cs.meta b/Assets/Script/Game/GameStates/AIState.cs.meta
new file mode 100644
index 0000000..877d37d
--- /dev/null
+++ b/Assets/Script/Game/GameStates/AIState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: fbd2216a641845bc9892444713d3497f
+timeCreated: 1743068785
\ No newline at end of file
diff --git a/Assets/Script/Game/GameStates/BasePlayerState.cs b/Assets/Script/Game/GameStates/BasePlayerState.cs
new file mode 100644
index 0000000..7a73f37
--- /dev/null
+++ b/Assets/Script/Game/GameStates/BasePlayerState.cs
@@ -0,0 +1,58 @@
+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);
+
+ protected string _roomId;
+ protected bool _isMultiplay;
+ protected MultiplayManager _multiplayManager;
+
+ public void ProcessMove(GameLogic gameLogic, Enums.PlayerType playerType, int row, int col)
+ {
+ gameLogic.FioTimer.PauseTimer();
+ gameLogic.SetNewBoardValue(playerType, row, col);
+ gameLogic.CountStoneCounter();
+
+ if (_isMultiplay)
+ {
+ _multiplayManager.SendPlayerMove(_roomId, new Vector2Int(row, col));
+ }
+
+ if (gameLogic.CheckGameWin(playerType, row, col))
+ {
+ var gameResult = playerType == Enums.PlayerType.PlayerA? Enums.GameResult.Win:Enums.GameResult.Lose;
+ if (gameLogic.GameType == Enums.GameType.MultiPlay)
+ {
+ if (gameLogic.FirstPlayerState.GetType() != typeof(PlayerState))
+ {
+ gameResult = gameResult == Enums.GameResult.Win ? Enums.GameResult.Lose : Enums.GameResult.Win;
+ }
+ }
+ GameManager.Instance.panelManager.OpenEffectPanel(gameResult);
+ gameLogic.EndGame(gameResult);
+ }
+ else
+ {
+ if (gameLogic.TotalStoneCounter >= Constants.MinCountForDrawCheck)
+ {
+ if (gameLogic.CheckGameDraw())
+ {
+ GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
+ gameLogic.EndGame(Enums.GameResult.Draw);
+ }
+ else
+ {
+ HandleNextTurn(gameLogic);
+ }
+ }
+ else
+ {
+ HandleNextTurn(gameLogic);
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Script/Game/GameStates/BasePlayerState.cs.meta b/Assets/Script/Game/GameStates/BasePlayerState.cs.meta
new file mode 100644
index 0000000..7d599d0
--- /dev/null
+++ b/Assets/Script/Game/GameStates/BasePlayerState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 28db9c0415a04bd288598b502b43066f
+timeCreated: 1743068714
\ No newline at end of file
diff --git a/Assets/Script/Game/GameStates/MultiPlayerState.cs b/Assets/Script/Game/GameStates/MultiPlayerState.cs
new file mode 100644
index 0000000..bb0390b
--- /dev/null
+++ b/Assets/Script/Game/GameStates/MultiPlayerState.cs
@@ -0,0 +1,62 @@
+public class MultiPlayerState: BasePlayerState
+{
+ private Enums.PlayerType _playerType;
+ private bool _isFirstPlayer;
+
+ private MultiplayManager _multiplayManager;
+
+ public MultiPlayerState(bool isFirstPlayer, MultiplayManager multiplayManager)
+ {
+ _isFirstPlayer = isFirstPlayer;
+ _playerType = isFirstPlayer ? Enums.PlayerType.PlayerA : Enums.PlayerType.PlayerB;
+ _multiplayManager = multiplayManager;
+ }
+
+ public override void OnEnter(GameLogic gameLogic)
+ {
+ gameLogic.FioTimer.StartTimer();
+ //TODO: 첫번째 플레이어면 렌주 룰 확인
+ #region Renju Turn Set
+ // 턴이 변경될 때마다 금수 위치 업데이트
+ gameLogic.UpdateForbiddenMoves();
+ #endregion
+
+ gameLogic.CurrentTurn = _playerType;
+ // gameLogic.stoneController.OnStoneClickedDelegate = (row, col) =>
+ // {
+ // HandleMove(gameLogic, row, col);
+ // };
+ _multiplayManager.OnOpponentMove = moveData =>
+ {
+ var row = moveData.position.x;
+ var col = moveData.position.y;
+ UnityThread.executeInUpdate(() =>
+ {
+ HandleMove(gameLogic, row, col);
+ });
+ };
+ }
+
+ public override void OnExit(GameLogic gameLogic)
+ {
+ gameLogic.FioTimer.InitTimer();
+ _multiplayManager.OnOpponentMove = null;
+ }
+
+ public override void HandleMove(GameLogic gameLogic, int row, int col)
+ {
+ ProcessMove(gameLogic, _playerType, row, col);
+ }
+
+ public override void HandleNextTurn(GameLogic gameLogic)
+ {
+ if (_isFirstPlayer)
+ {
+ gameLogic.SetState(gameLogic.SecondPlayerState);
+ }
+ else
+ {
+ gameLogic.SetState(gameLogic.FirstPlayerState);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Script/Game/GameStates/MultiPlayerState.cs.meta b/Assets/Script/Game/GameStates/MultiPlayerState.cs.meta
new file mode 100644
index 0000000..a97769a
--- /dev/null
+++ b/Assets/Script/Game/GameStates/MultiPlayerState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 20e292a1c2064962ab8eaaa5a80bc3b9
+timeCreated: 1743068802
\ No newline at end of file
diff --git a/Assets/Script/Game/GameStates/PlayerState.cs b/Assets/Script/Game/GameStates/PlayerState.cs
new file mode 100644
index 0000000..c5d38a9
--- /dev/null
+++ b/Assets/Script/Game/GameStates/PlayerState.cs
@@ -0,0 +1,63 @@
+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;
+ _isMultiplay = false;
+ }
+
+ public PlayerState(bool isFirstPlayer, MultiplayManager multiplayManager, string roomId)
+ : this(isFirstPlayer)
+ {
+ _isFirstPlayer = isFirstPlayer;
+ _multiplayManager = multiplayManager;
+ _roomId = roomId;
+ _isMultiplay = true;
+ }
+
+ public override void OnEnter(GameLogic gameLogic)
+ {
+ gameLogic.FioTimer.StartTimer();
+
+ //TODO: 첫번째 플레이어면 렌주 룰 확인
+ #region Renju Turn Set
+ // 턴이 변경될 때마다 금수 위치 업데이트
+ gameLogic.UpdateForbiddenMoves();
+ #endregion
+
+ gameLogic.CurrentTurn = _playerType;
+ gameLogic.StoneController.OnStoneClickedDelegate = (row, col) =>
+ {
+ HandleMove(gameLogic, row, col);
+ };
+ }
+
+ public override void OnExit(GameLogic gameLogic)
+ {
+ //TODO: 렌주 룰 금수자리 초기화
+
+ gameLogic.FioTimer.InitTimer();
+ 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);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Script/Game/GameStates/PlayerState.cs.meta b/Assets/Script/Game/GameStates/PlayerState.cs.meta
new file mode 100644
index 0000000..5f9c74f
--- /dev/null
+++ b/Assets/Script/Game/GameStates/PlayerState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 951fc71a9c154522b3562053350536b8
+timeCreated: 1743068763
\ No newline at end of file
diff --git a/Assets/Script/Game/GameUtility.meta b/Assets/Script/Game/GameUtility.meta
new file mode 100644
index 0000000..cc52462
--- /dev/null
+++ b/Assets/Script/Game/GameUtility.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 79bd83540d994967a0e3b7ee6d5bc835
+timeCreated: 1743076291
\ No newline at end of file
diff --git a/Assets/Script/Game/GameUtility/GameRoutine.cs b/Assets/Script/Game/GameUtility/GameRoutine.cs
new file mode 100644
index 0000000..b3148c3
--- /dev/null
+++ b/Assets/Script/Game/GameUtility/GameRoutine.cs
@@ -0,0 +1,95 @@
+public partial class GameLogic
+{
+ // 돌 카운터 증가 함수
+ public void CountStoneCounter() => _totalStoneCounter++;
+
+ // 착수 버튼 클릭시 호출되는 함수
+ public void OnConfirm() => CurrentPlayerState.ProcessMove(this, CurrentTurn, SelectedRow, SelectedCol);
+
+ // 스톤의 상태변경 명령함수
+ private 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;
+
+ if (StoneController.GetStoneState(row, col) != Enums.StoneState.None &&
+ CurrentTurn == Enums.PlayerType.PlayerA) return;
+ // 첫수 및 중복 확인
+ if ((SelectedRow != row || SelectedCol != col) && (SelectedRow != -1 && SelectedCol != -1))
+ {
+ StoneController.SetStoneState(Enums.StoneState.None, SelectedRow, SelectedCol);
+ }
+
+ (SelectedRow, SelectedCol) = (row, 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;
+
+ switch (playerType)
+ {
+ case 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);
+
+ ReplayManager.Instance.RecordStonePlaced(Enums.StoneType.Black, row, col); //기보 데이터 저장
+ break;
+ case 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);
+
+ ReplayManager.Instance.RecordStonePlaced(Enums.StoneType.White, row, col);
+ break;
+ }
+ }
+
+ // 돌 지우는 함수
+ public void RemoveStone(int row, int col)
+ {
+ _board[row, col] = Enums.PlayerType.None;
+ StoneController.SetStoneType(Enums.StoneType.None, row, col);
+ StoneController.SetStoneState(Enums.StoneState.None, 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, _lastCol) = (row, col);
+
+ //선택 좌표 초기화
+ (SelectedRow, SelectedCol) = (-1, -1);
+ }
+
+ // 게임 끝
+ public void EndGame(Enums.GameResult result)
+ {
+ SetState(null);
+ ReplayManager.Instance.SaveReplayDataResult(result);
+ //TODO: 게임 종료 후 행동 구현
+ }
+
+ public void SetLastPositioned(int row, int col)
+ {
+ _lastRow = row;
+ _lastCol = col;
+ }
+}
\ No newline at end of file
diff --git a/Assets/Script/Game/GameUtility/GameRoutine.cs.meta b/Assets/Script/Game/GameUtility/GameRoutine.cs.meta
new file mode 100644
index 0000000..80cebb3
--- /dev/null
+++ b/Assets/Script/Game/GameUtility/GameRoutine.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: d911ca14696a433ebc112577b60de664
+timeCreated: 1743076571
\ No newline at end of file
diff --git a/Assets/Script/Game/GameUtility/GameWinCheck.cs b/Assets/Script/Game/GameUtility/GameWinCheck.cs
new file mode 100644
index 0000000..a4f8531
--- /dev/null
+++ b/Assets/Script/Game/GameUtility/GameWinCheck.cs
@@ -0,0 +1,96 @@
+public partial class GameLogic
+{
+ //승리 확인 함수
+ public bool CheckGameWin(Enums.PlayerType player, int row, int col)
+ {
+ return OmokAI.Instance.CheckGameWin(player, _board, row, col);
+ }
+
+ // 특정 방향으로 같은 돌 개수와 열린 끝 개수를 계산하는 함수
+ public static (int count, int openEnds) CountStones(
+ Enums.PlayerType[,] board, int row, int col, int[] direction, Enums.PlayerType player)
+ {
+ int size = board.GetLength(0);
+ int count = 0;
+ int openEnds = 0;
+
+ // 정방향 탐색
+ int r = row + direction[0], c = col + direction[1];
+ while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player)
+ {
+ count++;
+ r += direction[0]; // row값 옮기기
+ c += direction[1]; // col값 옮기기
+ }
+
+ if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
+ {
+ openEnds++;
+ }
+
+ // 역방향 탐색
+ r = row - direction[0];
+ c = col - direction[1];
+ while (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == player)
+ {
+ count++;
+ r -= direction[0];
+ c -= direction[1];
+ }
+
+ if (r >= 0 && r < size && c >= 0 && c < size && board[r, c] == Enums.PlayerType.None)
+ {
+ openEnds++;
+ }
+
+ return (count, openEnds);
+ }
+
+ //무승부 확인
+ public bool CheckGameDraw()
+ {
+ if (CheckIsFull(_board)) return true; // 빈 칸이 없으면 무승부
+ bool playerAHasChance = CheckFiveChance(_board, Enums.PlayerType.PlayerA);
+ bool playerBHasChance = CheckFiveChance(_board, Enums.PlayerType.PlayerB);
+ return !(playerAHasChance || playerBHasChance); // 둘 다 기회가 없으면 무승부
+ }
+
+ //연속되는 5개가 만들어질 기회가 있는지 판단
+ private bool CheckFiveChance(Enums.PlayerType[,] board, Enums.PlayerType player)
+ {
+ var tempBoard = (Enums.PlayerType[,])board.Clone();
+ int size = board.GetLength(0);
+ for (int row = 0; row < size; row++)
+ {
+ for (int col = 0; col < size; col++)
+ {
+ if (tempBoard[row, col] != Enums.PlayerType.None) continue;
+ tempBoard[row, col] = player;
+ foreach (var dir in AIConstants.Directions)
+ {
+ var (count, _) = CountStones(tempBoard, row, col, dir, player);
+
+ // 자기 자신 포함하여 5개 이상일 시 true 반환
+ if (count + 1 >= Constants.WIN_COUNT) return true;
+ }
+ }
+ }
+
+ return false;
+ }
+
+ //보드가 꽉 찼는지 확인
+ private static bool CheckIsFull(Enums.PlayerType[,] board)
+ {
+ int size = board.GetLength(0);
+ for (int row = 0; row < size; row++)
+ {
+ for (int col = 0; col < size; col++)
+ {
+ if (board[row, col] == Enums.PlayerType.None) return false;
+ }
+ }
+
+ return true;
+ }
+}
\ No newline at end of file
diff --git a/Assets/Script/Game/GameUtility/GameWinCheck.cs.meta b/Assets/Script/Game/GameUtility/GameWinCheck.cs.meta
new file mode 100644
index 0000000..f6d41b4
--- /dev/null
+++ b/Assets/Script/Game/GameUtility/GameWinCheck.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 367e9d42ab0f4a879d00bac722922970
+timeCreated: 1743076291
\ No newline at end of file
diff --git a/Assets/Script/Game/MultiplayManager.cs b/Assets/Script/Game/MultiplayManager.cs
index ca9846d..62a1a29 100644
--- a/Assets/Script/Game/MultiplayManager.cs
+++ b/Assets/Script/Game/MultiplayManager.cs
@@ -61,6 +61,14 @@ public class MessageData
public string message { get; set; }
}
+public class RevengeData
+{
+ [JsonProperty("message")]
+ public string message { get; set; }
+ [JsonProperty("isBlack")]
+ public Boolean isBlack { get; set; }
+}
+
public class MultiplayManager : IDisposable
{
private SocketIOUnity _socket;
@@ -91,12 +99,20 @@ public class MultiplayManager : IDisposable
_socket.On("doSurrender", DoSurrender);
_socket.On("surrenderConfirmed", SurrenderConfirmed);
_socket.On("receiveTimeout", ReceiveTimeout);
+ // 무승부 관련
_socket.On("receiveDrawRequest", ReceiveDrawRequest);
_socket.On("drawRequestSent", DrawRequestSent);
_socket.On("drawAccepted", DrawAccepted);
_socket.On("drawConfirmed", DrawConfirmed);
_socket.On("drawRejected", DrawRejected);
_socket.On("drawRejectionConfirmed", DrawRejectionConfirmed);
+ // 재대결 관련
+ _socket.On("receiveRevengeRequest", ReceiveRevengeRequest);
+ _socket.On("revengeRequestSent", RevengeRequestSent);
+ _socket.On("revengeAccepted", RevengeAccepted);
+ _socket.On("revengeConfirmed", RevengeConfirmed);
+ _socket.On("revengeRejected", RevengeRejected);
+ _socket.On("revengeRejectionConfirmed", RevengeRejectionConfirmed);
_socket.Connect();
}
@@ -153,7 +169,6 @@ public class MultiplayManager : IDisposable
private void DoOpponent(SocketIOResponse response)
{
var data = response.GetValue();
-
if (data != null && data.position != null)
{
Vector2Int opponentPosition = new Vector2Int(data.position.x, data.position.y);
@@ -205,7 +220,7 @@ public class MultiplayManager : IDisposable
{
if (string.IsNullOrEmpty(_roomId))
{
- Debug.LogError("LeaveRoom 호출 실패: _roomId가 설정되지 않음");
+ Debug.LogError("RequestSurrender 호출 실패: _roomId가 설정되지 않음");
return;
}
_socket.Emit("requestSurrender",new { roomId = _roomId });
@@ -232,7 +247,7 @@ public class MultiplayManager : IDisposable
{
if (string.IsNullOrEmpty(_roomId))
{
- Debug.LogError("LeaveRoom 호출 실패: _roomId가 설정되지 않음");
+ Debug.LogError("SendTimeout 호출 실패: _roomId가 설정되지 않음");
return;
}
_socket.Emit("sendTimeout",new { roomId = _roomId });
@@ -249,6 +264,8 @@ public class MultiplayManager : IDisposable
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.ReceiveTimeout, data.message);
}
+ #region 무승부
+
public void RequestDraw()
{
if (string.IsNullOrEmpty(_roomId))
@@ -321,6 +338,84 @@ public class MultiplayManager : IDisposable
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DrawRejectionConfirmed, data.message);
}
+ #endregion
+
+ #region 재대결
+
+ public void RequestRevengeRequest()
+ {
+ if (string.IsNullOrEmpty(_roomId))
+ {
+ Debug.LogError("requestDraw 호출 실패: _roomId가 설정되지 않음");
+ return;
+ }
+ _socket.Emit("requestRevenge",new { roomId = _roomId });
+ }
+
+ private void ReceiveRevengeRequest(SocketIOResponse response)
+ {
+ var data = response.GetValue();
+
+ _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.ReceiveRevengeRequest, data.message);
+ }
+
+ private void RevengeRequestSent(SocketIOResponse response)
+ {
+ var data = response.GetValue();
+
+ _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeRequestSent, data.message);
+ }
+
+ public void AcceptRevenge()
+ {
+ if (string.IsNullOrEmpty(_roomId))
+ {
+ Debug.LogError("acceptRevenge 호출 실패: _roomId가 설정되지 않음");
+ return;
+ }
+ _socket.Emit("acceptRevenge", new { roomId = _roomId });
+ }
+
+ private void RevengeAccepted(SocketIOResponse response)
+ {
+ var data = response.GetValue();
+
+ _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeAccepted, data);
+ }
+
+ private void RevengeConfirmed(SocketIOResponse response)
+ {
+ var data = response.GetValue();
+
+ _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeConfirmed, data);
+ }
+
+ public void RejectRevenge()
+ {
+ if (string.IsNullOrEmpty(_roomId))
+ {
+ Debug.LogError("rejectRevenge 호출 실패: _roomId가 설정되지 않음");
+ return;
+ }
+ _socket.Emit("rejectRevenge", new { roomId = _roomId });
+ }
+
+ private void RevengeRejected(SocketIOResponse response)
+ {
+ var data = response.GetValue();
+
+ _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeRejected, data.message);
+ }
+
+ private void RevengeRejectionConfirmed(SocketIOResponse response)
+ {
+ var data = response.GetValue();
+
+ _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.RevengeRejectionConfirmed, data.message);
+ }
+
+ #endregion
+
public void Dispose()
{
if (_socket != null)
@@ -328,6 +423,7 @@ public class MultiplayManager : IDisposable
_socket.Disconnect();
_socket.Dispose();
_socket = null;
+ _roomId = null;
}
}
}
diff --git a/Assets/Script/Main/LoadingPanelController.cs b/Assets/Script/Main/LoadingPanelController.cs
index 48def94..91b306f 100644
--- a/Assets/Script/Main/LoadingPanelController.cs
+++ b/Assets/Script/Main/LoadingPanelController.cs
@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Threading;
using DG.Tweening;
using TMPro;
+using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
@@ -15,20 +16,48 @@ public class LoadingPanelController : MonoBehaviour
[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
+ private string _fullText = "불러오는 중...";
+ private readonly string[] _loadingMessages = {
+ "흑돌을 닦는 중...",
+ "백돌을 닦는 중...",
+ "알을 반짝반짝 닦는 중...",
+ "방석을 터는 중...",
+ "오목 룰북을 읽는 중...",
+ "한 수 깊이 생각하는 중...",
+ "흑돌과 백돌을 구분하는 중...",
+ "돌이 동글동글한지 확인하는 중..."
+ };
+
+ private string _watingText = "상대방을 기다리는 중...";
+ private float interval = 0.2f;
[SerializeField] float flipDuration = 0.3f; // 회전 시간
[SerializeField] float delayBetweenFlips = 1f; // 이미지 변경 주기
+
+ [SerializeField] private GameObject imageBackground;
+ [SerializeField] private GameObject simpleBackground;
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)
+ ///
+ /// 로딩 패널 보이기
+ ///
+ /// 캐릭터들이 좌우로 회전하는 효과
+ /// 한글자씩 나타나는 효과
+ /// 캐릭터들이 뒤집히면서 표정이 바뀌는 효과
+ /// 배경 이미지 여부 설정
+ public void StartLoading(bool animatedImage, bool animatedText, bool animatedFlip, bool isBackgroundImage)
{
// 패널 활성화
gameObject.SetActive(true);
cancellationTokenSource = new CancellationTokenSource();
+
+ // 배경 이미지 여부 설정
+ imageBackground.SetActive(isBackgroundImage);
+ simpleBackground.SetActive(!isBackgroundImage);
+
+ _fullText = !isBackgroundImage ? _watingText : _fullText; // 인게임에서 사용하는 경우 맨 처음 텍스트 고정
if (animatedImage) RotateImages(); // 캐릭터들이 좌우로 회전하는 효과
if (animatedText) StartCoroutine(AnimateLoadingText()); // 한글자씩 나타나는 효과
@@ -63,14 +92,15 @@ public class LoadingPanelController : MonoBehaviour
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
+ 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)
+ if (currentLength == _fullText.Length)
{
yield return new WaitForSeconds(1f); // 1초 대기
+ _fullText = _loadingMessages[Random.Range(0, _loadingMessages.Length)]; // 랜덤 메시지 선택
currentLength = 0; // 다시 처음부터 시작
}
diff --git a/Assets/Script/Main/MainPanelController.cs b/Assets/Script/Main/MainPanelController.cs
index b799776..7759ad7 100644
--- a/Assets/Script/Main/MainPanelController.cs
+++ b/Assets/Script/Main/MainPanelController.cs
@@ -12,6 +12,7 @@ public class MainPanelController : MonoBehaviour
[SerializeField] private Button signOutButton;
[SerializeField] private GameObject[] profileImages;
[SerializeField] private Button rankingButton;
+ [SerializeField] private Button gameStartButton;
private int _selectedImageIndex;
@@ -22,6 +23,8 @@ public class MainPanelController : MonoBehaviour
{
signOutButton.onClick.AddListener(OnSignOutClick);
}
+
+ gameStartButton.GetComponent().ResetButton();
}
public void UpdateUserInfo()
diff --git a/Assets/Script/Main/MainPanelManager.cs b/Assets/Script/Main/MainPanelManager.cs
index 29b2ea6..4240e0f 100644
--- a/Assets/Script/Main/MainPanelManager.cs
+++ b/Assets/Script/Main/MainPanelManager.cs
@@ -26,7 +26,7 @@ public class MainPanelManager : MonoBehaviour
_userManager = userManagerObj.AddComponent();
}
// 로딩 화면 추가(자동 로그인 응답 전까지)
- GameManager.Instance.panelManager.OpenLoadingPanel(false, false, true);
+ GameManager.Instance.panelManager.OpenLoadingPanel(false, true, true);
// 자동 로그인
TryAutoSignin();
diff --git a/Assets/Script/Main/UserManager.cs b/Assets/Script/Main/UserManager.cs
index 738aa56..392499e 100644
--- a/Assets/Script/Main/UserManager.cs
+++ b/Assets/Script/Main/UserManager.cs
@@ -43,6 +43,7 @@ public class CoinsPurchaseResult
public int purchased; // 충전된 코인량
public int currentCoins; // 현재 보유 코인량
}
+
///
/// 광고 시청 응답 클래스
///
@@ -82,8 +83,6 @@ public class DeductCoinsResult
public int remainingCoins;
}
-
-
public class UserManager : Singleton
{
public string UserId { get; private set; }
diff --git a/Assets/Script/Renju/KSH_Renju.meta b/Assets/Script/Renju/KSH_Renju.meta
new file mode 100644
index 0000000..b00f897
--- /dev/null
+++ b/Assets/Script/Renju/KSH_Renju.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 787a283493d7435ea606170d7442790a
+timeCreated: 1742967205
\ No newline at end of file
diff --git a/Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs b/Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs
new file mode 100644
index 0000000..b9900f9
--- /dev/null
+++ b/Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs
@@ -0,0 +1,268 @@
+using System;
+using System.Collections.Generic;
+using System.Text;
+using UnityEngine;
+
+// 오목 렌주룰 4-4 금수 판정.
+public class DoubleFourCheck : ForbiddenDetectorBase
+{
+ // 열린 4 패턴 정보를 저장하는 구조체
+ private struct OpenFourInfo
+ {
+ public int direction; // 방향 인덱스
+ public List emptyPositions; // 빈 좌표들 (5를 만들 수 있는 위치)
+
+ public OpenFourInfo(int dir)
+ {
+ direction = dir;
+ emptyPositions = new List();
+ }
+ }
+
+ // 4-4 금수를 체크합니다.
+ public bool IsDoubleFour(Enums.PlayerType[,] board, int row, int col)
+ {
+ return FindDoubleLineFour(board, row, col) || // 각각 두개의 라인에서 쌍사를 형성하는 경우
+ FindSingleLineDoubleFour(board, row, col); // 일직선으로 쌍사가 만들어지는 특수 패턴
+ }
+
+ // 쌍사(4-4) 여부를 검사합니다.
+ // 쌍사이면 true, 아니면 false
+ public bool FindDoubleLineFour(Enums.PlayerType[,] board, int row, int col)
+ {
+ // 임시로 돌 배치
+ board[row, col] = Black;
+
+ List openFourDirections = new List();
+
+ // 4개의 방향 검사
+ for (int i = 0; i < 4; i++)
+ {
+ int dir1 = DirectionPairs[i, 0];
+ int dir2 = DirectionPairs[i, 1];
+
+ // 이 방향에서 실제 열린 4가 있는지 확인
+ if (HasRealOpenFour(board, row, col, dir1, dir2))
+ {
+ if (HasRealOpenFour(board, row, col, dir1, dir2))
+ {
+ openFourDirections.Add(i);
+ }
+ }
+ }
+
+ // 원래 상태로 되돌림
+ board[row, col] = Space;
+
+ return openFourDirections.Count >= 2;
+ }
+
+ private bool FindSingleLineDoubleFour(Enums.PlayerType[,] board, int row, int col)
+ {
+ for (int i = 0; i < 4; i++)
+ {
+ int dir1 = DirectionPairs[i, 0];
+ int dir2 = DirectionPairs[i, 1];
+
+ // 각 방향 라인 패턴
+ Enums.PlayerType[] linePattern = ExtractLinePattern(board, row, col, dir1, dir2);
+
+ // 패턴을 문자열로 변환
+ StringBuilder temp = new StringBuilder();
+ foreach (var cell in linePattern)
+ {
+ temp.Append(cell switch
+ {
+ Enums.PlayerType.None => "□",
+ Enums.PlayerType.PlayerA => "●",
+ Enums.PlayerType.PlayerB => "○",
+ _ => "?"
+ });
+ }
+
+ string patternStr = temp.ToString();
+
+ // 한줄로 발생하는 쌍사 패턴 검사
+ if (patternStr.Contains("●●□●●□●●") || patternStr.Contains("●□●●●□●"))
+ {
+ Debug.Log("patternStr: " + patternStr);
+ return true;
+ }
+ }
+
+ return false;
+ }
+
+ // 특정 방향에 대해 열린 4 검사
+ private bool HasRealOpenFour(Enums.PlayerType[,] board, int row, int col,
+ int dir1, int dir2)
+ {
+ // 패턴 추출
+ Enums.PlayerType[] linePattern = ExtractLinePattern(board, row, col, dir1, dir2);
+ int centerIndex = 5; // 중앙 인덱스 (현재 위치)
+
+ // 연속된 4개 돌 패턴 검사 (●●●●)
+ for (int start = centerIndex - 3; start <= centerIndex; start++)
+ {
+ if (start < 0 || start + 3 >= linePattern.Length) continue;
+
+ // 4개의 연속된 돌 확인
+ bool isFour = true;
+ for (int i = 0; i < 4; i++)
+ {
+ if (linePattern[start + i] != Black)
+ {
+ isFour = false;
+ break;
+ }
+ }
+
+ if (isFour)
+ {
+ // 양쪽이 모두 열려있는지 확인
+ bool isLeftOpen = IsOpen(linePattern, start - 1);
+ bool isRightOpen = IsOpen(linePattern, start + 4);
+
+ // 적어도 한쪽이 열려있으면 (한쪽이라도 5를 만들 수 있으면) 열린 4
+ if ((isLeftOpen || isRightOpen) && CanFormFive(linePattern, start))
+ {
+ return true; // 실제 열린 4 발견
+ }
+ }
+ }
+
+ // 한 칸 떨어진 패턴 검사 (●●●○● 또는 ●○●●● 등)
+ for (int start = Math.Max(0, centerIndex - 4); start <= centerIndex; start++)
+ {
+ if (start + 4 >= linePattern.Length) continue;
+
+ // 5칸 내에 4개 돌과 1개 빈칸이 있는지 확인
+ int stoneCount = 0;
+ int emptyCount = 0;
+ int emptyPos = -1;
+
+ for (int i = 0; i < 5; i++)
+ {
+ if (linePattern[start + i] == Black) stoneCount++;
+ else if (linePattern[start + i] == Space)
+ {
+ emptyCount++;
+ emptyPos = start + i;
+ }
+ }
+
+ // 4개 돌 + 1개 빈칸 패턴이면
+ if (stoneCount == 4 && emptyCount == 1)
+ {
+ // 5개 돌을 만들 수 있는지 확인
+ if (CanFormFive(linePattern, start))
+ {
+ return true; // 실제 열린 4 발견
+ }
+ }
+ }
+
+ return false; // 열린 4 없음
+ }
+
+ // 해당 위치가 실제로 열려 있는지 확인 (백돌이나 벽으로 막히지 않은지)
+ private bool IsOpen(Enums.PlayerType[] pattern, int position)
+ {
+ // 범위 체크
+ if (position < 0 || position >= pattern.Length)
+ {
+ return false; // 벽으로 막힘
+ }
+
+ // 빈 공간인지 확인
+ return pattern[position] == Space;
+ }
+
+ // 이 패턴으로 5개 돌을 만들 수 있는지 확인
+ private bool CanFormFive(Enums.PlayerType[] pattern, int startPos)
+ {
+ // 모든 가능한 5칸 슬라이딩 윈도우 확인
+ for (int slide = -4; slide <= 0; slide++)
+ {
+ bool possible = true;
+
+ // 5개 윈도우 내에 상대 돌이나 벽이 없는지 확인
+ for (int i = 0; i < 5; i++)
+ {
+ int pos = startPos + slide + i;
+
+ if (pos < 0 || pos >= pattern.Length || pattern[pos] == White)
+ {
+ possible = false;
+ break;
+ }
+ }
+
+ if (possible)
+ {
+ return true; // 5개 연속 가능
+ }
+ }
+
+ return false; // 어떤 위치에서도 5개 연속 불가능
+ }
+
+ ///
+ /// 라인 패턴을 추출합니다.
+ ///
+ private Enums.PlayerType[] ExtractLinePattern(Enums.PlayerType[,] board, int row, int col, int dir1, int dir2)
+ {
+ Enums.PlayerType[] linePattern = new Enums.PlayerType[11];
+ int centerIndex = 5; // 중앙 인덱스 (현재 위치)
+
+ // 현재 위치 설정
+ linePattern[centerIndex] = Black;
+
+ for (int i = 1; i <= 5; i++)
+ {
+ for (int j = 0; j < 2; j++) // dir1과 dir2를 한 번에 처리
+ {
+ int direction = (j == 0) ? dir1 : dir2;
+ int newRow = row + Directions[direction, 0] * i;
+ int newCol = col + Directions[direction, 1] * i;
+ int index = (j == 0) ? centerIndex + i : centerIndex - i;
+
+ linePattern[index] = IsInBounds(newRow, newCol) ? board[newRow, newCol] : White;
+ }
+ }
+
+ /*// dir1 방향으로 패턴 채우기
+ for (int i = 1; i <= 5; i++)
+ {
+ int newRow = row + Directions[dir1, 0] * i;
+ int newCol = col + Directions[dir1, 1] * i;
+
+ if (IsInBounds(newRow, newCol))
+ {
+ linePattern[centerIndex + i] = board[newRow, newCol];
+ }
+ else
+ {
+ linePattern[centerIndex + i] = White; // 범위 밖은 벽으로 처리하여 일관성 유지
+ }
+ }
+
+ // dir2 방향으로 패턴 채우기
+ for (int i = 1; i <= 5; i++)
+ {
+ int newRow = row + Directions[dir2, 0] * i;
+ int newCol = col + Directions[dir2, 1] * i;
+
+ if (IsInBounds(newRow, newCol))
+ {
+ linePattern[centerIndex - i] = board[newRow, newCol];
+ }
+ else
+ {
+ linePattern[centerIndex - i] = White; // 범위 밖은 벽으로 처리하여 일관성 유지
+ }
+ }*/
+
+ return linePattern;
+ }
+}
\ No newline at end of file
diff --git a/Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs.meta b/Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs.meta
new file mode 100644
index 0000000..5b8bf0b
--- /dev/null
+++ b/Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: a0f3f36424a845a3bfa973db9ee6c627
+timeCreated: 1742967613
\ No newline at end of file
diff --git a/Assets/Script/Renju/KSH_Renju/DoubleThreeCheck.cs b/Assets/Script/Renju/KSH_Renju/DoubleThreeCheck.cs
new file mode 100644
index 0000000..fcacf1a
--- /dev/null
+++ b/Assets/Script/Renju/KSH_Renju/DoubleThreeCheck.cs
@@ -0,0 +1,207 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+// 오목 렌주룰 3-3 금수 판정. 3-3 둘다 열린 상황만 금수로 판정합니다.
+public class DoubleThreeCheck : ForbiddenDetectorBase
+{
+ // 열린 3 패턴 정보를 저장하는 구조체
+ private struct OpenThreeInfo
+ {
+ public int direction; // 방향 인덱스
+ public List emptyPositions; // 빈 좌표들 (4를 만들 수 있는 위치)
+
+ public OpenThreeInfo(int dir)
+ {
+ direction = dir;
+ emptyPositions = new List();
+ }
+ }
+
+ // 쌍삼(3-3) 여부를 검사합니다.
+ // 쌍삼이면 true, 아니면 false
+ public bool IsDoubleThree(Enums.PlayerType[,] board, int row, int col)
+ {
+ // 임시로 돌 배치
+ board[row, col] = Black;
+
+ List openThreeDirections = new List(); // 열린 3 저장용
+
+ // 4개의 방향 검사
+ for (int i = 0; i < 4; i++)
+ {
+ int dir1 = DirectionPairs[i, 0];
+ int dir2 = DirectionPairs[i, 1];
+
+ // 이 방향에서 실제 열린 3이 있는지 확인
+ if (HasRealOpenThree(board, row, col, dir1, dir2))
+ {
+ openThreeDirections.Add(i);
+ }
+ }
+
+ // 원래 상태로 되돌림
+ board[row, col] = Space;
+
+ return openThreeDirections.Count >= 2;
+ }
+
+ // 특정 방향에 대해 열린 3 검사
+ private bool HasRealOpenThree(Enums.PlayerType[,] board, int row, int col,
+ int dir1, int dir2)
+ {
+ // 패턴 추출
+ Enums.PlayerType[] linePattern = ExtractLinePattern(board, row, col, dir1, dir2);
+ int centerIndex = 5; // 중앙 인덱스 (현재 위치)
+
+ // 연속된 3개 돌 패턴 검사 (●●●)
+ for (int start = centerIndex - 2; start <= centerIndex; start++)
+ {
+ if (start < 0 || start + 2 >= linePattern.Length) continue;
+
+ // 3개의 연속된 돌 확인
+ bool isThree = true;
+ for (int i = 0; i < 3; i++)
+ {
+ if (linePattern[start + i] != Black)
+ {
+ isThree = false;
+ break;
+ }
+ }
+
+ if (isThree)
+ {
+ // 양쪽이 모두 열려있는지 확인 (진짜 열린 3)
+ bool isLeftOpen = IsOpen(linePattern, start - 1);
+ bool isRightOpen = IsOpen(linePattern, start + 3);
+
+ // 양쪽이 모두 열려있고 5개 돌을 만들 수 있는지 확인
+ if (isLeftOpen && isRightOpen && CanFormFive(linePattern, start))
+ {
+ return true; // 실제 열린 3 발견
+ }
+ }
+ }
+
+ // 한 칸 떨어진 패턴 검사 (●●○● 또는 ●○●● 등)
+ for (int start = Math.Max(0, centerIndex - 3); start <= centerIndex; start++)
+ {
+ if (start + 3 >= linePattern.Length) continue;
+
+ // 4칸 내에 3개 돌과 1개 빈칸이 있는지 확인
+ int stoneCount = 0;
+ int emptyCount = 0;
+
+ for (int i = 0; i < 4; i++)
+ {
+ if (linePattern[start + i] == Black) stoneCount++;
+ else if (linePattern[start + i] == Space) emptyCount++;
+ }
+
+ // 3개 돌 + 1개 빈칸 패턴이면
+ if (stoneCount == 3 && emptyCount == 1)
+ {
+ // 양쪽이 모두 열려있는지 확인
+ bool isLeftOpen = start > 0 && linePattern[start - 1] == Space;
+ bool isRightOpen = start + 4 < linePattern.Length && linePattern[start + 4] == Space;
+
+ // 양쪽이 모두 열려있고 5개 돌을 만들 수 있는지 확인
+ if (isLeftOpen && isRightOpen && CanFormFive(linePattern, start))
+ {
+ return true; // 실제 열린 3 발견
+ }
+ }
+ }
+
+ return false; // 열린 3 없음
+ }
+
+ // 추가: 해당 위치가 실제로 열려 있는지 확인 (백돌이나 벽으로 막히지 않은지)
+ private bool IsOpen(Enums.PlayerType[] pattern, int position)
+ {
+ // 범위 체크
+ if (position < 0 || position >= pattern.Length)
+ {
+ return false; // 벽으로 막힘
+ }
+
+ // 빈 공간인지 확인
+ return pattern[position] == Space;
+ }
+
+ // 추가: 이 패턴으로 5개 돌을 만들 수 있는지 확인
+ private bool CanFormFive(Enums.PlayerType[] pattern, int startPos)
+ {
+ // 모든 가능한 5칸 슬라이딩 윈도우 확인
+ for (int slide = -4; slide <= 0; slide++)
+ {
+ bool possible = true;
+
+ // 5개 윈도우 내에 상대 돌이나 벽이 없는지 확인
+ for (int i = 0; i < 5; i++)
+ {
+ int pos = startPos + slide + i;
+
+ if (pos < 0 || pos >= pattern.Length || pattern[pos] == White)
+ {
+ possible = false;
+ break;
+ }
+ }
+
+ if (possible)
+ {
+ return true; // 5개 연속 가능
+ }
+ }
+
+ return false; // 어떤 위치에서도 5개 연속 불가능
+ }
+
+ ///
+ /// 라인 패턴을 추출합니다.
+ ///
+ private Enums.PlayerType[] ExtractLinePattern(Enums.PlayerType[,] board, int row, int col, int dir1, int dir2)
+ {
+ Enums.PlayerType[] linePattern = new Enums.PlayerType[11];
+ int centerIndex = 5; // 중앙 인덱스 (현재 위치)
+
+ // 현재 위치 설정
+ linePattern[centerIndex] = Black;
+
+ // dir1 방향으로 패턴 채우기
+ for (int i = 1; i <= 5; i++)
+ {
+ int newRow = row + Directions[dir1, 0] * i;
+ int newCol = col + Directions[dir1, 1] * i;
+
+ if (IsInBounds(newRow, newCol))
+ {
+ linePattern[centerIndex + i] = board[newRow, newCol];
+ }
+ else
+ {
+ linePattern[centerIndex + i] = White; // 범위 밖은 벽으로 처리하여 일관성 유지
+ }
+ }
+
+ // dir2 방향으로 패턴 채우기
+ for (int i = 1; i <= 5; i++)
+ {
+ int newRow = row + Directions[dir2, 0] * i;
+ int newCol = col + Directions[dir2, 1] * i;
+
+ if (IsInBounds(newRow, newCol))
+ {
+ linePattern[centerIndex - i] = board[newRow, newCol];
+ }
+ else
+ {
+ linePattern[centerIndex - i] = White; // 범위 밖은 벽으로 처리하여 일관성 유지
+ }
+ }
+
+ return linePattern;
+ }
+}
\ No newline at end of file
diff --git a/Assets/Script/Renju/KSH_Renju/DoubleThreeCheck.cs.meta b/Assets/Script/Renju/KSH_Renju/DoubleThreeCheck.cs.meta
new file mode 100644
index 0000000..a8aa313
--- /dev/null
+++ b/Assets/Script/Renju/KSH_Renju/DoubleThreeCheck.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: b85e35d8df4b40f0826732775c528c83
+timeCreated: 1742967219
\ No newline at end of file
diff --git a/Assets/Script/Renju/RenjuForbiddenMoveDetector.cs b/Assets/Script/Renju/RenjuForbiddenMoveDetector.cs
index b3f5e62..d523480 100644
--- a/Assets/Script/Renju/RenjuForbiddenMoveDetector.cs
+++ b/Assets/Script/Renju/RenjuForbiddenMoveDetector.cs
@@ -6,9 +6,11 @@ using UnityEngine;
public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase
{
// 렌주 룰 금수 감지기 생성
+ /*private RenjuDoubleFourDetector _doubleFourDetactor = new();
+ private RenjuDoubleThreeDetector _doubleThreeDetector = new();*/
private RenjuOverlineDetector _overlineDetactor = new();
- private RenjuDoubleFourDetector _doubleFourDetactor = new();
- private RenjuDoubleThreeDetector _doubleThreeDetector = new();
+ private DoubleFourCheck _doubleFourDetactor = new(); // DoubleFourCheck
+ private DoubleThreeCheck _doubleThreeDetector = new(); // DoubleThreeCheck
///
/// 렌주 룰로 금수 리스트를 반환하는 함수
@@ -31,7 +33,6 @@ public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase
if (_overlineDetactor.IsOverline(board, row, col))
{
forbiddenCount++;
- Debug.Log("장목 금수 좌표 X축 : " + row + ", Y축 : " + col);
forbiddenMoves.Add(new Vector2Int(row, col));
continue;
}
@@ -40,7 +41,6 @@ public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase
if (_doubleFourDetactor.IsDoubleFour(board, row, col))
{
forbiddenCount++;
- Debug.Log("사사 금수 좌표 X축 : " + row + ", Y축 : " + col);
forbiddenMoves.Add(new Vector2Int(row, col));
continue;
}
@@ -51,11 +51,6 @@ public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase
if (_doubleThreeDetector.IsDoubleThree(board, row, col))
{
tempForbiddenMoves.Add(new Vector2Int(row, col));
- // if (!SimulateDoubleFour(tempBoard))
- // {
- // Debug.Log("삼삼 금수 좌표 X축 : " + row + ", Y축 : " + col);
- // forbiddenMoves.Add(new Vector2Int(row, col));
- // }
}
}
}
@@ -63,23 +58,51 @@ public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase
foreach (var pos in tempForbiddenMoves)
{
board[pos.x, pos.y] = Black;
- if (!SimulateDoubleFour(board)&& !SimulateOverline(board))
+ if (!SimulateDoubleFour(board) && !SimulateOverline(board))
{
- Debug.Log("X: "+pos.x + "Y: "+ pos.y);
forbiddenMoves.Add(new Vector2Int(pos.x, pos.y));
}
+ board[pos.x, pos.y] = Space;
}
- return forbiddenMoves;
+
+ List resultMoves = CheckHasFiveStones(board, forbiddenMoves);
+
+ return resultMoves;
}
+ // 금수 위치에서 5목이 가능할 경우 해당 위치는 금수 표기 X
+ private List CheckHasFiveStones(Enums.PlayerType[,] board, List forbiddenMoves)
+ {
+ int[][] directions = AIConstants.Directions;
+
+ // 리스트를 수정하는 동안 오류를 방지하기 위해 뒤에서부터 반복
+ for (int i = forbiddenMoves.Count - 1; i >= 0; i--)
+ {
+ int row = forbiddenMoves[i].x;
+ int col = forbiddenMoves[i].y;
+
+ foreach (var dir in directions)
+ {
+ var (count, _) = GameLogic.CountStones(board, row, col, dir, Enums.PlayerType.PlayerA);
-
+ // 해당 위치에서 승리(5목)이 가능하면 금수 표기 X
+ if (count + 1 == 5)
+ forbiddenMoves.RemoveAt(i);
+ }
+ }
+
+ return forbiddenMoves;
+ }
+
private bool SimulateDoubleFour(Enums.PlayerType[,] board)
{
for (int row = 0; row < BoardSize; row++)
{
for (int col = 0; col < BoardSize; col++)
{
+ if (board[row, col] != Space) // 보드 초기화 방지용
+ continue;
+
if (_doubleFourDetactor.IsDoubleFour(board, row, col))
return true;
}
@@ -93,6 +116,9 @@ public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase
{
for (int col = 0; col < BoardSize; col++)
{
+ if (board[row, col] != Space) // 보드 초기화 방지용
+ continue;
+
if (_overlineDetactor.IsOverline(board, row, col))
{
return true;
@@ -101,13 +127,13 @@ public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase
}
return false;
}
-
+/*
///
/// 보드 상태를 시각적으로 출력하는 디버깅 함수
///
/// 현재 보드 상태
/// 보드의 시각적 표현 문자열
- private string DebugBoard(Enums.PlayerType[,] board)
+ private string DebugBoard(Enums.PlayerType[,] board)
{
StringBuilder sb = new StringBuilder();
@@ -127,6 +153,6 @@ public class RenjuForbiddenMoveDetector : ForbiddenDetectorBase
}
return sb.ToString();
- }
+ }*/
}
diff --git a/Assets/Script/Replay/ReplayCell.cs b/Assets/Script/Replay/ReplayCell.cs
index 00fdb7f..587b251 100644
--- a/Assets/Script/Replay/ReplayCell.cs
+++ b/Assets/Script/Replay/ReplayCell.cs
@@ -17,23 +17,7 @@ public class ReplayCell : MonoBehaviour
private ReplayRecord _storedReplayRecord;
private Enums.PlayerType _myPlayerType;
private string _opponentNickname;
-
-
- //TODO:승, 패 외에 무승부 반영하기. bool => int
- public void SetWinImage(bool isWin)
- {
- if (isWin == true)
- {
- winImage.gameObject.SetActive(true);
- loseImage.gameObject.SetActive(false);
- }
- else
- {
- loseImage.gameObject.SetActive(true);
- winImage.gameObject.SetActive(false);
- }
- }
-//TODO: 무승부 이미지 제작해서 에디터에 추가해주세요
+
public void SetWinImage(Enums.GameResult gameResult)
{
switch(gameResult)
diff --git a/Assets/Script/Replay/ReplayManager.cs b/Assets/Script/Replay/ReplayManager.cs
index 7d931dc..d716375 100644
--- a/Assets/Script/Replay/ReplayManager.cs
+++ b/Assets/Script/Replay/ReplayManager.cs
@@ -109,6 +109,7 @@ public class ReplayManager : Singleton
public void RecordStonePlaced(Enums.StoneType stoneType,int row, int col)
{
string stoneColor = stoneType.ToString();
+ if (_recordingReplayData == null) return;
_recordingReplayData.moves.Add(new Move(stoneColor, row, col));
}
@@ -214,6 +215,16 @@ public class ReplayManager : Singleton
{
ReplayManager.Instance.PushUndoMove(targetMove);
_gameLogic.RemoveStone(targetMove.columnIndex, targetMove.rowIndex);
+ if (_placedStoneStack.Count > 0)
+ {
+ var undoLastMove = _placedStoneStack.Peek();
+ _gameLogic.StoneController.SetStoneState(Enums.StoneState.LastPositioned, undoLastMove.columnIndex, undoLastMove.rowIndex);
+ _gameLogic.SetLastPositioned(undoLastMove.columnIndex, undoLastMove.rowIndex);
+ }
+ else
+ {
+ _gameLogic.SetLastPositioned(-1, -1);
+ }
}
public void ReplayFirst()
@@ -279,7 +290,6 @@ public class ReplayManager : Singleton
{
InitReplayBoard(_selectedReplayRecord);
- //게임 매니저에서 가져온 코드입니다.
_stoneController = GameObject.FindObjectOfType();
_stoneController.InitStones();
_gameLogic = new GameLogic(_stoneController, Enums.GameType.Replay);
diff --git a/Assets/KJM/Admob/AdManager.cs b/Assets/Script/UI/PanelChildController/AdManager.cs
similarity index 100%
rename from Assets/KJM/Admob/AdManager.cs
rename to Assets/Script/UI/PanelChildController/AdManager.cs
diff --git a/Assets/KJM/Admob/AdManager.cs.meta b/Assets/Script/UI/PanelChildController/AdManager.cs.meta
similarity index 100%
rename from Assets/KJM/Admob/AdManager.cs.meta
rename to Assets/Script/UI/PanelChildController/AdManager.cs.meta
diff --git a/Assets/Script/UI/PanelChildController/RankingItemController.cs b/Assets/Script/UI/PanelChildController/RankingItemController.cs
deleted file mode 100644
index 6792f4a..0000000
--- a/Assets/Script/UI/PanelChildController/RankingItemController.cs
+++ /dev/null
@@ -1,27 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using TMPro;
-using UnityEngine;
-using UnityEngine.UI;
-
-public class RankingItemController : MonoBehaviour
-{
- RankingItem _rankingItem;
- public Sprite[] profileSprites;
-
- public void Init(RankingItem rankingItem)
- {
- _rankingItem = rankingItem;
- var itemImage = GetComponentsInChildren()[1];
- var itemText = GetComponentsInChildren();
-
- itemImage.sprite = profileSprites[this._rankingItem.ProfileSpriteIndex];
- itemText[0].text = this._rankingItem.Name;
- itemText[1].text = this._rankingItem.WinRate.ToString();
- }
-
- public void OnClickRankingItem()
- {
- Debug.Log(_rankingItem.Name + "의 승률은" + _rankingItem.WinRate);
- }
-}
diff --git a/Assets/Script/UI/PanelChildController/RankingItemController.cs.meta b/Assets/Script/UI/PanelChildController/RankingItemController.cs.meta
deleted file mode 100644
index 83112c0..0000000
--- a/Assets/Script/UI/PanelChildController/RankingItemController.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
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diff --git a/Assets/Script/UI/PanelChildController/ShopItemController.cs b/Assets/Script/UI/PanelChildController/ShopItemController.cs
index af1e58f..c5a175b 100644
--- a/Assets/Script/UI/PanelChildController/ShopItemController.cs
+++ b/Assets/Script/UI/PanelChildController/ShopItemController.cs
@@ -22,7 +22,6 @@ public class ShopItemController : MonoBehaviour
public void OnClickShopItem()
{
-
if (_shopItem.price == "광고 보기")
{
//보상형 전면 광고 로드
diff --git a/Assets/Script/UI/PanelChildController/SwitchController.cs b/Assets/Script/UI/PanelChildController/SwitchController.cs
index aabad60..7288104 100644
--- a/Assets/Script/UI/PanelChildController/SwitchController.cs
+++ b/Assets/Script/UI/PanelChildController/SwitchController.cs
@@ -36,12 +36,15 @@ public class SwitchController : MonoBehaviour
_handleRectTransform.anchoredPosition = _isOn ? new Vector2(14, 0) : new Vector2(-14, 0);
_backgroundImage.color = _isOn ? OnColor : OffColor;
}
-
+
+ //스위치 상태 변경 함수
private void SetOn(bool isOn)
{
_handleRectTransform.DOAnchorPosX(isOn ? 14 : -14, 0.2f);
- _backgroundImage.DOColor(isOn ? OnColor : OffColor, 0.2f); // ✅ 수정된 부분
+ _backgroundImage.DOColor(isOn ? OnColor : OffColor, 0.2f);
AudioManager.Instance.PlayClickSound();
+
+ //이벤트 호출
OnSwitchChanged?.Invoke(isOn);
_isOn = isOn;
}
diff --git a/Assets/Script/UI/PanelController/PanelManager.cs b/Assets/Script/UI/PanelController/PanelManager.cs
index 2f90e1d..9448713 100644
--- a/Assets/Script/UI/PanelController/PanelManager.cs
+++ b/Assets/Script/UI/PanelController/PanelManager.cs
@@ -157,7 +157,7 @@ public class PanelManager : MonoBehaviour
}
}
- public void OpenLoadingPanel(bool rotateImage = false, bool animatedText = false, bool flipImage = false)
+ public void OpenLoadingPanel(bool rotateImage = false, bool animatedText = false, bool flipImage = false, bool isBackgroundImage = true)
{
SetCanvas();
if (_canvas != null)
@@ -166,6 +166,7 @@ public class PanelManager : MonoBehaviour
{
// 기존 로딩 패널이 활성화되어 있으면 먼저 닫기
CloseLoadingPanel();
+ Destroy(loadingPanelObject);
}
loadingPanelObject = GetPanel("Loading Panel");
@@ -174,7 +175,7 @@ public class PanelManager : MonoBehaviour
loadingPanelController = loadingPanelObject.GetComponent();
if (loadingPanelController != null)
{
- loadingPanelController.StartLoading(rotateImage, animatedText, flipImage);
+ loadingPanelController.StartLoading(rotateImage, animatedText, flipImage, isBackgroundImage);
}
}
}
diff --git a/Assets/Script/UI/PanelController/RankingPanelController.cs b/Assets/Script/UI/PanelController/RankingPanelController.cs
deleted file mode 100644
index 0798305..0000000
--- a/Assets/Script/UI/PanelController/RankingPanelController.cs
+++ /dev/null
@@ -1,20 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using TMPro;
-using UnityEngine;
-using UnityEngine.UI;
-
-public class RankingPanelController : ScrollPanelController
-{
- public virtual void Show(List items)
- {
- for (int i = 0; i < items.Count && i <= MAX_COUNT; i++)
- {
- var scrollItem= Instantiate(scrollItemPrefab, content.transform);
- scrollItem.GetComponent().Init(items[i]);
-
- }
- base.Show();
- }
-
-}
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deleted file mode 100644
index 6b77191..0000000
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diff --git a/Assets/Sprites/Main UI/replay_draw.png b/Assets/Sprites/Main UI/replay_draw.png
new file mode 100644
index 0000000..41c7acd
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diff --git a/Assets/Sprites/Panel UI/DLose.png.meta b/Assets/Sprites/Main UI/replay_draw.png.meta
similarity index 98%
rename from Assets/Sprites/Panel UI/DLose.png.meta
rename to Assets/Sprites/Main UI/replay_draw.png.meta
index c800446..cac3c83 100644
--- a/Assets/Sprites/Panel UI/DLose.png.meta
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@@ -1,5 +1,5 @@
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deleted file mode 100644
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Binary files a/Assets/Sprites/Panel UI/DWin.png and /dev/null differ
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deleted file mode 100644
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