Merge branch 'main' into DO-75-승패-함수-문제-해결
This commit is contained in:
commit
4c88a6ee5f
@ -169,7 +169,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
|
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m_SizeDelta: {x: 100, y: 100}
|
m_SizeDelta: {x: 90, y: 90}
|
||||||
m_Pivot: {x: 0.5, y: 0.5}
|
m_Pivot: {x: 0.5, y: 0.5}
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||||||
--- !u!222 &548835481879647278
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--- !u!222 &548835481879647278
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||||||
CanvasRenderer:
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CanvasRenderer:
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||||||
@ -199,7 +199,7 @@ MonoBehaviour:
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|||||||
m_OnCullStateChanged:
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m_OnCullStateChanged:
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||||||
m_PersistentCalls:
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m_PersistentCalls:
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||||||
m_Calls: []
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m_Calls: []
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||||||
m_Sprite: {fileID: 21300000, guid: 5a30ddccdc758dd45a470cfeb06cc240, type: 3}
|
m_Sprite: {fileID: 21300000, guid: 55f1b097831f89a4f853cb2f44d69e30, type: 3}
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||||||
m_Type: 0
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m_Type: 0
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||||||
m_PreserveAspect: 0
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m_PreserveAspect: 0
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||||||
m_FillCenter: 1
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m_FillCenter: 1
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||||||
@ -378,7 +378,7 @@ RectTransform:
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|||||||
m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMin: {x: 0.5, y: 0.5}
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||||||
m_AnchorMax: {x: 0.5, y: 0.5}
|
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||||
m_AnchoredPosition: {x: 0, y: 0}
|
m_AnchoredPosition: {x: 0, y: 0}
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||||||
m_SizeDelta: {x: 120, y: 120}
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m_SizeDelta: {x: 90, y: 90}
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||||||
m_Pivot: {x: 0.5, y: 0.5}
|
m_Pivot: {x: 0.5, y: 0.5}
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||||||
--- !u!222 &1085849272306452399
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--- !u!222 &1085849272306452399
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||||||
CanvasRenderer:
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CanvasRenderer:
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||||||
@ -408,7 +408,7 @@ MonoBehaviour:
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|||||||
m_OnCullStateChanged:
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m_OnCullStateChanged:
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||||||
m_PersistentCalls:
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m_PersistentCalls:
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||||||
m_Calls: []
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m_Calls: []
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||||||
m_Sprite: {fileID: 21300000, guid: a8641453282ed4c4b9f416044a57055a, type: 3}
|
m_Sprite: {fileID: 21300000, guid: 4fbfde8fa7f268d46aaf3ba594cc3eea, type: 3}
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||||||
m_Type: 0
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m_Type: 0
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||||||
m_PreserveAspect: 0
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m_PreserveAspect: 0
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||||||
m_FillCenter: 1
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m_FillCenter: 1
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||||||
@ -453,7 +453,7 @@ RectTransform:
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|||||||
m_AnchorMin: {x: 0.5, y: 0.5}
|
m_AnchorMin: {x: 0.5, y: 0.5}
|
||||||
m_AnchorMax: {x: 0.5, y: 0.5}
|
m_AnchorMax: {x: 0.5, y: 0.5}
|
||||||
m_AnchoredPosition: {x: 0, y: 0}
|
m_AnchoredPosition: {x: 0, y: 0}
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||||||
m_SizeDelta: {x: 100, y: 100}
|
m_SizeDelta: {x: 120, y: 70}
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||||||
m_Pivot: {x: 0.5, y: 0.5}
|
m_Pivot: {x: 0.5, y: 0.5}
|
||||||
--- !u!222 &8616790052716066886
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--- !u!222 &8616790052716066886
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||||||
CanvasRenderer:
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CanvasRenderer:
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||||||
@ -483,7 +483,7 @@ MonoBehaviour:
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|||||||
m_OnCullStateChanged:
|
m_OnCullStateChanged:
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||||||
m_PersistentCalls:
|
m_PersistentCalls:
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||||||
m_Calls: []
|
m_Calls: []
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||||||
m_Sprite: {fileID: 0}
|
m_Sprite: {fileID: 21300000, guid: 1cbdee33c27a55b49bb713cc1aacd29a, type: 3}
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||||||
m_Type: 0
|
m_Type: 0
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||||||
m_PreserveAspect: 0
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m_PreserveAspect: 0
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||||||
m_FillCenter: 1
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m_FillCenter: 1
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||||||
|
@ -14,6 +14,9 @@ public partial class GameLogic : IDisposable
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|||||||
private RenjuForbiddenMoveDetector _forbiddenDetector; // 렌주룰 금수 검사기
|
private RenjuForbiddenMoveDetector _forbiddenDetector; // 렌주룰 금수 검사기
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||||||
private List<Vector2Int> _forbiddenMoves = new (); // 현재 금수 위치 목록
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private List<Vector2Int> _forbiddenMoves = new (); // 현재 금수 위치 목록
|
||||||
private string _roomId;
|
private string _roomId;
|
||||||
|
private string _opponentNickname;
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||||||
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private int _opponentImageIndex;
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||||||
|
private bool isFirstPlayer;
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|
|
||||||
#endregion
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#endregion
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||||||
|
|
||||||
@ -73,7 +76,6 @@ public partial class GameLogic : IDisposable
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|||||||
MultiPlayManager = new MultiplayManager((state, data) =>
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MultiPlayManager = new MultiplayManager((state, data) =>
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{
|
{
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Debug.Log($"## {state}");
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Debug.Log($"## {state}");
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||||||
|
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||||||
switch (state)
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switch (state)
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||||||
{
|
{
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||||||
case Constants.MultiplayManagerState.CreateRoom:
|
case Constants.MultiplayManagerState.CreateRoom:
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||||||
@ -83,12 +85,12 @@ public partial class GameLogic : IDisposable
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case Constants.MultiplayManagerState.JoinRoom:
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case Constants.MultiplayManagerState.JoinRoom:
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Debug.Log("## Join Room");
|
Debug.Log("## Join Room");
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var joinRoomData = data as JoinRoomData;
|
var joinRoomData = data as JoinRoomData;
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||||||
|
_roomId = joinRoomData.roomId;
|
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// TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
|
// TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요
|
||||||
if (!ValidateRoomData(joinRoomData, "Join Room")) return;
|
if (!ValidateRoomData(joinRoomData, "Join Room")) return;
|
||||||
|
|
||||||
// 플레이어 셋업
|
// 플레이어 셋업
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||||||
SetupPlayer(joinRoomData.isBlack, joinRoomData.roomId, joinRoomData.opponentNickname, joinRoomData.opponentImageIndex);
|
SetupPlayer(joinRoomData.isBlack, _roomId, joinRoomData.opponentNickname, joinRoomData.opponentImageIndex);
|
||||||
|
|
||||||
// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
|
// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
|
||||||
StartGameOnMainThread();
|
StartGameOnMainThread();
|
||||||
@ -138,7 +140,7 @@ public partial class GameLogic : IDisposable
|
|||||||
Debug.Log("상대방의 무승부 요청 들어옴");
|
Debug.Log("상대방의 무승부 요청 들어옴");
|
||||||
ExecuteOnMainThread(() =>
|
ExecuteOnMainThread(() =>
|
||||||
{
|
{
|
||||||
GameManager.Instance.panelManager.OpenDrawConfirmPanel("무승부 요청을 승락하시겠습니까?", () =>
|
GameManager.Instance.panelManager.OpenDrawConfirmPanel("무승부 요청을 승낙하시겠습니까?", () =>
|
||||||
{
|
{
|
||||||
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
|
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
|
||||||
EndGame(Enums.GameResult.Draw);
|
EndGame(Enums.GameResult.Draw);
|
||||||
@ -153,7 +155,7 @@ public partial class GameLogic : IDisposable
|
|||||||
Debug.Log("무승부 요청 전송 완료");
|
Debug.Log("무승부 요청 전송 완료");
|
||||||
break;
|
break;
|
||||||
case Constants.MultiplayManagerState.DrawAccepted:
|
case Constants.MultiplayManagerState.DrawAccepted:
|
||||||
Debug.Log("무승부 요청이 승락이 들어옴");
|
Debug.Log("무승부 요청이 승낙이 들어옴");
|
||||||
ExecuteOnMainThread(() =>
|
ExecuteOnMainThread(() =>
|
||||||
{
|
{
|
||||||
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
|
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Draw);
|
||||||
@ -161,7 +163,7 @@ public partial class GameLogic : IDisposable
|
|||||||
});
|
});
|
||||||
break;
|
break;
|
||||||
case Constants.MultiplayManagerState.DrawConfirmed:
|
case Constants.MultiplayManagerState.DrawConfirmed:
|
||||||
Debug.Log("무승부 요청 승락 완료");
|
Debug.Log("무승부 요청 승낙 완료");
|
||||||
break;
|
break;
|
||||||
case Constants.MultiplayManagerState.DrawRejected:
|
case Constants.MultiplayManagerState.DrawRejected:
|
||||||
Debug.Log("무승부 요청이 거부가 들어옴");
|
Debug.Log("무승부 요청이 거부가 들어옴");
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@ -182,7 +184,87 @@ public partial class GameLogic : IDisposable
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EndGame(Enums.GameResult.Win);
|
EndGame(Enums.GameResult.Win);
|
||||||
});
|
});
|
||||||
break;
|
break;
|
||||||
}
|
case Constants.MultiplayManagerState.RevengeRequestSent:
|
||||||
|
Debug.Log("재대결 요청: 전송 완료");
|
||||||
|
break;
|
||||||
|
case Constants.MultiplayManagerState.ReceiveRevengeRequest:
|
||||||
|
Debug.Log("상대방의 재대결 요청이 들어옴");
|
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|
ExecuteOnMainThread(() =>
|
||||||
|
{
|
||||||
|
GameManager.Instance.panelManager.OpenDrawConfirmPanel("상대방의 재대결 요청을\n승낙하시겠습니까?", () =>
|
||||||
|
{
|
||||||
|
MultiPlayManager.AcceptRevenge();
|
||||||
|
}, () =>
|
||||||
|
{
|
||||||
|
MultiPlayManager.RejectRevenge();
|
||||||
|
});
|
||||||
|
});
|
||||||
|
break;
|
||||||
|
case Constants.MultiplayManagerState.RevengeAccepted:
|
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|
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");
|
ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname,"nicknameB");
|
||||||
});
|
});
|
||||||
|
|
||||||
@ -192,7 +274,10 @@ public partial class GameLogic : IDisposable
|
|||||||
private void SetupPlayer(bool isBlack, string roomId, string opponentNickname, int opponentImageIndex)
|
private void SetupPlayer(bool isBlack, string roomId, string opponentNickname, int opponentImageIndex)
|
||||||
{
|
{
|
||||||
// 선공, 후공 처리
|
// 선공, 후공 처리
|
||||||
var isFirstPlayer = isBlack;
|
isFirstPlayer = isBlack;
|
||||||
|
|
||||||
|
_opponentNickname = opponentNickname;
|
||||||
|
_opponentImageIndex = opponentImageIndex;
|
||||||
|
|
||||||
if (isFirstPlayer)
|
if (isFirstPlayer)
|
||||||
{
|
{
|
||||||
@ -200,7 +285,7 @@ public partial class GameLogic : IDisposable
|
|||||||
FirstPlayerState = new PlayerState(true, MultiPlayManager, roomId);
|
FirstPlayerState = new PlayerState(true, MultiPlayManager, roomId);
|
||||||
SecondPlayerState = new MultiPlayerState(false, MultiPlayManager);
|
SecondPlayerState = new MultiPlayerState(false, MultiPlayManager);
|
||||||
|
|
||||||
UpdateUIForFirstPlayer(opponentNickname, opponentImageIndex);
|
UpdateUIForFirstPlayer(_opponentNickname, _opponentImageIndex);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@ -208,7 +293,7 @@ public partial class GameLogic : IDisposable
|
|||||||
FirstPlayerState = new MultiPlayerState(true, MultiPlayManager);
|
FirstPlayerState = new MultiPlayerState(true, MultiPlayManager);
|
||||||
SecondPlayerState = new PlayerState(false, MultiPlayManager, roomId);
|
SecondPlayerState = new PlayerState(false, MultiPlayManager, roomId);
|
||||||
|
|
||||||
UpdateUIForSecondPlayer(opponentNickname, opponentImageIndex);
|
UpdateUIForSecondPlayer(_opponentNickname, _opponentImageIndex);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -344,6 +429,35 @@ public partial class GameLogic : IDisposable
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void InitBoardForRevenge(bool isFirstPlayer)
|
||||||
|
{
|
||||||
|
//보드 초기화
|
||||||
|
_board = new Enums.PlayerType[15, 15];
|
||||||
|
_totalStoneCounter = 0;
|
||||||
|
StoneController.InitStones();
|
||||||
|
RequestDrawChance = false;
|
||||||
|
|
||||||
|
SelectedRow = -1;
|
||||||
|
SelectedCol = -1;
|
||||||
|
_lastRow = -1;
|
||||||
|
_lastCol = -1;
|
||||||
|
|
||||||
|
// 금수 감지기 초기화
|
||||||
|
_forbiddenDetector.RenjuForbiddenMove(_board);
|
||||||
|
|
||||||
|
//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();
|
||||||
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
public Enums.PlayerType[,] GetBoard() => _board;
|
public Enums.PlayerType[,] GetBoard() => _board;
|
||||||
|
@ -18,22 +18,6 @@ public class ReplayCell : MonoBehaviour
|
|||||||
private Enums.PlayerType _myPlayerType;
|
private Enums.PlayerType _myPlayerType;
|
||||||
private string _opponentNickname;
|
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)
|
public void SetWinImage(Enums.GameResult gameResult)
|
||||||
{
|
{
|
||||||
switch(gameResult)
|
switch(gameResult)
|
||||||
|
@ -280,7 +280,6 @@ public class ReplayManager : Singleton<ReplayManager>
|
|||||||
{
|
{
|
||||||
InitReplayBoard(_selectedReplayRecord);
|
InitReplayBoard(_selectedReplayRecord);
|
||||||
|
|
||||||
//게임 매니저에서 가져온 코드입니다.
|
|
||||||
_stoneController = GameObject.FindObjectOfType<StoneController>();
|
_stoneController = GameObject.FindObjectOfType<StoneController>();
|
||||||
_stoneController.InitStones();
|
_stoneController.InitStones();
|
||||||
_gameLogic = new GameLogic(_stoneController, Enums.GameType.Replay);
|
_gameLogic = new GameLogic(_stoneController, Enums.GameType.Replay);
|
||||||
|
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Assets/Sprites/Main UI/replay_draw.png
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Loading…
x
Reference in New Issue
Block a user