Merge pull request #9 from Degulleo/DO-6-패널-확인-및-상점-등등-

Do 6 패널 확인 및 상점 등등
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99jamin56 2025-03-14 14:00:53 +09:00 committed by GitHub
commit 6735106ff2
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90 changed files with 9074 additions and 1 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GiboItem
{
public int WinLoseSpriteIndex;
public string Date;
public string Name;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RankingItem
{
public int ProfileSpriteIndex;
public string Name;
public float WinRate;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShopItem
{
public int ItemSpriteIndex;
public string Name;
public string Price;
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
public class ClickGenButton : MonoBehaviour
{
List<RankingItem> RankingItems = new List<RankingItem>(); //테스트용 리스트
List<GiboItem> GiboItems = new List<GiboItem>(); //테스트용 리스트
List<ShopItem> ShopItems = new List<ShopItem>(); //테스트용 리스트
void Start()
{
for (int i = 0; i < 30; i++)
{
RankingItem scrollItem = new RankingItem
{
ProfileSpriteIndex = Random.Range(0,2),
Name = i.ToString(),
WinRate = Random.Range(0, 100)
};
RankingItems.Add(scrollItem);
}
for (int i = 0; i < 30; i++)
{
GiboItem scrollItem = new GiboItem
{
WinLoseSpriteIndex = Random.Range(0,2),
Date = DateTime.Now.ToString("yyyy/MM/dd"),
Name = i.ToString()
};
GiboItems.Add(scrollItem);
}
for (int i = 0; i < 30; i++)
{
ShopItem scrollItem = new ShopItem
{
ItemSpriteIndex = Random.Range(0,2),
Name = i.ToString(),
Price = (i*1000).ToString()
};
ShopItems.Add(scrollItem);
}
}
//확인 패널 여는 함수 여는 함수
public void ClickConfirmPanel()
{
GameManager.Instance.OpenConfirmPanel("Click Gen Button", () =>
{
Debug.Log("Click Confirm Button");
});
}
//세팅 패널 여는 함수 여는 함수
public void ClickSettingsPanel()
{
GameManager.Instance.OpenSettingsPanel();
}
//랭킹 스크롤 패널 여는 함수 여는 함수
public void ClickRankingScrollPanel()
{
GameManager.Instance.OpenRankingScrollPanel(RankingItems);
}
//상점 스크롤 패널 여는 함수 여는 함수
public void ClickShopScrollPanel()
{
GameManager.Instance.OpenShopScrollPanel(ShopItems);
}
//기보 스크롤 패널 여는 함수 여는 함수
public void ClickGiboScrollPanel()
{
GameManager.Instance.OpenGiboScrollPanel(GiboItems);
}
//결과 패널 여는 함수 여는 함수
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 테스트용 싱글톤 게임매니저
/// </summary>
public class GameManager : MonoBehaviour
{
[SerializeField] private GameObject confirmPanel;
[SerializeField] private GameObject settingsPanel;
[SerializeField] private GameObject rankingPanel;
[SerializeField] private GameObject shopPanel;
[SerializeField] private GameObject giboPanel;
//[SerializeField] private GameObject scrollPanel;
public Sprite[] profileSprites = new Sprite[2]; //테스트용 스프라이트 배열
public Canvas canvas;
public static GameManager Instance { get; private set; }
private void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
}
}
//확인 패널 여는 함수
public void OpenConfirmPanel(string message, ConfirmPanelController.OnConfirmButtonClick onConfirmButtonClick)
{
if (canvas != null)
{
var confirmPanelObject = Instantiate(confirmPanel, canvas.transform);
confirmPanelObject.GetComponent<ConfirmPanelController>()
.Show(message, onConfirmButtonClick);
}
}
//세팅 패널 여는 함수
public void OpenSettingsPanel()
{
if (canvas != null)
{
var settingsPanelObject = Instantiate(settingsPanel, canvas.transform);
settingsPanelObject.GetComponent<PanelController>().Show();
}
}
//랭킹 스크롤 패널 여는 함수
public void OpenRankingScrollPanel(List<RankingItem> items)
{
if (canvas != null)
{
var rankingPanelObject = Instantiate(rankingPanel, canvas.transform);
rankingPanelObject.GetComponent<RankingPanelController>().Show(items);
}
}
//상점 스크롤 패널 여는 함수
public void OpenShopScrollPanel(List<ShopItem> items)
{
if (canvas != null)
{
var scrollPanelObject = Instantiate(shopPanel, canvas.transform);
scrollPanelObject.GetComponent<ShopPanelController>().Show(items);
}
}
//기보 스크롤 패널 여는 함수
public void OpenGiboScrollPanel(List<GiboItem> items)
{
if (canvas != null)
{
var giboPanelObject = Instantiate(giboPanel, canvas.transform);
giboPanelObject.GetComponent<GiboPanelController>().Show(items);
}
}
//결과 패널 여는 함수..
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class ConfirmPanelController : PanelController
{
[SerializeField] private TMP_Text messageText; //자식 텍스트 변수
public delegate void OnConfirmButtonClick();
private OnConfirmButtonClick onConfirmButtonClick;
public void Show(string message, OnConfirmButtonClick onConfirmButtonClick)
{
messageText.text = message;
this.onConfirmButtonClick = onConfirmButtonClick;
base.Show();
}
/// <summary>
/// Confirm 버튼 클릭시 호출되는 함수
/// </summary>
public void OnClickConfirmButton()
{
Hide(() => onConfirmButtonClick?.Invoke());
}
/// <summary>
/// X 버튼 클릭시 호출되는 함수
/// </summary>
public void OnClickCloseButton()
{
Hide();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GiboPanelController : ScrollPanelController
{
public virtual void Show(List<GiboItem> items)
{
for (int i = 0; i < items.Count && i <= MAX_COUNT; i++)
{
var scrollItem= Instantiate(scrollItemPrefab, content.transform);
scrollItem.GetComponent<GiboItemController>().Init(items[i]);
}
base.Show();
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
[RequireComponent(typeof(CanvasGroup))]
public class PanelController : MonoBehaviour
{
[SerializeField] private RectTransform panelRectTransform; //팝업창 UI를 조작할 변수 // 자기 자신 할당
private CanvasGroup backGroundCanvasGroup; // 배경 페이드 효과를 위한 변수
public delegate void PanelControllerHideDelegate();
private void Awake()
{
backGroundCanvasGroup = GetComponent<CanvasGroup>();
}
/// <summary>
/// Panel 표시 함수
/// 알파값과 크기를 0으로 줄였다가 1로 페이드
/// </summary>
public void Show()
{
backGroundCanvasGroup.alpha = 0;
panelRectTransform.localScale = Vector3.zero;
backGroundCanvasGroup.DOFade(1, 0.3f).SetEase(Ease.Linear);
panelRectTransform.DOScale(1, 0.3f).SetEase(Ease.OutBack);
}
/// <summary>
/// Panel 숨기기 함수
/// 알파값과 크기를 0으로 페이드
/// </summary>
public void Hide(PanelControllerHideDelegate hideDelegate = null)
{
backGroundCanvasGroup.alpha = 1;
panelRectTransform.localScale = Vector3.one;
backGroundCanvasGroup.DOFade(0, 0.3f).SetEase(Ease.Linear);
panelRectTransform.DOScale(0, 0.3f)
.SetEase(Ease.InBack).OnComplete(() =>
{
hideDelegate?.Invoke();
Destroy(gameObject);
});
}
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class RankingPanelController : ScrollPanelController
{
public virtual void Show(List<RankingItem> items)
{
for (int i = 0; i < items.Count && i <= MAX_COUNT; i++)
{
var scrollItem= Instantiate(scrollItemPrefab, content.transform);
scrollItem.GetComponent<RankingItemController>().Init(items[i]);
}
base.Show();
}
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class ScrollPanelController : PanelController
{
protected const int MAX_COUNT = 20; //스크롤 아이템 최대 개수
[SerializeField]protected GameObject scrollItemPrefab;
[SerializeField]protected GameObject content;
public void OnClickCloseButton()
{
Hide();
}
}

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using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class SettingsPanelController : PanelController
{
[SerializeField] private Button sfxSwitch;
[SerializeField] private Button bgmSwitch;
void Start()
{
//스위치 컨트롤러 상태 변경 이벤트 연결
sfxSwitch.GetComponent<SwitchController>().OnSwitchChanged += (OnSFXToggleValueChanged);
bgmSwitch.GetComponent<SwitchController>().OnSwitchChanged += (OnBGMToggleValueChanged);
}
// SFX On/Off시 호출되는 함수
public void OnSFXToggleValueChanged(bool value)
{
Debug.Log("SFX : "+ value);
}
// BGM On/Off시 호출되는 함수
public void OnBGMToggleValueChanged(bool value)
{
Debug.Log("BGM : "+ value);
}
// X 버튼 클릭시 호출되는 함수
public void OnClickCloseButton()
{
Hide();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShopPanelController : ScrollPanelController
{
public virtual void Show(List<ShopItem> items)
{
for (int i = 0; i < items.Count && i <= MAX_COUNT; i++)
{
var scrollItem= Instantiate(scrollItemPrefab, content.transform);
scrollItem.GetComponent<ShopItemController>().Init(items[i]);
}
base.Show();
}
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class GiboItemController : MonoBehaviour
{
GiboItem _giboItem;
public void Init(GiboItem giboItem)
{
_giboItem = giboItem;
var itemImage = GetComponentsInChildren<Image>()[1];
var itemText = GetComponentsInChildren<TextMeshProUGUI>();
itemImage.sprite = GameManager.Instance.profileSprites[this._giboItem.WinLoseSpriteIndex];
itemText[0].text = this._giboItem.Date;
itemText[1].text = this._giboItem.Name;
}
public void OnClickGiboItem()
{
Debug.Log(_giboItem.Name + "님과 대국 날짜는" + _giboItem.Date);
}
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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class RankingItemController : MonoBehaviour
{
RankingItem _rankingItem;
public void Init(RankingItem rankingItem)
{
_rankingItem = rankingItem;
var itemImage = GetComponentsInChildren<Image>()[1];
var itemText = GetComponentsInChildren<TextMeshProUGUI>();
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itemText[0].text = this._rankingItem.Name;
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public void OnClickRankingItem()
{
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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class ShopItemController : MonoBehaviour
{
ShopItem _shopItem;
public void Init(ShopItem shopItem)
{
_shopItem = shopItem;
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
[RequireComponent(typeof(Image))]
[RequireComponent(typeof(AudioSource))]
public class SwitchController : MonoBehaviour
{
[SerializeField] private Image handleImage;
[SerializeField] private AudioClip clickSound;
//스위치에 상태 변경 시 호출할 콜백 함수
public delegate void OnSwitchChangedDelegate(bool isOn);
public OnSwitchChangedDelegate OnSwitchChanged;
private static readonly Color32 OnColor = new Color32(242, 68, 149, 255);
private static readonly Color32 OffColor = new Color32(70, 93, 117, 255);
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private AudioSource _audioSource;
private bool _isOn;
private void Awake()
{
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_audioSource = GetComponent<AudioSource>();
}
private void Start()
{
//초기 상태는 false
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_isOn = false;
}
//스위치 상태 변경 함수
private void SetOn(bool isOn)
{
if (isOn)
{
_handleRectTransform.DOAnchorPosX(14, 0.2f);
_backgroundImage.DOBlendableColor(OnColor, 0.2f);
}
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{
_handleRectTransform.DOAnchorPosX(-14, 0.2f);
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}
// 효과음 재생
if (clickSound != null)
_audioSource.PlayOneShot(clickSound);
//이벤트 호출
OnSwitchChanged?.Invoke(isOn);
_isOn = isOn;
}
public void OnClickSwitch()
{
SetOn(!_isOn);
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