[Feat] 이전 점수에 승패 반영해서 애니메이션 띄우기, 승급까지 남은 승리횟수 계산
18급에서 강등안됨,1급에서 승급안됨 반영하기
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@ -10,42 +10,130 @@ public class RatingPointsController : MonoBehaviour
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[SerializeField] GameObject[] minusImages;
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[SerializeField] GameObject[] plusImage;
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[SerializeField] TMP_Text scoreCountText;
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[SerializeField] private float flipDuration = 1f;
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private float flipDuration = 1f;
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{
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_requiredScore = requiredScore;
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if (oldScore == 0)
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// TODO: [인덱스계산 ㅇㅖ외처리 ] 계산한 값 절대값이 defaultRequiredScore보다 큰 경우 return. 근데 이런 값이 나온다는게 이미 계산 오류가 어디서 생긴 것이겠죠..?
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{
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if (gameResult == Enums.GameResult.Win)
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{
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sequence.Append(
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plusImage[0].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
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sequence.Append(
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plusImage[0].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
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sequence.Join(
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plusImage[0].GetComponent<Image>().DOColor(_plusColor, flipDuration/2).SetEase(Ease.OutExpo));
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//승급까지 남은 판수 계산
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_newRequiredScore = defaultRequiredScore-1;
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}
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else if(gameResult == Enums.GameResult.Lose)
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{
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sequence.Append(
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minusImages[defaultRequiredScore-1].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
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sequence.Append(
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minusImages[defaultRequiredScore-1].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
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sequence.Join(
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minusImages[defaultRequiredScore-1].GetComponent<Image>().DOColor(_minusColor, flipDuration/2).SetEase(Ease.OutExpo));
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//승급까지 남은 판수 계산
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_newRequiredScore = defaultRequiredScore+1;
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}
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}
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else if (oldScore > 0)
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// 이번 게임 전 기존 점수가 플러스 였을 경우
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else if (_oldScore > 0)
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{
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for (int i = 0; i < oldScore; i++)
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for (int i = 0; i < _oldScore; i++)
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{
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plusImage[i].GetComponent<Image>().color = _plusColor;
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plusImage[i].GetComponent<Transform>().DOFlip();
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}
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}
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else if (oldScore < 0)
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{
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for (int i = oldScore; i < 0; i++)
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if (gameResult == Enums.GameResult.Win)
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{
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minusImages[minusImages.Length+i].GetComponent<Image>().DOColor(_minusColor, flipDuration);
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plusImage[minusImages.Length+i].GetComponent<Transform>().DOFlip();
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sequence.Append(
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plusImage[_oldScore].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
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sequence.Append(
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plusImage[_oldScore].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
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sequence.Join(
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plusImage[_oldScore].GetComponent<Image>().DOColor(_plusColor, flipDuration/2).SetEase(Ease.OutExpo));
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//승급까지 남은 판수 계산
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_newRequiredScore = defaultRequiredScore-oldScore-1;
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}
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else if(gameResult == Enums.GameResult.Lose)
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{
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sequence.Append(
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plusImage[_oldScore-1].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
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sequence.Append(
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plusImage[_oldScore-1].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
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sequence.Join(
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plusImage[_oldScore-1].GetComponent<Image>().DOColor(_defaultColor, flipDuration/2).SetEase(Ease.OutExpo));
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//승급까지 남은 판수 계산
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_newRequiredScore = defaultRequiredScore-oldScore+1;
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}
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}
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// 이번 게임 전 기존 점수가 마이너스 였을 경우
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else
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{
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for (int i = _oldScore; i < 0; i++)
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{
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minusImages[minusImages.Length+i].GetComponent<Image>().color = _minusColor;
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}
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if (gameResult == Enums.GameResult.Win)
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{
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sequence.Append(
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minusImages[minusImages.Length+_oldScore].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
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sequence.Append(
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minusImages[minusImages.Length+_oldScore].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
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sequence.Join(
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minusImages[minusImages.Length+_oldScore].GetComponent<Image>().DOColor(_defaultColor, flipDuration/2).SetEase(Ease.OutExpo));
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//승급까지 남은 판수 계산
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_newRequiredScore = defaultRequiredScore-oldScore-1;
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}
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else if(gameResult == Enums.GameResult.Lose)
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{
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sequence.Append(
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minusImages[minusImages.Length+_oldScore-1].GetComponent<Transform>().DOLocalRotate(new Vector3(0f, 90f, 0f), flipDuration).SetEase(Ease.InExpo));
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sequence.Append(
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minusImages[minusImages.Length+_oldScore-1].GetComponent<Transform>().DOLocalRotate(Vector3.zero, flipDuration).SetEase(Ease.OutExpo));
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sequence.Join(
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minusImages[minusImages.Length+_oldScore-1].GetComponent<Image>().DOColor(_minusColor, flipDuration/2).SetEase(Ease.OutExpo));
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//승급까지 남은 판수 계산
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_newRequiredScore = defaultRequiredScore-oldScore+1;
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}
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}
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//TODO: 무승부인 경우 남은 승리 수 계산
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if (gameResult == Enums.GameResult.Draw)
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{
|
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_newRequiredScore = defaultRequiredScore-oldScore;
|
||||
}
|
||||
|
||||
SetScoreCountText(_newRequiredScore,defaultRequiredScore);
|
||||
}
|
||||
|
||||
public int CalculateNewRequiredScore(bool isWin)
|
||||
private void SetScoreCountText(int scoreCount,int defaultRequiredScore)
|
||||
{
|
||||
return 0;
|
||||
if (scoreCount == 0 || scoreCount >= defaultRequiredScore * 2)
|
||||
scoreCountText.text = "";
|
||||
else
|
||||
scoreCountText.text = $"{scoreCount} 게임을 승리하면 승급하게 됩니다.";
|
||||
//강등되는 경우에도 텍스트 처리
|
||||
}
|
||||
|
||||
//승급, 강등시 패널을 초기화해서 띄워주는 함수 추가
|
||||
}
|
||||
|
@ -12,7 +12,8 @@ public class PanelController : MonoBehaviour
|
||||
private CanvasGroup backGroundCanvasGroup; // 배경 페이드 효과를 위한 변수
|
||||
|
||||
public delegate void PanelControllerHideDelegate();
|
||||
|
||||
|
||||
public delegate void PanelControllerShowDelegate();
|
||||
private void Awake()
|
||||
{
|
||||
backGroundCanvasGroup = GetComponent<CanvasGroup>();
|
||||
@ -22,7 +23,7 @@ public class PanelController : MonoBehaviour
|
||||
/// Panel 표시 함수
|
||||
/// 알파값과 크기를 0으로 줄였다가 1로 페이드
|
||||
/// </summary>
|
||||
public void Show()
|
||||
public void Show(PanelControllerShowDelegate showDelegate = null)
|
||||
{
|
||||
GameManager.Instance.audioManager.PlayClickSound();
|
||||
|
||||
@ -35,7 +36,10 @@ public class PanelController : MonoBehaviour
|
||||
panelRectTransform.localScale = Vector3.zero;
|
||||
|
||||
backGroundCanvasGroup.DOFade(1, 0.3f).SetEase(Ease.Linear);
|
||||
panelRectTransform.DOScale(1, 0.3f).SetEase(Ease.OutBack);
|
||||
panelRectTransform.DOScale(1, 0.3f).SetEase(Ease.OutBack).OnComplete(() =>
|
||||
{
|
||||
showDelegate?.Invoke();
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -20,8 +20,7 @@ public class RatingPanelController : PanelController
|
||||
|
||||
public void Show(Enums.GameResult gameResult)
|
||||
{
|
||||
InitRatingPanel(gameResult);
|
||||
base.Show();
|
||||
base.Show(InitRatingPanel(gameResult));
|
||||
}
|
||||
|
||||
public void OnClickConfirmButton()
|
||||
@ -39,7 +38,7 @@ public class RatingPanelController : PanelController
|
||||
/// 텍스트 초기화, 승급포인트 계산
|
||||
/// </summary>
|
||||
/// <param name="isWin"></param>
|
||||
public void InitRatingPanel(Enums.GameResult gameResult)
|
||||
public PanelControllerShowDelegate InitRatingPanel(Enums.GameResult gameResult)
|
||||
{
|
||||
_gameResult = gameResult;
|
||||
_myRating= UserManager.Instance.Rating;
|
||||
@ -66,16 +65,25 @@ public class RatingPanelController : PanelController
|
||||
|
||||
string win = _gameResult == Enums.GameResult.Win ? "승리" : "패배";
|
||||
string get = _gameResult == Enums.GameResult.Win ? "얻었습니다." : "잃었습니다.";
|
||||
|
||||
getPointsText.text = $"게임에서 {win}했습니다.\n{Constants.RAING_POINTS} 승급 포인트를 {get}";
|
||||
|
||||
//게임 승패 이전의 rating과 score로 패널 초기화
|
||||
// 게임 전 스코어로 초기화
|
||||
NetworkManager.Instance.GetInfo((userInfo) =>
|
||||
{
|
||||
_oldScore = userInfo.score;
|
||||
_ratingPointsController.InitRatingPoints(_oldScore,_gameResult,requiredScore);
|
||||
}, () =>
|
||||
{ });
|
||||
|
||||
if(_gameResult == Enums.GameResult.Draw)
|
||||
{
|
||||
_oldScore = userInfo.score;
|
||||
_ratingPointsController.InitRatingPoints(_oldScore,requiredScore);
|
||||
}, () =>
|
||||
{ });
|
||||
getPointsText.text = "무승부입니다.";
|
||||
}
|
||||
else
|
||||
{
|
||||
getPointsText.text = $"게임에서 {win}했습니다.\n{Constants.RAING_POINTS} 승급 포인트를 {get}";
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user