Merge branch 'main' into DO-56-승급-패널-구현

# Conflicts:
#	Assets/Script/Main/NetworkManager.cs
This commit is contained in:
HaeinLEE 2025-03-27 14:34:37 +09:00
commit 7d787e0749
48 changed files with 864 additions and 641 deletions

View File

@ -18,10 +18,16 @@ public class GameUIController : MonoBehaviour
[SerializeField] private Sprite[] profileImageSprites; //0. 기본 드래곤 1. 기본 호랑이 2.아이보리 드래곤 3. 아이보리 호랑이
[SerializeField] private Sprite[] indicatorSprites; //0. active 1. inactive
private Sprite _originalSpriteA;
private Sprite _originalSpriteB;
private MultiplayManager _multiplayManager;
private void Start()
{
_multiplayManager = GameManager.Instance.GetMultiplayManager();
}
public void OnClickConfirmButton()
{
GameManager.Instance.OnClickConfirmButton();
@ -36,9 +42,7 @@ public class GameUIController : MonoBehaviour
{
GameManager.Instance.panelManager.OpenConfirmPanel("항복 하시겠습니까?", () =>
{
//TODO: 서버에 항복 전달 및 기타 등등
GameManager.Instance.ChangeToMainScene();
_multiplayManager.RequestSurrender();
});
}

View File

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defaultSettings:
serializedVersion: 2
loadType: 0
sampleRateSetting: 0
sampleRateOverride: 44100
compressionFormat: 1
quality: 1
conversionMode: 0
preloadAudioData: 0
platformSettingOverrides: {}
forceToMono: 0
normalize: 1
loadInBackground: 0
ambisonic: 0
3D: 1
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,41 +1,71 @@
using UnityEngine;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Timeline;
public class AudioManager : Singleton<AudioManager>
{
[Header("BGM")]
[SerializeField] private AudioClip mainBgm;
[SerializeField] private AudioClip gameBgm;
[Header("SFX")]
[SerializeField] private AudioClip clickSound;
[SerializeField] private AudioClip closeSound;
private AudioClip mainBgm;
private AudioClip gameBgm;
private AudioSource bgmAudioSource; // BGM을 위한 AudioSource
[HideInInspector] public AudioSource bgmAudioSource; // BGM을 위한 AudioSource
private AudioSource sfxAudioSource; // SFX를 위한 AudioSource
[HideInInspector] public float sfxVolume = 1.0f; // SFX 볼륨 (기본값 1)
public float sfxVolume = 1.0f; // SFX 볼륨 (기본값 1)
private void Awake()
[HideInInspector]public bool isPlayBGM;
[HideInInspector]public bool isPlaySFX;
private Dictionary<string, AudioClip> audioClips = new Dictionary<string, AudioClip>();
protected override void Awake()
{
base.Awake(); // 부모 클래스의 Awake 호출
// BGM과 SFX를 위한 별도의 AudioSource 생성
bgmAudioSource = gameObject.AddComponent<AudioSource>();
sfxAudioSource = gameObject.AddComponent<AudioSource>();
//Sounds폴더 내의 모든 오디오클립 로드
AudioClip[] clips = Resources.LoadAll<AudioClip>("Sounds");
foreach (AudioClip clip in clips)
{
audioClips[clip.name] = clip;
}
Debug.Log($"총 {audioClips.Count}개의 오디오클립이 로드됨.");
}
public AudioClip GetAudioClip(string clipName)
{
if (audioClips.TryGetValue(clipName, out AudioClip clip))
{
return clip;
}
else
{
Debug.LogError($"패널 '{clipName}'을 찾을 수 없습니다.");
}
return null;
}
// 시작 시 BGM을 자동으로 재생
private void Start()
{
if (UserManager.IsPlayBGM) // UserManager의 BGM 설정값에 따라 BGM을 재생
{
PlayMainBGM(); // 기본 BGM을 재생
}
isPlayBGM = UserManager.IsPlayBGM;
isPlaySFX = UserManager.IsPlaySFX;
PlayBGM();
}
// 메인 BGM을 재생하는 함수
public void PlayMainBGM()
{
mainBgm = GetAudioClip("main bgm");
if (bgmAudioSource != null && mainBgm != null && !bgmAudioSource.isPlaying)
{
bgmAudioSource.clip = mainBgm;
@ -45,17 +75,10 @@ public class AudioManager : Singleton<AudioManager>
}
}
// BGM을 멈추는 함수
public void StopMainBGM()
{
if (bgmAudioSource != null && bgmAudioSource.isPlaying)
{
bgmAudioSource.Stop(); // BGM을 멈춤
}
}
public void PlayGameBGM()
{
gameBgm = GetAudioClip("Game bgm2");
if (bgmAudioSource != null && gameBgm != null && !bgmAudioSource.isPlaying)
{
bgmAudioSource.clip = gameBgm;
@ -65,7 +88,26 @@ public class AudioManager : Singleton<AudioManager>
}
}
public void StopGameBGM()
public void PlayBGM()
{
if (isPlayBGM)
{
Scene currentScene = SceneManager.GetActiveScene();
if (currentScene.name == "Main")
{
StopBGM();
PlayMainBGM();
}
else if (currentScene.name == "Game")
{
StopBGM();
PlayGameBGM();
}
}
}
public void StopBGM()
{
if (bgmAudioSource != null && bgmAudioSource.isPlaying)
{
@ -73,44 +115,75 @@ public class AudioManager : Singleton<AudioManager>
}
}
// 씬이 로드될 때마다 호출되는 OnSceneLoaded 메서드
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
PlayBGM();
}
// 클릭 사운드(SFX) 재생
public void PlayClickSound()
{
if (sfxAudioSource != null)
if (isPlaySFX && sfxAudioSource != null)
{
sfxAudioSource.PlayOneShot(clickSound, sfxVolume);
sfxAudioSource.PlayOneShot(GetAudioClip("Click Sound"), sfxVolume);
}
}
// 닫기 사운드(SFX) 재생
public void PlayCloseSound()
{
if (sfxAudioSource != null)
if (isPlaySFX && sfxAudioSource != null)
{
sfxAudioSource.PlayOneShot(closeSound, sfxVolume);
sfxAudioSource.PlayOneShot(GetAudioClip("Close Sound"), sfxVolume);
}
}
// 씬이 로드될 때마다 호출되는 OnSceneLoaded 메서드
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
public void PlayCoinsAddSound()
{
if (scene.name == "Main")
if (isPlaySFX && sfxAudioSource!=null)
{
StopGameBGM();
sfxAudioSource.PlayOneShot(GetAudioClip("Coins ADD Sound"), sfxVolume);
}
}
if (UserManager.IsPlayBGM) // BGM 설정값에 따라 메인 BGM을 재생
public void PlayCoinsEmptySound()
{
PlayMainBGM();
if (isPlaySFX && sfxAudioSource!=null)
{
sfxAudioSource.PlayOneShot(GetAudioClip("Coins Empty Sound"), sfxVolume);
}
}
else if (scene.name == "Game")
{
StopMainBGM();
if (UserManager.IsPlayBGM) // BGM 설정값에 따라 게임 BGM을 재생
public void PlayCoinsRemoveSound()
{
PlayGameBGM();
if (isPlaySFX && sfxAudioSource!=null)
{
sfxAudioSource.PlayOneShot(GetAudioClip("Coins Remove Sound"), sfxVolume);
}
}
public void PlayLoseSound()
{
if (isPlaySFX && sfxAudioSource!=null)
{
sfxAudioSource.PlayOneShot(GetAudioClip("lose sound"), sfxVolume);
}
}
public void PlayWinSound()
{
if (isPlaySFX && sfxAudioSource!=null)
{
sfxAudioSource.PlayOneShot(GetAudioClip("win sound"), sfxVolume);
}
}
public void PlayStoneSound()
{
if (isPlaySFX && sfxAudioSource!=null)
{
sfxAudioSource.PlayOneShot(GetAudioClip("stone sound3"), sfxVolume);
}
}
}

View File

@ -6,16 +6,11 @@ using UnityEngine.EventSystems;
using UnityEngine.Serialization;
using UnityEngine.UI;
[RequireComponent(typeof(AudioSource))]
public class CoinsPanelController : MonoBehaviour
{
[SerializeField] private GameObject coinsRemoveImageObject;
[SerializeField] private TMP_Text coinsCountText;
[SerializeField] private AudioClip coinsRemoveAudioClip;
[SerializeField] private AudioClip coinsAddAudioClip;
[SerializeField] private AudioClip coinsEmptyAudioClip;
private Color _coinsColor;
private AudioSource _audioSource;
private int _coinsCount;
@ -58,7 +53,7 @@ public class CoinsPanelController : MonoBehaviour
_coinsRect.sizeDelta = new Vector2(100 + textLength * 30f, 100f);
}
private void ChangeTextAnimation(bool isAdd, Action action)
private void ChangeTextAnimation(int coinAdd, bool isAdd, Action action)
{
float duration = 0.2f;
float yPos = 40f;
@ -69,8 +64,8 @@ public class CoinsPanelController : MonoBehaviour
if (isAdd)
{
var currentHeartCount = coinsCountText.text;
coinsCountText.text = (int.Parse(currentHeartCount) + 500).ToString();
// 코인 텍스트 100씩 증가
coinsCountText.text = (int.Parse(currentHeartCount) + coinAdd).ToString();
// 코인 텍스트 증가
}
else
{
@ -103,26 +98,21 @@ public class CoinsPanelController : MonoBehaviour
_canvasGroup.blocksRaycasts = false; //코인 중복 추가 방지 코드
Sequence sequence = DOTween.Sequence();
// i += a 반복 횟수 조절, 100개 단위로 상승 차감 시 100으로 설정
for (int i = 0; i < coinsCount; i+=500)
{
sequence.AppendCallback(() =>
{
ChangeTextAnimation(true, ()=>
ChangeTextAnimation(coinsCount,true, ()=>
{
// TODO : 코인 수량 업데이트
_coinsCount += coinsCount;
action?.Invoke();
});
// 효과음 재생
// TODO : if (UserInformation.IsPlaySFX)
_audioSource.PlayOneShot(coinsAddAudioClip);
AudioManager.Instance.PlayCoinsAddSound();
});
sequence.AppendInterval(0.5f);
}
sequence.OnComplete(() =>
{
_coinsCount += coinsCount; //추가된 코인 적용
_canvasGroup.blocksRaycasts = true; //구매 후 클릭 활성화
});
}
@ -130,8 +120,7 @@ public class CoinsPanelController : MonoBehaviour
public void EmptyCoins()
{
// 효과음 재생
// TODO: if (UserInformation.IsPlaySFX)
_audioSource.PlayOneShot(coinsEmptyAudioClip);
AudioManager.Instance.PlayCoinsEmptySound();
GetComponent<RectTransform>().DOPunchPosition(new Vector3(20f, 0, 0), 1f, 7);
}
@ -151,8 +140,7 @@ public class CoinsPanelController : MonoBehaviour
}
// 효과음 재생
// TODO: if (UserInformation.IsPlaySFX)
_audioSource.PlayOneShot(coinsRemoveAudioClip);
AudioManager.Instance.PlayCoinsRemoveSound();
// 코인 사라지는 연출
coinsRemoveImageObject.SetActive(true);
@ -161,7 +149,7 @@ public class CoinsPanelController : MonoBehaviour
coinsRemoveImageObject.transform.DOScale(3f, 1f);
coinsRemoveImageObject.GetComponent<Image>().DOFade(0f, 1f)
.OnComplete( ()=>ChangeTextAnimation(false, ()=>
.OnComplete( ()=>ChangeTextAnimation(0,false, ()=>
{
//감소된 코인 적용
_coinsCount -= 100;

View File

@ -16,6 +16,9 @@
StartGame, // 생성한 방에 다른 유저가 참여해서 게임 시작
SwitchAI, // 15초 후 매칭 실패 시 AI 플레이로 전환 알림
ExitRoom, // 자신이 방을 빠져 나왔을 때
EndGame // 상대방이 접속을 끊거나 방을 나갔을 때
EndGame, // 상대방이 접속을 끊거나 방을 나갔을 때
DoSurrender, // 상대방이 항복했을 때
SurrenderConfirmed, // 항복 요청이 성공적으로 전송되었을 때
ReceiveTimeout // 상대방이 타임 아웃일 때
};
}

View File

@ -13,16 +13,31 @@ public abstract class BasePlayerState
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);
}
@ -53,10 +68,6 @@ public class PlayerState : BasePlayerState
private Enums.PlayerType _playerType;
private bool _isFirstPlayer;
private MultiplayManager _multiplayManager;
private string _roomId;
private bool _isMultiplay;
public PlayerState(bool isFirstPlayer)
{
_isFirstPlayer = isFirstPlayer;
@ -64,17 +75,10 @@ public class PlayerState : BasePlayerState
_isMultiplay = false;
}
public PlayerState(bool isFirstPlayer, MultiplayManager multiplayManager, JoinRoomData data)
: this(isFirstPlayer)
{
_multiplayManager = multiplayManager;
_roomId = data.roomId;
_isMultiplay = true;
}
public PlayerState(bool isFirstPlayer, MultiplayManager multiplayManager, string roomId)
: this(isFirstPlayer)
{
_isFirstPlayer = isFirstPlayer;
_multiplayManager = multiplayManager;
_roomId = roomId;
_isMultiplay = true;
@ -108,11 +112,6 @@ public class PlayerState : BasePlayerState
public override void HandleMove(GameLogic gameLogic, int row, int col)
{
gameLogic.SetStoneSelectedState(row, col);
if (_isMultiplay)
{
Debug.Log("row: " + row + "col: " + col);
_multiplayManager.SendPlayerMove(_roomId, new Vector2Int(row, col));
}
}
public override void HandleNextTurn(GameLogic gameLogic)
@ -178,7 +177,7 @@ public class MultiPlayerState: BasePlayerState
gameLogic.UpdateForbiddenMoves();
#endregion
// gameLogic.currentTurn = _playerType;
gameLogic.currentTurn = _playerType;
// gameLogic.stoneController.OnStoneClickedDelegate = (row, col) =>
// {
// HandleMove(gameLogic, row, col);
@ -242,7 +241,7 @@ public class GameLogic : MonoBehaviour
private int _lastRow;
private int _lastCol;
private MultiplayManager _multiplayManager;
public MultiplayManager _multiplayManager;
private string _roomId;
#region Renju Members
@ -279,17 +278,24 @@ public class GameLogic : MonoBehaviour
//timer 시간초과시 진행 함수
this.fioTimer.OnTimeout = () =>
{
if (currentTurn == Enums.PlayerType.PlayerA)
// 현재 턴의 플레이어가 로컬(유저)인지 확인
bool isCurrentPlayerLocal = (currentTurn == Enums.PlayerType.PlayerA && firstPlayerState is PlayerState) ||
(currentTurn == Enums.PlayerType.PlayerB && secondPlayerState is PlayerState);
if (isCurrentPlayerLocal) // 내가 타임 오버일 때
{
GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerB} Win",
() =>{});
if (this.gameType == Enums.GameType.MultiPlay) // 멀티플레이인 경우
{
_multiplayManager?.SendTimeout();
}
GameManager.Instance.panelManager.OpenEffectPanel(Enums.GameResult.Lose);
EndGame(Enums.GameResult.Lose);
}
else if (currentTurn == Enums.PlayerType.PlayerB)
else // 로컬에서 자신의 타이머 기준으로 상대방이 타임 오버일 때
{
GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {Enums.PlayerType.PlayerA} Win",
() =>{});
EndGame(Enums.GameResult.Win);
// TODO: 컨펌 패널 OK 버튼 삭제?
GameManager.Instance.panelManager.OpenConfirmPanel("상대방의 응답을 기다리는 중입니다",
() => { } );
}
};
}
@ -340,15 +346,14 @@ public class GameLogic : MonoBehaviour
return;
}
// TODO: 선공, 후공 처리
if (joinRoomData.isBlack)
// 선공, 후공 처리
bool isFirstPlayer = joinRoomData.isBlack;
if (isFirstPlayer)
{
}
firstPlayerState = new MultiPlayerState(true, _multiplayManager);
secondPlayerState = new PlayerState(false, _multiplayManager, joinRoomData);
// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
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);
@ -356,7 +361,27 @@ public class GameLogic : MonoBehaviour
// 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();
@ -378,15 +403,14 @@ public class GameLogic : MonoBehaviour
Debug.Log("Start Game 응답값이 null 입니다");
return;
}
// 선공, 후공 처리
isFirstPlayer = startGameData.isBlack;
// TODO: 선공, 후공 처리
if (startGameData.isBlack)
if (isFirstPlayer)
{
}
Debug.Log("해당 플레이어가 선공 입니다");
firstPlayerState = new PlayerState(true, _multiplayManager, _roomId);
secondPlayerState = new MultiPlayerState(false, _multiplayManager);
// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, startGameData.opponentNickname);
@ -394,7 +418,26 @@ public class GameLogic : MonoBehaviour
// 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();
@ -410,6 +453,30 @@ public class GameLogic : MonoBehaviour
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.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");
@ -440,6 +507,7 @@ public class GameLogic : MonoBehaviour
// 기존 멀티플레이 상태 초기화
_multiplayManager = null;
_roomId = null;
this.gameType = Enums.GameType.SinglePlay;
// 싱글 플레이 상태로 변경
firstPlayerState = new PlayerState(true);

View File

@ -20,12 +20,21 @@ public class GameManager : Singleton<GameManager>
[NonSerialized] public PanelManager panelManager;
[NonSerialized] public AudioManager audioManager;
private MultiplayManager _multiplayManager;
protected override void Awake()
{
base.Awake();
InitPanels();
}
public MultiplayManager GetMultiplayManager()
{
_multiplayManager = _gameLogic._multiplayManager;
if (_multiplayManager == null) Debug.Log("MultiplayManager가 null입니다");
return _multiplayManager;
}
private void InitPanels()
{
if (panelManager == null)

View File

@ -67,6 +67,8 @@ public class MultiplayManager : IDisposable
private event Action<Constants.MultiplayManagerState, object> _onMultiplayStateChanged;
public Action<MoveData> OnOpponentMove;
private string _roomId;
public MultiplayManager(Action<Constants.MultiplayManagerState, object> onMultiplayStateChanged)
{
_onMultiplayStateChanged = onMultiplayStateChanged;
@ -86,6 +88,9 @@ public class MultiplayManager : IDisposable
_socket.On("exitRoom", ExitRoom);
_socket.On("endGame", EndGame);
_socket.On("doOpponent", DoOpponent);
_socket.On("doSurrender", DoSurrender);
_socket.On("surrenderConfirmed", SurrenderConfirmed);
_socket.On("receiveTimeout", ReceiveTimeout);
_socket.Connect();
}
@ -109,6 +114,7 @@ public class MultiplayManager : IDisposable
private void CreateRoom(SocketIOResponse response)
{
var data = response.GetValue<CreateRoomData>();
_roomId = data.roomId;
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.CreateRoom, data.roomId);
}
@ -116,8 +122,7 @@ public class MultiplayManager : IDisposable
{
var data = response.GetValue<JoinRoomData>();
Debug.Log($"룸에 참여: 룸 ID - {data.roomId}, 상대방 등급 - {data.opponentRating}, 상대방 이름 - {data.opponentNickname}, 흑/백 여부 - {data.isBlack}, 상대방 이미지 인덱스 - {data.opponentImageIndex}");
// 필요한 데이터 사용
_roomId = data.roomId;
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.JoinRoom, data);
}
@ -180,7 +185,62 @@ public class MultiplayManager : IDisposable
public void LeaveRoom(string roomId)
{
_socket.Emit("leaveRoom", new { roomId });
if (string.IsNullOrEmpty(_roomId))
{
Debug.LogError("LeaveRoom 호출 실패: _roomId가 설정되지 않음");
return;
}
_socket.Emit("leaveRoom", new { roomId = _roomId });
_roomId = null; // 방 나가면 roomId 초기화
}
public void RequestSurrender()
{
if (string.IsNullOrEmpty(_roomId))
{
Debug.LogError("LeaveRoom 호출 실패: _roomId가 설정되지 않음");
return;
}
_socket.Emit("requestSurrender",new { roomId = _roomId });
}
private void DoSurrender(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.DoSurrender, data.message);
}
private void SurrenderConfirmed(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.SurrenderConfirmed, data.message);
}
/// <summary>
/// 타임 아웃 요청
/// </summary>
public void SendTimeout()
{
if (string.IsNullOrEmpty(_roomId))
{
Debug.LogError("LeaveRoom 호출 실패: _roomId가 설정되지 않음");
return;
}
_socket.Emit("sendTimeout",new { roomId = _roomId });
}
/// <summary>
/// 타임 아웃 수신
/// </summary>
/// <param name="response"></param>
private void ReceiveTimeout(SocketIOResponse response)
{
var data = response.GetValue<MessageData>();
_onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.ReceiveTimeout, data.message);
}
public void Dispose()

View File

@ -228,56 +228,13 @@ public class NetworkManager : Singleton<NetworkManager>
}
}
public void UpdateScore(int isWin, Action<ScoreInfoResult> success, Action failure)
{
StartCoroutine(UpdateScoreCoroutine(isWin, success, failure));
}
public IEnumerator UpdateScoreCoroutine(int isWin, Action<ScoreInfoResult> success, Action failure)
{
string jsonString = "{\"isWin\": "+isWin.ToString() + "}";
byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(jsonString);
using (UnityWebRequest www =
new UnityWebRequest(Constants.ServerURL + "/users/score-update", UnityWebRequest.kHttpVerbPOST))
public void GetLeaderboard(Action<List<ScoreInfo>> success, Action failure)
{
www.uploadHandler = new UploadHandlerRaw(bodyRaw);
www.downloadHandler = new DownloadHandlerBuffer();
www.SetRequestHeader("Content-Type", "application/json");
string sid = PlayerPrefs.GetString("sid", "");
if (!string.IsNullOrEmpty(sid))
{
www.SetRequestHeader("Cookie", sid);
}
else
{
Debug.LogError("SID 값이 없습니다. 로그인 정보가 없습니다.");
GameManager.Instance.panelManager.OpenConfirmPanel("SID 값이 없습니다. 로그인 정보가 없습니다.", () =>
{
failure?.Invoke();
});
yield break; // 더 이상 진행하지 않고 종료
StartCoroutine(GetLeaderboardCoroutine(success, failure));
}
yield return www.SendWebRequest();
if (www.result == UnityWebRequest.Result.ConnectionError ||
www.result == UnityWebRequest.Result.ProtocolError)
{
Debug.LogError("Error: " + www.error);
failure?.Invoke();
}
else
{
var result = www.downloadHandler.text;
var scoreResultInfo = JsonUtility.FromJson<ScoreInfoResult>(result);
success?.Invoke(scoreResultInfo);
}
}
}
public IEnumerator GetLeaderboard(Action<Scores> success, Action failure)
public IEnumerator GetLeaderboardCoroutine(Action<List<ScoreInfo>> success, Action failure)
{
using (UnityWebRequest www =
new UnityWebRequest(Constants.ServerURL + "/leaderboard", UnityWebRequest.kHttpVerbGET))
@ -305,10 +262,15 @@ public class NetworkManager : Singleton<NetworkManager>
}
else
{
var result = www.downloadHandler.text;
var scores = JsonUtility.FromJson<Scores>(result);
// 성공적으로 데이터를 받아온 경우
string jsonResponse = www.downloadHandler.text; // 응답으로 받은 JSON 데이터
success?.Invoke(scores);
// JSON을 ScoreInfo 리스트로 파싱
ScoreListWrapper wrapper = JsonUtility.FromJson<ScoreListWrapper>(jsonResponse);
List<ScoreInfo> leaderboardItems = wrapper.leaderboardDatas;
// Show 메서드를 통해 데이터를 표시
success?.Invoke(leaderboardItems);
}
}
}
@ -561,35 +523,53 @@ public class NetworkManager : Singleton<NetworkManager>
}
}
public void GetLeaderboardData(Action<List<ScoreInfo>> success, Action failure)
public void UpdateScore(int isWin, Action<ScoreInfoResult> success, Action failure)
{
StartCoroutine(GetLeaderboardDataCoroutine(success, failure));
StartCoroutine(UpdateScoreCoroutine(isWin, success, failure));
}
public IEnumerator UpdateScoreCoroutine(int isWin, Action<ScoreInfoResult> success, Action failure)
{
string jsonString = "{\"isWin\": "+isWin.ToString() + "}";
byte[] bodyRaw = System.Text.Encoding.UTF8.GetBytes(jsonString);
using (UnityWebRequest www =
new UnityWebRequest(Constants.ServerURL + "/users/score-update", UnityWebRequest.kHttpVerbPOST))
{
www.uploadHandler = new UploadHandlerRaw(bodyRaw);
www.downloadHandler = new DownloadHandlerBuffer();
www.SetRequestHeader("Content-Type", "application/json");
string sid = PlayerPrefs.GetString("sid", "");
if (!string.IsNullOrEmpty(sid))
{
www.SetRequestHeader("Cookie", sid);
}
else
{
Debug.LogError("SID 값이 없습니다. 로그인 정보가 없습니다.");
GameManager.Instance.panelManager.OpenConfirmPanel("SID 값이 없습니다. 로그인 정보가 없습니다.", () =>
{
failure?.Invoke();
});
yield break; // 더 이상 진행하지 않고 종료
}
private IEnumerator GetLeaderboardDataCoroutine(Action<List<ScoreInfo>> success, Action failure)
{
string url = Constants.ServerURL + "/leaderboard/"; // 서버의 리더보드 데이터 URL
yield return www.SendWebRequest();
UnityWebRequest www = UnityWebRequest.Get(url); // GET 요청으로 데이터 받기
yield return www.SendWebRequest(); // 요청 전송 대기
// 요청이 실패했을 때
if (www.result == UnityWebRequest.Result.ConnectionError || www.result == UnityWebRequest.Result.ProtocolError)
if (www.result == UnityWebRequest.Result.ConnectionError ||
www.result == UnityWebRequest.Result.ProtocolError)
{
Debug.LogError("Error: " + www.error);
failure?.Invoke();
}
else
{
// 성공적으로 데이터를 받아온 경우
string jsonResponse = www.downloadHandler.text; // 응답으로 받은 JSON 데이터
var result = www.downloadHandler.text;
var scoreResultInfo = JsonUtility.FromJson<ScoreInfoResult>(result);
// JSON을 ScoreInfo 리스트로 파싱
ScoreListWrapper wrapper = JsonUtility.FromJson<ScoreListWrapper>(jsonResponse);
List<ScoreInfo> leaderboardItems = wrapper.leaderboardDatas;
// Show 메서드를 통해 데이터를 표시
success?.Invoke(leaderboardItems);
success?.Invoke(scoreResultInfo);
}
}
}
}

View File

@ -1,5 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using TMPro;
using UnityEngine;
using UnityEngine.Networking;
@ -23,6 +25,8 @@ public class SignupPanelController : MonoBehaviour
[SerializeField] private Toggle[] imageSelectToggles;
private int _selectedImageIndex = 0;
private bool _emailValid = false;
private void Start()
{
SetToggleInit();
@ -43,14 +47,36 @@ public class SignupPanelController : MonoBehaviour
public void OnValueChanged(bool value, int index)
{
// 현재 토글을 끄려고 할 때 (value가 false)
if (!value && index == _selectedImageIndex)
{
// 현재 켜져 있는 토글을 다시 켜지 않게 하고
imageSelectToggles[index].onValueChanged.RemoveAllListeners();
// 다른 토글을 켬 (현재 선택된 인덱스가 아닌 다음 토글을 켬)
int nextIndex = (index + 1) % imageSelectToggles.Length;
_selectedImageIndex = nextIndex;
imageSelectToggles[nextIndex].isOn = true;
// 이벤트 리스너 다시 추가
int capturedIndex = index;
imageSelectToggles[index].onValueChanged.AddListener((bool val) => OnValueChanged(val, capturedIndex));
return;
}
// 새로운 토글을 선택했을 때
if (value)
{
int previousIndex = _selectedImageIndex;
_selectedImageIndex = index;
int previousIndex = (_selectedImageIndex == 0) ? 1 : 0;
// 선택된 토글이 변경되었을 때만 이전 토글을 끔
if (previousIndex != index)
{
imageSelectToggles[previousIndex].isOn = false;
}
}
}
public void OnClickConfirmButton()
{
@ -59,7 +85,7 @@ public class SignupPanelController : MonoBehaviour
var password = passwordInputField.text;
var confirmPassword = confirmPasswordInputField.text;
if (string.IsNullOrEmpty(email) || string.IsNullOrEmpty(nickname) ||
if (string.IsNullOrEmpty(email) || !_emailValid || string.IsNullOrEmpty(nickname) ||
string.IsNullOrEmpty(password) || string.IsNullOrEmpty(confirmPassword))
{
// 입력 내용 누락 팝업 표시
@ -104,4 +130,63 @@ public class SignupPanelController : MonoBehaviour
{
Destroy(gameObject);
}
// 이메일 입력을 완료하면 유효성 검사를 진행함
public void OnChangeEndEmail(string emailText)
{
const string emailPattern = @"^[^\s@]+@[^\s@]+\.[^\s@]+$";
// 입력이 끝났을 때 이메일 형식 검사
_emailValid = Regex.IsMatch(emailText, emailPattern);
// 이메일이 비어있지 않은 경우에만 색상 변경
if (!string.IsNullOrEmpty(emailText))
{
if (_emailValid) return;
emailInputField.textComponent.color = Color.red;
// 이메일 유효하지 않음
GameManager.Instance.panelManager.OpenConfirmPanel("올바른 이메일 주소를 입력하세요.", () => {});
Debug.Log("이메일 유효성 X");
}
}
// 이메일 인풋을 선택했을 때 이메일이 유효하지 않았으면 텍스트를 초기화함
public void OnSelectEmail()
{
if (!_emailValid)
{
emailInputField.textComponent.color = Color.black;
emailInputField.text = String.Empty;
}
}
// 닉네임 글자 6자 초과하면 마지막 글자를 잘라서 6자로 만듬
public void OnChangeNickname(string nicknameText)
{
const int maxNicknameLength = 6;
if (nicknameText.Length > maxNicknameLength)
{
// 글자수가 제한을 초과하면 처음 6글자만 남김
string limitedText = nicknameText.Substring(0, maxNicknameLength);
nicknameInputField.text = limitedText;
}
}
// 비밀번호 유효성 검사
public void OnChangeEndPassword(string passwordText)
{
// 비밀번호가 비어 있으면 검사하지 않음
if (string.IsNullOrEmpty(passwordText)) return;
// 비밀번호 글자수 제한 확인
if (passwordText.Length < 6 || passwordText.Length > 18)
{
// 비밀번호 글자 수 제한
GameManager.Instance.panelManager.OpenConfirmPanel("비밀번호는 6자 이상 18자 이하로 입력해주세요.", () => {});
Debug.Log("비밀번호 글자 수 제한");
}
}
}

View File

@ -100,14 +100,22 @@ public class UserManager : Singleton<UserManager>
public static bool IsPlaySFX
{
get { return PlayerPrefs.GetInt("IsPlaySFX", 1) == 1; }
set { PlayerPrefs.SetInt("IsPlaySFX", value ? 1 : 0); }
set
{
PlayerPrefs.SetInt("IsPlaySFX", value ? 1 : 0);
AudioManager.Instance.isPlaySFX = value;
}
}
// 배경음악 재생 여부
public static bool IsPlayBGM
{
get { return PlayerPrefs.GetInt("IsPlayBGM", 1) == 1; }
set { PlayerPrefs.SetInt("IsPlayBGM", value ? 1 : 0); }
set
{
PlayerPrefs.SetInt("IsPlayBGM", value ? 1 : 0);
AudioManager.Instance.isPlayBGM = value;
}
}
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)

View File

@ -12,10 +12,11 @@ public class DrawEffectController : EffectController
[SerializeField] private float flipDuration = 0.3f;
protected override string fullText => "무승부 입니다";
protected override void ShowEffect()
public override void ShowEffect(OnEffectPanelEnded onEffectPanelEnd)
{
gameObject.SetActive(true);
cancellationTokenSource = new CancellationTokenSource();
onEffectPanelEnded = onEffectPanelEnd;
ShowPanel();
StartCoroutine(AnimateLoadingText());

View File

@ -3,9 +3,11 @@ using System.Threading;
using DG.Tweening;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UIElements;
[RequireComponent(typeof(CanvasGroup))]
public abstract class EffectController : MonoBehaviour
public abstract class EffectController : MonoBehaviour, IPointerClickHandler
{
[SerializeField] protected GameObject bannerObj;
[SerializeField] protected TextMeshProUGUI bannerText;
@ -15,13 +17,16 @@ public abstract class EffectController : MonoBehaviour
protected CancellationTokenSource cancellationTokenSource;
protected int currentLength = 0;
protected virtual void Start()
{
ShowEffect();
}
public delegate void OnEffectPanelEnded();
protected OnEffectPanelEnded onEffectPanelEnded;
// protected virtual void Start()
// {
// ShowEffect();
// }
// 효과를 실행하는 메서드 (자식이 구현해야 함)
protected abstract void ShowEffect();
public abstract void ShowEffect(OnEffectPanelEnded onEffectPanelEnded);
// 공통 UI 애니메이션 (패널 표시)
protected virtual void ShowPanel()
@ -60,6 +65,12 @@ public abstract class EffectController : MonoBehaviour
cancellationTokenSource = null;
}
onEffectPanelEnded?.Invoke();
gameObject.SetActive(false);
}
public void OnPointerClick(PointerEventData eventData)
{
HideEffect();
}
}

View File

@ -12,10 +12,11 @@ public class LoseEffectController : EffectController
protected override string fullText => "패배했습니다";
protected override void ShowEffect()
public override void ShowEffect(OnEffectPanelEnded onEffectPanelEnd)
{
gameObject.SetActive(true);
cancellationTokenSource = new CancellationTokenSource();
onEffectPanelEnded = onEffectPanelEnd;
ShowPanel();
StartCoroutine(AnimateLoadingText());

View File

@ -14,10 +14,11 @@ public class WinEffectController : EffectController
protected override string fullText => "승리했습니다!";
protected override void ShowEffect()
public override void ShowEffect(OnEffectPanelEnded onEffectPanelEnd)
{
gameObject.SetActive(true);
cancellationTokenSource = new CancellationTokenSource();
onEffectPanelEnded = onEffectPanelEnd;
ShowPanel();
StartCoroutine(AnimateLoadingText());
@ -26,6 +27,16 @@ public class WinEffectController : EffectController
Invoke(nameof(PopupObject), 0.3f);
}
protected override void ShowPanel()
{
CanvasGroup canvasGroup = gameObject.GetComponent<CanvasGroup>() ?? gameObject.AddComponent<CanvasGroup>();
canvasGroup.alpha = 0f;
canvasGroup.DOFade(1f, 1f);
bannerObj.transform.DOScale(Vector3.zero, 0f);
bannerObj.transform.DOScale(Vector3.one, 1f);
}
private void RotateHaloObject()
{
// 무한 회전 효과

View File

@ -6,11 +6,9 @@ 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);
@ -21,7 +19,6 @@ public class SwitchController : MonoBehaviour
private RectTransform _handleRectTransform;
private Image _backgroundImage;
private AudioSource _audioSource;
private bool _isOn;
@ -29,7 +26,6 @@ public class SwitchController : MonoBehaviour
{
_handleRectTransform = handleImage.GetComponent<RectTransform>();
_backgroundImage = GetComponent<Image>();
_audioSource = GetComponent<AudioSource>();
}
private void Start()
@ -37,7 +33,15 @@ public class SwitchController : MonoBehaviour
//초기 상태는 false
_handleRectTransform.anchoredPosition = new Vector2(-14, 0);
_backgroundImage.color = OffColor;
_isOn = false;
if (gameObject.name == "SFX Switch")
{
_isOn = UserManager.IsPlaySFX;
}
else if (gameObject.name == "BGM Switch")
{
_isOn = UserManager.IsPlayBGM;
}
}
//스위치 상태 변경 함수
@ -56,8 +60,7 @@ public class SwitchController : MonoBehaviour
}
// 효과음 재생
if (clickSound != null)
_audioSource.PlayOneShot(clickSound);
AudioManager.Instance.PlayClickSound();
//이벤트 호출
OnSwitchChanged?.Invoke(isOn);

View File

@ -27,7 +27,7 @@ public class LeaderBoardController : MonoBehaviour
if (isLeaderboardLoaded) return; // 이미 리더보드가 로드되었으면 중복 호출 방지
leaderboardPanel.SetActive(true);
NetworkManager.Instance.GetLeaderboardData((leaderboardItems) =>
NetworkManager.Instance.GetLeaderboard((leaderboardItems) =>
{
Show(leaderboardItems);
}, () => { });

View File

@ -86,22 +86,30 @@ public class PanelManager : MonoBehaviour
if (_canvas != null)
{
var winEffectPanelObject = GetEffectPanel("Win Effect Panel");
winEffectPanelObject.GetComponent<WinEffectController>().ShowEffect(OnEffectPanelEnded);
}
break;
case Enums.GameResult.Lose:
if (_canvas != null)
{
var winEffectPanelObject = GetEffectPanel("Lose Effect Panel");
var loseEffectPanelObject = GetEffectPanel("Lose Effect Panel");
loseEffectPanelObject.GetComponent<LoseEffectController>().ShowEffect(OnEffectPanelEnded);
}
break;
case Enums.GameResult.Draw:
if (_canvas != null)
{
var winEffectPanelObject = GetEffectPanel("Draw Effect Panel");
var drawEffectPanelObject = GetEffectPanel("Draw Effect Panel");
drawEffectPanelObject.GetComponent<DrawEffectController>().ShowEffect(OnEffectPanelEnded);
}
break;
}
}
private void OnEffectPanelEnded()
{
OpenRatingPanel();
}
#endregion
public void OpenMainPanel()
@ -254,7 +262,7 @@ public class PanelManager : MonoBehaviour
shopItems.Add(shopItem);
}
}
GameManager.Instance.panelManager.OpenShopPanel(shopItems);
OpenShopPanel(shopItems);
}
//승급 패널 생성

View File

@ -33,15 +33,15 @@ public class SettingsPanelController : PanelController
// BGM을 끄는 경우
if (!value)
{
GameManager.Instance.audioManager.StopMainBGM(); // BGM을 끄기
AudioManager.Instance.StopBGM(); // BGM을 끄기
}
// BGM을 켜는 경우
else
{
// 이미 BGM이 재생 중인 경우 새로 시작하지 않도록 체크
if (!GameManager.Instance.audioManager.GetComponent<AudioSource>().isPlaying)
if (!AudioManager.Instance.bgmAudioSource.isPlaying)
{
GameManager.Instance.audioManager.PlayMainBGM(); // BGM을 켜기
AudioManager.Instance.PlayBGM(); // BGM을 켜기
}
}
}

View File

@ -0,0 +1,52 @@
using UnityEngine;
using UnityEngine.UI;
public class SingleInteractableButtonHandler : MonoBehaviour
{
[Tooltip("이 버튼이 한 번만 클릭되도록 제한할지 여부")]
[SerializeField] private bool enableOneTimeClick = true;
private Button _button;
private bool hasBeenClicked = false;
private void Awake()
{
// 버튼 컴포넌트 가져오기
_button = GetComponent<Button>();
if (_button != null && enableOneTimeClick)
{
// 기존 onClick 이벤트를 저장
Button.ButtonClickedEvent originalOnClick = _button.onClick;
_button.onClick = new Button.ButtonClickedEvent();
_button.onClick.AddListener(() =>
{
if (!hasBeenClicked)
{
hasBeenClicked = true;
for (int i = 0; i < originalOnClick.GetPersistentEventCount(); i++)
{
originalOnClick.Invoke();
}
// 버튼 비활성화
_button.interactable = false;
}
});
}
}
// 버튼 상태 리셋
public void ResetButton()
{
hasBeenClicked = false;
if (_button != null)
{
_button.interactable = true;
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 4330206548604932b038a7007dacf94b
timeCreated: 1742970986