diff --git a/Assets/Scenes/Replay.unity b/Assets/Scenes/Replay.unity index a0d9294..79a5794 100644 --- a/Assets/Scenes/Replay.unity +++ b/Assets/Scenes/Replay.unity @@ -19668,6 +19668,7 @@ MonoBehaviour: userBProfileImages: - {fileID: 2288075173090734880} - {fileID: 7536757830621973007} + replayFinishButton: {fileID: 609484620077371465} --- !u!1 &8676936482266105011 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Script/Common/Constants.cs b/Assets/Script/Common/Constants.cs index 8fae832..c8d7fe7 100644 --- a/Assets/Script/Common/Constants.cs +++ b/Assets/Script/Common/Constants.cs @@ -7,4 +7,6 @@ public const int WIN_COUNT = 5; //무승부 확인을 위한 최소 착수 수 public const int MinCountForDrawCheck = 150; + + public string[] AI_NAMIES = { "이세돌", "신사동호랭이","진짜인간임","종로3가짱돌","마스터김춘배","62세황순자","고준일 강사님"}; } \ No newline at end of file diff --git a/Assets/Script/Game/GameLogic.cs b/Assets/Script/Game/GameLogic.cs index 655324e..84f78b6 100644 --- a/Assets/Script/Game/GameLogic.cs +++ b/Assets/Script/Game/GameLogic.cs @@ -2,6 +2,7 @@ using System; using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.SceneManagement; public abstract class BasePlayerState { @@ -19,9 +20,11 @@ public abstract class BasePlayerState if (gameLogic.CheckGameWin(playerType, row, col)) { - GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {playerType} Win",() =>{}); - var gameResult = playerType == Enums.PlayerType.PlayerA? Enums.GameResult.Win:Enums.GameResult.Lose; - gameLogic.EndGame(gameResult); + GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: {playerType} Win", () => + { + var gameResult = playerType == Enums.PlayerType.PlayerA? Enums.GameResult.Win:Enums.GameResult.Lose; + gameLogic.EndGame(gameResult); + }); } else { @@ -29,8 +32,10 @@ public abstract class BasePlayerState { if (gameLogic.CheckGameDraw()) { - GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: Draw",() =>{}); - gameLogic.EndGame(Enums.GameResult.Draw); + GameManager.Instance.panelManager.OpenConfirmPanel($"Game Over: Draw", () => + { + gameLogic.EndGame(Enums.GameResult.Draw); + }); } else { @@ -354,6 +359,7 @@ public class GameLogic : MonoBehaviour SetState(null); ReplayManager.Instance.SaveReplayDataResult(result); //TODO: 게임 종료 후 행동 구현 + SceneManager.LoadScene("Main"); } //승리 확인 함수 diff --git a/Assets/Script/Game/GameManager.cs b/Assets/Script/Game/GameManager.cs index d7486a1..e37aca3 100644 --- a/Assets/Script/Game/GameManager.cs +++ b/Assets/Script/Game/GameManager.cs @@ -28,8 +28,14 @@ public class GameManager : Singleton private void InitPanels() { - panelManager = Instantiate(panelManagerPrefab).GetComponent(); - audioManager = Instantiate(audioManagerPrefab).GetComponent(); + if (panelManager == null) + { + panelManager = Instantiate(panelManagerPrefab).GetComponent(); + } + if (audioManager == null) + { + audioManager = Instantiate(audioManagerPrefab).GetComponent(); + } } public void OnClickConfirmButton() diff --git a/Assets/Script/Main/MainPanelManager.cs b/Assets/Script/Main/MainPanelManager.cs index 94cd0bd..29b2ea6 100644 --- a/Assets/Script/Main/MainPanelManager.cs +++ b/Assets/Script/Main/MainPanelManager.cs @@ -42,7 +42,7 @@ public class MainPanelManager : MonoBehaviour UpdateMainPanelUI(GameManager.Instance.panelManager.OpenMainPanel); // ScoreData.SetScore(userInfo.score); - GameManager.Instance.panelManager.OpenConfirmPanel(userInfo.nickname + "님" + "\n" + "자동 로그인 되었습니다", () => { }); + // GameManager.Instance.panelManager.OpenConfirmPanel(userInfo.nickname + "님" + "\n" + "자동 로그인 되었습니다", () => { }); loadingPanelController.StopLoading(); }, () => diff --git a/Assets/Script/Replay/ReplayController.cs b/Assets/Script/Replay/ReplayController.cs index 68ddce5..be78edf 100644 --- a/Assets/Script/Replay/ReplayController.cs +++ b/Assets/Script/Replay/ReplayController.cs @@ -3,6 +3,7 @@ using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.SceneManagement; +using UnityEngine.Serialization; using UnityEngine.UI; public class ReplayController : MonoBehaviour @@ -11,6 +12,7 @@ public class ReplayController : MonoBehaviour [SerializeField] private TMP_Text playerBNicknameText; [SerializeField] private GameObject[] userAProfileImages; [SerializeField] private GameObject[] userBProfileImages; + [SerializeField] private Button replayFinishButton; void Start() { InitReplayUI(); @@ -18,16 +20,26 @@ public class ReplayController : MonoBehaviour public void OnclickExitButton() { + ReplayManager.Instance.StopReplayFinish(() => { });; SceneManager.LoadScene("Main"); } public void OnclickFirstButton() { + ReplayManager.Instance.StopReplayFinish(() => + { + replayFinishButton.interactable = true; + });; ReplayManager.Instance.ReplayFirst(); } public void OnclickUndoButton() { + ReplayManager.Instance.StopReplayFinish(() => + { + replayFinishButton.interactable = true; + });; + Move targetMove = ReplayManager.Instance.PopPlacedMove(); if (targetMove != null) { @@ -37,6 +49,10 @@ public class ReplayController : MonoBehaviour public void OnclickNextButton() { + ReplayManager.Instance.StopReplayFinish(() => + { + replayFinishButton.interactable = true; + });; Move nextMove = ReplayManager.Instance.GetNextMove(); if (nextMove != null) { @@ -44,9 +60,17 @@ public class ReplayController : MonoBehaviour } } + /// + /// 끝 버튼 눌렸을 때 중복 클릭 방지 + /// public void OnClickFinishButton() { - ReplayManager.Instance.ReplayFinish(); + replayFinishButton.interactable = false; + //실행이 끝난 후 끝버튼 다시 활성화 + ReplayManager.Instance.ReplayFinish(() => + { + replayFinishButton.interactable = true; + }); } public void InitReplayUI() diff --git a/Assets/Script/Replay/ReplayManager.cs b/Assets/Script/Replay/ReplayManager.cs index 1269f06..7d931dc 100644 --- a/Assets/Script/Replay/ReplayManager.cs +++ b/Assets/Script/Replay/ReplayManager.cs @@ -34,6 +34,7 @@ public class Move public class ReplayManager : Singleton { private ReplayRecord _recordingReplayData; + private Coroutine finishCoroutine; #region 기보 시작 후 데이터를 컨트롤하기 @@ -223,14 +224,34 @@ public class ReplayManager : Singleton } } - public void ReplayFinish() + public void ReplayFinish(Action onFinishEnd) + { + finishCoroutine = StartCoroutine(IReplayFinish(onFinishEnd)); + } + + /// + /// 끝 버튼을 중간에 멈춰야 할 때 사용 + /// + /// 마지막 장면까지 가는 도중에 멈출경우 해야할 일 전달 + public void StopReplayFinish(Action onFinishStop) + { + if (finishCoroutine != null) + { + StopCoroutine(finishCoroutine); + finishCoroutine = null; + } + onFinishStop?.Invoke(); + } + + private IEnumerator IReplayFinish(Action onFinishEnd) { while(_placedStoneStack.Count < _selectedReplayRecord.moves.Count) { ReplayNext(GetNextMove()); + yield return new WaitForSeconds(0.1f); } + onFinishEnd?.Invoke(); } - public string GetPlayerANickname() { return _selectedReplayRecord.playerA; diff --git a/Assets/Script/UI/PanelController/ReplayPanelItemsController.cs b/Assets/Script/UI/PanelController/ReplayPanelItemsController.cs index bdce6c7..abee033 100644 --- a/Assets/Script/UI/PanelController/ReplayPanelItemsController.cs +++ b/Assets/Script/UI/PanelController/ReplayPanelItemsController.cs @@ -27,7 +27,6 @@ public class ReplayPanelItemsController : ScrollPanelController records = ReplayManager.Instance.LoadReplayDatas(); foreach (var replayRecord in records) { - Debug.Log($"{replayRecord.gameDate}의 결과는 {replayRecord.gameResult}"); var replayCellButtonObject = Instantiate(scrollItemPrefab, content.transform); ReplayCell replayCell = replayCellButtonObject.GetComponent();