Merge pull request #41 from Degulleo/DO-47-승패-무승부-기보씬에-적용
DO-47-승패-무승부-기보씬에-적용
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commit
b60f838ecb
@ -418,6 +418,81 @@ MonoBehaviour:
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@ -447,6 +522,7 @@ RectTransform:
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@ -614,5 +690,6 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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winImage: {fileID: 5279064539717668063}
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loseImage: {fileID: 7205159236927224312}
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drawImage: {fileID: 2590408022327786383}
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playerNicknameText: {fileID: 1459786160726782322}
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recordDateText: {fileID: 857776554898951878}
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@ -1713,7 +1713,7 @@ MonoBehaviour:
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_text: "\uD638\uB7AD\uC774"
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@ -18363,8 +18363,8 @@ MonoBehaviour:
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m_Calls: []
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m_text: Player B
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m_isRightToLeft: 0
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@ -18762,8 +18762,8 @@ MonoBehaviour:
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m_Calls: []
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m_text: Player A
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m_isRightToLeft: 0
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m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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m_fontMaterials: []
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@ -10,6 +10,7 @@ public class ReplayCell : MonoBehaviour
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{
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[SerializeField] private Image winImage;
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[SerializeField] private Image loseImage;
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[SerializeField] private Image drawImage;
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[SerializeField] private TMP_Text playerNicknameText;
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[SerializeField] private TMP_Text recordDateText;
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@ -18,7 +19,7 @@ public class ReplayCell : MonoBehaviour
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private string _opponentNickname;
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//유저가 이겼을 경우 '승'(파랑)이미지 졌을 경우'패'(빨강)이미지
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//TODO:승, 패 외에 무승부 반영하기. bool => int
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public void SetWinImage(bool isWin)
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{
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if (isWin == true)
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@ -32,6 +33,28 @@ public class ReplayCell : MonoBehaviour
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winImage.gameObject.SetActive(false);
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}
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}
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//TODO: 무승부 이미지 제작해서 에디터에 추가해주세요
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public void SetWinImage(Enums.GameResult gameResult)
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{
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switch(gameResult)
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{
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case Enums.GameResult.Win:
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winImage.gameObject.SetActive(true);
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loseImage.gameObject.SetActive(false);
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drawImage.gameObject.SetActive(false);
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break;
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case Enums.GameResult.Lose:
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winImage.gameObject.SetActive(false);
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loseImage.gameObject.SetActive(true);
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drawImage.gameObject.SetActive(false);
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break;
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case Enums.GameResult.Draw:
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winImage.gameObject.SetActive(false);
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loseImage.gameObject.SetActive(false);
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drawImage.gameObject.SetActive(true);
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break;
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}
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}
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public void SetMyPlayerType(Enums.PlayerType myPlayerType)
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{
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@ -13,14 +13,12 @@ public class ReplayController : MonoBehaviour
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[SerializeField] private GameObject[] userBProfileImages;
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void Start()
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{
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// InitReplayUI();
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//TODO: 프로필 이미지 불러오기
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InitReplayUI();
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}
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public void OnclickExitButton()
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{
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//TODO: 메인씬으로 다시 넘어갈 때 호출해야하는 함수 등등이 있을지....
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SceneManager.LoadScene("Main-Jay");
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SceneManager.LoadScene("Main");
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}
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public void OnclickFirstButton()
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@ -53,10 +51,16 @@ public class ReplayController : MonoBehaviour
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public void InitReplayUI()
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{
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//유저 닉네임 설정
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//TODO: 유니티 에디터에서 폰트 설정바꾸기
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playerANicknameText.text = ReplayManager.Instance.GetPlayerANickname();
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playerBNicknameText.text = ReplayManager.Instance.GetPlayerBNickname();
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//TODO: ReplayManager에서 프로필 인덱스 가져와서 SetUserProfileImages호출하기
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//프로필 이미지 설정
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int playerAProgileIndex = ReplayManager.Instance.GetPlayerAProfileIndex();
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int playerBProgileIndex = ReplayManager.Instance.GetPlayerBProfileIndex();
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SetUserProfileImages(playerAProgileIndex, userAProfileImages);
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SetUserProfileImages(playerBProgileIndex, userBProfileImages);
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}
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private void SetUserProfileImages(int imageIndex,GameObject[] profileImages)
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@ -11,12 +11,10 @@ public class ReplayRecord
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public string gameDate;
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public string playerA;
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public string playerB;
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public Enums.GameResult gameResult;
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public int playerAPofileImageIndex;
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public int playerBPofileImageIndex;
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public List<Move> moves = new List<Move>();
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//TODO: winnerPlayerType삭제
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public string winnerPlayerType;
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public string gameResult; //무승부를 반영하기위해 승자가 아닌 게임 결과를 저장.
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public string playerAPofileImageIndex;
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public string playerBPofileImageIndex;
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}
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[Serializable]
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public class Move
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@ -100,8 +98,8 @@ public class ReplayManager : Singleton<ReplayManager>
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_recordingReplayData = new ReplayRecord();
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_recordingReplayData.playerA = playerANickname;
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_recordingReplayData.playerB = playerBNickname;
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_recordingReplayData.playerAPofileImageIndex = playerBNickname.ToString();
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_recordingReplayData.playerBPofileImageIndex = playerAProfileIndex.ToString();
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_recordingReplayData.playerAPofileImageIndex = playerAProfileIndex;
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_recordingReplayData.playerBPofileImageIndex = playerBProfileIndex;
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}
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///<summary>
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@ -116,36 +114,13 @@ public class ReplayManager : Singleton<ReplayManager>
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/// <summary>
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/// 게임 종료 후 호출하여 리플레이 데이터를 저장합니다.
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/// </summary>
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public void SaveReplayData(Enums.PlayerType winnerPlayerType)
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{
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try
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{
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string time = DateTime.Now.ToString(("yyyy-MM-dd HH_mm_ss"));
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_recordingReplayData.gameDate = time;
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_recordingReplayData.winnerPlayerType = winnerPlayerType.ToString();
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string json = JsonUtility.ToJson(_recordingReplayData, true);
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string path = Path.Combine(Application.persistentDataPath, $"{time}.json");
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File.WriteAllText(path, json);
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//최신 데이터 10개만 유지되도록 저장
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RecordCountChecker();
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}
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catch(Exception e)
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{
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Debug.LogError($"An error occurred while saving replay data:{e.Message}");
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}
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}
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public void SaveReplayDataResult(Enums.GameResult gameResultType)
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{
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try
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{
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string time = DateTime.Now.ToString(("yyyy-MM-dd HH_mm_ss"));
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_recordingReplayData.gameDate = time;
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_recordingReplayData.gameResult = gameResultType.ToString();
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_recordingReplayData.gameResult = gameResultType;
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// Json데이터로 변환해서 저장
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string json = JsonUtility.ToJson(_recordingReplayData, true);
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@ -266,7 +241,15 @@ public class ReplayManager : Singleton<ReplayManager>
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return _selectedReplayRecord.playerB;
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}
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public int GetPlayerAProfileIndex()
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{
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return _selectedReplayRecord.playerAPofileImageIndex;
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}
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public int GetPlayerBProfileIndex()
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{
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return _selectedReplayRecord.playerBPofileImageIndex;
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}
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#endregion
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protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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@ -25,9 +25,9 @@ public class ReplayPanelItemsController : ScrollPanelController
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// ReplayManager에서 가져온 기보 데이터들을 패널 셀에 초기화
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records = ReplayManager.Instance.LoadReplayDatas();
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foreach (var replayRecord in records)
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{
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Debug.Log($"{replayRecord.gameDate}의 결과는 {replayRecord.gameResult}");
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var replayCellButtonObject = Instantiate(scrollItemPrefab, content.transform);
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ReplayCell replayCell = replayCellButtonObject.GetComponent<ReplayCell>();
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@ -35,7 +35,8 @@ public class ReplayPanelItemsController : ScrollPanelController
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string opponentNickname = myPlayerType==Enums.PlayerType.PlayerA ? replayRecord.playerB : replayRecord.playerA;
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replayCell.SetMyPlayerType(myPlayerType);
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replayCell.SetWinImage(myPlayerType.ToString().Equals(replayRecord.winnerPlayerType));
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replayCell.SetWinImage(replayRecord.gameResult);
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replayCell.SetOpponentPlayerNickname(opponentNickname);
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replayCell.SetRecordDate(replayRecord.gameDate);
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replayCell.SetReplayRecord(replayRecord);
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