DO-33 Fix: GameLogic 수정
확장성을 높이기 위해 코드 수정
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Assets/LYC.meta
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Assets/LYC.meta
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fileFormatVersion: 2
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guid: 2c121ebd683637b4a9f10f3360db1bd5
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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19548
Assets/LYC/GameCopyLYC.unity
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19548
Assets/LYC/GameCopyLYC.unity
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7
Assets/LYC/GameCopyLYC.unity.meta
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Assets/LYC/GameCopyLYC.unity.meta
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fileFormatVersion: 2
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guid: c7eedd59cc78a7648a2168fd25540b88
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -11988,7 +11988,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: a98355720bed2234fb32d55fc1b0cce6, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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widthUnit: 15.5
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widthUnit: 15
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--- !u!114 &1612127712 stripped
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 2897735151576090782, guid: 42b665a12a9843240ac0860bf0eee63e, type: 3}
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@ -18380,10 +18380,10 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 0cd44c1031e13a943bb63640046fad76, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_UiScaleMode: 0
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m_UiScaleMode: 1
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m_ReferencePixelsPerUnit: 100
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m_ScaleFactor: 1
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m_ReferenceResolution: {x: 800, y: 600}
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m_ReferenceResolution: {x: 1080, y: 1920}
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m_ScreenMatchMode: 0
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m_MatchWidthOrHeight: 0
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m_PhysicalUnit: 3
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@ -13,10 +13,4 @@ public class CameraController : MonoBehaviour
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_camera = GetComponent<Camera>();
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_camera.orthographicSize = widthUnit / _camera.aspect / 2;
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}
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void Update()
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{
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}
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}
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@ -2,95 +2,211 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public abstract class BasePlayerState
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{
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public abstract void OnEnter(GameLogic gameLogic);
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public abstract void OnExit(GameLogic gameLogic);
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public abstract void HandleMove(GameLogic gameLogic, int row, int col);
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public abstract void HandleNextTurn(GameLogic gameLogic);
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public void ProcessMove(GameLogic gameLogic, Enums.PlayerType playerType, int row, int col)
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{
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gameLogic.SetNewBoardValue(playerType, row, col);
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//TODO: 승패 비교 필요
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HandleNextTurn(gameLogic);
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}
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}
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public class PlayerState : BasePlayerState
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{
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private Enums.PlayerType _playerType;
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private bool _isFirstPlayer;
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public PlayerState(bool isFirstPlayer)
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{
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_isFirstPlayer = isFirstPlayer;
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_playerType = isFirstPlayer ? Enums.PlayerType.PlayerA : Enums.PlayerType.PlayerB;
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}
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public override void OnEnter(GameLogic gameLogic)
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{
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gameLogic.currentTurn = _playerType;
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gameLogic.stoneController.OnStoneClickedDelegate = (row, col) =>
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{
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HandleMove(gameLogic, row, col);
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};
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}
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public override void OnExit(GameLogic gameLogic)
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{
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gameLogic.stoneController.OnStoneClickedDelegate = null;
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}
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public override void HandleMove(GameLogic gameLogic, int row, int col)
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{
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gameLogic.SetStoneSelectedState(row, col);
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}
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public override void HandleNextTurn(GameLogic gameLogic)
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{
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if (_isFirstPlayer)
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{
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gameLogic.SetState(gameLogic.secondPlayerState);
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}
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else
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{
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gameLogic.SetState(gameLogic.firstPlayerState);
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}
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}
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}
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public class AIState: BasePlayerState
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{
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public override void OnEnter(GameLogic gameLogic)
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{
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//TODO: AI이식
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}
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public override void OnExit(GameLogic gameLogic)
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{
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}
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public override void HandleMove(GameLogic gameLogic, int row, int col)
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{
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}
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public override void HandleNextTurn(GameLogic gameLogic)
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{
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}
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}
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public class MultiPlayerState: BasePlayerState
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{
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public override void OnEnter(GameLogic gameLogic)
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{
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}
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public override void OnExit(GameLogic gameLogic)
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{
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}
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public override void HandleMove(GameLogic gameLogic, int row, int col)
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{
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}
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public override void HandleNextTurn(GameLogic gameLogic)
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{
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}
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}
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public class GameLogic : MonoBehaviour
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{
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private Enums.PlayerType[,] _board;
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private StoneController _stoneController;
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public StoneController stoneController;
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public Enums.PlayerType currentTurn;
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public BasePlayerState firstPlayerState;
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public BasePlayerState secondPlayerState;
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private BasePlayerState _currentPlayerState;
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//선택된 좌표
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public int selectedRow;
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public int selectedCol;
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//마지막 배치된 좌표
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public int lastRow;
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public int lastCol;
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private int _lastRow;
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private int _lastCol;
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public GameLogic(StoneController stoneController, Enums.GameType gameType)
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{
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//보드 초기화
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_board = new Enums.PlayerType[15, 15];
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_stoneController = stoneController;
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this.stoneController = stoneController;
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selectedRow = -1;
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selectedCol = -1;
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lastRow = -1;
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lastCol = -1;
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_lastRow = -1;
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_lastCol = -1;
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currentTurn = Enums.PlayerType.PlayerA;
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SetState(currentTurn);
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switch (gameType)
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{
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case Enums.GameType.SinglePlay:
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firstPlayerState = new PlayerState(true);
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secondPlayerState = new PlayerState(false);
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SetState(firstPlayerState);
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break;
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case Enums.GameType.MultiPlay:
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//TODO: 멀티 구현 필요
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break;
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}
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}
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private void SetState(Enums.PlayerType player)
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public void OnConfirm()
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{
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currentTurn = player;
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_stoneController.OnStoneClickedDelegate = (row, col) =>
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_currentPlayerState.ProcessMove(this, currentTurn, selectedRow, selectedCol);
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}
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public void SetState(BasePlayerState state)
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{
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if (_board[row, col] == Enums.PlayerType.None)
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_currentPlayerState?.OnExit(this);
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_currentPlayerState = state;
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_currentPlayerState?.OnEnter(this);
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}
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//스톤의 상태변경 명령함수
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public void SetStoneNewState(Enums.StoneState state, int row, int col)
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{
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stoneController.SetStoneState(state, row, col);
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}
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public void SetStoneSelectedState(int row, int col)
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{
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if (_board[row, col] != Enums.PlayerType.None) return;
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//첫수 및 중복 확인
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if ((selectedRow != row || selectedCol != col) && (selectedRow != -1 && selectedCol != -1))
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{
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SetStoneNewState(Enums.StoneState.None,selectedRow, selectedCol);
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stoneController.SetStoneState(Enums.StoneState.None,selectedRow, selectedCol);
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}
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selectedRow = row;
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selectedCol = col;
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SetStoneNewState(Enums.StoneState.Selected, row, col);
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}
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};
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stoneController.SetStoneState(Enums.StoneState.Selected, row, col);
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}
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//보드에 돌추가 함수
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public void SetNewBoardValue(Enums.PlayerType playerType, int row, int col)
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{
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if (_board[row, col] == Enums.PlayerType.None)
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{
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if (_board[row, col] != Enums.PlayerType.None) return;
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if (playerType == Enums.PlayerType.PlayerA)
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{
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_stoneController.SetStoneType(Enums.StoneType.Black, row, col);
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_stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col);
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stoneController.SetStoneType(Enums.StoneType.Black, row, col);
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stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col);
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_board[row, col] = Enums.PlayerType.PlayerA;
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LastNSelectedSetting(row, col);
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SetState(Enums.PlayerType.PlayerB);
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}
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if (playerType == Enums.PlayerType.PlayerB)
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{
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_stoneController.SetStoneType(Enums.StoneType.White, row, col);
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_stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col);
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stoneController.SetStoneType(Enums.StoneType.White, row, col);
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stoneController.SetStoneState(Enums.StoneState.LastPositioned, row, col);
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_board[row, col] = Enums.PlayerType.PlayerB;
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LastNSelectedSetting(row, col);
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SetState(Enums.PlayerType.PlayerA);
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}
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}
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}
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//마지막 좌표와 선택 좌표 세팅
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private void LastNSelectedSetting(int row, int col)
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{
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//첫수 확인
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if (lastRow != -1 || lastCol != -1)
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if (_lastRow != -1 || _lastCol != -1)
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{
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_stoneController.SetStoneState(Enums.StoneState.None, lastRow, lastCol);
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stoneController.SetStoneState(Enums.StoneState.None, _lastRow, _lastCol);
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}
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//마지막 좌표 저장
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lastRow = row;
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lastCol = col;
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_lastRow = row;
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_lastCol = col;
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//선택 좌표 초기화
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selectedRow = -1;
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selectedCol = -1;
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}
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//스톤의 상태변경 명령함수
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private void SetStoneNewState(Enums.StoneState state, int row, int col)
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{
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_stoneController.SetStoneState(state, row, col);
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}
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}
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@ -25,16 +25,15 @@ public class GameManager : Singleton<GameManager>
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{
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GameObject userManagerObj = new GameObject("UserManager");
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_userManager = userManagerObj.AddComponent<UserManager>();
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}
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//게임 씬에서 확인하기 위한 임시 코드
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_gameType = Enums.GameType.SinglePlay;
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}
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}
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private void Start()
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{
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// 자동 로그인
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TryAutoSignin();
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// TryAutoSignin();
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//게임 씬에서 확인하기 위한 임시 코드
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_stoneController = GameObject.FindObjectOfType<StoneController>();
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@ -86,7 +85,15 @@ public class GameManager : Singleton<GameManager>
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public void OnClickConfirmButton()
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{
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_gameLogic.SetNewBoardValue(_gameLogic.currentTurn, _gameLogic.selectedRow,_gameLogic.selectedCol);
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if (_gameLogic.selectedRow != -1 && _gameLogic.selectedCol != -1)
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{
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_gameLogic.OnConfirm();
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}
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else
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{
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Debug.Log("착수 위치를 선택 해주세요");
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//TODO: 착수할 위치를 선택하라는 동작
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}
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}
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private void ChangeToGameScene(Enums.GameType gameType)
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@ -27,7 +27,6 @@ public class StoneController : MonoBehaviour
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//스톤 타입변경
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public void SetStoneType(Enums.StoneType stoneType, int row, int col)
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{
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var index = MaxCellCount * row + col;
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stones[index].SetStone(stoneType);
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}
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