using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class ReplayController : MonoBehaviour { [SerializeField] private TMP_Text playerANicknameText; [SerializeField] private TMP_Text playerBNicknameText; [SerializeField] private GameObject[] userAProfileImages; [SerializeField] private GameObject[] userBProfileImages; void Start() { // InitReplayUI(); //TODO: 프로필 이미지 불러오기 } public void OnclickExitButton() { SceneManager.LoadScene("Main"); } public void OnclickFirstButton() { ReplayManager.Instance.ReplayFirst(); } public void OnclickUndoButton() { Move targetMove = ReplayManager.Instance.PopPlacedMove(); if (targetMove != null) { ReplayManager.Instance.ReplayUndo(targetMove); } } public void OnclickNextButton() { Move nextMove = ReplayManager.Instance.GetNextMove(); if (nextMove != null) { ReplayManager.Instance.ReplayNext(nextMove); } } public void OnClickFinishButton() { ReplayManager.Instance.ReplayFinish(); } public void InitReplayUI() { playerANicknameText.text = ReplayManager.Instance.GetPlayerANickname(); playerBNicknameText.text = ReplayManager.Instance.GetPlayerBNickname(); //TODO: ReplayManager에서 프로필 인덱스 가져와서 SetUserProfileImages호출하기 int playerAProgileIndex = ReplayManager.Instance.GetPlayerAProfileIndex(); int playerBProgileIndex = ReplayManager.Instance.GetPlayerBProfileIndex(); } private void SetUserProfileImages(int imageIndex,GameObject[] profileImages) { if (imageIndex < 0 || imageIndex >= profileImages.Length) { return; } // 모든 프로필 이미지 비활성화 후, 선택한 이미지만 활성화 foreach (var img in profileImages) { img.SetActive(false); } profileImages[imageIndex].SetActive(true); } }