로비 UI세팅, 스테이지 씬 전환 및 플레이 연결

This commit is contained in:
villaingames 2023-10-16 18:47:52 +09:00
parent babf7c2cd4
commit bbdf5ac90c
41 changed files with 53158 additions and 363 deletions

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@ -9,6 +9,7 @@ using UnityEngine.ResourceManagement.AsyncOperations;
public class AddressableManager : UnitySingleton<AddressableManager>
{
[SerializeField] private Transform _objectPoolRoot;
private bool _collectionCheck = false;
private int _maxPoolSize = 100;
private Dictionary<string, ObjectPool<GameObject>> _objectPoolDict = new();
@ -43,22 +44,14 @@ public class AddressableManager : UnitySingleton<AddressableManager>
return handle;
}
//public void InstantiateAsync(string name, Transform parent, Action<GameObject> onComplete)
//{
// var handle = Addressables.InstantiateAsync(name, parent);
// handle.Completed += handler =>
// {
// onComplete(handle.Result);
// Addressables.Release(handle);
// };
//}
public void Spawn(string name, Transform parent, Action<GameObject> complete)
{
if(_objectPoolDict.ContainsKey(name))
{
var obj = _objectPoolDict[name].Get();
obj.transform.parent = parent;
obj.transform.parent = parent == null ? _objectPoolRoot : parent;
complete(obj);
return;
}
@ -67,7 +60,7 @@ public class AddressableManager : UnitySingleton<AddressableManager>
{
_objectPoolDict.Add(name, CreateNewObjectPool(OnComplete, name));
var obj = _objectPoolDict[name].Get();
obj.transform.parent = parent;
obj.transform.parent = parent == null ? _objectPoolRoot : parent;
complete(obj);
});

View File

@ -5,6 +5,7 @@ using UnityEngine;
public class PlayerInfo
{
public int Id { get { return _table.Id; } }
public int STR { get { return _table.Str; } }
public float RANGE { get { return _table.Range; } }
public float SPEED { get { return _table.Speed; } }
@ -13,6 +14,8 @@ public class PlayerInfo
public string PrefapName { get { return _table.PrefabName; } }
public string UIPrefabName { get { return _table.UIPrefabName; } }
private JPlayerData _table;
public PlayerInfo(JPlayerData data)

View File

@ -24,5 +24,7 @@ namespace FirstVillain.Entities
public float Speed;
public string PrefabName;
public string UIPrefabName;
}
}

View File

@ -5,6 +5,7 @@ using UnityEngine;
public static class Constants
{
public static readonly float PLAY_TIME = 60;
public static readonly int PLAYER_SPAWN_TIME = 3;
//TODO : 마우스 감도 조절 등에 변경 가능한지 확인 필요
public static readonly float CAM_TURN_SPEED = 40;

View File

@ -34,6 +34,7 @@ public enum E_UI_TYPE
UIPanelStage = 100,
UIPanelIntro,
UIPanelLoadingIntro,
UIPanelLobby,
}
#endregion UI

View File

@ -6,13 +6,26 @@ using UnityEngine;
public class GameManager : UnitySingleton<GameManager>
{
public List<PlayerInfo> PlayerData { get; private set; } = new();
public PlayerInfo MainPlayer
{
get
{
return PlayerPrefsManager.LoadMainPlayer();
}
}
private List<PlayerInfo> _playerData = new();
public void SetPlayerData(List<JPlayerData> dataList)
{
foreach (var data in dataList)
{
PlayerData.Add(new PlayerInfo(data));
_playerData.Add(new PlayerInfo(data));
}
}
public PlayerInfo GetPlayerData(int id)
{
return _playerData.Find(arg => arg.Id == id);
}
}

View File

@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class PlayerPrefsManager
{
private static readonly string KEY_MAIN_PLAYER = "MainPlayerKey";
public static void SaveMainPlayer(int id)
{
PlayerPrefs.SetInt(KEY_MAIN_PLAYER, id);
PlayerPrefs.Save();
}
public static PlayerInfo LoadMainPlayer()
{
var id = PlayerPrefs.GetInt(KEY_MAIN_PLAYER, 1);
return GameManager.Instance.GetPlayerData(id);
}
}

View File

@ -0,0 +1,11 @@
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@ -15,13 +15,11 @@ public class IntroSceneController : MonoBehaviour
{
UIManager.Instance.OpenUI(E_UI_TYPE.UIPanelIntro);
EventBus.Instance.Subscribe<EventLoadAssets>(OnStartLoadAssets);
//EventBus.Instance.Subscribe<EventLoadTable<JPlayerData>>(OnPlayerDataLoaded);
}
private void OnDestroy()
{
EventBus.Instance.Unsubscribe<EventLoadAssets>(OnStartLoadAssets);
//EventBus.Instance.Unsubscribe<EventLoadTable<JPlayerData>>(OnPlayerDataLoaded);
}
private void OnStartLoadAssets(EventLoadAssets e)
@ -56,6 +54,7 @@ public class IntroSceneController : MonoBehaviour
private void OnPlayerDataLoaded(Wrapper<JPlayerData> data)
{
//µ¥ÀÌÅÍ ¼¼ÆÃ
//아직 서버는 고려하지 않는다.
GameManager.Instance.SetPlayerData(data.list);
_loadedTableCount++;
}

View File

@ -18,7 +18,7 @@ public class LobbySceneController : MonoBehaviour
private void OnStartLobby(EventStartLobby e)
{
//로비 UI Open
UIManager.Instance.OpenUI(E_UI_TYPE.UIPanelStage, OnLobbyUIOpened);
UIManager.Instance.OpenUI(E_UI_TYPE.UIPanelLobby, OnLobbyUIOpened);
}
private void OnLobbyUIOpened(UIBase lobbyUI)

View File

@ -5,18 +5,45 @@ using UnityEngine;
public class SingleStageSceneController : MonoBehaviour
{
private void Start()
private UIPanelStage _stageUI;
private void Awake()
{
EventBus.Instance.Subscribe<EventStartStage>(OnStartStage);
EventBus.Instance.Subscribe<EventSpawnTimer>(OnUpdateSapwnTimer);
EventBus.Instance.Subscribe<EventStartGame>(OnStartGame);
EventBus.Instance.Subscribe<EventPlayTimer>(OnUpdatePlayTimer);
}
private void OnDestroy()
{
EventBus.Instance.Unsubscribe<EventStartStage>(OnStartStage);
EventBus.Instance.Unsubscribe<EventSpawnTimer>(OnUpdateSapwnTimer);
EventBus.Instance.Unsubscribe<EventStartGame>(OnStartGame);
EventBus.Instance.Unsubscribe<EventPlayTimer>(OnUpdatePlayTimer);
}
private void OnStartStage(EventStartStage e)
{
//UI »ý¼º
UIManager.Instance.OpenUI(E_UI_TYPE.UIPanelStage, stageUI =>
{
_stageUI = stageUI as UIPanelStage;
StageManager.Instance.Init(e.SelectedPlayer, e.StageType);
});
}
private void OnUpdateSapwnTimer(EventSpawnTimer e)
{
_stageUI.UpdateSpawnTimer(e.Timer);
}
private void OnStartGame(EventStartGame e)
{
StageManager.Instance.StartGame();
}
private void OnUpdatePlayTimer(EventPlayTimer e)
{
_stageUI.UpdatePlayTimer(e.Timer);
}
}

View File

@ -3,6 +3,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.Universal;
public class UIManager : UnitySingleton<UIManager>
{
@ -142,8 +143,10 @@ public class UIManager : UnitySingleton<UIManager>
{
return;
}
StartCoroutine(DelayCloseLoading());
//StartCoroutine(DelayCloseLoading());
_loadingUI.CloseAction();
Destroy(_loadingUI.gameObject);
_loadingUI = null;
}
private IEnumerator DelayCloseLoading()
{
@ -168,4 +171,17 @@ public class UIManager : UnitySingleton<UIManager>
}
_systemUIList = new();
}
public Camera GetUICam()
{
var uiCam = _uiCanvas.worldCamera;
uiCam.GetUniversalAdditionalCameraData().renderType = CameraRenderType.Overlay;
return uiCam;
}
public void ResetUICam()
{
var uiCam = _uiCanvas.worldCamera;
uiCam.GetUniversalAdditionalCameraData().renderType = CameraRenderType.Base;
}
}

View File

@ -2,11 +2,13 @@ using FirstVillain.EventBus;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.Universal;
public class PlayerController : MonoBehaviour
{
[SerializeField] private MinigameController _minigameController;
[SerializeField] private Renderer _characterRenderer;
[SerializeField] private Camera _playerCam;
private bool _isPushed = false;
private PlayerMove _playerMove;
@ -28,6 +30,9 @@ public class PlayerController : MonoBehaviour
public void SetData(PlayerInfo info)
{
var camData = _playerCam.GetUniversalAdditionalCameraData();
camData.cameraStack.Add(UIManager.Instance.GetUICam());
_tableData = info;
//_currentTeam = info.Team;
_currentTeam = E_TEAM.Red;

View File

@ -30,30 +30,35 @@ public class SpawnController : MonoBehaviour
//TODO : 씬 외부에서 선택된 플레이어 정보를 넘겨주고 해당 데이터를 받아 생성한다.
public void SpawnPlayer(PlayerInfo info, System.Action<PlayerController> result)
{
TableManager.Instance.GetPropInfoList(E_TABLE.JPropInfo, propList =>
{
_PropDataList = propList;
AddressableManager.Instance.Spawn(info.PrefapName, null, onComplete =>
{
var controller = onComplete.GetComponent<PlayerController>();
controller.SetData(info);
controller.Block();
RespawnPlayer(controller);
RespawnPlayer(controller, true);
result(controller);
});
});
}
public void RespawnPlayer(PlayerController player)
public void SpawnProps()
{
TableManager.Instance.GetPropInfoList(E_TABLE.JPropInfo, propList =>
{
_PropDataList = propList;
StartSpawnProp();
});
}
public void RespawnPlayer(PlayerController player, bool isStart = false)
{
player.transform.position = _playerSpawnPos.position;
player.transform.rotation = _playerSpawnPos.rotation;
StartCoroutine(RespawnDelay(player));
StartCoroutine(RespawnDelay(player, isStart));
}
//타입별로 만들어야 할까..?
public void StartSpawnProp()
private void StartSpawnProp()
{
StartCoroutine(SpawnPropsCoroutine());
}
@ -101,11 +106,22 @@ public class SpawnController : MonoBehaviour
_curPropCount--;
}
private IEnumerator RespawnDelay(PlayerController controller)
private IEnumerator RespawnDelay(PlayerController controller, bool isStart)
{
//TODO : UI에 재생성 시간 표기
yield return new WaitForSeconds(3f);
int timer = Constants.PLAYER_SPAWN_TIME;
var sec = new WaitForSeconds(1f);
while (timer >= 0)
{
EventBus.Instance.Publish(new EventSpawnTimer(timer));
timer--;
yield return sec;
}
controller.Respawn();
if (isStart)
{
EventBus.Instance.Publish(new EventStartGame());
}
}
}

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@ -31,3 +31,28 @@ public class EventPropRemoved : EventBase
{
}
public class EventSpawnTimer : EventBase
{
public int Timer { get; private set; }
public EventSpawnTimer(int timer)
{
Timer = timer;
}
}
public class EventStartGame : EventBase
{
}
public class EventPlayTimer : EventBase
{
public int Timer { get; private set; }
public EventPlayTimer(int timer)
{
Timer = timer;
}
}

View File

@ -1,4 +1,5 @@
using FirstVillain.Entities;
using FirstVillain.EventBus;
using FirstVillain.Singleton;
using System.Collections;
using System.Collections.Generic;
@ -16,17 +17,18 @@ public class StageManager : UnitySingletonOnce<StageManager>
public bool IsPlaying { get { return _state == E_STAGE_STATE.Playing; } }
private void Init(PlayerInfo player, E_STAGE_TYPE type)
public void Init(PlayerInfo player, E_STAGE_TYPE type)
{
_currentStageType = type;
_state = E_STAGE_STATE.Ready;
InitScore();
//TODO : UIÃʱâÈ­
_spawnController.SpawnProps();
_spawnController.SpawnPlayer(player, result =>
{
//시작 시간표기?
StartGame();
_state = E_STAGE_STATE.Playing;
_currentPlayer = result;
});
}
@ -43,9 +45,8 @@ public class StageManager : UnitySingletonOnce<StageManager>
public void StartGame()
{
_state = E_STAGE_STATE.Playing;
StartCoroutine(PlayTimer(Constants.PLAY_TIME));
_spawnController.StartSpawnProp();
StartCoroutine(PlayTimer());
}
public void UpdateScore(E_TEAM team, int score)
@ -67,22 +68,25 @@ public class StageManager : UnitySingletonOnce<StageManager>
public void GameOver()
{
_state = E_STAGE_STATE.End;
Debug.Log("Game Over");
//°ÔÀÓ Á¾·á UI È£Ãâ
}
#region Timer
private IEnumerator PlayTimer(float time)
private IEnumerator PlayTimer()
{
float timer = 0;
float timer = Constants.PLAY_TIME;
int sec = (int)Constants.PLAY_TIME;
float secTimer = 0;
while(timer < time)
while(timer > 0)
{
timer += Time.deltaTime;
timer -= Time.deltaTime;
secTimer += Time.deltaTime;
if(secTimer >= 1f)
{
secTimer = 0;
//UI에 표기 시간 감소(초)
sec--;
EventBus.Instance.Publish(new EventPlayTimer(sec));
}
yield return null;
}

View File

@ -11,4 +11,11 @@ public static class Extentions
button.onClick.RemoveAllListeners();
button.onClick.AddListener(callback);
}
public static void ResetTransform(this GameObject obj)
{
obj.transform.position = Vector3.zero;
obj.transform.localScale = Vector3.one;
obj.transform.localRotation = Quaternion.identity;
}
}

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@ -0,0 +1,41 @@
using FirstVillain.EventBus;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UIPanelLobby : UIBase
{
[SerializeField] private Transform _characterRoot;
[SerializeField] private Button _singleStageButton;
public override void Open()
{
InitButtons();
var main = GameManager.Instance.MainPlayer.UIPrefabName;
AddressableManager.Instance.Spawn(main, _characterRoot, onComplete =>
{
onComplete.SetActive(false);
onComplete.ResetTransform();
base.Open();
UIManager.Instance.CloseLoadingUI();
onComplete.SetActive(true);
});
}
private void InitButtons()
{
_singleStageButton.AddButtonListener(OnClickSingleStage);
}
private void OnClickSingleStage()
{
SceneLoadManager.Instance.LoadSceneAsync("Stage_Single", UnityEngine.SceneManagement.LoadSceneMode.Single, OnLoadSingleStageComplete);
}
private void OnLoadSingleStageComplete()
{
EventBus.Instance.Publish(new EventStartStage(GameManager.Instance.MainPlayer, E_STAGE_TYPE.Single_TimeAttack));
}
}

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@ -0,0 +1,11 @@
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@ -1,11 +1,19 @@
using FirstVillain.EventBus;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class UIPanelStage : UIBase
{
[SerializeField] private Button _settingButton;
[SerializeField] private TextMeshProUGUI _spawnTimer;
[SerializeField] private TextMeshProUGUI _playTimer;
public override void Open()
{
_spawnTimer.text = string.Empty;
UpdatePlayTimer((int)Constants.PLAY_TIME);
base.Open();
}
@ -14,8 +22,25 @@ public class UIPanelStage : UIBase
base.CloseAction();
}
public void Test()
public void UpdatePlayTimer(int time)
{
UIManager.Instance.OpenUI(E_UI_TYPE.UIPanelStage);
_playTimer.text = $"{time / 60} : {string.Format("{0:00}", time % 60)}";
}
public void UpdateSpawnTimer(int time)
{
string timeValue = time.ToString();
if(time == 0)
{
timeValue = "START";
StartCoroutine(DelayCloseStart());
}
_spawnTimer.text = timeValue;
}
private IEnumerator DelayCloseStart()
{
yield return new WaitForSeconds(.5f);
_spawnTimer.text = string.Empty;
}
}