룰렛 MVP 패턴 구현중

This commit is contained in:
Mingu Kim
2025-06-29 21:43:05 +09:00
parent 8d0e2ee53e
commit 19b64ec46e
5 changed files with 39 additions and 22 deletions

View File

@@ -1,18 +1,19 @@
using UnityEngine;
using UnityEngine.Events;
using System.Collections;
using UniRx;
namespace TON
{
// View ?
// View
public class Roulette : MonoBehaviour
{
[SerializeField] private Transform piecePrefab; // 룰렛에 표시되는 정보 프리팹
[SerializeField] private Transform linePrefab; // 정보들을 구분하는 선 프리팹
[SerializeField] private Transform pieceParent; // 정보들이 배치되는 부모 Transform
[SerializeField] private Transform lineParent; // 선들이 배치되는 부모 Transform
[SerializeField] private RoulettePieceData[] roulettePieceData;
[SerializeField] public RoulettePieceData[] roulettePieceData;
[SerializeField] private int spinDuration; // 회전 시간
[SerializeField] private Transform spinningRoulette; // 실제 회전하는 회전판 Transfrom
@@ -26,12 +27,26 @@ namespace TON
private bool isSpinning = false; // 현재 회전중인지
private int selectedIndex = 0; // 룰렛에서 선택된 아이템
private RoulettePresenter _presenter;
public void Bind(RouletteItemPresenter presenter)
{
// presenter.Gold.Subscribe()
}
public class RouletteItemPresenter
{
public ReactiveProperty<int> Gold { get; set; }
}
private void Awake()
{
pieceAngle = 360 / roulettePieceData.Length;
halfPieceAngle = pieceAngle * 0.5f;
halfPieceAngleWithPaddings = halfPieceAngle - (halfPieceAngle * 0.25f);
_presenter = new RoulettePresenter();
SpawnPiecesAndLines();
CalculateWeightsAndIndices();
}

View File

@@ -6,7 +6,7 @@ using UnityEngine.UI;
namespace TON
{
// View?
// View
public class RoulettePiece : MonoBehaviour
{
[SerializeField] private Image imageIcon;

View File

@@ -4,7 +4,7 @@ using UnityEngine;
namespace TON
{
// Model?
// Model
[System.Serializable]
public class RoulettePieceData
{

View File

@@ -5,12 +5,14 @@ using UnityEngine;
namespace TON
{
public class RoulettePresenter : MonoBehaviour
public class RoulettePresenter
{
private PlayerDataManager playerDataManager;
// ReactiveProperty
private Roulette roulette;
private void Awake()
private List<RoulettePieceData> roulettePieceData = new();
public RoulettePresenter()
{
// 싱글톤으로 PlayerDataManager 접근
playerDataManager = PlayerDataManager.Singleton;
@@ -21,12 +23,24 @@ namespace TON
}
// Todo : UI 바인딩
roulettePieceData.Add(new RoulettePieceData());
for (int i = 0; i < 5; i++)
{
roulettePieceData[i].description = 10.ToString();
}
}
// 재화 획득 메서드
public void InsertRouletteResult()
public void InsertRouletteResult(RoulettePieceData selectedData)
{
// 재화 획득 코드 추가
playerDataManager.AddGold(int.Parse(selectedData.description));
// UI 갱신 코드 추가
UIManager.Singleton.UpdateCashData();
Debug.Log($"{selectedData.index}:{selectedData.description}");
}
}
}

View File

@@ -12,7 +12,7 @@ namespace TON
[SerializeField] private Button buttonSpin;
private PlayerDataManager playerDataManager;
// Todo : Presenter 변수
private RoulettePresenter roulettePresenter;
private void Awake()
{
@@ -29,25 +29,13 @@ namespace TON
buttonSpin.interactable = false;
roulette.Spin(EndOfSpin);
});
// Presenter 생성
}
private void EndOfSpin(RoulettePieceData selectedData)
{
buttonSpin.interactable = true;
// 재화 획득 코드 추가
playerDataManager.AddGold(int.Parse(selectedData.description));
// UI 갱신 코드 추가
UIManager.Singleton.UpdateCashData();
Debug.Log($"{selectedData.index}:{selectedData.description}");
}
public class RoulettePresenter
{
roulettePresenter.InsertRouletteResult(selectedData);
}
}
}