룰렛 MVP 패턴으로 수정

This commit is contained in:
Mingu Kim
2025-07-03 18:54:16 +09:00
parent 750f4173c0
commit 79f87bc110
5 changed files with 136 additions and 109 deletions

View File

@@ -2,7 +2,7 @@ using UnityEngine;
using UnityEngine.Events;
using System.Collections;
using UniRx;
using System.Collections.Generic;
namespace TON
{
@@ -27,6 +27,9 @@ namespace TON
private bool isSpinning = false; // 현재 회전중인지
private int selectedIndex = 0; // 룰렛에서 선택된 아이템
private RoulettePresenter presenter;
private List<RoulettePiece> pieceUIs = new();
private void Awake()
{
pieceAngle = 360 / roulettePieceData.Length;
@@ -39,16 +42,15 @@ namespace TON
private void SpawnPiecesAndLines()
{
for (int i = 0; i < roulettePieceData.Length; ++i)
for (int i = 0; i < presenter.RoulettePieces.Count; ++i)
{
Transform piece = Instantiate(piecePrefab, pieceParent.position, Quaternion.identity, pieceParent);
// 생성한 룰렛 조각의 정보 설정(아이콘, 설명)
piece.GetComponent<RoulettePiece>().Setup(roulettePieceData[i]);
// 생성한 룰렛 조각 회전
var pieceUI = piece.GetComponent<RoulettePiece>();
pieceUI.Setup(presenter.RoulettePieces[i].Model);
piece.RotateAround(pieceParent.position, Vector3.back, (pieceAngle * i));
pieceUIs.Add(pieceUI);
Transform line = Instantiate(linePrefab, lineParent.position, Quaternion.identity, lineParent);
// 생성한 선 회전 (룰렛 조각 사이를 구분하는 용도
line.RotateAround(lineParent.position, Vector3.back, (pieceAngle * i) + halfPieceAngle);
}
}
@@ -87,50 +89,48 @@ namespace TON
return 0;
}
public void Spin(UnityAction<RoulettePieceData> action = null)
public void Bind(RoulettePresenter presenter)
{
if(isSpinning == true) return;
// 룰렛의 결과 값 선택
selectedIndex = GetRandomIndex();
// 선택된 결과의 중심 각도
float angle = pieceAngle * selectedIndex;
// 정확히 중심이 아닌 결과 값 범위 안의 임의의 각도 선택
float leftOffset = (angle - halfPieceAngleWithPaddings) % 360;
float rightOffset = (angle + halfPieceAngleWithPaddings) % 360;
float randomAngle = Random.Range(leftOffset, rightOffset);
// 목표 각도(targetAngle) = 결과 각도 + 360 * 회전 시간 * 회전 속도
int rotateSpeed = 2;
float targetangle = (randomAngle + 360 * spinDuration * rotateSpeed);
Debug.Log($"SelectedIndex:{selectedIndex}, angle:{angle}");
Debug.Log($"left/right/random:{leftOffset}/{rightOffset}/{randomAngle}");
Debug.Log($"targetAngle:{targetangle}");
isSpinning = true;
StartCoroutine(OnSpin(targetangle, action));
this.presenter = presenter;
pieceAngle = 360f / roulettePieceData.Length;
halfPieceAngle = pieceAngle * 0.5f;
halfPieceAngleWithPaddings = halfPieceAngle - (halfPieceAngle * 0.25f);
SpawnPiecesAndLines();
}
private IEnumerator OnSpin(float end, UnityAction<RoulettePieceData> action)
public void Spin(System.Action<RoulettePiecePresenter> onEnd)
{
if (presenter.IsSpinning.Value) return;
presenter.Spin(selectedPresenter =>
{
int selectedIndex = selectedPresenter.Index.Value;
float angle = pieceAngle * selectedIndex;
float leftOffset = (angle - halfPieceAngleWithPaddings) % 360;
float rightOffset = (angle + halfPieceAngleWithPaddings) % 360;
float randomAngle = Random.Range(leftOffset, rightOffset);
int rotateSpeed = 2;
float targetangle = (randomAngle + 360 * spinDuration * rotateSpeed);
StartCoroutine(OnSpin(targetangle, () =>
{
presenter.IsSpinning.Value = false;
onEnd?.Invoke(selectedPresenter);
}));
});
}
private System.Collections.IEnumerator OnSpin(float end, System.Action onEnd)
{
float current = 0;
float percent = 0;
while (percent < 1)
{
current = Time.deltaTime;
percent += current / spinDuration;
float z = Mathf.Lerp(0, end, spinningCurve.Evaluate(percent));
spinningRoulette.rotation = Quaternion.Euler(0, 0, z);
yield return null;
}
isSpinning = false;
if(action != null) action.Invoke(roulettePieceData[selectedIndex]);
onEnd?.Invoke();
}
}
}