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;
this.presenter = presenter;
pieceAngle = 360f / roulettePieceData.Length;
halfPieceAngle = pieceAngle * 0.5f;
halfPieceAngleWithPaddings = halfPieceAngle - (halfPieceAngle * 0.25f);
SpawnPiecesAndLines();
}
// 룰렛의 결과 값 선택
selectedIndex = GetRandomIndex();
// 선택된 결과의 중심 각도
public void Spin(System.Action<RoulettePiecePresenter> onEnd)
{
if (presenter.IsSpinning.Value) return;
presenter.Spin(selectedPresenter =>
{
int selectedIndex = selectedPresenter.Index.Value;
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));
StartCoroutine(OnSpin(targetangle, () =>
{
presenter.IsSpinning.Value = false;
onEnd?.Invoke(selectedPresenter);
}));
});
}
private IEnumerator OnSpin(float end, UnityAction<RoulettePieceData> action)
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();
}
}
}

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@@ -0,0 +1,26 @@
using UniRx;
using UnityEngine;
namespace TON
{
public class RoulettePiecePresenter
{
public ReactiveProperty<Sprite> Icon { get; }
public ReactiveProperty<string> Description { get; }
public ReactiveProperty<int> Chance { get; }
public ReactiveProperty<int> Index { get; }
public ReactiveProperty<int> Weight { get; }
public RoulettePieceData Model { get; }
public RoulettePiecePresenter(RoulettePieceData model)
{
Model = model;
Icon = new ReactiveProperty<Sprite>(model.icon);
Description = new ReactiveProperty<string>(model.description);
Chance = new ReactiveProperty<int>(model.chance);
Index = new ReactiveProperty<int>(model.index);
Weight = new ReactiveProperty<int>(model.weight);
}
}
}

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@@ -0,0 +1,11 @@
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@@ -1,4 +1,4 @@
using System.Collections;
using System;
using System.Collections.Generic;
using UniRx;
using UnityEngine;
@@ -9,42 +9,64 @@ namespace TON
{
private PlayerDataManager playerDataManager;
private List<RoulettePieceData> roulettePieceModels = new();
public ReactiveCollection<RoulettePresenter> RoulettePieces { get; } = new();
public ReactiveCollection<RoulettePiecePresenter> RoulettePieces { get; } = new();
public ReactiveProperty<bool> IsSpinning { get; } = new(false);
public ReactiveProperty<RoulettePiecePresenter> SelectedPiece { get; } = new();
private int accumulatedWeight;
public RoulettePresenter()
public RoulettePresenter(RoulettePieceData[] pieceDataArray)
{
// 싱글톤으로 PlayerDataManager 접근
playerDataManager = PlayerDataManager.Singleton;
if (playerDataManager == null)
{
Debug.LogError("PlayerDataManager가 초기화되지 않았습니다.");
}
// Todo : UI 바인딩
roulettePieceModels.Add(new RoulettePieceData("10", 1));
roulettePieceModels.Add(new RoulettePieceData("2", 14));
roulettePieceModels.Add(new RoulettePieceData("25", 1));
roulettePieceModels.Add(new RoulettePieceData("400", 72));
roulettePieceModels.Add(new RoulettePieceData("50", 1));
roulettePieceModels.Add(new RoulettePieceData("1000", 11));
foreach (var item in roulettePieceModels)
accumulatedWeight = 0;
for (int i = 0; i < pieceDataArray.Length; ++i)
{
RoulettePieces.Add(new RoulettePresenter(this, item));
var data = pieceDataArray[i];
data.index = i;
if (data.chance <= 0) data.chance = 1;
accumulatedWeight += data.chance;
data.weight = accumulatedWeight;
roulettePieceModels.Add(data);
RoulettePieces.Add(new RoulettePiecePresenter(data));
}
}
// 재화 획득 메서드
public void InsertRouletteResult(RoulettePieceData selectedData)
public int GetRandomIndex()
{
// 재화 획득 코드 추가
playerDataManager.AddGold(int.Parse(selectedData.description));
int weight = UnityEngine.Random.Range(0, accumulatedWeight);
for (int i = 0; i < roulettePieceModels.Count; ++i)
{
if (roulettePieceModels[i].weight > weight)
{
return i;
}
}
return 0;
}
// UI 갱신 코드 추가
public void Spin(Action<RoulettePiecePresenter> onResult = null)
{
if (IsSpinning.Value) return;
IsSpinning.Value = true;
int selectedIndex = GetRandomIndex();
var selected = RoulettePieces[selectedIndex];
SelectedPiece.Value = selected;
onResult?.Invoke(selected);
}
// 결과 처리(예: 골드 지급 등)
public void InsertRouletteResult(RoulettePiecePresenter selectedPresenter)
{
if (playerDataManager != null && int.TryParse(selectedPresenter.Description.Value, out int gold))
{
playerDataManager.AddGold(gold);
UIManager.Singleton.UpdateCashData();
Debug.Log($"{selectedData.index}:{selectedData.description}");
Debug.Log($"{selectedPresenter.Index.Value}:{selectedPresenter.Description.Value}");
}
}
}
}

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@@ -1,65 +1,33 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UniRx;
using UnityEngine;
using UnityEngine.UI;
using UniRx;
namespace TON
{
// View <> Presenter <> Model
// View
public class RouletteSpin : MonoBehaviour
{
[SerializeField] private Roulette roulette;
[SerializeField] private Button buttonSpin;
// TODO : Roulette 변수 선언
private RoulettePresenter roulettePresenter;
private void Start()
{
// Presenter 초기화
roulettePresenter = new RoulettePresenter();
// TODO : UI와 Presenter 바인딩
}
private void Awake()
{
roulettePresenter = new RoulettePresenter(roulette.roulettePieceData);
roulette.Bind(roulettePresenter);
buttonSpin.onClick.AddListener(() =>
{
buttonSpin.interactable = false;
roulette.Spin(EndOfSpin);
});
}
private void EndOfSpin(RoulettePieceData selectedData)
roulette.Spin(selectedPresenter =>
{
buttonSpin.interactable = true;
roulettePresenter.InsertRouletteResult(selectedData);
}
}
// Presenter
public class RouletteItemPresenter
{
public ReactiveProperty<string> Description { get; set; }
public ReactiveProperty<int> Chance { get; set; }
public ReactiveCommand BuyCommand { get; set; }
private RoulettePieceData _model;
public RouletteItemPresenter(RoulettePresenter roulettePresenter, RoulettePieceData model)
{
_model = model;
Description = new ReactiveProperty<string>(model.description);
Chance = new ReactiveProperty<int>(model.chance);
BuyCommand = new ReactiveCommand();
BuyCommand.Subscribe(_ => roulettePresenter.InsertRouletteResult(this));
roulettePresenter.InsertRouletteResult(selectedPresenter);
});
});
}
}
}