feat: 캐릭터 생성 화면 로직 추가 및 닉네임 서버 저장하도록 적용
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@@ -9,20 +9,23 @@ namespace TON
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{
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public class CharaterCreateUI : UIBase
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{
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[SerializeField] private Button cancelButton; // Create 버튼 참조
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[SerializeField] private Button cancelButton; // cancel 버튼 참조
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[SerializeField] private Button confirmButton; // cancel 버튼 참조
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[SerializeField] private Button createButton; // Create 버튼 참조
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[SerializeField] private List<PlayerData> playerDatas;
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[SerializeField] private List<HeartData> heartDatas;
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// [SerializeField] private List<HeartData> heartDatas;
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public GameObject characterCreateUI_Modal;
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public GameObject blackCat_Spotlight;
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public GameObject whiteCat_Spotlight;
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private string selectedCharacter; // 선택한 캐릭터의 타입 저장 (예: "MaleCat", "FemaleCat")
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private void Start()
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{
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playerDatas = PlayerDataManager.Singleton.playersData;
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heartDatas = HeartDataManager.Singleton.heartDatas;
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// heartDatas = HeartDataManager.Singleton.heartDatas;
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// 처음에는 버튼을 비활성화
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createButton.interactable = false;
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@@ -33,6 +36,17 @@ namespace TON
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selectedCharacter = characterType;
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createButton.interactable = true; // 캐릭터가 선택되면 버튼 활성화
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switch (characterType)
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{
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case "BlackCat":
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blackCat_Spotlight.SetActive(true);
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whiteCat_Spotlight.SetActive(false);
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break;
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case "WhiteCat":
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blackCat_Spotlight.SetActive(false);
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whiteCat_Spotlight.SetActive(true);
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break;
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}
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}
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public void OnClickCreateButton()
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@@ -53,22 +67,49 @@ namespace TON
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public void OnClickConfirmButton()
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{
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TMP_InputField characterName = characterCreateUI_Modal.GetComponentInChildren<TMP_InputField>();
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Debug.Log("characterName" + characterName.text);
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// 생성한 캐릭터를 저장한다
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PlayerData player = new PlayerData(playerDatas.Count, selectedCharacter, characterName.text);
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playerDatas.Add(player);
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Assert.IsTrue(JSONLoader.SaveUpdatedJsonToPersistentData(playerDatas, "player"));
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string nickname = characterName.text.Trim();
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PlayerDataManager.Singleton.SetCurrentUserData();
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// 입력 값 검증
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if (string.IsNullOrEmpty(nickname))
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{
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return;
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}
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// 하트 시스템을 생성한다
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HeartDataManager.Singleton.CreateNewHeartSystem(playerDatas.Count);
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HeartDataManager.Singleton.SetCurrentUserHeart();
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// 캐릭터 생성 및 취소 버튼을 비활성화 처리
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cancelButton.interactable = false;
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confirmButton.interactable = false;
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// 씬 변경
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UIManager.Hide<CharaterCreateUI>(UIList.CharaterCreateUI);
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// 서버에 닉네임을 추가로 업데이트 한다.
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BackendManager.Singleton.ChangeNickname(nickname, (success, message) =>
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{
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// UI 업데이트 (메인 스레드에서 실행)
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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if (success)
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{
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// 생성한 캐릭터를 저장한다
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PlayerData player = new PlayerData(playerDatas.Count, selectedCharacter, nickname);
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playerDatas.Add(player);
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Assert.IsTrue(JSONLoader.SaveUpdatedJsonToPersistentData(playerDatas, "player"));
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PlayerDataManager.Singleton.SetCurrentUserData();
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// 하트 시스템을 생성한다
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HeartDataManager.Singleton.CreateNewHeartSystem(playerDatas.Count);
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HeartDataManager.Singleton.SetCurrentUserHeart();
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// 씬 변경
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UIManager.Hide<CharaterCreateUI>(UIList.CharaterCreateUI);
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Main.Singleton?.ChangeScene(SceneType.Lobby);
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}
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else
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{
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Debug.LogError("캐릭터 닉네임 저장 실패");
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}
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});
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});
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Main.Singleton?.ChangeScene(SceneType.Lobby);
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}
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public void OnClickCancelButton()
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Reference in New Issue
Block a user