feat: 캐릭터 생성 화면 로직 추가 및 닉네임 서버 저장하도록 적용

This commit is contained in:
aube.lee
2025-02-26 22:41:53 +09:00
parent 074779f404
commit d9fc67f5ad
2 changed files with 215 additions and 20 deletions

View File

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View File

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