137 lines
5.4 KiB
C#
137 lines
5.4 KiB
C#
using UnityEngine;
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using UnityEngine.Events;
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using System.Collections;
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using UniRx;
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using System.Collections.Generic;
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namespace TON
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{
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// View
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public class Roulette : MonoBehaviour
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{
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[SerializeField] private Transform piecePrefab; // 룰렛에 표시되는 정보 프리팹
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[SerializeField] private Transform linePrefab; // 정보들을 구분하는 선 프리팹
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[SerializeField] private Transform pieceParent; // 정보들이 배치되는 부모 Transform
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[SerializeField] private Transform lineParent; // 선들이 배치되는 부모 Transform
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[SerializeField] public RoulettePieceData[] roulettePieceData;
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[SerializeField] private int spinDuration; // 회전 시간
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[SerializeField] private Transform spinningRoulette; // 실제 회전하는 회전판 Transfrom
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[SerializeField] private AnimationCurve spinningCurve; // 회전 속도 제어를 위한 그래프
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private float pieceAngle; // 정보 하나가 배치되는 각도
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private float halfPieceAngle; // 정보 하나가 배치되는 각도의 절반 크기
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private float halfPieceAngleWithPaddings; // 선의 굴기를 고려한 padding이 포함된 절반 크기
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private int accumulatedWeight; // 가중치 계산을 위한 변수
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private bool isSpinning = false; // 현재 회전중인지
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private int selectedIndex = 0; // 룰렛에서 선택된 아이템
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private RoulettePresenter presenter;
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private List<RoulettePiece> pieceUIs = new();
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private void Awake()
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{
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pieceAngle = 360 / roulettePieceData.Length;
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halfPieceAngle = pieceAngle * 0.5f;
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halfPieceAngleWithPaddings = halfPieceAngle - (halfPieceAngle * 0.25f);
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SpawnPiecesAndLines();
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CalculateWeightsAndIndices();
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}
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private void SpawnPiecesAndLines()
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{
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for (int i = 0; i < presenter.RoulettePieces.Count; ++i)
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{
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Transform piece = Instantiate(piecePrefab, pieceParent.position, Quaternion.identity, pieceParent);
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var pieceUI = piece.GetComponent<RoulettePiece>();
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pieceUI.Setup(presenter.RoulettePieces[i].Model);
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piece.RotateAround(pieceParent.position, Vector3.back, (pieceAngle * i));
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pieceUIs.Add(pieceUI);
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Transform line = Instantiate(linePrefab, lineParent.position, Quaternion.identity, lineParent);
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line.RotateAround(lineParent.position, Vector3.back, (pieceAngle * i) + halfPieceAngle);
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}
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}
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private void CalculateWeightsAndIndices()
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{
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for (int i = 0; i < roulettePieceData.Length; ++i)
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{
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roulettePieceData[i].index = i;
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// 예외 처리, 혹시라도 chance값이 0 이하면 1로 설정
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if (roulettePieceData[i].chance <= 0)
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{
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roulettePieceData[i].chance = 1;
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}
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accumulatedWeight += roulettePieceData[i].chance;
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roulettePieceData[i].weight = accumulatedWeight;
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Debug.Log($"({roulettePieceData[i].index}) {roulettePieceData[i].description}:{roulettePieceData[i].weight}");
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}
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}
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private int GetRandomIndex()
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{
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int weight = Random.Range(0, accumulatedWeight);
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for (int i = 0; i < roulettePieceData.Length; ++i)
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{
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if (roulettePieceData[i].weight > weight)
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{
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return i;
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}
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}
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return 0;
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}
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public void Bind(RoulettePresenter presenter)
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{
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this.presenter = presenter;
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pieceAngle = 360f / roulettePieceData.Length;
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halfPieceAngle = pieceAngle * 0.5f;
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halfPieceAngleWithPaddings = halfPieceAngle - (halfPieceAngle * 0.25f);
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SpawnPiecesAndLines();
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}
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public void Spin(System.Action<RoulettePiecePresenter> onEnd)
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{
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if (presenter.IsSpinning.Value) return;
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presenter.Spin(selectedPresenter =>
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{
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int selectedIndex = selectedPresenter.Index.Value;
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float angle = pieceAngle * selectedIndex;
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float leftOffset = (angle - halfPieceAngleWithPaddings) % 360;
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float rightOffset = (angle + halfPieceAngleWithPaddings) % 360;
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float randomAngle = Random.Range(leftOffset, rightOffset);
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int rotateSpeed = 2;
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float targetangle = (randomAngle + 360 * spinDuration * rotateSpeed);
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StartCoroutine(OnSpin(targetangle, () =>
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{
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presenter.IsSpinning.Value = false;
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onEnd?.Invoke(selectedPresenter);
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}));
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});
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}
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private System.Collections.IEnumerator OnSpin(float end, System.Action onEnd)
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{
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float current = 0;
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float percent = 0;
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while (percent < 1)
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{
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current = Time.deltaTime;
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percent += current / spinDuration;
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float z = Mathf.Lerp(0, end, spinningCurve.Evaluate(percent));
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spinningRoulette.rotation = Quaternion.Euler(0, 0, z);
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yield return null;
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}
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onEnd?.Invoke();
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}
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}
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}
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