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GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/Alignment.cs b/Assets/Scripts/Alignment.cs index 52c81de..733c5a0 100644 --- a/Assets/Scripts/Alignment.cs +++ b/Assets/Scripts/Alignment.cs @@ -1,29 +1,42 @@ using UnityEngine; using UnityEngine.UI; -public class NewMonoBehaviourScript : MonoBehaviour +public class Alignment : MonoBehaviour { - private GridLayoutGroup _gridLayoutGroup; private RectTransform _rectTransform; - // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() { _gridLayoutGroup = GetComponent(); _rectTransform = GetComponent(); } - // Update is called once per frame void Update() { - var max = - (_rectTransform.rect.width / (_gridLayoutGroup.cellSize.x+_gridLayoutGroup.spacing.x)) * - (_rectTransform.rect.height / _gridLayoutGroup.cellSize.y+_gridLayoutGroup.spacing.y); - var current = transform.childCount; + // 아바타가 하나도 없으면 계산할 필요 없음 + if (transform.childCount == 0) return; + // 1. 가로, 세로에 각각 '온전히' 몇 개가 들어갈 수 있는지 계산 (내림 처리) + // (괄호 위치를 정확히 맞추었습니다!) + float cols = Mathf.Floor(_rectTransform.rect.width / (_gridLayoutGroup.cellSize.x + _gridLayoutGroup.spacing.x)); + float rows = Mathf.Floor(_rectTransform.rect.height / (_gridLayoutGroup.cellSize.y + _gridLayoutGroup.spacing.y)); + + // 최소 1줄은 보장되도록 안전장치 + if (cols < 1) cols = 1; + if (rows < 1) rows = 1; + + // 2. 현재 화면에 들어갈 수 있는 최대 아바타 개수 + float max = cols * rows; + float current = transform.childCount; + + // 3. 꽉 차기 직전(80% 이상)이면 셀 사이즈를 10%씩 축소 if (current / max >= 0.8f) { - _gridLayoutGroup.cellSize = new Vector2(_gridLayoutGroup.cellSize.x * 0.9f, _gridLayoutGroup.cellSize.y * 0.9f); + _gridLayoutGroup.cellSize = new Vector2( + _gridLayoutGroup.cellSize.x * 0.9f, + _gridLayoutGroup.cellSize.y * 0.9f + ); } } -} +} \ No newline at end of file diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs index 1fd5560..fecb914 100644 --- a/Assets/Scripts/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -4,17 +4,22 @@ using TMPro; using UnityEngine; using Photon.Pun; using UnityEngine.Networking; +using UnityEngine.SceneManagement; using Hashtable = ExitGames.Client.Photon.Hashtable; public class GameManager : MonoBehaviourPunCallbacks { public TextMeshProUGUI text; public GameObject readyPanel; + public GameObject restartButton; + public GameObject destroyRoomButton; public static Dictionary AvatarCache = new Dictionary(); private void Start() { + if (restartButton != null) restartButton.SetActive(false); + if (destroyRoomButton != null) destroyRoomButton.SetActive(false); // [추가] // 씬 시작 시, 모두의 아바타를 다운로드하는 코루틴 시작 StartCoroutine(DownloadAllAvatarsAndReady()); } @@ -191,19 +196,68 @@ public class GameManager : MonoBehaviourPunCallbacks if (winnerActorNumber == -1) { text.text = "아무도 참여하지 않았습니다."; + ShowRestartButtonIfMaster(); // 아무도 안 했을 때도 다시하기 버튼 띄우기 return; } // 우승자 닉네임 찾기 string winnerName = "알 수 없음"; - foreach (var p in PhotonNetwork.PlayerList) + foreach (var player in PhotonNetwork.PlayerList) { - if (p.ActorNumber == winnerActorNumber) winnerName = p.NickName; + if (player.ActorNumber == winnerActorNumber) + { + winnerName = player.NickName; + break; + } } - text.text = $"우승: {winnerName}!"; + // 텍스트를 바로 바꾸지 않고 "추첨 중"으로 변경! (스포일러 방지) + text.text = "추첨 중..."; - // 화면에서 우승자의 아바타만 빼고 전부 어둡게/투명하게 만드는 연출 실행! - FindObjectOfType().HighlightWinner(winnerActorNumber); + // Gazuaa 스크립트를 찾아서 룰렛 연출 시작 (이름도 같이 넘겨줍니다) + FindObjectOfType().HighlightWinner(winnerActorNumber, winnerName); + } + + // Gazuaa.cs의 코루틴이 끝난 후(룰렛이 멈춘 후) 호출할 함수 + public void ShowRestartButtonIfMaster() + { + // 내가 방장일 때만 버튼을 활성화합니다. + if (PhotonNetwork.IsMasterClient ) + { + if (restartButton != null) restartButton.SetActive(true); + if (destroyRoomButton != null) destroyRoomButton.SetActive(true); // [추가] + } + + + } // '다시 하기' 버튼의 OnClick() 이벤트에 연결할 함수 + + public void ClickRestart() + { + // 방장이 씬을 다시 로드합니다. (모두가 자동으로 따라옵니다!) + // "GameScene" 부분은 실제 사용 중인 게임 씬의 이름으로 적어주세요. + PhotonNetwork.LoadLevel("GameScene"); + } + + // [추가] '방 삭제' 버튼의 OnClick() 이벤트에 연결할 함수 + public void ClickDestroyRoom() + { + // 방장이 모든 클라이언트에게 "방에서 나가!" 라고 명령을 내립니다. + photonView.RPC("RpcLeaveRoom", RpcTarget.All); + } + + // [추가] 모두의 컴퓨터에서 실행될 방 나가기 함수 + [PunRPC] + private void RpcLeaveRoom() + { + // 포톤 서버에 이 방에서 나가겠다고 요청합니다. + PhotonNetwork.LeaveRoom(); + } + + // [추가] 방에서 완전히 빠져나왔을 때 포톤이 자동으로 호출해 주는 함수 + public override void OnLeftRoom() + { + // 방에서 성공적으로 나갔다면, 최초 로비 화면으로 씬을 이동시킵니다. + // "LobbyScene" 부분을 실제 로비 씬의 이름으로 꼭 바꿔주세요!!! + SceneManager.LoadScene("LobbyScene"); } } \ No newline at end of file diff --git a/Assets/Scripts/Gazuaa.cs b/Assets/Scripts/Gazuaa.cs index 044c3c5..f1422fd 100644 --- a/Assets/Scripts/Gazuaa.cs +++ b/Assets/Scripts/Gazuaa.cs @@ -26,10 +26,20 @@ public class Gazuaa : MonoBehaviourPunCallbacks { _gazuaInput = new GazuaInput(); _gazuaInput.Enable(); - _gazuaInput.Player.Gacha.performed += Gacha; - if (logText != null) logText.text = ""; // 시작할 때 텍스트 비우기 + if (logText != null) logText.text = ""; + + // ---- [추가된 부분: 재시작 시 데이터 초기화] ---- + myAvatarCount = 0; + knownAvatarCounts.Clear(); // 딕셔너리 비우기 + isGameActive = false; // 게임 상태 초기화 + + // 서버에 기록된 내 아바타 개수도 0으로 덮어씌우기 + Hashtable hash = new Hashtable(); + hash["AvatarCount"] = 0; + PhotonNetwork.LocalPlayer.SetCustomProperties(hash); + // --------------------------------------------- } private void Gacha(InputAction.CallbackContext obj) @@ -48,10 +58,11 @@ public class Gazuaa : MonoBehaviourPunCallbacks // 서버가 "누군가의 정보가 바뀌었어!" 라고 알려줄 때 실행됨 (나의 변경 사항도 포함됨) public override void OnPlayerPropertiesUpdate(Photon.Realtime.Player targetPlayer, Hashtable changedProps) { + if (!this || !map) return; if (changedProps.ContainsKey("AvatarCount")) { int newTotalCount = (int)changedProps["AvatarCount"]; - int actorNumber = targetPlayer.ActorNumber; + int actorNumber = targetPlayer.ActorNumber; string playerName = targetPlayer.NickName; // [핵심] 아까 로비에서 적은 닉네임 가져오기! int oldCount = 0; @@ -71,9 +82,9 @@ public class Gazuaa : MonoBehaviourPunCallbacks for (int i = 0; i < avatarsToSpawn; i++) { GameObject newAvatar = Instantiate(avatarPrefab, map.transform); - newAvatar.name = actorNumber.ToString(); + newAvatar.name = actorNumber.ToString(); - if (GameManager.AvatarCache.ContainsKey(actorNumber)) + if (GameManager.AvatarCache.ContainsKey(actorNumber)) { Image avatarImage = newAvatar.GetComponent(); if (avatarImage != null) @@ -104,33 +115,83 @@ public class Gazuaa : MonoBehaviourPunCallbacks logText.text = string.Join("\n", logMessages); } - public void HighlightWinner(int winnerActorNumber) + // GameManager에서 호출할 함수 (이름도 같이 받도록 매개변수 추가) + public void HighlightWinner(int winnerActorNumber, string winnerName) + { + StartCoroutine(RouletteRoutine(winnerActorNumber, winnerName)); + } + + private System.Collections.IEnumerator RouletteRoutine(int winnerActorNumber, string winnerName) { string winnerNameStr = winnerActorNumber.ToString(); - // Map 밑에 생성된 모든 아바타를 순회합니다. - foreach (Transform child in map.transform) - { - Image img = child.GetComponent(); - if (img == null) continue; + List allAvatars = new List(); + List winnerAvatars = new List(); // [수정] 당첨자의 '모든' 아바타를 담을 리스트 + for (int i = 0; i < map.transform.childCount; i++) + { + Transform child = map.transform.GetChild(i); + allAvatars.Add(child); + + // 모든 아바타를 어둡게 만듭니다. + child.GetComponent().color = new Color(0.4f, 0.4f, 0.4f, 1f); + + // 당첨자의 아바타라면 리스트에 싹 다 모아둡니다. if (child.name == winnerNameStr) { - // 당첨자의 아바타: 원래 색상 유지 및 살짝 크게 만들기 - child.localScale = new Vector3(1.2f, 1.2f, 1.2f); - - // (응용: 당첨자 아바타들 중 하나만 랜덤으로 골라 파티클을 터뜨려도 멋집니다!) - } - else - { - // 패배자의 아바타: 까맣게 만들고 반투명하게(Alpha 값 조절) - img.color = new Color(0.3f, 0.3f, 0.3f, 0.5f); + winnerAvatars.Add(child); } } + + // 아무도 없거나 에러 방지용 + if (allAvatars.Count == 0 || winnerAvatars.Count == 0) yield break; + + // 2. 시간 기반 룰렛 회전 설정 + float delay = 0.04f; // 초기 속도 + int currentIndex = 0; + float elapsedTime = 0f; // 흐른 시간 + float spinDuration = 3.5f; // ★ [핵심] 정확히 3.5초 동안만 회전합니다! + + while (elapsedTime < spinDuration) + { + // 이전 아바타 원상복구 + int prevIndex = (currentIndex == 0) ? allAvatars.Count - 1 : currentIndex - 1; + allAvatars[prevIndex].localScale = Vector3.one; + allAvatars[prevIndex].GetComponent().color = new Color(0.4f, 0.4f, 0.4f, 1f); + + // 현재 아바타 하이라이트 + allAvatars[currentIndex].localScale = new Vector3(1.2f, 1.2f, 1.2f); + allAvatars[currentIndex].GetComponent().color = Color.white; + + yield return new WaitForSeconds(delay); + elapsedTime += delay; // 흐른 시간 누적 + + // 시간이 지날수록 속도를 살짝 늦춥니다. + if (elapsedTime > spinDuration * 0.5f) delay = 0.08f; // 절반 지났을 때 + if (elapsedTime > spinDuration * 0.8f) delay = 0.15f; // 거의 끝날 때쯤 + + // 다음 아바타로 이동 + currentIndex = (currentIndex + 1) % allAvatars.Count; + } + + // 회전이 끝났으므로 마지막으로 켜져 있던 아바타 끄기 + allAvatars[currentIndex].localScale = Vector3.one; + allAvatars[currentIndex].GetComponent().color = new Color(0.4f, 0.4f, 0.4f, 1f); + + // 3. ★ 정해진 시간이 끝나면, 당첨자의 '모든' 아바타를 동시에 하이라이트! + foreach (Transform winner in winnerAvatars) + { + winner.localScale = new Vector3(1.5f, 1.5f, 1.5f); + winner.GetComponent().color = Color.white; + } + + FindObjectOfType().text.text = $"{winnerName} 당첨!!!"; + FindObjectOfType().ShowRestartButtonIfMaster(); } - private new void OnDisable() + public override void OnDisable() { + base.OnDisable(); _gazuaInput.Disable(); } } \ No newline at end of file diff --git a/Assets/Scripts/LobbyManager.cs b/Assets/Scripts/LobbyManager.cs index 0eab87b..c1c8242 100644 --- a/Assets/Scripts/LobbyManager.cs +++ b/Assets/Scripts/LobbyManager.cs @@ -12,11 +12,22 @@ public class LobbyManager : MonoBehaviourPunCallbacks public Button joinButton; // 접속 버튼 public Button startButton; // 게임 시작 버튼 (방장 전용) public TextMeshProUGUI statusText; // 현재 상태 텍스트 - public TMP_InputField nicknameInput; // [추가] 닉네임 입력칸 - public TMP_InputField urlInput; + public TMP_InputField nicknameInput; // 닉네임 입력칸 + public TMP_InputField urlInput; // 이미지 URL 입력칸 public GameObject loading; public Button afterLoadButton; public GameObject roomPanel; + + // [1번 기능] 현재 접속자 수를 띄울 텍스트 (기존에 선언해두신 변수 활용) + public TextMeshProUGUI currentPlayerText; + + // [2번 기능] 기본 아바타 URL 리스트 (유니티 인스펙터에서도 개수/내용 수정 가능!) + public string[] defaultAvatarUrls = new string[] + { + "https://scontent-icn2-1.cdninstagram.com/v/t51.82787-19/657402696_17932715739227818_1102219035706293785_n.jpg?stp=dst-jpg_s150x150_tt6&efg=eyJ2ZW5jb2RlX3RhZyI6InByb2ZpbGVfcGljLmRqYW5nby4yMDguYzEifQ&_nc_ht=scontent-icn2-1.cdninstagram.com&_nc_cat=110&_nc_oc=Q6cZ2gEiAmiFEpKqA0_AvOwYhu_V9dtAieTJ6EHLqVEzLZmvyXvRk0RZ7G3n6BO9gVZEKpE&_nc_ohc=X-ML0v44oVcQ7kNvwGmKPj8&_nc_gid=i-J7dc5bYegcPnPIkL9scQ&edm=AP4sbd4BAAAA&ccb=7-5&oh=00_Af7RgrBAKQfl7RpZSpdbPpPbKvVYuz5RYk93sONhI1Yrrw&oe=69F9A119&_nc_sid=7a9f4b", // 여기에 미리 쓸 URL들을 넣어주세요. + "https://i.namu.wiki/i/0uubPPIF2f9mKDb2fD19gMa77g2rUpoDnQ5Ekb9iqSNea2sfq9u9eWmRUGZFMIOy77XxnSI0HrIfTBj-U-wt4Q.webp", + "https://i.namu.wiki/i/Ob0--Jok1pkNtNu46VjPmTZWbmaql5Xf0pexZ5RBz3B5Nlj8z_xqYSyMqw70Ad5mEYa_i1GHcHda5pbilvBNOA.webp" + }; void Start() { @@ -26,6 +37,17 @@ public class LobbyManager : MonoBehaviourPunCallbacks PhotonNetwork.ConnectUsingSettings(); } + // [1번 기능] 매 프레임마다 현재 접속자 수를 확인해서 텍스트 업데이트 + void Update() + { + // 서버에 연결되어 있을 때, 그리고 텍스트 UI가 연결되어 있을 때만 실행 + if (PhotonNetwork.IsConnected && currentPlayerText != null) + { + // PhotonNetwork.CountOfPlayers = 현재 포톤 서버에 접속한 총 플레이어 수 + currentPlayerText.text = $"Current Playing: {PhotonNetwork.CountOfPlayers}"; + } + } + public override void OnConnectedToMaster() { loading.SetActive(false); @@ -39,11 +61,20 @@ public class LobbyManager : MonoBehaviourPunCallbacks // 방 코드나 닉네임이 비어있으면 안 넘어감 if (string.IsNullOrEmpty(roomCodeInput.text) || string.IsNullOrEmpty(nicknameInput.text)) return; - // 1. [핵심] 포톤 서버에 내 닉네임을 공식적으로 등록합니다! + // 1. 포톤 서버에 내 닉네임을 공식적으로 등록합니다! PhotonNetwork.NickName = nicknameInput.text; - // 2. 아바타 URL 저장 (기존과 동일) + // 2. 아바타 URL 저장 및 [2번 기능] 예외 처리 string myUrl = urlInput.text; + + // 만약 유저가 URL을 입력하지 않았다면? + if (string.IsNullOrEmpty(myUrl)) + { + // 준비해둔 기본 URL 목록 중에서 랜덤으로 하나를 뽑아서 적용! + int randomIndex = Random.Range(0, defaultAvatarUrls.Length); + myUrl = defaultAvatarUrls[randomIndex]; + } + Hashtable myProps = new Hashtable() { { "AvatarUrl", myUrl } }; PhotonNetwork.LocalPlayer.SetCustomProperties(myProps); @@ -64,6 +95,7 @@ public class LobbyManager : MonoBehaviourPunCallbacks yield return new WaitForSecondsRealtime(2f); roomPanel.SetActive(true); startButton.gameObject.SetActive(false); // 일단 게임 시작 버튼은 숨겨놓기 + // 내가 방장(처음 방을 만든 사람)이라면 게임 시작 버튼 활성화 if (PhotonNetwork.IsMasterClient) { @@ -74,23 +106,18 @@ public class LobbyManager : MonoBehaviourPunCallbacks // 방장만 누를 수 있는 '게임 시작' 버튼에 연결할 함수 public void ClickStartGame() { - // "GameScene"이라는 이름의 씬을 불러옴 (모두가 다 같이 넘어갑니다!) PhotonNetwork.LoadLevel("GameScene"); } public void ClickLeaveRoom() { - // 포톤 서버에 "나 이 방에서 나갈래!" 라고 요청합니다. PhotonNetwork.LeaveRoom(); statusText.text = "방에서 나가는 중..."; } -// [추가 2] 방에서 완전히 빠져나왔을 때 포톤이 자동으로 실행해 주는 콜백 함수 public override void OnLeftRoom() { - // 방에서 나왔으니, UI를 다시 처음 상태(로그인 화면)로 되돌립니다. roomPanel.SetActive(false); - statusText.text = "무사히 도망쳤다!"; } } \ No newline at end of file diff --git a/Assets/Settings/Build Profiles.meta b/Assets/Settings/Build Profiles.meta new file mode 100644 index 0000000..15f36db --- /dev/null +++ b/Assets/Settings/Build Profiles.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bb81418a5985bb74fa3dd01aa9ad236d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Settings/Build Profiles/Web - Desktop - Development.asset b/Assets/Settings/Build Profiles/Web - Desktop - Development.asset new file mode 100644 index 0000000..005bf01 --- /dev/null +++ b/Assets/Settings/Build Profiles/Web - Desktop - Development.asset @@ -0,0 +1,775 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 15003, guid: 0000000000000000e000000000000000, type: 0} + m_Name: Web - 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rid: 6490783971992928265 - rid: 6490783971992928266 m_RuntimeSettings: - m_List: [] + m_List: + - rid: 7752762179098771456 + - rid: 7752762179098771457 + - rid: 7752762179098771459 + - rid: 7752762179098771462 + - rid: 7752762179098771464 + - rid: 7752762179098771466 + - rid: 7752762179098771468 + - rid: 7752762179098771472 + - rid: 7752762179098771476 + - rid: 3114554777721110529 + - rid: 3114554777721110530 + - rid: 6490783971992928260 + - rid: 6490783971992928261 m_AssetVersion: 10 m_ObsoleteDefaultVolumeProfile: {fileID: 0} m_RenderingLayerNames: diff --git a/Data/Plugins/lib_burst_generated.cpp b/Data/Plugins/lib_burst_generated.cpp new file mode 100644 index 0000000..9dd59e3 --- /dev/null +++ b/Data/Plugins/lib_burst_generated.cpp @@ -0,0 +1,10 @@ + +extern "C" +{ + void Staticburst_initialize(void* ); + void* StaticBurstStaticMethodLookup(void* ); + + int burst_enable_static_linkage = 1; + void burst_initialize(void* i) { Staticburst_initialize(i); } + void* BurstStaticMethodLookup(void* i) { return StaticBurstStaticMethodLookup(i); } +} diff --git a/Data/Plugins/lib_burst_generated.wasm b/Data/Plugins/lib_burst_generated.wasm new file mode 100644 index 0000000..82330ce Binary files /dev/null and b/Data/Plugins/lib_burst_generated.wasm differ diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index 0a407c2..e1ef8fd 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -5,6 +5,9 @@ EditorBuildSettings: m_ObjectHideFlags: 0 serializedVersion: 2 m_Scenes: + - enabled: 1 + path: Assets/Scenes/LobbyScene.unity + guid: a213e1d2c52f11a41ba43c784aedbf73 - enabled: 1 path: Assets/Scenes/GameScene.unity guid: 8c9cfa26abfee488c85f1582747f6a02