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서버가 아니거나 게임이 종료된 경우 이동 처리를 하지 않음 + if (!IsServer || !GameManager.Instance.IsGameActive) + { + return; + } + } +} \ No newline at end of file diff --git a/Pong/Assets/Scripts/Ball.cs.meta b/Pong/Assets/Scripts/Ball.cs.meta new file mode 100644 index 0000000..ac5451d --- /dev/null +++ b/Pong/Assets/Scripts/Ball.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9849208a414864f30bf53385f8935fa3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Pong/Assets/Scripts/GameInitializer.cs b/Pong/Assets/Scripts/GameInitializer.cs new file mode 100644 index 0000000..2726058 --- /dev/null +++ b/Pong/Assets/Scripts/GameInitializer.cs @@ -0,0 +1,10 @@ +using UnityEngine; +using UnityEngine.SceneManagement; + +public class GameInitializer : MonoBehaviour +{ + private void Start() + { + SceneManager.LoadScene("Menu"); + } +} \ No newline at end of file diff --git a/Pong/Assets/Scripts/GameInitializer.cs.meta b/Pong/Assets/Scripts/GameInitializer.cs.meta new file mode 100644 index 0000000..a752cc3 --- /dev/null +++ b/Pong/Assets/Scripts/GameInitializer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aae003b11c2484b70a9408a915e54adb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Pong/Assets/Scripts/GameManager.cs b/Pong/Assets/Scripts/GameManager.cs new file mode 100644 index 0000000..4e64c2b --- /dev/null +++ b/Pong/Assets/Scripts/GameManager.cs @@ -0,0 +1,111 @@ +using System.Collections.Generic; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public class GameManager : NetworkBehaviour +{ + // 싱글톤 구현 + public static GameManager Instance + { + get + { + if (instance == null) + { + instance = FindObjectOfType(); + } + return instance; + } + } + + private static GameManager instance; + + // 게임이 진행 중인지 여부 + public bool IsGameActive { get; private set; } + + // 점수 표시할 UI 텍스트 + public Text scoreText; + + // 플레이어 색상, 스폰 위치 + public Color[] playerColors = new Color[2]; + public Transform[] spawnPositionTransforms = new Transform[2]; + + // 공 프리팹 + public GameObject ballPrefab; + + // 게임 오버 텍스트와 게임 오버시 표시할 패널 + public Text gameoverText; + public GameObject gameoverPanel; + + // 플레이어 번호와 클라이언트 ID를 맵핑하는 딕셔너리 + private Dictionary playerNumberClientIdMap + = new Dictionary(); + + // 플레이어 점수를 저장하는 배열 + private int[] playerScores = new int[2]; + + // 승리 도달 점수 + private const int WinScore = 11; + + // 처음 활성화시 게임을 시작하는 처리를 실행 + public override void OnNetworkSpawn() + { + + } + + public override void OnNetworkDespawn() + { + + } + + // 게임 도중 클라이언트가 나갔을때 실행 + private void OnClientDisconnected(ulong clinetId) + { + + } + + // 플레이어들을 스폰 + private void SpawnPlayer() + { + + } + + // 공 생성 + private void SpawnBall() + { + + } + + // 점수 추가 + public void AddScore(int playerNumber, int score) + { + + } + + // 점수 텍스트 갱신 + [ClientRpc] + private void UpdateScoreTextClientRpc(int player0Score, int player1Score) + { + scoreText.text = $"{player0Score} : {player1Score}"; + } + + // 서버에서 실행할 게임 종료 + public void EndGame(ulong winnerId) + { + + } + + // 클라이언트에서 실행할 게임 종료 처리 + [ClientRpc] + public void EndGameClientRpc(ulong winnerId) + { + + } + + // 게임과 네트워크 연결을 종료하고 메뉴 화면으로 돌아감 + public void ExitGame() + { + + } +} \ No newline at end of file diff --git a/Pong/Assets/Scripts/GameManager.cs.meta b/Pong/Assets/Scripts/GameManager.cs.meta new file mode 100644 index 0000000..0271479 --- /dev/null +++ b/Pong/Assets/Scripts/GameManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4233e9606cd3348a1989117e610a6531 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Pong/Assets/Scripts/LobbyManager.cs b/Pong/Assets/Scripts/LobbyManager.cs new file mode 100644 index 0000000..eac7a21 --- /dev/null +++ b/Pong/Assets/Scripts/LobbyManager.cs @@ -0,0 +1,95 @@ +using System.Collections.Generic; +using System.Text; +using Unity.Netcode; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public class LobbyManager : NetworkBehaviour +{ + // 플레이어 목록과 준비 여부를 표시할 UI 텍스트 + public Text lobbyText; + + // 게임을 시작하기 위해 필요한 최소한의 준비된 플레이어 수 + private const int MinimumReadyCountToStartGame = 2; + + // 플레이어 준비 상태를 저장하는 딕셔너리 + private Dictionary _clientReadyStates + = new Dictionary(); + + // OnNetworkSpawn은 NetworkBehaviour가 생성될 때 호출됨 + public override void OnNetworkSpawn() + { + + } + + private void OnDisable() + { + + } + + // 클라이언트가 연결되었을때 실행할 콜백 + private void OnClientConnected(ulong clientId) + { + + } + + // 클라이언트가 씬 로드를 완료했을 때 실행할 콜백 + private void OnClientSceneLoadComplete(ulong clientId, string sceneName, LoadSceneMode loadSceneMode) + { + + } + + // 클라이언트 접속이 끊겼을 때 실행할 콜백 + private void OnClientDisconnected(ulong clientId) + { + + } + + // 서버가 다른 클라이언트들에게 어떤 클라이언트의 준비 상태가 변경됨을 알리는 RPC 메서드 + // 서버에서 요청되어 각 클라이언트들에서 실행됨 + [ClientRpc] + private void SetClientIsReadyClientRpc(ulong clientId, bool isReady) + { + + } + + // 서버가 다른 클라이언트들에게 어떤 클라이언트의 준비 상태가 변경됨을 알리는 RPC 메서드 + // 서버에서 요청되어 각 클라이언트들에서 실행됨 + [ClientRpc] + private void RemovePlayerClientRpc(ulong clientId) + { + + } + + // 로비 텍스트를 갱신 + private void UpdateLobbyText() + { + + } + + // 게임을 시작할 수 있는지 확인 + private bool CheckIsReadyToStart() + { + return true; + } + + // 게임 시작 + private void StartGame() + { + + } + + // 클라이언트가 준비 버튼을 눌렀을때 실행하는 메서드 + public void SetPlayerIsReady() + { + + } + + // 클라이언트가 준비 상태가 변경됬음을 서버에게 알리기 위한 RPC 메서드 + // 클라이언트에서 요청되어 서버에서 실행됨 + [ServerRpc(RequireOwnership = false)] + private void SetClientIsReadyServerRpc(ulong clientId, bool isReady) + { + + } +} \ No newline at end of file diff --git a/Pong/Assets/Scripts/LobbyManager.cs.meta b/Pong/Assets/Scripts/LobbyManager.cs.meta new file mode 100644 index 0000000..42cb146 --- /dev/null +++ b/Pong/Assets/Scripts/LobbyManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d4b41b273a01348328468bb5a2ff5905 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Pong/Assets/Scripts/MenuManager.cs b/Pong/Assets/Scripts/MenuManager.cs new file mode 100644 index 0000000..df84789 --- /dev/null +++ b/Pong/Assets/Scripts/MenuManager.cs @@ -0,0 +1,60 @@ +using Unity.Netcode; // 유니티 넷코드 +using Unity.Netcode.Transports.UTP; // 유니티 넷코드 UTP 트랜스포트 +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.UI; + +public class MenuManager : MonoBehaviour +{ + public Text infoText; // 연결 정보를 표시할 텍스트 + public InputField hostAddressInputField; // 호스트 주소를 입력할 인풋 필드 + private const ushort DefaultPort = 7777; // 기본 포트 + + private void Awake() + { + + } + + private void OnEnable() + { + // 접속이 종료된 경우 호출되는 콜백을 등록 + NetworkManager.Singleton.OnClientDisconnectCallback + += OnClientDisconnectCallback; + } + + private void OnDisable() + { + // 게임 종료시 네트워크 매니저가 먼저 파괴되는 경우에 대한 예외 처리 + if (NetworkManager.Singleton != null) + { + // 접속이 종료된 경우 호출되는 콜백을 해제 + NetworkManager.Singleton.OnClientDisconnectCallback + -= OnClientDisconnectCallback; + } + } + + // 클라이언트가 연결을 끊었을 때 호출되는 콜백 + private void OnClientDisconnectCallback(ulong obj) + { + + } + + // 연결을 승인할 때 호출되는 콜백 + private void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request, + NetworkManager.ConnectionApprovalResponse response) + { + // 총 플레이어 수가 2명 이상이면 연결을 거부 + } + + // 호스트로 게임을 생성할 때 호출되는 메서드 + public void CreateGameAsHost() + { + + } + + // 클라이언트로 게임에 참여할 때 호출되는 메서드 + public void JoinGameAsClient() + { + + } +} \ No newline at end of file diff --git a/Pong/Assets/Scripts/MenuManager.cs.meta b/Pong/Assets/Scripts/MenuManager.cs.meta new file mode 100644 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public void SpawnToPositionClientRpc(Vector3 position) + { + transform.position = position; + } + + private void Update() + { + // 게임이 활성화 안된 상태에서는 이동 처리를 하지 않음 + if (GameManager.Instance != null + && !GameManager.Instance.IsGameActive) + { + return; + } + } +} diff --git a/Pong/Assets/Scripts/PlayerPaddle.cs.meta b/Pong/Assets/Scripts/PlayerPaddle.cs.meta new file mode 100644 index 0000000..a912305 --- /dev/null +++ b/Pong/Assets/Scripts/PlayerPaddle.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b993311bc1af346cb98f24bcd151eab9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Pong/Assets/Scripts/PositionSync.cs b/Pong/Assets/Scripts/PositionSync.cs new file mode 100644 index 0000000..39253d0 --- /dev/null +++ b/Pong/Assets/Scripts/PositionSync.cs @@ -0,0 +1,18 @@ +using Unity.Netcode; +using UnityEngine; + +// 플레이어의 위치를 동기화하기 위한 컴포넌트 +public class PositionSync : NetworkBehaviour +{ + private Vector2 _lastPosition; // 마지막으로 동기화된 위치 + // 위치값 동기화를 위한 네트워크 변수 + public NetworkVariable networkPosition + = new NetworkVariable( + readPerm: NetworkVariableReadPermission.Everyone, + writePerm: NetworkVariableWritePermission.Owner); + + private void FixedUpdate() + { + + } +} \ No newline at end of file diff --git a/Pong/Assets/Scripts/PositionSync.cs.meta b/Pong/Assets/Scripts/PositionSync.cs.meta new file mode 100644 index 0000000..e69f22d --- /dev/null +++ b/Pong/Assets/Scripts/PositionSync.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fe71cfa6b103f428f8df2b1169fef1aa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Pong/Assets/Sprites.meta b/Pong/Assets/Sprites.meta new file mode 100644 index 0000000..1dea289 --- /dev/null +++ b/Pong/Assets/Sprites.meta @@ -0,0 +1,8 @@ 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