모든 패를 돌린 뒤, 엿보기 버튼이 노출되게 수정

This commit is contained in:
Ino 2025-09-11 08:31:41 +09:00
parent 0daf3a7469
commit 90967255cf
3 changed files with 16 additions and 11 deletions

View File

@ -32385,6 +32385,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
CardSlotPrefab: {fileID: 8311175157444695672, guid: 35d59081fc3bc2a418fe56d3e0969df1, type: 3}
go_toppanel: {fileID: 302272076}
go_previewbtn: {fileID: 663523003}
cg: {fileID: 771770705}
i_ai: {fileID: 1632661773}
AINameTMP: {fileID: 1889396053}

View File

@ -18,7 +18,7 @@ public partial class GamePanel : MonoBehaviour
public static float GameSpeed = 1f;
public static GamePanel Instance;
public GameObject CardSlotPrefab, go_toppanel;
public GameObject CardSlotPrefab, go_toppanel, go_previewbtn;
public CanvasGroup cg;
public Image i_ai;
public TMPro.TextMeshProUGUI AINameTMP, t_PointMoney;
@ -205,6 +205,7 @@ public partial class GamePanel : MonoBehaviour
GameManager.DB.MinInterstitialADCount(1);
// Get Highest Clear level
// TOOD 정인호
Stake = GameManager.DB.NormalGameLevel * DBManager.NORMAL_GAME_STAKE_PER_LEVEL;
this.UpdateAIGold();
@ -426,12 +427,15 @@ public partial class GamePanel : MonoBehaviour
CurSubMission = eSubMission.Max;
GameManager.DB.Set_Mission(true);
}
go_previewbtn.SetActive(true);
}
#region Core
private void Initialize()
{
GameManager.Sound.PlayBGM(EBGMType.BGM_2);
go_previewbtn.SetActive(false);
m_MissionOpenPopup_Main.gameObject.SetActive(false);
m_MissionOpenPopup_Sub.gameObject.SetActive(false);
ShowMainMissionPopup = ShowSubMissionPopup = false;

View File

@ -36,7 +36,7 @@ public partial class GamePanel : MonoBehaviour
var matchedFloorCards = GetMatchedCardSlots(ECardLocationType.Floor, _discardSlot.MonthType);
// 제출 후 4장: 자뻑 / 뻑먹음
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 4<><34>: <20>ڻ<EFBFBD> / <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (matchedFloorCards.Count == 4)
{
GameManager.Sound.PlaySFX(ESFXType.Card_Hit);
@ -50,19 +50,19 @@ public partial class GamePanel : MonoBehaviour
{
if (_dicBbug_State.ContainsKey(_discardSlot.MonthType))
{
// 뻑을 플레이어가 했다면
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7>̾ <20>ߴٸ<DFB4>
if (_dicBbug_State[_discardSlot.MonthType] == EBbugState.Player)
{
_checkDiscardEffectType = PlayerTurn ? EEffectDirectType.GetBbug_Own : EEffectDirectType.GetBbug;
_checkIndex = PlayerTurn ? 2 : 1;
}
// 뻑을 AI가 했다면
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> AI<41><49> <20>ߴٸ<DFB4>
else if (_dicBbug_State[_discardSlot.MonthType] == EBbugState.AI)
{
_checkDiscardEffectType = PlayerTurn ? EEffectDirectType.GetBbug : EEffectDirectType.GetBbug_Own;
_checkIndex = PlayerTurn ? 1 : 2;
}
// 카드를 제출 후 4장이 된것이기 때문에 오류이다.
// ī<EFBFBD><20><><EFBFBD><EFBFBD> <20><> 4<><34><EFBFBD><EFBFBD> <20>Ȱ<EFBFBD><C8B0>̱<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>̴<EFBFBD>.
else
{
LogicalError($"{nameof(CheckDiscardMatchedStateMachine)} Logical Error");
@ -77,7 +77,7 @@ public partial class GamePanel : MonoBehaviour
for (int i = 0; i < matchedFloorCards.Count; i++)
_lstAvailableCardTypes.Add(matchedFloorCards[i].CardType);
// 같이 있던 보너스카드도 가져온다.
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD>ʽ<EFBFBD>ī<EFBFBD><20><><EFBFBD><EFBFBD><EFBFBD>´<EFBFBD>.
if (_dicReservedBonusCard.ContainsKey(ECardType.Bonus_1))
{
if (_dicReservedBonusCard[ECardType.Bonus_1] == _discardSlot.MonthType)
@ -100,14 +100,14 @@ public partial class GamePanel : MonoBehaviour
_checkMatchedDiscardState = ECheckDiscardMatchedState.Complete;
}
}
// 제출 후 3장: 카드 선택
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 3<><33>: ī<><C4AB> <20><><EFBFBD><EFBFBD>
else if (matchedFloorCards.Count == 3)
{
GameManager.Sound.PlaySFX(ESFXType.Card_Hit);
_delay = (CardSlot.TWEEN_DURATION * 1.25f) / GameSpeed;
_checkMatchedDiscardState = ECheckDiscardMatchedState.CardSelectLogic;
}
// 제출 후 2장: 바닥패와 매치됨.
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 2<><32>: <20>ٴ<EFBFBD><D9B4>п<EFBFBD> <20><>ġ<EFBFBD><C4A1>.
else if (matchedFloorCards.Count == 2)
{
GameManager.Sound.PlaySFX(ESFXType.Card_Hit);
@ -117,7 +117,7 @@ public partial class GamePanel : MonoBehaviour
_checkMatchedDiscardState = ECheckDiscardMatchedState.Complete;
_delay = 0.05f;
}
// 바닥패와 매치되지 않음.
// <EFBFBD>ٴ<EFBFBD><EFBFBD>п<EFBFBD> <20><>ġ<EFBFBD><C4A1><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
else if (matchedFloorCards.Count == 1)
{
GameManager.Sound.PlaySFX(ESFXType.Card_NoHit);
@ -125,7 +125,7 @@ public partial class GamePanel : MonoBehaviour
}
else
{
// _discardSlot이 Null인 경우는 패에서 Flip 카드를 냈을 때 밖에 없다.
// _discardSlot<EFBFBD><EFBFBD> Null<6C><6C> <20><><EFBFBD><EFBFBD> <20>п<EFBFBD><D0BF><EFBFBD> Flip ī<><20><><EFBFBD><EFBFBD> <20><> <20>ۿ<EFBFBD> <20><><EFBFBD><EFBFBD>.
if (_discardSlot != null)
LogicalError($"{nameof(CheckDiscardMatchedStateMachine)} Logical Error");
@ -158,7 +158,7 @@ public partial class GamePanel : MonoBehaviour
bool isDoublePee_left = CodeJay.CodeJayUtility.Utility.IsDoublePee(leftCard, UseSepYulgget_To_Pee);
bool isDoublePee_right = CodeJay.CodeJayUtility.Utility.IsDoublePee(rightCard, UseSepYulgget_To_Pee);
// 쌍피가 아니고 고를 카드가 둘 다 '피' 일 때
// <EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD> <20>ƴϰ<C6B4> <20><><EFBFBD> ī<><20><> <20><> '<27><>' <20><> <20><>
if (isDoublePee_left == false && isDoublePee_right == false && leftScoreType == ECardScoreType.Pee && rightScoreType == ECardScoreType.Pee)
{
CardSelectCallback_Discard(Random.Range(0, 2) == 0 ? leftCard : rightCard);