2026-03-20 스왑버튼 구현, 서버변경

This commit is contained in:
2026-03-20 18:04:24 +09:00
parent 4c0c1b6b41
commit e0116ec98c
8 changed files with 209 additions and 6 deletions

View File

@@ -32,8 +32,8 @@ private void Awake()
private async Awaitable Start()
{
//await LoadUserCharacters(1);
//await LoadPlayableCharacters();
await LoadUserCharacters(1);
await LoadPlayableCharacters();
}
public async Awaitable LoadUserCharacters(int userNo)

View File

@@ -9,8 +9,8 @@ public class NetworkManager : MonoBehaviour
{
public static NetworkManager Instance;
private string _baseGameDBUrl = "https://localhost:7134/myGame";
//private string _baseGameDBUrlHttp = "http://localhost:5281/myGame";
//private string _baseGameDBUrl = "https://localhost:7134/myGame";
private string _baseGameDBUrlHttp = "http://152.69.235.249:5000/myGame";
private void Awake()
{
@@ -26,7 +26,7 @@ private void Awake()
public async Awaitable<T> GetDatabaseData<T>(string endPoint)
{
string url = $"{_baseGameDBUrl}/{endPoint}";
string url = $"{_baseGameDBUrlHttp}/{endPoint}";
using UnityWebRequest request = UnityWebRequest.Get(url); //앞의 using은 사용이 끝난(메서드 종료) 외부 리소스 객체들을 알아서 지워주도록 설정하는 예약어이다
request.certificateHandler = new BypassCertificate();

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@@ -0,0 +1,53 @@
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;
[RequireComponent(typeof(Image))]
public class SwapButton : MonoBehaviour, IPointerClickHandler
{
public Image TargetImage;
public Sprite ASprite;
public UnityEvent ClickEventA = new UnityEvent();
public Sprite BSprite;
public UnityEvent ClickEventB = new UnityEvent();
[SerializeField] private bool _trueA_FalseB = true;
public bool TrueA_FalseB
{
get => _trueA_FalseB;
set
{
_trueA_FalseB = value;
UpdateVisual(); // 값이 바뀔 때마다 자동으로 실행!
}
}
private void Awake()
{
TargetImage = GetComponent<Image>();
}
public void OnPointerClick(PointerEventData eventData)
{
TrueA_FalseB = !TrueA_FalseB;
if (TrueA_FalseB)
ClickEventA?.Invoke();
else
ClickEventB?.Invoke();
}
private void OnValidate()
{
UpdateVisual();
}
public void UpdateVisual()
{
if (TargetImage == null) return;
TargetImage.sprite = _trueA_FalseB ? ASprite : BSprite;
}
}

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@@ -0,0 +1,2 @@
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guid: 7742f072d8001394ca9c68f41507c667

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: cef5f8318ff01d04d98d7f10b0d9ec62
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,138 @@
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.UI;
public class SettingUIPopup : MonoBehaviour
{
//오디오 설정
[Header("Audio Settings")]
public AudioMixer mixer; // 믹서는 한개만 쓴다
public Slider masterSlider, bgmSlider, sfxSlider;
public SwapButton masterMute, bgmMute, sfxMute;
private float _defaultVolumeSlider = 0.2f;
private void Start()
{
//오디오
ResetMasterVolume();
ResetBGMVolume();
ResetSFXVolume();
}
#region
private void ResetMasterVolume()
{
float masterSliderValue = _defaultVolumeSlider;
if (PlayerPrefs.HasKey("volumeMaster"))
{
masterSliderValue = PlayerPrefs.GetFloat("volumeMaster");
}
masterSlider.value = masterSliderValue;
mixer.SetFloat("volumeMaster", CalculateVolume(masterSliderValue));
}
private void ResetBGMVolume()
{
float bgmSliderValue = _defaultVolumeSlider;
if (PlayerPrefs.HasKey("volumeBGM"))
{
bgmSliderValue = PlayerPrefs.GetFloat("volumeBGM");
}
bgmSlider.value = bgmSliderValue;
mixer.SetFloat("volumeBGM", CalculateVolume(bgmSliderValue));
}
private void ResetSFXVolume()
{
float sfxSliderValue = _defaultVolumeSlider;
if (PlayerPrefs.HasKey("volumeSFX"))
{
sfxSliderValue = PlayerPrefs.GetFloat("volumeSFX");
}
sfxSlider.value = sfxSliderValue;
mixer.SetFloat("volumeSFX", CalculateVolume(sfxSliderValue));
}
float CalculateVolume(float _sliderValue)
{
var slider = Mathf.Clamp(_sliderValue, 0.0001f, 1f); // 아래에서 로그변환할때 0이 들어가면 안됨
float dB = Mathf.Log10(slider) * 20f; //데시벨 변환식
return Mathf.Clamp(dB, -80f, 0f); //-80dB에서 0dB까지 조절할수있게 _sliderValue 최대값이 1이므로 dB는 계산상 0보다 크게 나올수 없음 (0db이 기준)
}
public void SliderVolumeMaster(float value) // 마스터 볼륨 슬라이더에 연결할 메서드
{
if (value > 0)
masterMute.TrueA_FalseB = true; //슬라이더를 움직였으니 뮤트가 풀리도록
else if (value <= 0)
masterMute.TrueA_FalseB = false; //0이면 음소거
var volume = CalculateVolume(value); //볼륨 계산
mixer.SetFloat("volumeMaster", volume); //볼륨 적용
PlayerPrefs.SetFloat("volumeMaster", value);//슬라이더 값 저장
}
public void SliderVolumeBGM(float value) // BGM 볼륨 슬라이더에 연결할 메서드
{
if (value > 0)
bgmMute.TrueA_FalseB = true; //슬라이더를 움직였으니 뮤트가 풀리도록
else if (value <= 0)
bgmMute.TrueA_FalseB = false; //0이면 음소거
var volume = CalculateVolume(value); //볼륨 계산
mixer.SetFloat("volumeBGM", volume);
PlayerPrefs.SetFloat("volumeBGM", value);//슬라이더 값 저장
}
public void SliderVolumeSFX(float value) // SFX 볼륨 슬라이더에 연결할 메서드
{
if (value > 0)
sfxMute.TrueA_FalseB = true; //슬라이더를 움직였으니 뮤트가 풀리도록
else if (value <= 0)
sfxMute.TrueA_FalseB = false; //0이면 음소거
var volume = CalculateVolume(value); //볼륨 계산
mixer.SetFloat("volumeSFX", volume);
PlayerPrefs.SetFloat("volumeSFX", value);//슬라이더 값 저장
}
public void MuteMaster(bool isMute)
{
if (isMute)
{
mixer.SetFloat("volumeMaster", CalculateVolume(0));
//masterSlider.value = 0;
masterSlider.SetValueWithoutNotify(0);
}
else
{
ResetMasterVolume();
}
}
public void MuteBGM(bool isMute)
{
if (isMute)
{
mixer.SetFloat("volumeBGM", CalculateVolume(0));
//bgmSlider.value = 0;
bgmSlider.SetValueWithoutNotify(0);
}
else
{
ResetBGMVolume();
}
}
public void MuteSFX(bool isMute)
{
if (isMute)
{
mixer.SetFloat("volumeSFX", CalculateVolume(0));
//sfxSlider.value = 0;
sfxSlider.SetValueWithoutNotify(0);
}
else
{
ResetSFXVolume();
}
}
#endregion
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
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