From 84219ca63295e4081a3dcfb56ddabe802d1fab6c Mon Sep 17 00:00:00 2001 From: dldydtn9755-crypto Date: Tue, 16 Jun 2026 10:37:45 +0900 Subject: [PATCH] =?UTF-8?q?=EB=B8=94=EB=9E=99=EC=9E=AD=20=EC=B9=B4?= =?UTF-8?q?=EB=93=9C=20=EB=B0=8F=20=EC=9D=B4=EB=8F=99=20=EA=B8=B0=EB=8A=A5?= =?UTF-8?q?=20=EC=88=98=EC=A0=95?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/01_Scenes/blackjack.unity | 4 +- .../blackjack/NavMesh-Terrain 1.asset | 3 + .../blackjack/NavMesh-Terrain 1.asset.meta | 8 + .../01_Scenes/blackjack/NavMesh-Terrain.asset | 3 + .../blackjack/NavMesh-Terrain.asset.meta | 8 + Assets/02_Scripts/Blackjack/CardSpawnTest.cs | 477 ++++++++- .../02_Scripts/Blackjack/HookWalkToTable.cs | 230 +++++ .../Blackjack/HookWalkToTable.cs.meta | 2 + .../Materials/CardsAndTables.mat | 2 +- .../LittleGamesPack/Materials/ChessPieces.mat | 2 +- .../LittleGamesPack/Materials/GamePieces.mat | 4 +- .../Assembled Prefabs/CardFan_Clubs.prefab | 4 +- 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b/Assets/01_Scenes/blackjack/NavMesh-Terrain.asset.meta new file mode 100644 index 00000000..cf1e7bc5 --- /dev/null +++ b/Assets/01_Scenes/blackjack/NavMesh-Terrain.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 13d409be9f791c74b81cb648c91e79dc +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 23800000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/02_Scripts/Blackjack/CardSpawnTest.cs b/Assets/02_Scripts/Blackjack/CardSpawnTest.cs index fcdb2b4a..d7d72e21 100644 --- a/Assets/02_Scripts/Blackjack/CardSpawnTest.cs +++ b/Assets/02_Scripts/Blackjack/CardSpawnTest.cs @@ -1,38 +1,487 @@ +using System.Collections; +using System.Collections.Generic; +using System.Text.RegularExpressions; using UnityEngine; +using UnityEngine.UI; +using TMPro; public class CardSpawnTest : MonoBehaviour { - [Header("Card Prefab")] - public GameObject cardPrefab; + [Header("Card Prefabs")] + public GameObject[] cardPrefabs; [Header("Card Setting")] public float cardScale = 2f; - public Vector3 frontRotation = new Vector3(-90f, 0f, 90f); public Vector3 backRotation = new Vector3(90f, 0f, 90f); - [Header("Player Cards")] + [Header("Player Start Cards")] public Transform playerCardPos1; public Transform playerCardPos2; - [Header("Dealer Cards")] + [Header("Dealer Start Cards")] public Transform dealerOpenCardPos; public Transform dealerHiddenCardPos; + [Header("Player Hit Card Positions")] + public Transform[] playerHitPositions; + + [Header("Dealer Hit Card Positions")] + public Transform[] dealerHitPositions; + + [Header("UI Buttons")] + public Button hitButton; + public Button standButton; + + [Header("Score UI")] + public TMP_Text playerScoreText; + public TMP_Text dealerScoreText; + public TMP_Text resultText; + + [Header("Win Mark UI")] + public GameObject[] playerWinMarks; + public GameObject[] dealerWinMarks; + + [Header("Match Setting")] + public int targetWinCount = 3; + public float nextRoundDelay = 2f; + + private List deck = new List(); + private List spawnedCards = new List(); + + private List playerCards = new List(); + private List dealerCards = new List(); + + private int playerHitIndex = 0; + private int dealerHitIndex = 0; + + private int playerWinCount = 0; + private int dealerWinCount = 0; + + private GameObject dealerHiddenCard; + + private bool isPlayerTurn = true; + private bool isGameOver = false; + private bool isMatchOver = false; + void Start() { - SpawnCard(playerCardPos1, false); - SpawnCard(playerCardPos2, false); - - SpawnCard(dealerOpenCardPos, false); - SpawnCard(dealerHiddenCardPos, true); + StartMatch(); } - void SpawnCard(Transform pos, bool faceDown) + void StartMatch() { - GameObject card = Instantiate(cardPrefab, pos.position, Quaternion.identity); + playerWinCount = 0; + dealerWinCount = 0; + isMatchOver = false; - card.transform.localScale = cardPrefab.transform.localScale * cardScale; + HideAllWinMarks(); + StartRound(); + } + + void StartRound() + { + ClearSpawnedCards(); + BuildDeck(); + + isPlayerTurn = true; + isGameOver = false; + + playerHitIndex = 0; + dealerHitIndex = 0; + + playerCards.Clear(); + dealerCards.Clear(); + + if (resultText != null) + { + resultText.gameObject.SetActive(false); + } + + if (hitButton != null) + { + hitButton.interactable = true; + } + + if (standButton != null) + { + standButton.interactable = true; + } + + DealPlayerCard(playerCardPos1); + DealPlayerCard(playerCardPos2); + + DealDealerCard(dealerOpenCardPos, false); + dealerHiddenCard = DealDealerCard(dealerHiddenCardPos, true); + + UpdateScoreUI(false); + + Debug.Log("New Round Start"); + Debug.Log("Player Score: " + CalculateScore(playerCards)); + Debug.Log("Dealer Open Card Score: " + GetCardValue(dealerCards[0])); + } + + void BuildDeck() + { + deck.Clear(); + + foreach (GameObject card in cardPrefabs) + { + if (card != null) + { + deck.Add(card); + } + } + + Debug.Log("Deck Count: " + deck.Count); + } + + GameObject DrawRandomCard() + { + if (deck.Count == 0) + { + Debug.LogWarning("Deck is empty."); + return null; + } + + int index = Random.Range(0, deck.Count); + GameObject selectedCard = deck[index]; + + deck.RemoveAt(index); + + return selectedCard; + } + + void DealPlayerCard(Transform pos) + { + GameObject prefab = DrawRandomCard(); + + if (prefab == null) + { + return; + } + + playerCards.Add(prefab.name); + SpawnCard(prefab, pos, false); + } + + GameObject DealDealerCard(Transform pos, bool faceDown) + { + GameObject prefab = DrawRandomCard(); + + if (prefab == null) + { + return null; + } + + dealerCards.Add(prefab.name); + return SpawnCard(prefab, pos, faceDown); + } + + public void Hit() + { + if (isGameOver || isMatchOver) + { + return; + } + + if (!isPlayerTurn) + { + Debug.Log("You already stood. Hit is disabled."); + return; + } + + if (playerHitIndex >= playerHitPositions.Length) + { + Debug.Log("No more player card positions."); + return; + } + + DealPlayerCard(playerHitPositions[playerHitIndex]); + playerHitIndex++; + + UpdateScoreUI(false); + + int playerScore = CalculateScore(playerCards); + Debug.Log("Player Score After Hit: " + playerScore); + + if (playerScore > 21) + { + Debug.Log("Player Bust! Dealer wins this round."); + EndRound(-1, "Player Bust!\nDealer Wins Round!"); + } + } + + public void Stand() + { + if (isGameOver || isMatchOver) + { + return; + } + + if (!isPlayerTurn) + { + return; + } + + isPlayerTurn = false; + + if (dealerHiddenCard != null) + { + dealerHiddenCard.transform.rotation = Quaternion.Euler(frontRotation); + } + + UpdateScoreUI(true); + + Debug.Log("Stand: Dealer hidden card opened."); + Debug.Log("Dealer Score: " + CalculateScore(dealerCards)); + + DealerTurn(); + } + + void DealerTurn() + { + while (CalculateScore(dealerCards) < 17) + { + if (dealerHitIndex >= dealerHitPositions.Length) + { + Debug.Log("No more dealer card positions."); + break; + } + + DealDealerCard(dealerHitPositions[dealerHitIndex], false); + dealerHitIndex++; + + UpdateScoreUI(true); + + Debug.Log("Dealer draws a card. Dealer Score: " + CalculateScore(dealerCards)); + } + + JudgeResult(); + } + + void JudgeResult() + { + int playerScore = CalculateScore(playerCards); + int dealerScore = CalculateScore(dealerCards); + + Debug.Log("Final Player Score: " + playerScore); + Debug.Log("Final Dealer Score: " + dealerScore); + + if (dealerScore > 21) + { + EndRound(1, "Dealer Bust!\nPlayer Wins Round!"); + } + else if (playerScore > dealerScore) + { + EndRound(1, "Player Wins Round!"); + } + else if (playerScore < dealerScore) + { + EndRound(-1, "Dealer Wins Round!"); + } + else + { + EndRound(0, "Draw!\nNo Score"); + } + } + + void EndRound(int winner, string message) + { + isGameOver = true; + isPlayerTurn = false; + + if (hitButton != null) + { + hitButton.interactable = false; + } + + if (standButton != null) + { + standButton.interactable = false; + } + + if (winner == 1) + { + if (playerWinCount < playerWinMarks.Length) + { + playerWinMarks[playerWinCount].SetActive(true); + } + + playerWinCount++; + } + else if (winner == -1) + { + if (dealerWinCount < dealerWinMarks.Length) + { + dealerWinMarks[dealerWinCount].SetActive(true); + } + + dealerWinCount++; + } + + ShowResult(message); + + if (playerWinCount >= targetWinCount) + { + isMatchOver = true; + ShowResult("Final Result\nPlayer Wins!"); + Debug.Log("Final Result: Player Wins!"); + return; + } + + if (dealerWinCount >= targetWinCount) + { + isMatchOver = true; + ShowResult("Final Result\nDealer Wins!"); + Debug.Log("Final Result: Dealer Wins!"); + return; + } + + StartCoroutine(StartNextRoundAfterDelay()); + } + + IEnumerator StartNextRoundAfterDelay() + { + yield return new WaitForSeconds(nextRoundDelay); + + if (!isMatchOver) + { + StartRound(); + } + } + + void UpdateScoreUI(bool showDealerFullScore) + { + int playerScore = CalculateScore(playerCards); + + if (playerScoreText != null) + { + playerScoreText.text = "Player: " + playerScore; + } + + if (dealerScoreText != null) + { + if (showDealerFullScore) + { + dealerScoreText.text = "Dealer: " + CalculateScore(dealerCards); + } + else + { + dealerScoreText.text = "Dealer: ?"; + } + } + } + + void ShowResult(string message) + { + if (resultText != null) + { + resultText.gameObject.SetActive(true); + resultText.text = message; + } + } + + void HideAllWinMarks() + { + foreach (GameObject mark in playerWinMarks) + { + if (mark != null) + { + mark.SetActive(false); + } + } + + foreach (GameObject mark in dealerWinMarks) + { + if (mark != null) + { + mark.SetActive(false); + } + } + } + + void ClearSpawnedCards() + { + foreach (GameObject card in spawnedCards) + { + if (card != null) + { + Destroy(card); + } + } + + spawnedCards.Clear(); + } + + int CalculateScore(List cards) + { + int total = 0; + int aceCount = 0; + + foreach (string cardName in cards) + { + int value = GetCardValue(cardName); + + if (IsAce(cardName)) + { + aceCount++; + } + + total += value; + } + + while (total > 21 && aceCount > 0) + { + total -= 10; + aceCount--; + } + + return total; + } + + int GetCardValue(string cardName) + { + string lowerName = cardName.ToLower(); + + if (lowerName.Contains("ace")) + { + return 11; + } + + if (lowerName.Contains("jack") || lowerName.Contains("queen") || lowerName.Contains("king")) + { + return 10; + } + + Match match = Regex.Match(cardName, @"\d+"); + + if (match.Success) + { + return int.Parse(match.Value); + } + + Debug.LogWarning("Card value not found: " + cardName); + return 0; + } + + bool IsAce(string cardName) + { + return cardName.ToLower().Contains("ace"); + } + + GameObject SpawnCard(GameObject prefab, Transform pos, bool faceDown) + { + if (prefab == null || pos == null) + { + Debug.LogWarning("Card prefab or position is missing."); + return null; + } + + GameObject card = Instantiate(prefab, pos.position, Quaternion.identity); + spawnedCards.Add(card); + + card.transform.localScale = prefab.transform.localScale * cardScale; if (faceDown) { @@ -42,5 +491,7 @@ void SpawnCard(Transform pos, bool faceDown) { card.transform.rotation = Quaternion.Euler(frontRotation); } + + return card; } } \ No newline at end of file diff --git a/Assets/02_Scripts/Blackjack/HookWalkToTable.cs b/Assets/02_Scripts/Blackjack/HookWalkToTable.cs new file mode 100644 index 00000000..855e5967 --- /dev/null +++ b/Assets/02_Scripts/Blackjack/HookWalkToTable.cs @@ -0,0 +1,230 @@ +using UnityEngine; +using UnityEngine.AI; +using UnityEngine.InputSystem; + +public class HookWalkToTable : MonoBehaviour +{ + [Header("Path Points")] + public Transform tableFrontPoint; + public Transform chairFrontPoint; + + [Header("Sit Point")] + public Transform sitPoint; + + [Header("Move Setting")] + public float arriveBuffer = 0.15f; + + [Header("Animator")] + public Animator animator; + public string walkBoolName = "isWalking"; + public string sitTriggerName = "sitTrigger"; + + [Header("Collision")] + public bool disableCollidersWhenSitting = true; + public Collider[] hookColliders; + + [Header("Test")] + public Key testStartKey = Key.T; + + private NavMeshAgent agent; + + private int step = 0; + private bool isMoving = false; + private bool hasArrived = false; + private bool isSitting = false; + + private Vector3 currentDestination; + + void Start() + { + agent = GetComponent(); + + if (agent != null) + { + agent.isStopped = true; + agent.ResetPath(); + agent.stoppingDistance = 0.05f; + agent.autoBraking = true; + } + + if (animator != null) + { + animator.SetBool(walkBoolName, false); + } + + // Inspector Collider ־ ڵ ũ ڽ ݶ̴ ã + if (hookColliders == null || hookColliders.Length == 0) + { + hookColliders = GetComponentsInChildren(); + } + } + + void Update() + { + // ׽Ʈ: T + if (Keyboard.current != null && Keyboard.current[testStartKey].wasPressedThisFrame) + { + StartWalking(); + } + + if (!isMoving || agent == null) + { + return; + } + + if (agent.pathPending) + { + return; + } + + float distance = Vector3.Distance(transform.position, currentDestination); + + if (distance <= agent.stoppingDistance + arriveBuffer) + { + GoNextStep(); + } + } + + public void StartWalking() + { + if (agent == null) + { + Debug.LogWarning("NavMeshAgent is missing."); + return; + } + + if (tableFrontPoint == null || chairFrontPoint == null) + { + Debug.LogWarning("TableFrontPoint or ChairFrontPoint is missing."); + return; + } + + if (isMoving || hasArrived || isSitting) + { + return; + } + + step = 0; + hasArrived = false; + isMoving = true; + + if (animator != null) + { + animator.SetBool(walkBoolName, true); + } + + agent.enabled = true; + agent.isStopped = false; + + MoveTo(tableFrontPoint); + + Debug.Log("Hook starts walking to table front point."); + } + + void MoveTo(Transform target) + { + NavMeshHit hit; + + if (NavMesh.SamplePosition(target.position, out hit, 1.5f, NavMesh.AllAreas)) + { + currentDestination = hit.position; + agent.SetDestination(currentDestination); + + Debug.Log("Destination set: " + target.name); + } + else + { + Debug.LogWarning("Target is not near NavMesh: " + target.name); + StopWalking(); + } + } + + void GoNextStep() + { + step++; + + if (step == 1) + { + MoveTo(chairFrontPoint); + Debug.Log("Hook moves to chair front point."); + } + else + { + ArriveAndSit(); + } + } + + void ArriveAndSit() + { + isMoving = false; + hasArrived = true; + isSitting = true; + + // 1. NavMeshAgent + if (agent != null) + { + agent.isStopped = true; + agent.ResetPath(); + agent.enabled = false; + } + + // 2. ũ Collider + // /̺ ݶ̴ з ö󰡴 + if (disableCollidersWhenSitting) + { + DisableHookColliders(); + } + + // 3. ġ ̵ + if (sitPoint != null) + { + transform.position = sitPoint.position; + transform.rotation = sitPoint.rotation; + } + else if (chairFrontPoint != null) + { + transform.rotation = chairFrontPoint.rotation; + } + + // 4. ɴ ִϸ̼ + if (animator != null) + { + animator.SetBool(walkBoolName, false); + animator.SetTrigger(sitTriggerName); + } + + Debug.Log("Hook moved to sit point and started sitting."); + } + + void DisableHookColliders() + { + if (hookColliders == null || hookColliders.Length == 0) + { + return; + } + + foreach (Collider col in hookColliders) + { + if (col != null) + { + col.enabled = false; + } + } + } + + void StopWalking() + { + isMoving = false; + + if (agent != null && agent.enabled) + { + agent.isStopped = true; + agent.ResetPath(); + } + + if (animator != null) + { + animator.SetBool(walkBoolName, false); + } + } +} \ No newline at end of file diff --git a/Assets/02_Scripts/Blackjack/HookWalkToTable.cs.meta b/Assets/02_Scripts/Blackjack/HookWalkToTable.cs.meta new file mode 100644 index 00000000..f10c7d79 --- /dev/null +++ b/Assets/02_Scripts/Blackjack/HookWalkToTable.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 39cf77b883021d64ba8f144f4a7ee177 \ No newline at end of file diff --git a/Assets/04_Models/Blackjack/LittleGamesPack/Materials/CardsAndTables.mat b/Assets/04_Models/Blackjack/LittleGamesPack/Materials/CardsAndTables.mat index 9832d9f9..feec5f3f 100644 --- a/Assets/04_Models/Blackjack/LittleGamesPack/Materials/CardsAndTables.mat +++ b/Assets/04_Models/Blackjack/LittleGamesPack/Materials/CardsAndTables.mat @@ -112,7 +112,7 @@ Material: - _Parallax: 0.02 - _QueueOffset: 0 - _ReceiveShadows: 1 - - _Smoothness: 0.781 + - _Smoothness: 0 - _SmoothnessTextureChannel: 0 - _SpecularHighlights: 1 - _SrcBlend: 1 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