feat(arena): 아레나 화면 및 위젯 개선

- 장비 비교 리스트 UI 개선
- 결과 패널/다이얼로그 업데이트
- 설정 화면 개선
This commit is contained in:
JiWoong Sul
2026-01-07 20:21:54 +09:00
parent 699ae3b7f3
commit 6667de56d3
4 changed files with 196 additions and 70 deletions

View File

@@ -55,9 +55,12 @@ class _ArenaSetupScreenState extends State<ArenaSetupScreen> {
/// 자동 결정된 상대
HallOfFameEntry? _opponent;
/// 선택된 베팅 슬롯
/// 선택된 베팅 슬롯 (도전자가 상대에게서 뺏을 슬롯)
EquipmentSlot? _selectedSlot;
/// 상대가 선택한 베팅 슬롯 (패배 시 뺏길 슬롯)
EquipmentSlot? _opponentBettingSlot;
@override
void initState() {
super.initState();
@@ -71,9 +74,13 @@ class _ArenaSetupScreenState extends State<ArenaSetupScreen> {
void _selectChallenger(HallOfFameEntry entry) {
final opponent = _arenaService.findOpponent(widget.hallOfFame, entry.id);
// AI가 도전자에게서 약탈할 슬롯 미리 계산
final opponentSlot = _arenaService.selectOpponentBettingSlot(entry);
setState(() {
_challenger = entry;
_opponent = opponent;
_opponentBettingSlot = opponentSlot;
_step = 1;
});
}
@@ -81,14 +88,16 @@ class _ArenaSetupScreenState extends State<ArenaSetupScreen> {
void _startBattle() {
if (_challenger == null ||
_opponent == null ||
_selectedSlot == null) {
_selectedSlot == null ||
_opponentBettingSlot == null) {
return;
}
final match = ArenaMatch(
challenger: _challenger!,
opponent: _opponent!,
bettingSlot: _selectedSlot!,
challengerBettingSlot: _selectedSlot!,
opponentBettingSlot: _opponentBettingSlot!,
);
final navigator = Navigator.of(context);
@@ -188,7 +197,7 @@ class _ArenaSetupScreenState extends State<ArenaSetupScreen> {
),
// 상단 캐릭터 정보 (좌우 대칭)
_buildCharacterHeaders(),
// 장비 비교 리스트
// 장비 비교 리스트 (양방향 베팅 표시 포함)
Expanded(
child: Padding(
padding: const EdgeInsets.symmetric(horizontal: 12),
@@ -197,6 +206,7 @@ class _ArenaSetupScreenState extends State<ArenaSetupScreen> {
enemyEquipment: _opponent?.finalEquipment,
selectedSlot: _selectedSlot,
recommendedSlot: recommendedSlot,
opponentBettingSlot: _opponentBettingSlot,
onSlotSelected: (slot) {
setState(() => _selectedSlot = slot);
},
@@ -209,14 +219,16 @@ class _ArenaSetupScreenState extends State<ArenaSetupScreen> {
);
}
/// 추천 슬롯 계산 (점수 이득이 가장 큰 슬롯)
/// 추천 슬롯 계산 (점수 이득이 가장 큰 슬롯, 무기 제외)
EquipmentSlot? _calculateRecommendedSlot() {
if (_challenger == null || _opponent == null) return null;
EquipmentSlot? bestSlot;
int maxGain = 0;
for (final slot in EquipmentSlot.values) {
// 베팅 가능한 슬롯만 검사 (무기 제외)
final bettableSlots = _arenaService.getBettableSlots();
for (final slot in bettableSlots) {
final myItem = _findItem(slot, _challenger!.finalEquipment);
final enemyItem = _findItem(slot, _opponent!.finalEquipment);

View File

@@ -11,6 +11,7 @@ const _myEquipmentTitle = 'MY EQUIPMENT';
const _enemyEquipmentTitle = 'ENEMY EQUIPMENT';
const _selectedLabel = 'SELECTED';
const _recommendedLabel = 'BEST';
const _weaponLockedLabel = 'LOCKED';
/// 좌우 대칭 장비 비교 리스트
///
@@ -24,6 +25,7 @@ class ArenaEquipmentCompareList extends StatefulWidget {
required this.selectedSlot,
required this.onSlotSelected,
this.recommendedSlot,
this.opponentBettingSlot,
});
/// 내 장비 목록
@@ -32,7 +34,7 @@ class ArenaEquipmentCompareList extends StatefulWidget {
/// 상대 장비 목록
final List<EquipmentItem>? enemyEquipment;
/// 현재 선택된 슬롯
/// 현재 선택된 슬롯 (내가 상대에게서 뺏을 슬롯)
final EquipmentSlot? selectedSlot;
/// 슬롯 선택 콜백
@@ -41,6 +43,9 @@ class ArenaEquipmentCompareList extends StatefulWidget {
/// 추천 슬롯 (점수 이득이 가장 큰 슬롯)
final EquipmentSlot? recommendedSlot;
/// 상대가 선택한 슬롯 (패배 시 내가 잃을 슬롯)
final EquipmentSlot? opponentBettingSlot;
@override
State<ArenaEquipmentCompareList> createState() =>
_ArenaEquipmentCompareListState();
@@ -162,6 +167,14 @@ class _ArenaEquipmentCompareListState extends State<ArenaEquipmentCompareList> {
final isSelected = widget.selectedSlot == slot;
final isRecommended = widget.recommendedSlot == slot;
// 무기 슬롯은 선택 불가 (보호됨)
final isLocked = slot == EquipmentSlot.weapon;
// 양방향 베팅 상태
final isMyTarget = isSelected; // 내가 선택 = 상대 장비 획득 예정
final isOpponentTarget =
widget.opponentBettingSlot == slot; // 상대가 선택 = 내 장비 손실 예정
final myScore =
myItem != null ? ItemService.calculateEquipmentScore(myItem) : 0;
final enemyScore =
@@ -172,29 +185,29 @@ class _ArenaEquipmentCompareListState extends State<ArenaEquipmentCompareList> {
children: [
// 슬롯 행 (좌우 대칭)
GestureDetector(
onTap: () {
// 탭하면 즉시 선택 + 확장 + 자동 스크롤
widget.onSlotSelected(slot);
setState(() {
_expandedSlot = isExpanded ? null : slot;
});
// 확장될 때만 스크롤 (다음 프레임에서 실행)
if (!isExpanded) {
WidgetsBinding.instance.addPostFrameCallback((_) {
_scrollToSlot(slot);
});
}
},
onTap: isLocked
? null
: () {
// 탭하면 즉시 선택 + 확장 + 자동 스크롤
widget.onSlotSelected(slot);
setState(() {
_expandedSlot = isExpanded ? null : slot;
});
// 확장될 때만 스크롤 (다음 프레임에서 실행)
if (!isExpanded) {
WidgetsBinding.instance.addPostFrameCallback((_) {
_scrollToSlot(slot);
});
}
},
child: Container(
padding: const EdgeInsets.symmetric(vertical: 6, horizontal: 4),
decoration: BoxDecoration(
color: isSelected
? RetroColors.goldOf(context).withValues(alpha: 0.2)
: isRecommended
? Colors.green.withValues(alpha: 0.1)
: isExpanded
? RetroColors.panelBgOf(context)
: Colors.transparent,
color: isLocked
? RetroColors.borderOf(context).withValues(alpha: 0.1)
: isExpanded
? RetroColors.panelBgOf(context)
: Colors.transparent,
border: Border(
bottom: BorderSide(
color: RetroColors.borderOf(context).withValues(alpha: 0.3),
@@ -203,60 +216,127 @@ class _ArenaEquipmentCompareListState extends State<ArenaEquipmentCompareList> {
),
child: Row(
children: [
// 내 장비
Expanded(child: _buildEquipmentCell(context, myItem, myScore, Colors.blue)),
// 내 장비 (상대가 노리면 빨간 배경)
Expanded(
child: _buildEquipmentCell(
context,
myItem,
myScore,
Colors.blue,
isLocked: isLocked,
isTargetedByOpponent: isOpponentTarget,
),
),
// 슬롯 아이콘 (중앙)
_buildSlotIndicator(context, slot, isSelected, isRecommended, scoreDiff),
// 상대 장비
Expanded(child: _buildEquipmentCell(context, enemyItem, enemyScore, Colors.red)),
_buildSlotIndicator(
context,
slot,
isSelected,
isRecommended,
scoreDiff,
isLocked: isLocked,
isOpponentTarget: isOpponentTarget,
),
// 상대 장비 (내가 선택하거나 추천이면 녹색 배경)
Expanded(
child: _buildEquipmentCell(
context,
enemyItem,
enemyScore,
Colors.red,
isLocked: isLocked,
isMyTarget: isMyTarget,
isRecommended: isRecommended && !isMyTarget,
),
),
],
),
),
),
// 확장된 비교 패널
if (isExpanded)
// 확장된 비교 패널 (잠긴 슬롯은 확장 불가)
if (isExpanded && !isLocked)
_buildExpandedPanel(context, slot, myItem, enemyItem, scoreDiff),
],
);
}
/// 장비 셀 (한쪽)
///
/// [isTargetedByOpponent] 상대가 이 슬롯을 노림 (좌측 - 내 장비 손실)
/// [isMyTarget] 내가 이 슬롯을 선택함 (우측 - 상대 장비 획득)
/// [isRecommended] 추천 슬롯 (우측 - 획득 추천)
Widget _buildEquipmentCell(
BuildContext context,
EquipmentItem? item,
int score,
Color accentColor,
) {
Color accentColor, {
bool isLocked = false,
bool isTargetedByOpponent = false,
bool isMyTarget = false,
bool isRecommended = false,
}) {
final hasItem = item != null && item.isNotEmpty;
final rarityColor = hasItem ? _getRarityColor(item.rarity) : Colors.grey;
return Row(
children: [
// 아이템 이름
Expanded(
child: Text(
hasItem ? item.name : '-',
// 배경색 결정
Color? bgColor;
Color? borderColor;
if (!isLocked) {
if (isTargetedByOpponent) {
bgColor = Colors.red.withValues(alpha: 0.2); // 손실 예정
borderColor = Colors.red.withValues(alpha: 0.5);
} else if (isMyTarget) {
bgColor = Colors.green.withValues(alpha: 0.25); // 획득 예정
borderColor = Colors.green.withValues(alpha: 0.6);
} else if (isRecommended) {
bgColor = Colors.green.withValues(alpha: 0.15); // 추천
borderColor = Colors.green.withValues(alpha: 0.4);
}
}
final textColor = isLocked
? RetroColors.textMutedOf(context)
: hasItem
? rarityColor
: RetroColors.textMutedOf(context);
return Container(
padding: const EdgeInsets.symmetric(horizontal: 6, vertical: 6),
decoration: BoxDecoration(
color: bgColor,
borderRadius: BorderRadius.circular(4),
border: borderColor != null ? Border.all(color: borderColor) : null,
),
child: Row(
children: [
// 아이템 이름
Expanded(
child: Text(
hasItem ? item.name : '-',
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: 6,
color: textColor,
),
maxLines: 1,
overflow: TextOverflow.ellipsis,
),
),
// 점수
Text(
'$score',
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: 5,
color: hasItem ? rarityColor : RetroColors.textMutedOf(context),
fontSize: 6,
color: isLocked
? RetroColors.textMutedOf(context)
: hasItem
? RetroColors.textSecondaryOf(context)
: RetroColors.textMutedOf(context),
),
maxLines: 1,
overflow: TextOverflow.ellipsis,
),
),
// 점수
Text(
'$score',
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: 5,
color: hasItem
? RetroColors.textSecondaryOf(context)
: RetroColors.textMutedOf(context),
),
),
],
],
),
);
}
@@ -266,14 +346,27 @@ class _ArenaEquipmentCompareListState extends State<ArenaEquipmentCompareList> {
EquipmentSlot slot,
bool isSelected,
bool isRecommended,
int scoreDiff,
) {
int scoreDiff, {
bool isLocked = false,
bool isOpponentTarget = false,
}) {
final Color borderColor;
final Color bgColor;
if (isSelected) {
if (isLocked) {
borderColor = RetroColors.borderOf(context).withValues(alpha: 0.5);
bgColor = RetroColors.borderOf(context).withValues(alpha: 0.1);
} else if (isSelected && isOpponentTarget) {
// 양쪽 모두 선택 - 금색 테두리 유지
borderColor = RetroColors.goldOf(context);
bgColor = RetroColors.goldOf(context).withValues(alpha: 0.3);
} else if (isSelected) {
borderColor = RetroColors.goldOf(context);
bgColor = RetroColors.goldOf(context).withValues(alpha: 0.3);
} else if (isOpponentTarget) {
// 상대만 선택 - 빨간 표시
borderColor = Colors.red.withValues(alpha: 0.7);
bgColor = Colors.red.withValues(alpha: 0.15);
} else if (isRecommended) {
borderColor = Colors.green;
bgColor = Colors.green.withValues(alpha: 0.2);
@@ -295,15 +388,27 @@ class _ArenaEquipmentCompareListState extends State<ArenaEquipmentCompareList> {
children: [
// 슬롯 아이콘
Icon(
_getSlotIcon(slot),
isLocked ? Icons.lock : _getSlotIcon(slot),
size: 12,
color: isSelected
? RetroColors.goldOf(context)
: RetroColors.textSecondaryOf(context),
color: isLocked
? RetroColors.textMutedOf(context)
: isSelected
? RetroColors.goldOf(context)
: RetroColors.textSecondaryOf(context),
),
const SizedBox(height: 2),
// 점수 변화
_buildScoreDiffBadge(context, scoreDiff, isRecommended),
// 잠금 표시 또는 점수 변화
if (isLocked)
Text(
_weaponLockedLabel,
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: 4,
color: RetroColors.textMutedOf(context),
),
)
else
_buildScoreDiffBadge(context, scoreDiff, isRecommended),
],
),
);

View File

@@ -33,7 +33,10 @@ class ArenaResultDialog extends StatelessWidget {
Widget build(BuildContext context) {
final isVictory = result.isVictory;
final resultColor = isVictory ? Colors.amber : Colors.red;
final slot = result.match.bettingSlot;
// 승패에 따라 교환 슬롯 결정
final slot = isVictory
? result.match.challengerBettingSlot
: result.match.opponentBettingSlot;
return AlertDialog(
backgroundColor: RetroColors.panelBgOf(context),

View File

@@ -243,9 +243,15 @@ class _ArenaResultPanelState extends State<ArenaResultPanel>
}
Widget _buildExchangeSection(BuildContext context) {
final slot = widget.result.match.bettingSlot;
final isVictory = widget.result.isVictory;
// 승패에 따라 교환 슬롯 결정
// 승리: 도전자가 선택한 슬롯(상대에게서 약탈)
// 패배: 상대가 선택한 슬롯(도전자에게서 약탈당함)
final slot = isVictory
? widget.result.match.challengerBettingSlot
: widget.result.match.opponentBettingSlot;
// 도전자의 교환 결과
final oldItem = _findItem(
widget.result.match.challenger.finalEquipment,