diff --git a/Assets/Script/Common/AudioManager.cs b/Assets/Script/Common/AudioManager.cs index 899fc5d..fcb7ff3 100644 --- a/Assets/Script/Common/AudioManager.cs +++ b/Assets/Script/Common/AudioManager.cs @@ -76,18 +76,18 @@ public class AudioManager : Singleton // 클릭 사운드(SFX) 재생 public void PlayClickSound() { - if (audioSource != null) + if (sfxAudioSource != null) { - audioSource.PlayOneShot(clickSound, sfxVolume); + sfxAudioSource.PlayOneShot(clickSound, sfxVolume); } } // 닫기 사운드(SFX) 재생 public void PlayCloseSound() { - if (audioSource != null) + if (sfxAudioSource != null) { - audioSource.PlayOneShot(closeSound, sfxVolume); + sfxAudioSource.PlayOneShot(closeSound, sfxVolume); } } diff --git a/Assets/Script/Game/GameLogic.cs b/Assets/Script/Game/GameLogic.cs index 2d59f55..1c70c95 100644 --- a/Assets/Script/Game/GameLogic.cs +++ b/Assets/Script/Game/GameLogic.cs @@ -299,6 +299,7 @@ public class GameLogic : MonoBehaviour switch (gameType) { + // TODO: 현재 싱글 플레이로 바로 넘어가지 않기 때문에 미사용 중 case Enums.GameType.SinglePlay: firstPlayerState = new PlayerState(true); secondPlayerState = new AIState(); @@ -330,6 +331,8 @@ public class GameLogic : MonoBehaviour case Constants.MultiplayManagerState.JoinRoom: Debug.Log("## Join Room"); var joinRoomData = data as JoinRoomData; + + // TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요 if (joinRoomData == null) { Debug.Log("Join Room 응답값이 null 입니다"); @@ -367,6 +370,8 @@ public class GameLogic : MonoBehaviour case Constants.MultiplayManagerState.StartGame: Debug.Log("## Start Game"); var startGameData = data as StartGameData; + + // TODO: 응답값 없을 때 서버에서 다시 받아오기 or AI 플레이로 넘기는 처리 필요 if (startGameData == null) { Debug.Log("Start Game 응답값이 null 입니다");