DO-73 [Feat] 버그 수정
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265567a554
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@ -22,7 +22,6 @@ public abstract class BasePlayerState
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gameLogic.fioTimer.PauseTimer();
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gameLogic.fioTimer.PauseTimer();
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gameLogic.SetNewBoardValue(playerType, row, col);
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gameLogic.SetNewBoardValue(playerType, row, col);
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gameLogic.CountStoneCounter();
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gameLogic.CountStoneCounter();
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if (_isMultiplay)
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if (_isMultiplay)
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{
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{
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_multiplayManager.SendPlayerMove(_roomId, new Vector2Int(row, col));
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_multiplayManager.SendPlayerMove(_roomId, new Vector2Int(row, col));
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@ -357,6 +356,7 @@ public class GameLogic : IDisposable
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Debug.Log("Join Room 응답값이 null 입니다");
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Debug.Log("Join Room 응답값이 null 입니다");
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return;
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return;
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}
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}
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_roomId = joinRoomData.roomId;
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// 선공, 후공 처리
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// 선공, 후공 처리
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isFirstPlayer = joinRoomData.isBlack;
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isFirstPlayer = joinRoomData.isBlack;
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@ -366,7 +366,7 @@ public class GameLogic : IDisposable
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if (isFirstPlayer)
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if (isFirstPlayer)
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{
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{
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Debug.Log("해당 플레이어가 선공 입니다");
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Debug.Log("해당 플레이어가 선공 입니다");
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firstPlayerState = new PlayerState(true, _multiplayManager, joinRoomData.roomId);
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firstPlayerState = new PlayerState(true, _multiplayManager, _roomId);
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secondPlayerState = new MultiPlayerState(false, _multiplayManager);
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secondPlayerState = new MultiPlayerState(false, _multiplayManager);
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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{
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@ -381,7 +381,7 @@ public class GameLogic : IDisposable
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{
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{
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Debug.Log("해당 플레이어가 후공 입니다");
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Debug.Log("해당 플레이어가 후공 입니다");
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firstPlayerState = new MultiPlayerState(true, _multiplayManager);
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firstPlayerState = new MultiPlayerState(true, _multiplayManager);
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secondPlayerState = new PlayerState(false, _multiplayManager, joinRoomData.roomId);
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secondPlayerState = new PlayerState(false, _multiplayManager, _roomId);
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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{
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