diff --git a/Assets/GoogleMobileAds/Editor/GradleProcessor.cs b/Assets/GoogleMobileAds/Editor/GradleProcessor.cs index e24d6f2..e3001bb 100644 --- a/Assets/GoogleMobileAds/Editor/GradleProcessor.cs +++ b/Assets/GoogleMobileAds/Editor/GradleProcessor.cs @@ -68,7 +68,6 @@ public class GradleProcessor : IPostGenerateGradleAndroidProject File.WriteAllText(gradlepath, contents); } - // TODO (b/311555203) Use delete then write approach above to update this Gradle script too. var unityLibraryGradle = Directory.GetFiles(rootPath, "unityLibrary/build.gradle", SearchOption.TopDirectoryOnly); diff --git a/Assets/GoogleMobileAds/Editor/Utils.cs b/Assets/GoogleMobileAds/Editor/Utils.cs index 3b463f3..3ff590c 100644 --- a/Assets/GoogleMobileAds/Editor/Utils.cs +++ b/Assets/GoogleMobileAds/Editor/Utils.cs @@ -78,7 +78,6 @@ namespace GoogleMobileAds.Editor } } - // TODO(@vkini): read from default Unity baseProjectTemplate.gradle file private static string DefaultAndroidGradlePlugin() { #if UNITY_2022_3_OR_NEWER diff --git a/Assets/Script/Common/Constants.cs b/Assets/Script/Common/Constants.cs index eb717cc..86f7850 100644 --- a/Assets/Script/Common/Constants.cs +++ b/Assets/Script/Common/Constants.cs @@ -1,7 +1,7 @@ public class Constants { - public const string ServerURL = "http://localhost:3000"; - public const string GameServerURL = "ws://localhost:3000"; + public const string ServerURL = "https://superb-hally-fiore-3b22d78a.koyeb.app"; + public const string GameServerURL = "ws://superb-hally-fiore-3b22d78a.koyeb.app"; public const int BoardSize = 15; public const int ReplayMaxRecordSize = 10; public const int WIN_COUNT = 5; diff --git a/Assets/Script/Game/GameLogic.cs b/Assets/Script/Game/GameLogic.cs index df237c4..bbc54bf 100644 --- a/Assets/Script/Game/GameLogic.cs +++ b/Assets/Script/Game/GameLogic.cs @@ -73,7 +73,6 @@ public partial class GameLogic : IDisposable MultiPlayManager = new MultiplayManager((state, data) => { - Debug.Log($"## {state}"); switch (state) { case Constants.MultiplayManagerState.CreateRoom: @@ -431,7 +430,6 @@ public partial class GameLogic : IDisposable } else // 로컬에서 자신의 타이머 기준으로 상대방이 타임 오버일 때 { - // TODO: 컨펌 패널 OK 버튼 삭제? GameManager.Instance.panelManager.OpenConfirmPanel("상대방의 응답을 기다리는 중입니다", () => { }, false, false ); } diff --git a/Assets/Script/Game/GameManager.cs b/Assets/Script/Game/GameManager.cs index 3b98690..4b52c0e 100644 --- a/Assets/Script/Game/GameManager.cs +++ b/Assets/Script/Game/GameManager.cs @@ -175,7 +175,6 @@ public class GameManager : Singleton private void OnApplicationQuit() { - Debug.Log("앱 종료 감지: 소켓 연결 정리 중..."); if (_gameLogic == null) return; if(_gameLogic.GameInProgress) _gameLogic?.ForceQuit(); diff --git a/Assets/Script/Game/GameUtility/GameRoutine.cs b/Assets/Script/Game/GameUtility/GameRoutine.cs index 03ae7d0..6da82bc 100644 --- a/Assets/Script/Game/GameUtility/GameRoutine.cs +++ b/Assets/Script/Game/GameUtility/GameRoutine.cs @@ -88,7 +88,6 @@ public partial class GameLogic { SetState(null); ReplayManager.Instance.SaveReplayDataResult(result); - //TODO: 게임 종료 후 행동 구현 ChangeGameInProgress(false); // 인게임 버튼 표시 GameManager.Instance.SetButtonsIndicator(false); diff --git a/Assets/Script/Game/MultiplayManager.cs b/Assets/Script/Game/MultiplayManager.cs index 3c659d6..e112a15 100644 --- a/Assets/Script/Game/MultiplayManager.cs +++ b/Assets/Script/Game/MultiplayManager.cs @@ -129,7 +129,6 @@ public class MultiplayManager : IDisposable // 연결될 때까지 대기 while (!_socket.Connected) { - Debug.Log("소켓 연결 대기 중..."); await Task.Delay(100); // 0.1초 대기 후 다시 확인 } _socket.Emit("registerPlayer", new { nickname, rating, imageIndex }); @@ -145,7 +144,6 @@ public class MultiplayManager : IDisposable private void JoinRoom(SocketIOResponse response) { var data = response.GetValue(); - Debug.Log($"룸에 참여: 룸 ID - {data.roomId}, 상대방 등급 - {data.opponentRating}, 상대방 이름 - {data.opponentNickname}, 흑/백 여부 - {data.isBlack}, 상대방 이미지 인덱스 - {data.opponentImageIndex}"); _roomId = data.roomId; _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.JoinRoom, data); } @@ -153,14 +151,12 @@ public class MultiplayManager : IDisposable private void SwitchAI(SocketIOResponse response) { var data = response.GetValue(); - Debug.Log("switchAI: " + data.message); _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.SwitchAI, data.message); } private void StartGame(SocketIOResponse response) { var data = response.GetValue(); - Debug.Log($"게임 시작: 상대방 ID - {data.opponentId}, 상대방 등급 - {data.opponentRating}, 상대방 이름 - {data.opponentNickname}, 흑/백 여부 - {data.isBlack}, 상대방 이미지 인덱스 - {data.opponentImageIndex}"); // 필요한 데이터 사용 _onMultiplayStateChanged?.Invoke(Constants.MultiplayManagerState.StartGame, data); @@ -174,7 +170,6 @@ public class MultiplayManager : IDisposable if (data != null && data.position != null) { Vector2Int opponentPosition = new Vector2Int(data.position.x, data.position.y); - Debug.Log($"상대방의 위치: {opponentPosition}"); OnOpponentMove?.Invoke(new MoveData { position = data.position }); } else @@ -187,7 +182,6 @@ public class MultiplayManager : IDisposable // 플레이어의 마커 위치를 서버로 전달하기 위한 메서드 public void SendPlayerMove(string roomId, Vector2Int position) { - Debug.Log($"내 위치: {position}"); _socket.Emit("doPlayer", new { roomId, @@ -367,7 +361,7 @@ public class MultiplayManager : IDisposable { if (string.IsNullOrEmpty(_roomId)) { - Debug.LogError("requestDraw 호출 실패: _roomId가 설정되지 않음"); + Debug.LogError("RequestRevengeRequest 호출 실패: _roomId가 설정되지 않음"); return; } _socket.Emit("requestRevenge",new { roomId = _roomId }); diff --git a/Assets/Script/Main/SignupPanelController.cs b/Assets/Script/Main/SignupPanelController.cs index d2e22a0..e75f469 100644 --- a/Assets/Script/Main/SignupPanelController.cs +++ b/Assets/Script/Main/SignupPanelController.cs @@ -147,7 +147,6 @@ public class SignupPanelController : MonoBehaviour // 이메일 유효하지 않음 GameManager.Instance.panelManager.OpenConfirmPanel("올바른 이메일 주소를 입력하세요.", () => {}); - Debug.Log("이메일 유효성 X"); } } @@ -186,7 +185,6 @@ public class SignupPanelController : MonoBehaviour { // 비밀번호 글자 수 제한 GameManager.Instance.panelManager.OpenConfirmPanel("비밀번호는 6자 이상 18자 이하로 입력해주세요.", () => {}); - Debug.Log("비밀번호 글자 수 제한"); } } } diff --git a/Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs b/Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs index e4460d3..879d1bb 100644 --- a/Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs +++ b/Assets/Script/Renju/KSH_Renju/DoubleFourCheck.cs @@ -82,7 +82,6 @@ public class DoubleFourCheck : ForbiddenDetectorBase // 한줄로 발생하는 쌍사 패턴 검사 if (patternStr.Contains("●●□●●□●●") || patternStr.Contains("●□●●●□●")) { - Debug.Log("patternStr: " + patternStr); return true; } } diff --git a/Assets/Script/Renju/RenjuDoubleThreeDetector.cs b/Assets/Script/Renju/RenjuDoubleThreeDetector.cs index 1befe0d..570947f 100644 --- a/Assets/Script/Renju/RenjuDoubleThreeDetector.cs +++ b/Assets/Script/Renju/RenjuDoubleThreeDetector.cs @@ -427,8 +427,6 @@ public class RenjuDoubleThreeDetector : ForbiddenDetectorBase if (!formsDoubleFour) { canFormFourCount++; - // 디버깅 - // Debug.Log($"Can form four at ({emptyPos.x}, {emptyPos.y}) without double four"); } } } diff --git a/Assets/Script/UI/PanelChildController/RatingPointsController.cs b/Assets/Script/UI/PanelChildController/RatingPointsController.cs index e183800..36cbe9d 100644 --- a/Assets/Script/UI/PanelChildController/RatingPointsController.cs +++ b/Assets/Script/UI/PanelChildController/RatingPointsController.cs @@ -50,7 +50,6 @@ public class RatingPointsController : MonoBehaviour } public void InitRatingPoints(int oldScore,Enums.GameResult gameResult, int defaultRequiredScore) { - // TODO: [인덱스계산 ㅇㅖ외처리 ] 계산한 값 절대값이 defaultRequiredScore보다 큰 경우 return. 근데 이런 값이 나온다는게 이미 계산 오류가 어디서 생긴 것이겠죠..? _oldScore = oldScore; _oldRequiredScore = defaultRequiredScore; if (_oldScore == 0) diff --git a/Assets/Script/UI/PanelController/PanelManager.cs b/Assets/Script/UI/PanelController/PanelManager.cs index 0ae7365..95c950e 100644 --- a/Assets/Script/UI/PanelController/PanelManager.cs +++ b/Assets/Script/UI/PanelController/PanelManager.cs @@ -36,8 +36,6 @@ public class PanelManager : MonoBehaviour { effectPanelPrefabs[effect.name] = effect; } - - Debug.Log($"총 {panelPrefabs.Count}개의 패널이 로드됨."); } void SetCanvas() @@ -343,10 +341,7 @@ public class PanelManager : MonoBehaviour public void RemoveCoinsPanelUI(Action onComplete) { NetworkManager.Instance.DeductCoins((i) => - { - //Todo: 감소된 코인 값으로 확장할 기능 추가 - - }, (failMessage) => + { }, (failMessage) => { Debug.Log(failMessage); });