DO-46 [Fix] 멀티플레이 턴 표시 및 승패 버그 수정
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@ -20,7 +20,6 @@ public abstract class BasePlayerState
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public void ProcessMove(GameLogic gameLogic, Enums.PlayerType playerType, int row, int col)
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{
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gameLogic.fioTimer.PauseTimer();
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gameLogic.SetNewBoardValue(playerType, row, col);
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gameLogic.CountStoneCounter();
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@ -32,6 +31,13 @@ public abstract class BasePlayerState
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if (gameLogic.CheckGameWin(playerType, row, col))
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{
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var gameResult = playerType == Enums.PlayerType.PlayerA? Enums.GameResult.Win:Enums.GameResult.Lose;
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if (gameLogic.gameType == Enums.GameType.MultiPlay)
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{
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if (gameLogic.firstPlayerState.GetType() != typeof(PlayerState))
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{
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gameResult = gameResult == Enums.GameResult.Win ? Enums.GameResult.Lose : Enums.GameResult.Win;
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}
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}
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GameManager.Instance.panelManager.OpenEffectPanel(gameResult);
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gameLogic.EndGame(gameResult);
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}
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@ -354,7 +360,8 @@ public class GameLogic : MonoBehaviour
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{
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Debug.Log("해당 플레이어가 후공 입니다");
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firstPlayerState = new MultiPlayerState(true, _multiplayManager);
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secondPlayerState = new PlayerState(false, _multiplayManager, _roomId);
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secondPlayerState = new PlayerState(false, _multiplayManager, joinRoomData.roomId);
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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GameManager.Instance.InitPlayersName(joinRoomData.opponentNickname, UserManager.Instance.Nickname);
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@ -363,10 +370,6 @@ public class GameLogic : MonoBehaviour
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// 리플레이 데이터 업데이트
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ReplayManager.Instance.InitReplayData(joinRoomData.opponentNickname, UserManager.Instance.Nickname, joinRoomData.opponentImageIndex, UserManager.Instance.imageIndex);
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});
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Debug.Log("해당 플레이어가 후공 입니다");
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firstPlayerState = new MultiPlayerState(true, _multiplayManager);
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secondPlayerState = new PlayerState(false, _multiplayManager, joinRoomData.roomId);
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}
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// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
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