DO-46 [Fix] 멀티 시 턴 강조 버그 수정
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@ -341,9 +341,29 @@ public class GameLogic : MonoBehaviour
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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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secondPlayerState = new MultiPlayerState(false, _multiplayManager);
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, joinRoomData.opponentNickname);
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GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, joinRoomData.opponentImageIndex);
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// 리플레이 데이터 업데이트
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ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, joinRoomData.opponentNickname, UserManager.Instance.imageIndex, joinRoomData.opponentImageIndex);
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});
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}
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else
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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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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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GameManager.Instance.InitPlayersName(joinRoomData.opponentNickname, UserManager.Instance.Nickname);
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GameManager.Instance.InitProfileImages(joinRoomData.opponentImageIndex, UserManager.Instance.imageIndex);
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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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@ -352,12 +372,6 @@ public class GameLogic : MonoBehaviour
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// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, joinRoomData.opponentNickname);
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GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, joinRoomData.opponentImageIndex);
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// 리플레이 데이터 업데이트
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ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, joinRoomData.opponentNickname, UserManager.Instance.imageIndex, joinRoomData.opponentImageIndex);
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// 로딩 패널 열려있으면 닫기
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GameManager.Instance.panelManager.CloseLoadingPanel();
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@ -387,23 +401,33 @@ public class GameLogic : MonoBehaviour
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Debug.Log("해당 플레이어가 선공 입니다");
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firstPlayerState = new PlayerState(true, _multiplayManager, _roomId);
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secondPlayerState = new MultiPlayerState(false, _multiplayManager);
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, startGameData.opponentNickname);
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GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, startGameData.opponentImageIndex);
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// 리플레이 데이터 업데이트
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ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, startGameData.opponentNickname, UserManager.Instance.imageIndex, startGameData.opponentImageIndex);
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});
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}
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else
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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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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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GameManager.Instance.InitPlayersName(startGameData.opponentNickname, UserManager.Instance.Nickname);
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GameManager.Instance.InitProfileImages(startGameData.opponentImageIndex, UserManager.Instance.imageIndex);
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// 리플레이 데이터 업데이트
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ReplayManager.Instance.InitReplayData(startGameData.opponentNickname, UserManager.Instance.Nickname, startGameData.opponentImageIndex, UserManager.Instance.imageIndex);
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});
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}
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// 메인 스레드에서 실행 - UI 업데이트는 메인 스레드에서 실행 필요
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UnityMainThreadDispatcher.Instance().Enqueue(() =>
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{
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GameManager.Instance.InitPlayersName(UserManager.Instance.Nickname, startGameData.opponentNickname);
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GameManager.Instance.InitProfileImages(UserManager.Instance.imageIndex, startGameData.opponentImageIndex);
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// 리플레이 데이터 업데이트
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ReplayManager.Instance.InitReplayData(UserManager.Instance.Nickname, startGameData.opponentNickname, UserManager.Instance.imageIndex, startGameData.opponentImageIndex);
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// 로딩 패널 열려있으면 닫기
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GameManager.Instance.panelManager.CloseLoadingPanel();
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