diff --git a/Assets/Script/Replay/ReplayController.cs b/Assets/Script/Replay/ReplayController.cs index e8a69e3..eb2d8e9 100644 --- a/Assets/Script/Replay/ReplayController.cs +++ b/Assets/Script/Replay/ReplayController.cs @@ -78,7 +78,6 @@ public class ReplayController : MonoBehaviour //유저 닉네임 설정 playerANicknameText.text = ReplayManager.Instance.GetPlayerANickname(); playerBNicknameText.text = ReplayManager.Instance.GetPlayerBNickname(); - //프로필 이미지 설정 int playerAProgileIndex = ReplayManager.Instance.GetPlayerAProfileIndex(); int playerBProgileIndex = ReplayManager.Instance.GetPlayerBProfileIndex(); @@ -92,7 +91,6 @@ public class ReplayController : MonoBehaviour { return; } - // 모든 프로필 이미지 비활성화 후, 선택한 이미지만 활성화 foreach (var img in profileImages) { diff --git a/Assets/Script/Replay/ReplayManager.cs b/Assets/Script/Replay/ReplayManager.cs index d716375..d40b5d7 100644 --- a/Assets/Script/Replay/ReplayManager.cs +++ b/Assets/Script/Replay/ReplayManager.cs @@ -208,12 +208,12 @@ public class ReplayManager : Singleton _gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerB, nextMove.columnIndex, nextMove.rowIndex); } // 돌이 놓인 내역을 ReplayManager에도 반영 - ReplayManager.Instance.PushMove(nextMove); + PushMove(nextMove); } public void ReplayUndo(Move targetMove) { - ReplayManager.Instance.PushUndoMove(targetMove); + PushUndoMove(targetMove); _gameLogic.RemoveStone(targetMove.columnIndex, targetMove.rowIndex); if (_placedStoneStack.Count > 0) { diff --git a/Assets/Script/UI/PanelChildController/RatingPointsController.cs b/Assets/Script/UI/PanelChildController/RatingPointsController.cs index 6843d14..e183800 100644 --- a/Assets/Script/UI/PanelChildController/RatingPointsController.cs +++ b/Assets/Script/UI/PanelChildController/RatingPointsController.cs @@ -167,7 +167,6 @@ public class RatingPointsController : MonoBehaviour scoreCountText.text = $"더 이상 강등 될 수 없습니다.\n누적 {loseCount*-1} 패 하셨습니다."; } - //승급, 강등시 패널을 초기화해서 띄워주는 함수 추가 public void InitRatingUpPoints() { StartCoroutine(RatingUpPoints()); diff --git a/Assets/Script/UI/PanelController/RatingPanelController.cs b/Assets/Script/UI/PanelController/RatingPanelController.cs index abd6ddf..5c94cdb 100644 --- a/Assets/Script/UI/PanelController/RatingPanelController.cs +++ b/Assets/Script/UI/PanelController/RatingPanelController.cs @@ -22,11 +22,7 @@ public class RatingPanelController : PanelController { Hide(); } -//TODO: 미사용시 삭제 - public void OnClickRetryButton() - { - Hide(() => { }); - } + public void Show(Enums.GameResult gameResult) { base.Show(RatingPanelStart(gameResult)); @@ -43,9 +39,6 @@ public class RatingPanelController : PanelController //기존 점수로 애니메이션 보여줄 때까지 기다림 yield return InitRatingPanel(gameResult); - //유저 인포 업데이트와 승급 이펙트 띄우기 - // TODO: 서버 업데이트를 승급패널보다 더 큰 로직에서 처리하는 것이 좋을 것 같습니다. - // 리팩토링 시 반영 부탁드립니다. switch (gameResult) { case (Enums.GameResult.Win): @@ -61,7 +54,6 @@ public class RatingPanelController : PanelController //패널의 포인트들 초기화 _ratingPointsController.InitRatingUpPoints(); - //TODO: 승급이 10->9 그리고 5->4일 때 패널 바꿔주기 } },() => { }); break; @@ -75,7 +67,6 @@ public class RatingPanelController : PanelController GameManager.Instance.panelManager.OpenRatingEffectPanel(-1); _ratingPointsController.InitRatingDownPoints(); - //TODO: 강등이 4->5 그리고 9->10일 때 패널 바꿔주기 } }, () => { }); break;