// -- 게임 제어 ------------------------------------------------------// public void GameStart() { // 로그인 / 로비 세팅 완료되었다. // 옵저버일 경우 캐릭터 생성 명령을 하지 않음 if (NetworkOrderController.OBSERVER_MODE) { //h.IS_PLAYER = false; // h.USERNAME = NetworkOrderController.ORDER_NAME; } else { // 자기 자신 생성해야함 ---------------------------------// string prefab = ""; switch (GameManager.Instance().PLAYER.SKELETON_DATA_ASSET) { case "char_01_SkeletonData": prefab = GamePath.CHARACTER1; break; case "char_02_SkeletonData": prefab = GamePath.CHARACTER2; break; case "char_03_SkeletonData": prefab = GamePath.CHARACTER3; break; } GameObject hero = MapManager.Instance().AddHero(prefab, m_playerStartPosition.transform.position); hero.transform.parent = m_playerStartPosition.transform.parent; Hero h = hero.GetComponent <Hero>(); h.USERNAME = GameManager.Instance().PLAYER.USER_NAME + "_robo"; h.m_isMe = true; h.GetComponent <BoxCollider2D>().isTrigger = false; GameManager.Instance().PLAYER.PLAYER_HERO = h; GameManager.Instance().AddObserverInfo(h); // m_userNameList.Add(GameManager.Instance().PLAYER.USER_NAME); // ----------------------------------------------------- // // GameStartUserSetup(GameManager.Instance().PLAYER.USER_NAME); SendOrderMessage(JSONMessageTool.ToJsonOrderUserCrateCharacter( GameManager.Instance().PLAYER.USER_NAME, GameManager.Instance().PLAYER.SKELETON_DATA_ASSET)); } SoundManager.Instance().PlayBGM(2); m_chatUI.SetActive(true); GameManager.Instance().m_curSceneState = "play"; }