플레이어 스폰 포인트 기능 오류 수정 및 기본 오브젝트 배치 수정
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@@ -19,13 +19,13 @@ MonoBehaviour:
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@@ -223672,9 +223672,9 @@ Material:
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- _ScaleX: 1
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- _ScaleY: 1
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- _ShaderFlags: 0
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76
Assets/Prefabs/PlayerSpawnPoint.prefab
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76
Assets/Prefabs/PlayerSpawnPoint.prefab
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@@ -0,0 +1,76 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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m_Layer: 0
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m_Name: PlayerSpawnPoint
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--- !u!114 &2586844881002566986
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::Northbound.PlayerSpawnPoint
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spawnIndex: 0
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isAvailable: 1
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m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.NetworkObject
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DeferredDespawnTick: 0
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SynchronizeTransform: 1
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7
Assets/Prefabs/PlayerSpawnPoint.prefab.meta
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7
Assets/Prefabs/PlayerSpawnPoint.prefab.meta
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 5662d0b0d0eb5f54290edd8dd0980b57
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
@@ -18,17 +18,25 @@ namespace Northbound
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private Dictionary<ulong, int> _clientSpawnIndices = new Dictionary<ulong, int>();
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private int _nextSpawnIndex = 0;
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private void Start()
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// ⭐ Awake에서 스폰 포인트 먼저 찾고, 콜백 등록
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private void Awake()
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{
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// 1️⃣ 먼저 스폰 포인트 찾기
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if (findSpawnPointsAutomatically)
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{
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FindSpawnPoints();
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}
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// 2️⃣ 그 다음 콜백 등록
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if (NetworkManager.Singleton != null)
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{
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NetworkManager.Singleton.ConnectionApprovalCallback = ApprovalCheck;
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NetworkManager.Singleton.OnServerStarted += OnServerStarted;
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Debug.Log("<color=cyan>[Connection] ConnectionApprovalCallback 등록됨</color>");
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}
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else
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{
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Debug.LogError("[Connection] NetworkManager.Singleton이 null입니다!");
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}
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}
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@@ -60,6 +68,12 @@ namespace Northbound
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NetworkManager.ConnectionApprovalRequest request,
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NetworkManager.ConnectionApprovalResponse response)
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{
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// 🔍 디버깅: 스폰 포인트 상태 확인
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if (spawnPoints.Count == 0)
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{
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Debug.LogError($"<color=red>[Connection] 스폰 포인트가 없습니다! 씬에 PlayerSpawnPoint가 있는지 확인하세요.</color>");
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}
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response.Approved = true;
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response.CreatePlayerObject = true;
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@@ -67,7 +81,7 @@ namespace Northbound
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response.Position = GetSpawnPosition(request.ClientNetworkId);
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response.Rotation = GetSpawnRotation(request.ClientNetworkId);
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Debug.Log($"<color=cyan>[Connection] 클라이언트 {request.ClientNetworkId} 승인됨. 스폰 위치: {response.Position}</color>");
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Debug.Log($"<color=green>[Connection] 클라이언트 {request.ClientNetworkId} 승인됨. 스폰 위치: {response.Position}</color>");
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}
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private Vector3 GetSpawnPosition(ulong clientId)
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@@ -94,6 +108,7 @@ namespace Northbound
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spawnIndex = _clientSpawnIndices[clientId];
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}
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Debug.Log($"<color=yellow>[Connection] 클라이언트 {clientId}에게 스폰 인덱스 {spawnIndex} 할당</color>");
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return spawnPoints[spawnIndex].position;
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}
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