2026-03-20 스왑버튼 구현, 서버변경
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@@ -32,8 +32,8 @@ private void Awake()
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private async Awaitable Start()
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{
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//await LoadUserCharacters(1);
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//await LoadPlayableCharacters();
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await LoadUserCharacters(1);
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await LoadPlayableCharacters();
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}
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public async Awaitable LoadUserCharacters(int userNo)
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@@ -9,8 +9,8 @@ public class NetworkManager : MonoBehaviour
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{
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public static NetworkManager Instance;
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private string _baseGameDBUrl = "https://localhost:7134/myGame";
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//private string _baseGameDBUrlHttp = "http://localhost:5281/myGame";
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//private string _baseGameDBUrl = "https://localhost:7134/myGame";
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private string _baseGameDBUrlHttp = "http://152.69.235.249:5000/myGame";
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private void Awake()
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{
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@@ -26,7 +26,7 @@ private void Awake()
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public async Awaitable<T> GetDatabaseData<T>(string endPoint)
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{
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string url = $"{_baseGameDBUrl}/{endPoint}";
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string url = $"{_baseGameDBUrlHttp}/{endPoint}";
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using UnityWebRequest request = UnityWebRequest.Get(url); //앞의 using은 사용이 끝난(메서드 종료) 외부 리소스 객체들을 알아서 지워주도록 설정하는 예약어이다
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request.certificateHandler = new BypassCertificate();
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