DEG-133 [Fix] 기타 버그 수정

This commit is contained in:
Sehyeon 2025-05-09 15:40:53 +09:00
parent d6514980de
commit 2d71a980cf
13 changed files with 58 additions and 69 deletions

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@ -93,7 +93,9 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
// 공격 입력 처리
if (Input.GetKeyDown(KeyCode.X) && (_currentAction == null || !_currentAction.IsActive)
&& (CurrentState != PlayerState.Win && CurrentState != PlayerState.Dead)) {
&& (CurrentState != PlayerState.Win && CurrentState != PlayerState.Dead))
{
GameManager.Instance.PlayPlayerAttackSound();
StartAttackAction();
}
@ -397,6 +399,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
if (character != this) return;
if (CurrentState == PlayerState.Dead) return;
GameManager.Instance.PlayPlayerHitSound();
SetState(PlayerState.Hit);
}

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Assets/JYY/Prefabs/Alien Big Blink.prefab (Stored with Git LFS)

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@ -113,8 +113,9 @@ public class DungeonLogic : MonoBehaviour
_player.SetState(PlayerState.Win);
// TODO: 강화 시스템으로 넘어가고 일상 맵으로 이동
GameManager.Instance.PanelManager.GetPanel("ClearPanelBG");
StartCoroutine(DelayedSceneChange()); // 3초 대기 후 전환
StartCoroutine(DelayedSceneChange()); // 5초 대기 후 전환
}
}
@ -133,13 +134,15 @@ public class DungeonLogic : MonoBehaviour
_player.gameObject.layer = LayerMask.NameToLayer("Ignore Raycast");
_enemy.SetState(EnemyState.Idle);
StartCoroutine(DelayedSceneChange()); // 3초 대기 후 전환
GameManager.Instance.PanelManager.GetPanel("FailedPanelBG");
StartCoroutine(DelayedSceneChange()); // 5초 대기 후 전환
}
}
private IEnumerator DelayedSceneChange()
{
yield return new WaitForSeconds(3f);
yield return new WaitForSeconds(5f);
GameManager.Instance.ChangeToHomeScene();
}

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Assets/KSH/ReDungeon.unity (Stored with Git LFS)

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Assets/KSH/ReHousing.unity (Stored with Git LFS)

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@ -2,20 +2,23 @@ using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PanelManager : MonoBehaviour
public class PanelManager : Singleton<PanelManager>
{
private Canvas _canvas;
private Dictionary<string, GameObject> _panels = new Dictionary<string, GameObject>();
private void Awake()
private void Start()
{
if (_canvas == null)
{
_canvas = GameObject.Find("Canvas").GetComponent<Canvas>();
}
FindCanvas();
LoadPanels();
}
private void FindCanvas()
{
_canvas = GameObject.Find("Canvas").GetComponent<Canvas>();
}
//패널을 딕셔너리에 오브젝트 이름으로 로드
private void LoadPanels()
@ -27,9 +30,12 @@ public class PanelManager : MonoBehaviour
_panels[prefab.name] = prefab;
}
}
//패널 이름을 딕셔너리 키로 찾음
public GameObject GetPanel(string panelName)
{
if(_canvas == null) FindCanvas();
if (_panels.TryGetValue(panelName, out GameObject prefab))
{
return Instantiate(prefab, _canvas.transform);
@ -41,4 +47,5 @@ public class PanelManager : MonoBehaviour
return null;
}
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode) { }
}

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@ -36,24 +36,38 @@ public class SettingsPanelController : PanelController
public void SFXSliderButtonClicked()
{
sfxSliderButton.OnClicked();
//todo: sfxSliderButton.IsActive를 기준으로 뮤트 여부 확인 및 뮤트 적용
ApplySFXSettings(sfxSliderButton.IsActive, sfxSlider.value);
}
public void BGMSliderButtonClicked()
{
bgmSliderButton.OnClicked();
//todo: sfxSliderButton.IsActive를 기준으로 뮤트 여부 확인 및 뮤트 적용
ApplyBGMSettings(bgmSliderButton.IsActive, bgmSlider.value);
}
//슬라이더 변경 시 마다 호출
public void OnSFXSliderValueChanged(float value)
{
//todo: 소리 볼륨 조절
ApplySFXSettings(sfxSliderButton.IsActive, value);
}
public void OnBGMSliderValueChanged(float value)
{
//todo: 소리 볼륨 조절
ApplyBGMSettings(bgmSliderButton.IsActive, value);
}
// 효과음 설정 적용 메서드
private void ApplySFXSettings(bool isActive, float volume)
{
float actualVolume = isActive ? volume : 0f;
SoundManager.Instance.SetSFXVolume(actualVolume);
}
// 배경음 설정 적용 메서드
private void ApplyBGMSettings(bool isActive, float volume)
{
float actualVolume = isActive ? volume : 0f;
SoundManager.Instance.SetBGMVolume(actualVolume);
}
public void OnCloseButtonClicked()

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@ -1,8 +0,0 @@
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@ -1,8 +0,0 @@
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@ -1,24 +0,0 @@
fileFormatVersion: 2
guid: 6278383b82513424bb58a3faeeb8a9db
timeCreated: 1545638758
licenseType: Store
AudioImporter:
externalObjects: {}
serializedVersion: 6
defaultSettings:
loadType: 0
sampleRateSetting: 0
sampleRateOverride: 44100
compressionFormat: 1
quality: 1
conversionMode: 0
platformSettingOverrides: {}
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@ -6,8 +6,6 @@ using UnityEngine.SceneManagement;
public partial class GameManager : Singleton<GameManager>
{
private Canvas _canvas;
// 게임 진행 상태
private int currentDay = 1; // 날짜
public int CurrentDay => currentDay;

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@ -32,7 +32,7 @@ public partial class GameManager
[SerializeField] private AudioClip victorySFX;
[Header("플레이어 전투 효과음")]
[SerializeField] private AudioClip housingFootstepSFX;
[SerializeField] private AudioClip playerHitSFX;
[SerializeField] private AudioClip dungeonFootstepSFX;
[SerializeField] private AudioClip playerAttackSFX;
@ -85,7 +85,7 @@ public partial class GameManager
if (sleepingSFX != null) SafeSoundManager?.LoadAudioClip("Sleeping", sleepingSFX);
// 플레이어 전투 효과음 등록
if (housingFootstepSFX != null) SafeSoundManager?.LoadAudioClip("HousingFootstep", housingFootstepSFX);
if (playerHitSFX != null) SafeSoundManager?.LoadAudioClip("PlayerHit", playerHitSFX);
if (dungeonFootstepSFX != null) SafeSoundManager?.LoadAudioClip("DungeonFootstep", dungeonFootstepSFX);
if (playerAttackSFX != null) SafeSoundManager?.LoadAudioClip("PlayerAttack", playerAttackSFX);
@ -173,6 +173,7 @@ public partial class GameManager
{
SafeSoundManager?.PlayBGM(bgmClip, true, 1.5f);
currentBGMTrack = targetScene;
wasPlayingBGM = true;
}
}
}
@ -223,6 +224,12 @@ public partial class GameManager
public void PlayInteractionSound(ActionType actionType)
{
if (sceneBGMMap.TryGetValue(currentBGMTrack, out AudioClip bgmClip))
{
previousBGMClip = bgmClip;
wasPlayingBGM = true;
}
// 배경음 중지 (페이드아웃)
SafeSoundManager?.StopBGM(true, 0.5f);
@ -301,9 +308,9 @@ public partial class GameManager
#region
public void PlayHousingFootstepSound()
public void PlayPlayerHitSound()
{
SafeSoundManager?.PlaySFX("HousingFootstep");
SafeSoundManager?.PlaySFX("PlayerHit");
}
public void PlayDungeonFootstepSound()