DEG-23 [Fix] 자동저장 수정
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1a5f65259d
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@ -2,6 +2,7 @@ using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using CI.QuickSave;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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@ -17,8 +18,6 @@ public class SaveManager : Singleton<SaveManager>
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void Start()
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{
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mainSave = new Save();
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backupSave = new Save();
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if (!QuickSaveRaw.Exists(SaveFilePath)) // Save_Main 파일이 없을때
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{
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@ -51,6 +50,8 @@ public class SaveManager : Singleton<SaveManager>
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mainSave = LoadMain();
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backupSave = LoadBackup();
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StatManager.instance.loadSaveData2StataManager(mainSave);
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Debug.Log("메인 로드" + mainSave.homeSave.reputation);
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Debug.Log("백업 로드" + backupSave.homeSave.reputation);
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}
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@ -88,7 +89,14 @@ public class SaveManager : Singleton<SaveManager>
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protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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StartCoroutine(SaveAfterOneFrame()); //Awake와 충돌 방지를 위해 1프레임 대기 후 자동 저장
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}
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private IEnumerator SaveAfterOneFrame()
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{
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yield return null; // 1 프레임 대기
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Save();
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Debug.Log("자동저장");
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}
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}
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@ -24,7 +24,8 @@ public class StatManager : MonoBehaviour
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public float reputation;
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public bool isEvent; //Todo 이벤트 여부 및 관련 조건들 추가
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private void Start()
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private void Awake()
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{
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instance = this;
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}
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@ -83,6 +84,21 @@ public class StatManager : MonoBehaviour
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};
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}
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public void loadSaveData2StataManager(Save saveData)
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{
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attackLevel = saveData.dungeonSave.attackLevel;
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attackSpeedLevel = saveData.dungeonSave.attackSpeedLevel;
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heartLevel = saveData.dungeonSave.heartLevel;
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moveSpeedLevel = saveData.dungeonSave.moveSpeedLevel;
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evasionTimeLevel = saveData.dungeonSave.evasionTimeLevel;
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stageLevel = saveData.dungeonSave.stageLevel;
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time = saveData.homeSave.time;
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health = saveData.homeSave.health;
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reputation = saveData.homeSave.reputation;
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isEvent = saveData.homeSave.isEvent;
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}
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public void SceneChange()
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{
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SceneManager.LoadScene("Main");
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