Merge pull request 'DEG-133-맵-통합-작업' (!24) from DEG-133-맵-통합-작업 into main

Reviewed-on: #24
Reviewed-by: Lim0_C <dladudcks22@gmail.com>
Reviewed-by: jay <ayjindev@gmail.com>
This commit is contained in:
Sehyeon 2025-05-09 07:07:57 +00:00
commit 51c2545e35
18 changed files with 107 additions and 72 deletions

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@ -56,6 +56,10 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
Joystick = FindObjectOfType<FixedJoystick>();
}
// isBattle 초기화 (임시)
bool isHousingScene = SceneManager.GetActiveScene().name.Contains("Housing");
_isBattle = !isHousingScene;
AssignCharacterController();
AssignAnimator();
}
@ -67,13 +71,6 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
hitEffectController = GetComponentInChildren<PlayerHitEffectController>();
PlayerInit();
// isBattle 초기화 (임시)
/*bool isHousingScene = SceneManager.GetActiveScene().name.Contains("Housing");
_isBattle = !isHousingScene;
Debug.Log("_isBattle: " + _isBattle);*/
SwitchBattleMode();
}
private void Update()
@ -96,7 +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();
}
@ -400,6 +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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Assets/JYY/Prefabs/[Enemy] PldDog.prefab (Stored with Git LFS)

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@ -10,6 +10,9 @@ public class DungeonLogic : MonoBehaviour
[NonSerialized] public bool isCompleted = false; // 던전 클리어 여부
[NonSerialized] public bool isFailed = false; // 던전 실패 여부
[SerializeField] private List<GameObject> bossPrefabs;
[SerializeField] private Transform spawnPosition; // 보스가 스폰될 위치
private PlayerController _player;
private EnemyController _enemy;
@ -17,11 +20,15 @@ public class DungeonLogic : MonoBehaviour
public event Action OnDungeonSuccess;
public event Action OnDungeonFailure;
private void Awake()
{
SpawnBossForCurrentStage();
}
private void Start()
{
// tag를 통해 할당 / 추후 플레이어와 에너미 태그 추가 필요
_player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
_enemy = GameObject.FindGameObjectWithTag("Enemy").GetComponent<EnemyController>();
// 죽음 이벤트 구독
if (_player != null)
@ -29,6 +36,17 @@ public class DungeonLogic : MonoBehaviour
_player.OnGetHit += OnPlayerGetHit;
_player.OnDeath += OnPlayerDeath;
}
}
private void SpawnBossForCurrentStage()
{
int currentStage = GameManager.Instance.StageLevel;
if (currentStage <= bossPrefabs.Count && currentStage > 0)
{
GameObject bossPrefab = bossPrefabs[currentStage - 1];
GameObject bossObj = Instantiate(bossPrefab, spawnPosition.position, Quaternion.identity);
_enemy = bossObj.GetComponent<EnemyController>();
if (_enemy != null)
{
@ -36,6 +54,7 @@ public class DungeonLogic : MonoBehaviour
_enemy.OnDeath += OnEnemyDeath;
}
}
}
private void OnPlayerGetHit(CharacterBase player)
{
@ -52,6 +71,8 @@ public class DungeonLogic : MonoBehaviour
private void OnEnemyGetHit(CharacterBase enemy)
{
Debug.Log("enemyGETHIT");
if (isFailed || isCompleted) return;
// TODO: 에너미 피격 효과음
@ -92,8 +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
}
}
@ -112,13 +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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@ -1,5 +1,5 @@
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Assets/KSH/ReDungeon.unity (Stored with Git LFS) Normal file

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@ -1,6 +1,5 @@
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@ -0,0 +1,8 @@
fileFormatVersion: 2
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mainObjectFileID: 23800000
userData:
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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)
FindCanvas();
LoadPanels();
}
private void FindCanvas()
{
_canvas = GameObject.Find("Canvas").GetComponent<Canvas>();
}
LoadPanels();
}
//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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@ -1,24 +0,0 @@
fileFormatVersion: 2
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timeCreated: 1545638758
licenseType: Store
AudioImporter:
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loadType: 0
sampleRateSetting: 0
sampleRateOverride: 44100
compressionFormat: 1
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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;
@ -66,12 +64,14 @@ public partial class GameManager : Singleton<GameManager>
public void ChangeToGameScene()
{
SceneManager.LoadScene("DungeonTestScene"); // 던전 Scene
SceneManager.LoadScene("ReDungeon"); // 던전 Scene
HandleSceneAudio("Dungeon");
}
public void ChangeToHomeScene()
{
SceneManager.LoadScene("ReHousing"); // Home Scene
HandleSceneAudio("Housing");
}
// TODO: Open Setting Panel 등 Panel 처리

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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);
@ -154,7 +154,7 @@ public partial class GameManager
{
targetScene = "Housing";
}
else if (sceneName.Contains("Game"))
else if (sceneName.Contains("Dungeon"))
{
targetScene = "Game";
}
@ -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()

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@ -23,7 +23,7 @@ public class SoundManager : Singleton<SoundManager>
// 페이드 효과 진행 여부
private bool isFading = false;
private void Awake()
private void Start()
{
InitializeAudioSources();
}

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@ -9,6 +9,6 @@ EditorBuildSettings:
path: Assets/KSH/ReHousing.unity
guid: b748e35b920bde64cbd6ffe5fdb43e23
- enabled: 1
path: Assets/KSH/DungeonTestScene.unity
guid: 4563b107911b0e54cbdf659694a6f17a
path: Assets/KSH/ReDungeon.unity
guid: b7412a4a2ee433447afcb28700cb50a9
m_configObjects: {}