diff --git a/Assets/Editor/ReadOnlyDrawer.cs b/Assets/Editor/ReadOnlyDrawer.cs deleted file mode 100644 index f28e0596..00000000 --- a/Assets/Editor/ReadOnlyDrawer.cs +++ /dev/null @@ -1,24 +0,0 @@ -#if UNITY_EDITOR -using UnityEngine; -using UnityEditor; - -// PlayerStatsTest.ReadOnlyAttribute를 위한 에디터 속성 드로어 -[CustomPropertyDrawer(typeof(PlayerStatsTest.ReadOnlyAttribute))] -public class ReadOnlyDrawer : PropertyDrawer -{ - public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) - { - // 이전 GUI 활성화 상태 저장 - bool wasEnabled = GUI.enabled; - - // 필드 비활성화 (읽기 전용) - GUI.enabled = false; - - // 속성 그리기 - EditorGUI.PropertyField(position, property, label, true); - - // GUI 활성화 상태 복원 - GUI.enabled = wasEnabled; - } -} -#endif \ No newline at end of file diff --git a/Assets/KSH/TestCode/PlayerStatsTest.cs b/Assets/KSH/TestCode/PlayerStatsTest.cs deleted file mode 100644 index 445d3f8b..00000000 --- a/Assets/KSH/TestCode/PlayerStatsTest.cs +++ /dev/null @@ -1,103 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class PlayerStatsTest : MonoBehaviour -{ - [Header("현재 스탯")] - [SerializeField, ReadOnly] private float currentTime; - [SerializeField, ReadOnly] private float currentHealth; - [SerializeField, ReadOnly] private float currentReputation; - [SerializeField, ReadOnly] private int currentDay; - - [Header("테스트 액션")] - [Tooltip("액션을 선택하고 체크박스를 체크하여 실행")] - [SerializeField] private ActionType actionToTest; - [SerializeField] private bool executeAction; - - // 컴포넌트 참조 - [Header("필수 참조")] - [SerializeField] private PlayerStats playerStats; - [SerializeField] private GameManager gameManager; - - // ReadOnly 속성 (인스펙터에서 수정 불가능하게 만듦) - public class ReadOnlyAttribute : PropertyAttribute { } - - private void Start() - { - // 참조 찾기 (없을 경우) - if (playerStats == null) - { - playerStats = FindObjectOfType(); - Debug.Log("PlayerStats를 찾아 참조했습니다."); - } - - if (gameManager == null) - { - gameManager = FindObjectOfType(); - Debug.Log("GameManager를 찾아 참조했습니다."); - } - - // 초기 스탯 표시 업데이트 - UpdateStatsDisplay(); - } - - private void Update() - { - if (Application.isPlaying) - { - // 매 프레임마다 스탯 업데이트 - UpdateStatsDisplay(); - - // 체크박스가 체크되면 선택된 액션 실행 - if (executeAction) - { - ExecuteSelectedAction(); - executeAction = false; // 체크박스 초기화 - } - } - } - - private void UpdateStatsDisplay() - { - // 참조 확인 후 스탯 업데이트 - if (playerStats != null) - { - currentTime = playerStats.TimeStat; - currentHealth = playerStats.HealthStat; - currentReputation = playerStats.ReputationStat; - - // GameManager에서 날짜 정보 가져오기 - if (gameManager != null) - { - currentDay = gameManager.CurrentDay; - } - else - { - Debug.LogWarning("GameManager 참조가 없습니다."); - } - } - else - { - Debug.LogWarning("PlayerStats 참조가 없습니다."); - } - } - - private void ExecuteSelectedAction() - { - if (playerStats != null) - { - // 선택한 액션 실행 - playerStats.PerformAction(actionToTest); - UpdateStatsDisplay(); - Debug.Log($"액션 실행: {actionToTest}"); - - // 콘솔에 현재 스탯 정보 출력 - Debug.Log($"현재 스탯 - 시간: {currentTime}, 체력: {currentHealth}, 평판: {currentReputation}, 날짜: {currentDay}"); - } - else - { - Debug.LogError("PlayerStats 참조가 없어 액션을 실행할 수 없습니다."); - } - } -} \ No newline at end of file diff --git a/Assets/KSH/TestCode/Test.prefab b/Assets/KSH/TestCode/Test.prefab deleted file mode 100644 index b1d3b885..00000000 --- a/Assets/KSH/TestCode/Test.prefab +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:5a65e9dd60a7532ae1c4c43fda477ac0940c18c5c60f8a164b6fd52b9f1f4a42 -size 5196 diff --git a/Assets/KSH/TestCode.meta b/Assets/Scripts/Common.meta similarity index 77% rename from Assets/KSH/TestCode.meta rename to Assets/Scripts/Common.meta index bc9a631b..84267ee8 100644 --- a/Assets/KSH/TestCode.meta +++ b/Assets/Scripts/Common.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 533241c82a79dcc46932391bf865ce21 +guid: 3bf376b79225dd241aa996c1967947a1 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/KSH/GameConstants.cs b/Assets/Scripts/Common/GameConstants.cs similarity index 100% rename from Assets/KSH/GameConstants.cs rename to Assets/Scripts/Common/GameConstants.cs diff --git a/Assets/KSH/GameConstants.cs.meta b/Assets/Scripts/Common/GameConstants.cs.meta similarity index 100% rename from Assets/KSH/GameConstants.cs.meta rename to Assets/Scripts/Common/GameConstants.cs.meta diff --git a/Assets/KSH/GameManager.cs b/Assets/Scripts/Common/GameManager.cs similarity index 94% rename from Assets/KSH/GameManager.cs rename to Assets/Scripts/Common/GameManager.cs index 80b0725b..a7f88c4b 100644 --- a/Assets/KSH/GameManager.cs +++ b/Assets/Scripts/Common/GameManager.cs @@ -4,7 +4,7 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; -public class GameManager : Singleton +public partial class GameManager : Singleton { [SerializeField] private PlayerStats playerStats; @@ -20,6 +20,9 @@ public class GameManager : Singleton private void Start() { + // 오디오 초기화 + InitializeAudio(); + // PlayerStats의 하루 종료 이벤트 구독 if (playerStats == null) { diff --git a/Assets/KSH/GameManager.cs.meta b/Assets/Scripts/Common/GameManager.cs.meta similarity index 100% rename from Assets/KSH/GameManager.cs.meta rename to Assets/Scripts/Common/GameManager.cs.meta diff --git a/Assets/KSH/TestCode/Test.prefab.meta b/Assets/Scripts/Common/GameUtility.meta similarity index 57% rename from Assets/KSH/TestCode/Test.prefab.meta rename to Assets/Scripts/Common/GameUtility.meta index 0bbcf71a..efd277a0 100644 --- a/Assets/KSH/TestCode/Test.prefab.meta +++ b/Assets/Scripts/Common/GameUtility.meta @@ -1,6 +1,7 @@ fileFormatVersion: 2 -guid: 90448f678f8c503408de14c38cd7c653 -PrefabImporter: +guid: 0dc4cdf0dfb7ed14cb56b18f7ff733f4 +folderAsset: yes +DefaultImporter: externalObjects: {} userData: assetBundleName: diff --git a/Assets/Scripts/Common/GameUtility/GameSound.cs b/Assets/Scripts/Common/GameUtility/GameSound.cs new file mode 100644 index 00000000..5ab5116e --- /dev/null +++ b/Assets/Scripts/Common/GameUtility/GameSound.cs @@ -0,0 +1,184 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +// 게임 매니저의 오디오 관련 부분 클래스 +public partial class GameManager : Singleton +{ + // 오디오 클립 참조 + [Header("오디오 설정")] + [SerializeField] private AudioClip housingBGM; + [SerializeField] private AudioClip dungeonBGM; + [SerializeField] private AudioClip gameOverBGM; + [SerializeField] private AudioClip victoryBGM; + + [SerializeField] private AudioClip buttonClickSFX; + + [Header("몬스터 효과음")] + [SerializeField] private AudioClip monsterAttackSFX; + [SerializeField] private AudioClip monsterDeathSFX; + + // 씬에 따른 배경음 맵핑 + private Dictionary sceneBGMMap = new Dictionary(); + + // 현재 재생 중인 BGM 트랙 + private string currentBGMTrack = ""; + + // 오디오 관련 초기화 + private void InitializeAudio() + { + // 씬-BGM 맵핑 초기화 + sceneBGMMap.Clear(); + sceneBGMMap.Add("Housing", housingBGM); // 씬 이름, 해당 씬 BGM + sceneBGMMap.Add("Game", dungeonBGM); + + // 오디오 클립 등록 (초기화) + if (SoundManager.Instance != null) + { + // BGM 등록 + if (housingBGM != null) SoundManager.Instance.LoadAudioClip("HousingBGM", housingBGM); + if (dungeonBGM != null) SoundManager.Instance.LoadAudioClip("DungeonBGM", dungeonBGM); + if (gameOverBGM != null) SoundManager.Instance.LoadAudioClip("GameOverBGM", gameOverBGM); + if (victoryBGM != null) SoundManager.Instance.LoadAudioClip("VictoryBGM", victoryBGM); + + // SFX 등록 + if (buttonClickSFX != null) SoundManager.Instance.LoadAudioClip("ButtonClick", buttonClickSFX); + + // 몬스터 SFX 등록 + if (monsterAttackSFX != null) SoundManager.Instance.LoadAudioClip("MonsterAttack", monsterAttackSFX); + if (monsterDeathSFX != null) SoundManager.Instance.LoadAudioClip("MonsterDeath", monsterDeathSFX); + + // 저장된 볼륨 설정 로드 + // LoadVolumeSettings(); + + // 현재 씬에 맞는 배경음 재생 + // string currentSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name; + // HandleSceneAudio(currentSceneName); + } + else + { + Debug.LogWarning("SoundManager 인스턴스를 찾을 수 없습니다."); + } + } + + #region 볼륨 제어 + + // BGM 볼륨 설정 (0.0 ~ 1.0) + public void SetVolumeBGM(float value) + { + if (SoundManager.Instance == null) return; + + value = Mathf.Clamp01(value); // 혹시 모를 범위 제한 + SoundManager.Instance.SetBGMVolume(value); + + // 설정 저장 + // PlayerPrefs.SetFloat("BGMVolume", value); + // PlayerPrefs.Save(); + } + + // SFX 볼륨 설정 (0.0 ~ 1.0) + public void SetVolumeSFX(float value) + { + if (SoundManager.Instance == null) return; + + value = Mathf.Clamp01(value); + SoundManager.Instance.SetSFXVolume(value); + + // 설정 저장 + // PlayerPrefs.SetFloat("SFXVolume", value); + // PlayerPrefs.Save(); + } + + // PlayerPrefs에 저장된 볼륨 설정 불러오기 + // private void LoadVolumeSettings() + // { + // float bgmVolume = PlayerPrefs.GetFloat("BGMVolume", 1.0f); + // float sfxVolume = PlayerPrefs.GetFloat("SFXVolume", 1.0f); + // + // // 저장된 볼륨 설정 적용 + // if (SoundManager.Instance != null) + // { + // SoundManager.Instance.SetBGMVolume(bgmVolume); + // SoundManager.Instance.SetSFXVolume(sfxVolume); + // } + // } + + #endregion + + // 씬에 따른 오디오 처리 + private void HandleSceneAudio(string sceneName) + { + if (SoundManager.Instance == null) return; + + // 이미 같은 트랙이 재생 중이면 중복 재생하지 않음 + if (currentBGMTrack == sceneName) return; + + // 씬에 맞는 BGM 재생 + if (sceneBGMMap.TryGetValue(sceneName, out AudioClip bgmClip)) + { + if (bgmClip != null) + { + SoundManager.Instance.PlayBGM(bgmClip, true, 1.5f); + currentBGMTrack = sceneName; + } + } + } + + #region 배경음 제어 (게임 오버, 승리도 이쪽) + + // 게임 오버 시 호출 + public void PlayGameOverMusic() + { + if (SoundManager.Instance == null) return; + + if (gameOverBGM != null) + { + SoundManager.Instance.PlayBGM(gameOverBGM, true, 1.0f); + currentBGMTrack = "GameOver"; + } + } + + // 승리 시 호출 + public void PlayVictoryMusic() + { + if (SoundManager.Instance == null) return; + + if (victoryBGM != null) + { + SoundManager.Instance.PlayBGM(victoryBGM, true, 1.0f); + currentBGMTrack = "Victory"; + } + } + + #endregion + + #region 효과음 제어 + + // 버튼 클릭 효과음 재생 + public void PlayButtonClickSound() + { + if (SoundManager.Instance == null) return; + + SoundManager.Instance.PlaySFX("ButtonClick"); + } + + #endregion + + #region 몬스터 오디오 + + public void PlayMonsterAttackSound() + { + if (SoundManager.Instance == null) return; + + SoundManager.Instance.PlaySFX("MonsterAttack"); + } + + public void PlayMonsterDeathSound() + { + if (SoundManager.Instance == null) return; + + SoundManager.Instance.PlaySFX("MonsterDeath"); + } + + #endregion +} \ No newline at end of file diff --git a/Assets/KSH/TestCode/PlayerStatsTest.cs.meta b/Assets/Scripts/Common/GameUtility/GameSound.cs.meta similarity index 83% rename from Assets/KSH/TestCode/PlayerStatsTest.cs.meta rename to Assets/Scripts/Common/GameUtility/GameSound.cs.meta index 6b74a38e..2591456e 100644 --- a/Assets/KSH/TestCode/PlayerStatsTest.cs.meta +++ b/Assets/Scripts/Common/GameUtility/GameSound.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: ae7f2b39529d58a4fa75cf1d30dae9be +guid: f076e9ce37f6f564c961ee8a9393c09d MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/KSH/Singleton.cs b/Assets/Scripts/Common/Singleton.cs similarity index 100% rename from Assets/KSH/Singleton.cs rename to Assets/Scripts/Common/Singleton.cs diff --git a/Assets/KSH/Singleton.cs.meta b/Assets/Scripts/Common/Singleton.cs.meta similarity index 100% rename from Assets/KSH/Singleton.cs.meta rename to Assets/Scripts/Common/Singleton.cs.meta diff --git a/Assets/Scripts/Common/SoundManager.cs b/Assets/Scripts/Common/SoundManager.cs new file mode 100644 index 00000000..31c9713b --- /dev/null +++ b/Assets/Scripts/Common/SoundManager.cs @@ -0,0 +1,272 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +// SoundManager: 효과음 및 배경음 재생, 정지, 볼륨 조절, 페이드 효과 등을 관리 +public class SoundManager : Singleton +{ + // 오디오 소스 관리 + private AudioSource bgmSource; + private List sfxSources = new List(); + + // 볼륨 설정 (0.0 ~ 1.0) + [Range(0f, 1f)] public float bgmVolume = 1f; + [Range(0f, 1f)] public float sfxVolume = 1f; + + // 오디오 클립 저장소 + private Dictionary audioClips = new Dictionary(); + + // 동시에 재생 가능한 효과음 수 + private int maxSfxSources = 5; + + // 페이드 효과 진행 여부 + private bool isFading = false; + + private void Awake() + { + InitializeAudioSources(); + } + + private void InitializeAudioSources() + { + // 배경음 오디오 소스가 없으면 생성 + if (bgmSource == null) + { + bgmSource = gameObject.AddComponent(); + bgmSource.loop = true; + bgmSource.volume = bgmVolume; + } + + // 효과음 오디오 소스가 부족하면 추가 생성 + for (int i = 0; i < maxSfxSources; i++) + { + AudioSource sfxSource = gameObject.AddComponent(); + sfxSource.loop = false; + sfxSource.volume = sfxVolume; + sfxSources.Add(sfxSource); + } + } + + // 싱글톤 클래스의 추상 메서드 구현 + protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode) + { + // 씬 전환 시 음악 전체 정지 (효과음, 배경음 모두) + // StopAllSounds(); + } + + #region 오디오 클립 관리 + + // 오디오 클립을 audioClips에 저장 (식별을 위한 이름 포함) + public void LoadAudioClip(string name, AudioClip clip) + { + if (string.IsNullOrEmpty(name) || clip == null) return; + + if (!audioClips.ContainsKey(name)) + { + audioClips.Add(name, clip); + } + else + { + audioClips[name] = clip; + } + } + + #endregion + + #region 배경음 (BGM) 메서드 + + // 이름으로 배경음을 재생 + public void PlayBGM(string clipName, bool fade = false, float fadeTime = 1f) + { + if (string.IsNullOrEmpty(clipName) || !audioClips.ContainsKey(clipName)) return; + + PlayBGM(audioClips[clipName], fade, fadeTime); + } + + // 오디오 클립으로 배경음을 재생 + public void PlayBGM(AudioClip clip, bool fade = false, float fadeTime = 1f) + { + if (clip == null) return; + + if (bgmSource == null) InitializeAudioSources(); // 초기화 안됐을 경우 다시 초기화 + + // 같은 클립이 이미 재생 중이면 중복 재생하지 않음 + if (bgmSource.clip == clip && bgmSource.isPlaying) + { + return; + } + + if (fade && !isFading) + { + StartCoroutine(FadeBGM(clip, fadeTime)); + } + else + { + bgmSource.clip = clip; + bgmSource.volume = bgmVolume; + bgmSource.Play(); + } + } + + // 배경음을 정지 + public void StopBGM(bool fade = false, float fadeTime = 1f) + { + if (bgmSource == null || !bgmSource.isPlaying) return; + + if (fade && !isFading) + { + StartCoroutine(FadeOutBGM(fadeTime)); + } + else + { + bgmSource.Stop(); + } + } + + // 배경음 볼륨을 설정 + public void SetBGMVolume(float volume) + { + bgmVolume = Mathf.Clamp01(volume); + if (bgmSource == null) InitializeAudioSources(); + + bgmSource.volume = bgmVolume; + } + + #endregion + + #region 효과음 (SFX) 메서드 + + // 이름으로 효과음을 재생 + public AudioSource PlaySFX(string clipName) + { + if (string.IsNullOrEmpty(clipName) || !audioClips.ContainsKey(clipName)) return null; + + return PlaySFX(audioClips[clipName]); + } + + // 오디오 클립으로 효과음을 재생 + public AudioSource PlaySFX(AudioClip clip) + { + if (clip == null) return null; + + if (sfxSources == null || sfxSources.Count == 0) InitializeAudioSources(); // 초기화 + + // 사용 가능한 효과음 소스 찾기 + AudioSource sfxSource = null; + foreach (var source in sfxSources) + { + if (!source.isPlaying) + { + sfxSource = source; + break; + } + } + + // 모든 소스가 사용 중이면 첫 번째 소스 재사용 + if (sfxSource == null && sfxSources.Count > 0) + { + sfxSource = sfxSources[0]; + } + + sfxSource.clip = clip; + sfxSource.volume = sfxVolume; + sfxSource.Play(); + + return sfxSource; + } + + // 모든 효과음을 정지 + public void StopAllSFX() + { + foreach (var source in sfxSources) + { + source.Stop(); + } + } + + // 효과음 볼륨을 설정 + public void SetSFXVolume(float volume) + { + sfxVolume = Mathf.Clamp01(volume); + foreach (var source in sfxSources) + { + source.volume = sfxVolume; + } + } + + #endregion + + #region 전체 사운드 제어 + + /// 모든 사운드(배경음, 효과음)를 정지 + public void StopAllSounds() + { + StopBGM(); + StopAllSFX(); + } + + #endregion + + #region 페이드 효과 + + // 배경음을 페이드 인/아웃하며 전환 + private IEnumerator FadeBGM(AudioClip newClip, float fadeTime) + { + isFading = true; + + // 현재 재생 중인 배경음이 있으면 페이드 아웃 + if (bgmSource.isPlaying) + { + float startVolume = bgmSource.volume; + float time = 0; + + while (time < fadeTime / 2) + { + bgmSource.volume = Mathf.Lerp(startVolume, 0, time / (fadeTime / 2)); + time += Time.deltaTime; + yield return null; + } + + bgmSource.Stop(); + } + + // 새 클립 설정 후 페이드 인 + bgmSource.clip = newClip; + bgmSource.volume = 0; + bgmSource.Play(); + + float fadeInTime = 0; + while (fadeInTime < fadeTime / 2) + { + bgmSource.volume = Mathf.Lerp(0, bgmVolume, fadeInTime / (fadeTime / 2)); + fadeInTime += Time.deltaTime; + yield return null; + } + + bgmSource.volume = bgmVolume; + isFading = false; + } + + // 배경음을 페이드 아웃 + private IEnumerator FadeOutBGM(float fadeTime) + { + isFading = true; + + float startVolume = bgmSource.volume; + float time = 0; + + while (time < fadeTime) + { + bgmSource.volume = Mathf.Lerp(startVolume, 0, time / fadeTime); + time += Time.deltaTime; + yield return null; + } + + bgmSource.Stop(); + bgmSource.volume = bgmVolume; + isFading = false; + } + + #endregion +} \ No newline at end of file diff --git a/Assets/Editor/ReadOnlyDrawer.cs.meta b/Assets/Scripts/Common/SoundManager.cs.meta similarity index 83% rename from Assets/Editor/ReadOnlyDrawer.cs.meta rename to Assets/Scripts/Common/SoundManager.cs.meta index 3f22dabf..17425e0c 100644 --- a/Assets/Editor/ReadOnlyDrawer.cs.meta +++ b/Assets/Scripts/Common/SoundManager.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: eb5079b7064e2324890f78e18dfe7a6e +guid: 9b22d6af280f6ed4aa3a6dbeed301cd6 MonoImporter: externalObjects: {} serializedVersion: 2