DEG-68 [Feat] 사운드 추가
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Assets/KSH/ReHousing.unity
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Assets/KSH/ReHousing.unity
(Stored with Git LFS)
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@ -44,7 +44,6 @@ public class ChatWindowController : MonoBehaviour, IPointerClickHandler
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[SerializeField] private TMP_Text chatText;
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[SerializeField] private Image clickIndicator;
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[SerializeField] private GameObject chatWindowObject; // 대화 종료용
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[SerializeField] private AudioClip typingClip; // 타이핑 사운드
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private Coroutine _typingCoroutine;
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private Coroutine _clickCoroutine;
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@ -173,7 +172,7 @@ public class ChatWindowController : MonoBehaviour, IPointerClickHandler
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strText.Append(text[i]);
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chatText.text = strText.ToString();
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yield return new WaitForSeconds(0.05f);
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SoundManager.Instance.PlaySFX(typingClip); // 타이핑 사운드
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GameManager.Instance.PlayTypingSound();
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}
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_clickCoroutine = StartCoroutine(ClickIndicatorCoroutine());
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@ -1,22 +1,32 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.Serialization;
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// 게임 매니저의 오디오 관련 부분 클래스
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public partial class GameManager
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{
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private SoundManager SafeSoundManager => SoundManager.Instance;
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// 오디오 클립 참조
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[Header("오디오 설정")]
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[Header("배경음")]
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[SerializeField] private AudioClip housingBGM;
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[SerializeField] private AudioClip dungeonBGM;
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[SerializeField] private AudioClip gameOverBGM;
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[SerializeField] private AudioClip victoryBGM;
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[Header("UI 효과음")]
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[SerializeField] private AudioClip typingSFX;
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[SerializeField] private AudioClip buttonClickSFX;
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[Header("상호 작용 효과음")]
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[SerializeField] private AudioClip houseworkSFX;
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[SerializeField] private AudioClip goToWorkSFX;
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[SerializeField] private AudioClip goToDungeonSFX;
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[SerializeField] private AudioClip eatingSFX;
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[SerializeField] private AudioClip sleepingSFX;
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[Header("몬스터 효과음")]
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[SerializeField] private AudioClip monsterAttackSFX;
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[SerializeField] private AudioClip monsterDeathSFX;
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[Header("게임 결과 효과음")]
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[SerializeField] private AudioClip gameOverSFX;
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[SerializeField] private AudioClip victorySFX;
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// 씬에 따른 배경음 맵핑
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private Dictionary<string, AudioClip> sceneBGMMap = new Dictionary<string, AudioClip>();
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@ -36,17 +46,23 @@ public partial class GameManager
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if (SoundManager.Instance != null)
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{
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// BGM 등록
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if (housingBGM != null) SoundManager.Instance.LoadAudioClip("HousingBGM", housingBGM);
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if (dungeonBGM != null) SoundManager.Instance.LoadAudioClip("DungeonBGM", dungeonBGM);
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if (gameOverBGM != null) SoundManager.Instance.LoadAudioClip("GameOverBGM", gameOverBGM);
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if (victoryBGM != null) SoundManager.Instance.LoadAudioClip("VictoryBGM", victoryBGM);
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if (housingBGM != null) SafeSoundManager?.LoadAudioClip("HousingBGM", housingBGM);
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if (dungeonBGM != null) SafeSoundManager?.LoadAudioClip("DungeonBGM", dungeonBGM);
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// 게임 결과
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if (gameOverSFX != null) SafeSoundManager?.LoadAudioClip("GameOverSFX", gameOverSFX);
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if (victorySFX != null) SafeSoundManager?.LoadAudioClip("VictorySFX", victorySFX);
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// SFX 등록
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if (buttonClickSFX != null) SoundManager.Instance.LoadAudioClip("ButtonClick", buttonClickSFX);
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if (buttonClickSFX != null) SafeSoundManager?.LoadAudioClip("ButtonClick", buttonClickSFX);
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if (typingSFX != null) SafeSoundManager?.LoadAudioClip("Typing", typingSFX);
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// 몬스터 SFX 등록
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if (monsterAttackSFX != null) SoundManager.Instance.LoadAudioClip("MonsterAttack", monsterAttackSFX);
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if (monsterDeathSFX != null) SoundManager.Instance.LoadAudioClip("MonsterDeath", monsterDeathSFX);
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// 상호작용 효과음 등록
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if (houseworkSFX != null) SafeSoundManager?.LoadAudioClip("Housework", houseworkSFX);
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if (goToWorkSFX != null) SafeSoundManager?.LoadAudioClip("Work", goToWorkSFX);
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if (goToDungeonSFX != null) SafeSoundManager?.LoadAudioClip("Dungeon", goToDungeonSFX);
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if (eatingSFX != null) SafeSoundManager?.LoadAudioClip("Eating", eatingSFX);
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if (sleepingSFX != null) SafeSoundManager?.LoadAudioClip("Sleeping", sleepingSFX);
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// 저장된 볼륨 설정 로드
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// LoadVolumeSettings();
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@ -66,10 +82,8 @@ public partial class GameManager
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// BGM 볼륨 설정 (0.0 ~ 1.0)
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public void SetVolumeBGM(float value)
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{
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if (SoundManager.Instance == null) return;
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value = Mathf.Clamp01(value); // 혹시 모를 범위 제한
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SoundManager.Instance.SetBGMVolume(value);
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SafeSoundManager?.SetBGMVolume(value);
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// 설정 저장
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// PlayerPrefs.SetFloat("BGMVolume", value);
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@ -79,10 +93,8 @@ public partial class GameManager
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// SFX 볼륨 설정 (0.0 ~ 1.0)
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public void SetVolumeSFX(float value)
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{
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if (SoundManager.Instance == null) return;
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value = Mathf.Clamp01(value);
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SoundManager.Instance.SetSFXVolume(value);
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SafeSoundManager?.SetSFXVolume(value);
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// 설정 저장
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// PlayerPrefs.SetFloat("SFXVolume", value);
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@ -95,12 +107,10 @@ public partial class GameManager
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// float bgmVolume = PlayerPrefs.GetFloat("BGMVolume", 1.0f);
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// float sfxVolume = PlayerPrefs.GetFloat("SFXVolume", 1.0f);
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//
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// // 저장된 볼륨 설정 적용
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// if (SoundManager.Instance != null)
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// {
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// SoundManager.Instance.SetBGMVolume(bgmVolume);
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// SoundManager.Instance.SetSFXVolume(sfxVolume);
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// }
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//
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// SafeSoundManager?.SetBGMVolume(bgmVolume);
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// SafeSoundManager?.SetSFXVolume(sfxVolume);
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//
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// }
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#endregion
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@ -108,8 +118,6 @@ public partial class GameManager
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// 씬에 따른 오디오 처리
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private void HandleSceneAudio(string sceneName)
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{
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if (SoundManager.Instance == null) return;
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// 이미 같은 트랙이 재생 중이면 중복 재생하지 않음
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if (currentBGMTrack == sceneName) return;
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@ -118,67 +126,71 @@ public partial class GameManager
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{
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if (bgmClip != null)
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{
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SoundManager.Instance.PlayBGM(bgmClip, true, 1.5f);
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SafeSoundManager?.PlayBGM(bgmClip, true, 1.5f);
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currentBGMTrack = sceneName;
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}
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}
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}
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#region 배경음 제어 (게임 오버, 승리도 이쪽)
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#region 배경음 제어
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// 게임 오버 시 호출
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public void PlayGameOverMusic()
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public void PlayHousingBackgroundMusic()
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{
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if (SoundManager.Instance == null) return;
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if (gameOverBGM != null)
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{
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SoundManager.Instance.PlayBGM(gameOverBGM, true, 1.0f);
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currentBGMTrack = "GameOver";
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}
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}
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// 승리 시 호출
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public void PlayVictoryMusic()
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{
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if (SoundManager.Instance == null) return;
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if (victoryBGM != null)
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{
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SoundManager.Instance.PlayBGM(victoryBGM, true, 1.0f);
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currentBGMTrack = "Victory";
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}
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}
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#endregion
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#region 효과음 제어
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// 게임 오버 시 호출
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public void PlayGameOverMusic()
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{
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SafeSoundManager?.PlaySFX("GameOverSFX");
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}
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// 승리 시 호출
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public void PlayVictoryMusic()
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{
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SafeSoundManager?.PlaySFX("VictorySFX");
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}
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// 버튼 클릭 효과음 재생
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public void PlayButtonClickSound()
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{
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if (SoundManager.Instance == null) return;
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SoundManager.Instance.PlaySFX("ButtonClick");
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}
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#endregion
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#region 몬스터 오디오
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public void PlayMonsterAttackSound()
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{
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if (SoundManager.Instance == null) return;
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SoundManager.Instance.PlaySFX("MonsterAttack");
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SafeSoundManager?.PlaySFX("ButtonClick");
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}
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public void PlayMonsterDeathSound()
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public void PlayTypingSound()
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{
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if (SoundManager.Instance == null) return;
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SoundManager.Instance.PlaySFX("MonsterDeath");
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SafeSoundManager?.PlaySFX("Typing");
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}
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#endregion
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#region 상호작용 패널 효과음
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public void PlayInteractionSound(ActionType actionType)
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{
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switch (actionType)
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{
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case ActionType.Sleep:
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SafeSoundManager?.PlaySFX("Sleeping");
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break;
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case ActionType.Work:
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SafeSoundManager?.PlaySFX("Work");
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break;
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case ActionType.Dungeon:
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SafeSoundManager?.PlaySFX("Dungeon");
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break;
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case ActionType.Eat:
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SafeSoundManager?.PlaySFX("Eating");
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break;
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case ActionType.Housework:
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SafeSoundManager?.PlaySFX("Housework");
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break;
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}
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}
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#endregion
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}
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Assets/StoreAssets/AllOfSound/Cyberleaf - Modern UI SFX/Buttons/ClickyButton2.wav
(Stored with Git LFS)
Normal file
BIN
Assets/StoreAssets/AllOfSound/Cyberleaf - Modern UI SFX/Buttons/ClickyButton2.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,22 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 209403553b8964938b89940854e4b6b4
|
||||
AudioImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 6
|
||||
defaultSettings:
|
||||
loadType: 0
|
||||
sampleRateSetting: 0
|
||||
sampleRateOverride: 44100
|
||||
compressionFormat: 1
|
||||
quality: 1
|
||||
conversionMode: 0
|
||||
platformSettingOverrides: {}
|
||||
forceToMono: 0
|
||||
normalize: 1
|
||||
preloadAudioData: 1
|
||||
loadInBackground: 0
|
||||
ambisonic: 0
|
||||
3D: 1
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
Assets/StoreAssets/AllOfSound/Cyberleaf - Modern UI SFX/Buttons/ClickyButton3a.wav
(Stored with Git LFS)
Normal file
BIN
Assets/StoreAssets/AllOfSound/Cyberleaf - Modern UI SFX/Buttons/ClickyButton3a.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
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Reference in New Issue
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