git conflict reslove
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BIN
Assets/KSH/GameManager.prefab
(Stored with Git LFS)
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BIN
Assets/KSH/GameManager.prefab
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Assets/KSH/GameManager.prefab.meta
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Assets/KSH/GameManager.prefab.meta
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: efa2c1ca8cdf23b41acbe2e39ef374b4
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
|
BIN
Assets/KSH/ReHousing.unity
(Stored with Git LFS)
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Assets/KSH/ReHousing.unity
(Stored with Git LFS)
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@ -69,6 +69,7 @@ public class InteractionController : MonoBehaviour
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}
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else
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{
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GameManager.Instance.PlayInteractionSound(interactionType);
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interactionAnimationPanelController.ShowAnimationPanel(interactionType,interactionTexts.AnimationText);
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}
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}
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@ -36,19 +36,23 @@ public class InteractionAnimationPanelController : MonoBehaviour
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switch (actionType)
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{
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case ActionType.Sleep:
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animator.Play("Sleep");
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break;
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case ActionType.Work:
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animator.Play("Go2Work");
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break;
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case ActionType.Eat:
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animator.Play("Meal");
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break;
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case ActionType.Dungeon:
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animator.Play("Dungeon");
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break;
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case ActionType.Housework:
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animator.Play("Laundry");
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break;
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}
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_textAnimCoroutine = StartCoroutine(TextDotsAnimation());
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_autoHideCoroutine = StartCoroutine(AutoHidePanel());
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_autoHideCoroutine = StartCoroutine(AutoHidePanel(actionType));
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}
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private IEnumerator TextDotsAnimation()
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@ -70,7 +74,7 @@ public class InteractionAnimationPanelController : MonoBehaviour
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/// 패널이 2초후 자동으로 닫히거나 터치시 닫히도록 합니다.
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/// </summary>
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/// <returns></returns>
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private IEnumerator AutoHidePanel()
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private IEnumerator AutoHidePanel(ActionType actionType)
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{
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float startTime = Time.time;
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while (Time.time - startTime < animationDuration)
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@ -81,7 +85,8 @@ public class InteractionAnimationPanelController : MonoBehaviour
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}
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yield return null;
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}
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GameManager.Instance.StopInteractionSound(actionType);
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//패널 닫고 애니메이션 null처리
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HidePanel();
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_autoHideCoroutine = null;
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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||||
guid: c0f5786f639278d479c9da914217fdad
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guid: 6278383b82513424bb58a3faeeb8a9db
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timeCreated: 1545638758
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licenseType: Store
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AudioImporter:
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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 +1,45 @@
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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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[SerializeField] private AudioClip errorSFX;
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[SerializeField] private AudioClip popupSFX;
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[SerializeField] private AudioClip levelupSFX; // 강화 레벨업
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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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[Header("플레이어 전투 효과음")]
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[SerializeField] private AudioClip housingFootstepSFX;
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[SerializeField] private AudioClip dungeonFootstepSFX;
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[SerializeField] private AudioClip playerAttackSFX;
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[Header("몬스터 전투 효과음")]
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[SerializeField] private AudioClip explosionSFX; // 폭발 사운드
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[SerializeField] private AudioClip cutSFX; // 베는 사운드
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[SerializeField] private AudioClip beamSFX; // 빔 소리?
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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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@ -24,6 +47,10 @@ public partial class GameManager
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// 현재 재생 중인 BGM 트랙
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private string currentBGMTrack = "";
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private AudioSource currentInteractionSFX;
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private bool wasPlayingBGM = false;
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private AudioClip previousBGMClip = null;
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// 오디오 관련 초기화
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private void InitializeAudio()
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{
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@ -36,24 +63,43 @@ 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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// SFX 등록
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if (buttonClickSFX != null) SoundManager.Instance.LoadAudioClip("ButtonClick", buttonClickSFX);
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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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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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// UI 효과음 등록
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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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if (errorSFX != null) SafeSoundManager?.LoadAudioClip("Error", errorSFX);
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if (popupSFX != null) SafeSoundManager?.LoadAudioClip("Popup", popupSFX);
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if (levelupSFX != null) SafeSoundManager?.LoadAudioClip("LevelUp", levelupSFX);
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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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// 플레이어 전투 효과음 등록
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if (housingFootstepSFX != null) SafeSoundManager?.LoadAudioClip("HousingFootstep", housingFootstepSFX);
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if (dungeonFootstepSFX != null) SafeSoundManager?.LoadAudioClip("DungeonFootstep", dungeonFootstepSFX);
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if (playerAttackSFX != null) SafeSoundManager?.LoadAudioClip("PlayerAttack", playerAttackSFX);
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// 몬스터 전투 효과음 등록
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if (explosionSFX != null) SafeSoundManager?.LoadAudioClip("Explosion", explosionSFX);
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if (cutSFX != null) SafeSoundManager?.LoadAudioClip("Cut", cutSFX);
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if (beamSFX != null) SafeSoundManager?.LoadAudioClip("Beam", beamSFX);
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// 저장된 볼륨 설정 로드
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// LoadVolumeSettings();
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// 현재 씬에 맞는 배경음 재생
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// string currentSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
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// HandleSceneAudio(currentSceneName);
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string currentSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
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HandleSceneAudio(currentSceneName);
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}
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else
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{
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@ -66,10 +112,8 @@ 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 +123,8 @@ 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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@ -95,89 +137,202 @@ 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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// 씬에 따른 오디오 처리
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private void HandleSceneAudio(string sceneName)
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||||
private void HandleSceneAudio(string sceneName) // Housing, Game
|
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{
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if (SoundManager.Instance == null) return;
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||||
|
||||
string targetScene = "";
|
||||
|
||||
if (sceneName.Contains("Housing"))
|
||||
{
|
||||
targetScene = "Housing";
|
||||
}
|
||||
else if (sceneName.Contains("Game"))
|
||||
{
|
||||
targetScene = "Game";
|
||||
}
|
||||
else
|
||||
{
|
||||
targetScene = "Housing"; // defalut 값은 Housing으로 설정
|
||||
}
|
||||
|
||||
// 이미 같은 트랙이 재생 중이면 중복 재생하지 않음
|
||||
if (currentBGMTrack == sceneName) return;
|
||||
|
||||
// 씬에 맞는 BGM 재생
|
||||
if (sceneBGMMap.TryGetValue(sceneName, out AudioClip bgmClip))
|
||||
if (currentBGMTrack == targetScene) return;
|
||||
|
||||
// 타겟 씬에 맞는 BGM 재생
|
||||
if (sceneBGMMap.TryGetValue(targetScene, out AudioClip bgmClip))
|
||||
{
|
||||
if (bgmClip != null)
|
||||
{
|
||||
SoundManager.Instance.PlayBGM(bgmClip, true, 1.5f);
|
||||
currentBGMTrack = sceneName;
|
||||
SafeSoundManager?.PlayBGM(bgmClip, true, 1.5f);
|
||||
currentBGMTrack = targetScene;
|
||||
}
|
||||
}
|
||||
}
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||||
|
||||
#region 배경음 제어 (게임 오버, 승리도 이쪽)
|
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#region 효과음 제어
|
||||
|
||||
// 게임 오버 시 호출
|
||||
public void PlayGameOverMusic()
|
||||
{
|
||||
if (SoundManager.Instance == null) return;
|
||||
|
||||
if (gameOverBGM != null)
|
||||
{
|
||||
SoundManager.Instance.PlayBGM(gameOverBGM, true, 1.0f);
|
||||
currentBGMTrack = "GameOver";
|
||||
}
|
||||
SafeSoundManager?.PlaySFX("GameOverSFX");
|
||||
}
|
||||
|
||||
// 승리 시 호출
|
||||
public void PlayVictoryMusic()
|
||||
{
|
||||
if (SoundManager.Instance == null) return;
|
||||
|
||||
if (victoryBGM != null)
|
||||
{
|
||||
SoundManager.Instance.PlayBGM(victoryBGM, true, 1.0f);
|
||||
currentBGMTrack = "Victory";
|
||||
}
|
||||
SafeSoundManager?.PlaySFX("VictorySFX");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 효과음 제어
|
||||
|
||||
// 버튼 클릭 효과음 재생
|
||||
public void PlayButtonClickSound()
|
||||
{
|
||||
if (SoundManager.Instance == null) return;
|
||||
|
||||
SoundManager.Instance.PlaySFX("ButtonClick");
|
||||
SafeSoundManager?.PlaySFX("ButtonClick");
|
||||
}
|
||||
|
||||
public void PlayTypingSound()
|
||||
{
|
||||
SafeSoundManager?.PlaySFX("Typing");
|
||||
}
|
||||
|
||||
public void PlayErrorSound()
|
||||
{
|
||||
SafeSoundManager?.PlaySFX("Error");
|
||||
}
|
||||
|
||||
public void PlayPopupSound()
|
||||
{
|
||||
SafeSoundManager?.PlaySFX("Popup");
|
||||
}
|
||||
|
||||
public void PlayLevelUpSound()
|
||||
{
|
||||
SafeSoundManager?.PlaySFX("LevelUp");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 몬스터 오디오
|
||||
|
||||
public void PlayMonsterAttackSound()
|
||||
|
||||
#region 상호작용 패널 효과음
|
||||
|
||||
public void PlayInteractionSound(ActionType actionType)
|
||||
{
|
||||
if (SoundManager.Instance == null) return;
|
||||
// 배경음 중지 (페이드아웃)
|
||||
SafeSoundManager?.StopBGM(true, 0.5f);
|
||||
|
||||
SoundManager.Instance.PlaySFX("MonsterAttack");
|
||||
// 효과음 재생
|
||||
switch (actionType)
|
||||
{
|
||||
case ActionType.Sleep:
|
||||
SafeSoundManager?.PlaySFX("Sleeping");
|
||||
break;
|
||||
case ActionType.Work:
|
||||
SafeSoundManager?.PlaySFX("Work");
|
||||
break;
|
||||
case ActionType.Dungeon:
|
||||
SafeSoundManager?.PlaySFX("Dungeon");
|
||||
break;
|
||||
case ActionType.Eat:
|
||||
SafeSoundManager?.PlaySFX("Eating");
|
||||
break;
|
||||
case ActionType.Housework:
|
||||
SafeSoundManager?.PlaySFX("Housework");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 상호작용 효과음 종료
|
||||
public void StopInteractionSound(ActionType actionType, float fadeTime = 0.5f)
|
||||
{
|
||||
string sfxName = "";
|
||||
|
||||
switch (actionType)
|
||||
{
|
||||
case ActionType.Sleep:
|
||||
sfxName = "Sleeping";
|
||||
break;
|
||||
case ActionType.Work:
|
||||
sfxName = "Work";
|
||||
break;
|
||||
case ActionType.Dungeon:
|
||||
sfxName = "Dungeon";
|
||||
break;
|
||||
case ActionType.Eat:
|
||||
sfxName = "Eating";
|
||||
break;
|
||||
case ActionType.Housework:
|
||||
sfxName = "Housework";
|
||||
break;
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(sfxName))
|
||||
{
|
||||
SafeSoundManager?.FadeOutSFXByName(sfxName, fadeTime);
|
||||
|
||||
// 배경음 재개
|
||||
if (wasPlayingBGM && previousBGMClip != null)
|
||||
{
|
||||
StartCoroutine(FadeOutAndPlayBGM(sfxName, fadeTime));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 효과음 페이드아웃 후 배경음 재생 코루틴
|
||||
private IEnumerator FadeOutAndPlayBGM(string sfxName, float fadeTime)
|
||||
{
|
||||
// 효과음 페이드아웃을 위한 시간 대기
|
||||
yield return new WaitForSeconds(fadeTime);
|
||||
|
||||
// Housing BGM 재생
|
||||
if (housingBGM != null)
|
||||
{
|
||||
SafeSoundManager?.PlayBGM(housingBGM, true, 0.5f);
|
||||
currentBGMTrack = "Housing";
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayMonsterDeathSound()
|
||||
{
|
||||
if (SoundManager.Instance == null) return;
|
||||
#endregion
|
||||
|
||||
SoundManager.Instance.PlaySFX("MonsterDeath");
|
||||
#region 플레이어 전투 효과음 제어
|
||||
|
||||
public void PlayHousingFootstepSound()
|
||||
{
|
||||
SafeSoundManager?.PlaySFX("HousingFootstep");
|
||||
}
|
||||
|
||||
public void PlayDungeonFootstepSound()
|
||||
{
|
||||
SafeSoundManager?.PlaySFX("DungeonFootstep");
|
||||
}
|
||||
|
||||
public void PlayPlayerAttackSound()
|
||||
{
|
||||
SafeSoundManager?.PlaySFX("PlayerAttack");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 몬스터 전투 효과음 제어
|
||||
|
||||
public void PlayExplosionSound()
|
||||
{
|
||||
SafeSoundManager?.PlaySFX("Explosion");
|
||||
}
|
||||
|
||||
public void PlayCutSound()
|
||||
{
|
||||
SafeSoundManager?.PlaySFX("Cut");
|
||||
}
|
||||
|
||||
public void PlayBeamSound()
|
||||
{
|
||||
SafeSoundManager?.PlaySFX("Beam");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -176,6 +176,38 @@ public class SoundManager : Singleton<SoundManager>
|
||||
return sfxSource;
|
||||
}
|
||||
|
||||
// 특정 이름의 효과음을 모두 페이드아웃
|
||||
public void FadeOutSFXByName(string clipName, float fadeTime = 0.5f)
|
||||
{
|
||||
if (string.IsNullOrEmpty(clipName)) return;
|
||||
|
||||
foreach (var source in sfxSources)
|
||||
{
|
||||
if (source.isPlaying && source.clip != null &&
|
||||
source.clip == audioClips.GetValueOrDefault(clipName))
|
||||
{
|
||||
StartCoroutine(FadeOutSFXCoroutine(source, fadeTime));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 효과음 페이드아웃 코루틴
|
||||
private IEnumerator FadeOutSFXCoroutine(AudioSource sfxSource, float fadeTime)
|
||||
{
|
||||
float startVolume = sfxSource.volume;
|
||||
float time = 0;
|
||||
|
||||
while (time < fadeTime)
|
||||
{
|
||||
sfxSource.volume = Mathf.Lerp(startVolume, 0, time / fadeTime);
|
||||
time += Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
sfxSource.Stop();
|
||||
sfxSource.volume = sfxVolume; // 원래 볼륨으로 복원
|
||||
}
|
||||
|
||||
// 모든 효과음을 정지
|
||||
public void StopAllSFX()
|
||||
{
|
||||
|
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Normal file
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Normal file
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Normal file
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Normal file
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Normal file
Binary file not shown.
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Normal file
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(Stored with Git LFS)
Normal file
Binary file not shown.
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(Stored with Git LFS)
Normal file
BIN
Assets/StoreAssets/AllOfSound/Cyberleaf - Modern UI SFX/AlertsAndNotifications/GenericNotification11.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
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(Stored with Git LFS)
Normal file
BIN
Assets/StoreAssets/AllOfSound/Cyberleaf - Modern UI SFX/AlertsAndNotifications/GenericNotification2.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
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(Stored with Git LFS)
Normal file
BIN
Assets/StoreAssets/AllOfSound/Cyberleaf - Modern UI SFX/AlertsAndNotifications/GenericNotification3.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
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(Stored with Git LFS)
Normal file
BIN
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(Stored with Git LFS)
Normal file
Binary file not shown.
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(Stored with Git LFS)
Normal file
BIN
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(Stored with Git LFS)
Normal file
Binary file not shown.
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(Stored with Git LFS)
Normal file
BIN
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(Stored with Git LFS)
Normal file
Binary file not shown.
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(Stored with Git LFS)
Normal file
BIN
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(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,22 @@
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(Stored with Git LFS)
Normal file
BIN
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(Stored with Git LFS)
Normal file
Binary file not shown.
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(Stored with Git LFS)
Normal file
BIN
Assets/StoreAssets/AllOfSound/Cyberleaf - Modern UI SFX/AlertsAndNotifications/Popup1.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
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(Stored with Git LFS)
Normal file
BIN
Assets/StoreAssets/AllOfSound/Cyberleaf - Modern UI SFX/AlertsAndNotifications/Popup2.wav
(Stored with Git LFS)
Normal file
Binary file not shown.
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Normal file
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Normal file
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Normal file
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Reference in New Issue
Block a user