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4 Commits

Author SHA1 Message Date
Sehyeon
e58e0df8e9 git conflict reslove 2025-05-09 11:42:05 +09:00
Sehyeon
f0d7d621e0 DEG-68 [Feat] 오디오 추가 2025-05-08 17:48:30 +09:00
Sehyeon
a0d7279381 Merge branch 'main' into DEG-68-연출-사운드-추가 2025-05-07 16:23:05 +09:00
Sehyeon
cbcf4f8ac6 DEG-68 [Feat] 사운드 추가 2025-05-07 16:22:12 +09:00
266 changed files with 3352 additions and 80 deletions

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Assets/KSH/GameManager.prefab (Stored with Git LFS) Normal file

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@ -0,0 +1,7 @@
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Assets/KSH/ReHousing.unity (Stored with Git LFS)

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@ -69,6 +69,7 @@ public class InteractionController : MonoBehaviour
}
else
{
GameManager.Instance.PlayInteractionSound(interactionType);
interactionAnimationPanelController.ShowAnimationPanel(interactionType,interactionTexts.AnimationText);
}
}

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@ -36,19 +36,23 @@ public class InteractionAnimationPanelController : MonoBehaviour
switch (actionType)
{
case ActionType.Sleep:
animator.Play("Sleep");
break;
case ActionType.Work:
animator.Play("Go2Work");
break;
case ActionType.Eat:
animator.Play("Meal");
break;
case ActionType.Dungeon:
animator.Play("Dungeon");
break;
case ActionType.Housework:
animator.Play("Laundry");
break;
}
_textAnimCoroutine = StartCoroutine(TextDotsAnimation());
_autoHideCoroutine = StartCoroutine(AutoHidePanel());
_autoHideCoroutine = StartCoroutine(AutoHidePanel(actionType));
}
private IEnumerator TextDotsAnimation()
@ -70,7 +74,7 @@ public class InteractionAnimationPanelController : MonoBehaviour
/// 패널이 2초후 자동으로 닫히거나 터치시 닫히도록 합니다.
/// </summary>
/// <returns></returns>
private IEnumerator AutoHidePanel()
private IEnumerator AutoHidePanel(ActionType actionType)
{
float startTime = Time.time;
while (Time.time - startTime < animationDuration)
@ -81,7 +85,8 @@ public class InteractionAnimationPanelController : MonoBehaviour
}
yield return null;
}
GameManager.Instance.StopInteractionSound(actionType);
//패널 닫고 애니메이션 null처리
HidePanel();
_autoHideCoroutine = null;

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@ -1,5 +1,5 @@
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@ -44,7 +44,6 @@ public class ChatWindowController : MonoBehaviour, IPointerClickHandler
[SerializeField] private TMP_Text chatText;
[SerializeField] private Image clickIndicator;
[SerializeField] private GameObject chatWindowObject; // 대화 종료용
[SerializeField] private AudioClip typingClip; // 타이핑 사운드
private Coroutine _typingCoroutine;
private Coroutine _clickCoroutine;
@ -173,7 +172,7 @@ public class ChatWindowController : MonoBehaviour, IPointerClickHandler
strText.Append(text[i]);
chatText.text = strText.ToString();
yield return new WaitForSeconds(0.05f);
SoundManager.Instance.PlaySFX(typingClip); // 타이핑 사운드
GameManager.Instance.PlayTypingSound();
}
_clickCoroutine = StartCoroutine(ClickIndicatorCoroutine());

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@ -1,22 +1,45 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.Serialization;
// 게임 매니저의 오디오 관련 부분 클래스
public partial class GameManager
{
private SoundManager SafeSoundManager => SoundManager.Instance;
// 오디오 클립 참조
[Header("오디오 설정")]
[Header("배경음")]
[SerializeField] private AudioClip housingBGM;
[SerializeField] private AudioClip dungeonBGM;
[SerializeField] private AudioClip gameOverBGM;
[SerializeField] private AudioClip victoryBGM;
[Header("UI 효과음")]
[SerializeField] private AudioClip typingSFX;
[SerializeField] private AudioClip buttonClickSFX;
[SerializeField] private AudioClip errorSFX;
[SerializeField] private AudioClip popupSFX;
[SerializeField] private AudioClip levelupSFX; // 강화 레벨업
[Header("상호 작용 효과음")]
[SerializeField] private AudioClip houseworkSFX;
[SerializeField] private AudioClip goToWorkSFX;
[SerializeField] private AudioClip goToDungeonSFX;
[SerializeField] private AudioClip eatingSFX;
[SerializeField] private AudioClip sleepingSFX;
[Header("몬스터 효과음")]
[SerializeField] private AudioClip monsterAttackSFX;
[SerializeField] private AudioClip monsterDeathSFX;
[Header("게임 결과 효과음")]
[SerializeField] private AudioClip gameOverSFX;
[SerializeField] private AudioClip victorySFX;
[Header("플레이어 전투 효과음")]
[SerializeField] private AudioClip housingFootstepSFX;
[SerializeField] private AudioClip dungeonFootstepSFX;
[SerializeField] private AudioClip playerAttackSFX;
[Header("몬스터 전투 효과음")]
[SerializeField] private AudioClip explosionSFX; // 폭발 사운드
[SerializeField] private AudioClip cutSFX; // 베는 사운드
[SerializeField] private AudioClip beamSFX; // 빔 소리?
// 씬에 따른 배경음 맵핑
private Dictionary<string, AudioClip> sceneBGMMap = new Dictionary<string, AudioClip>();
@ -24,6 +47,10 @@ public partial class GameManager
// 현재 재생 중인 BGM 트랙
private string currentBGMTrack = "";
private AudioSource currentInteractionSFX;
private bool wasPlayingBGM = false;
private AudioClip previousBGMClip = null;
// 오디오 관련 초기화
private void InitializeAudio()
{
@ -36,24 +63,43 @@ public partial class GameManager
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);
if (housingBGM != null) SafeSoundManager?.LoadAudioClip("HousingBGM", housingBGM);
if (dungeonBGM != null) SafeSoundManager?.LoadAudioClip("DungeonBGM", dungeonBGM);
// 게임 결과
if (gameOverSFX != null) SafeSoundManager?.LoadAudioClip("GameOverSFX", gameOverSFX);
if (victorySFX != null) SafeSoundManager?.LoadAudioClip("VictorySFX", victorySFX);
// UI 효과음 등록
if (buttonClickSFX != null) SafeSoundManager?.LoadAudioClip("ButtonClick", buttonClickSFX);
if (typingSFX != null) SafeSoundManager?.LoadAudioClip("Typing", typingSFX);
if (errorSFX != null) SafeSoundManager?.LoadAudioClip("Error", errorSFX);
if (popupSFX != null) SafeSoundManager?.LoadAudioClip("Popup", popupSFX);
if (levelupSFX != null) SafeSoundManager?.LoadAudioClip("LevelUp", levelupSFX);
// 상호작용 효과음 등록
if (houseworkSFX != null) SafeSoundManager?.LoadAudioClip("Housework", houseworkSFX);
if (goToWorkSFX != null) SafeSoundManager?.LoadAudioClip("Work", goToWorkSFX);
if (goToDungeonSFX != null) SafeSoundManager?.LoadAudioClip("Dungeon", goToDungeonSFX);
if (eatingSFX != null) SafeSoundManager?.LoadAudioClip("Eating", eatingSFX);
if (sleepingSFX != null) SafeSoundManager?.LoadAudioClip("Sleeping", sleepingSFX);
// 플레이어 전투 효과음 등록
if (housingFootstepSFX != null) SafeSoundManager?.LoadAudioClip("HousingFootstep", housingFootstepSFX);
if (dungeonFootstepSFX != null) SafeSoundManager?.LoadAudioClip("DungeonFootstep", dungeonFootstepSFX);
if (playerAttackSFX != null) SafeSoundManager?.LoadAudioClip("PlayerAttack", playerAttackSFX);
// 몬스터 전투 효과음 등록
if (explosionSFX != null) SafeSoundManager?.LoadAudioClip("Explosion", explosionSFX);
if (cutSFX != null) SafeSoundManager?.LoadAudioClip("Cut", cutSFX);
if (beamSFX != null) SafeSoundManager?.LoadAudioClip("Beam", beamSFX);
// 저장된 볼륨 설정 로드
// LoadVolumeSettings();
// 현재 씬에 맞는 배경음 재생
// string currentSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
// HandleSceneAudio(currentSceneName);
string currentSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
HandleSceneAudio(currentSceneName);
}
else
{
@ -66,10 +112,8 @@ public partial class GameManager
// 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);
SafeSoundManager?.SetBGMVolume(value);
// 설정 저장
// PlayerPrefs.SetFloat("BGMVolume", value);
@ -79,10 +123,8 @@ public partial class GameManager
// 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);
SafeSoundManager?.SetSFXVolume(value);
// 설정 저장
// PlayerPrefs.SetFloat("SFXVolume", value);
@ -95,89 +137,202 @@ public partial class GameManager
// 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);
// }
//
// SafeSoundManager?.SetBGMVolume(bgmVolume);
// SafeSoundManager?.SetSFXVolume(sfxVolume);
//
// }
#endregion
// 씬에 따른 오디오 처리
private void HandleSceneAudio(string sceneName)
private void HandleSceneAudio(string sceneName) // Housing, Game
{
if (SoundManager.Instance == null) return;
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;
}
}
}
#region ( , )
#region
// 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
// 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
public void PlayMonsterAttackSound()
#region
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
public void PlayHousingFootstepSound()
{
SafeSoundManager?.PlaySFX("HousingFootstep");
}
public void PlayDungeonFootstepSound()
{
SafeSoundManager?.PlaySFX("DungeonFootstep");
}
public void PlayPlayerAttackSound()
{
SafeSoundManager?.PlaySFX("PlayerAttack");
}
#endregion
#region
public void PlayExplosionSound()
{
SafeSoundManager?.PlaySFX("Explosion");
}
public void PlayCutSound()
{
SafeSoundManager?.PlaySFX("Cut");
}
public void PlayBeamSound()
{
SafeSoundManager?.PlaySFX("Beam");
}
#endregion

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@ -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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