349 lines
11 KiB
C#

using System;
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("배경음")]
[SerializeField] private AudioClip housingBGM;
[SerializeField] private AudioClip dungeonBGM;
[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("게임 결과 효과음")]
[SerializeField] private AudioClip gameOverSFX;
[SerializeField] private AudioClip victorySFX;
[Header("플레이어 전투 효과음")]
[SerializeField] private AudioClip playerHitSFX;
[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>();
// 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()
{
// 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) 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 (playerHitSFX != null) SafeSoundManager?.LoadAudioClip("PlayerHit", playerHitSFX);
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);
}
else
{
Debug.LogWarning("SoundManager 인스턴스를 찾을 수 없습니다.");
}
}
#region
// BGM 볼륨 설정 (0.0 ~ 1.0)
public void SetVolumeBGM(float value)
{
value = Mathf.Clamp01(value); // 혹시 모를 범위 제한
SafeSoundManager?.SetBGMVolume(value);
// 설정 저장
// PlayerPrefs.SetFloat("BGMVolume", value);
// PlayerPrefs.Save();
}
// SFX 볼륨 설정 (0.0 ~ 1.0)
public void SetVolumeSFX(float value)
{
value = Mathf.Clamp01(value);
SafeSoundManager?.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);
//
//
// SafeSoundManager?.SetBGMVolume(bgmVolume);
// SafeSoundManager?.SetSFXVolume(sfxVolume);
var (sfxVolume, bgmVolume, sfxIsActive, bgmIsActive) = PlayerPrefsManager.LoadSettings();
SafeSoundManager?.SetSFXVolume(sfxIsActive? sfxVolume : 0);
SafeSoundManager?.SetBGMVolume(bgmIsActive? bgmVolume : 0);
}
#endregion
// 씬에 따른 오디오 처리
private void HandleSceneAudio(string sceneName) // Housing, Game
{
string targetScene = "";
if (sceneName.Contains("Housing"))
{
targetScene = "Housing";
}
else if (sceneName.Contains("Dungeon"))
{
targetScene = "Game";
}
else
{
targetScene = "Housing"; // defalut 값은 Housing으로 설정
}
// 이미 같은 트랙이 재생 중이면 중복 재생하지 않음
if (currentBGMTrack == targetScene) return;
// 타겟 씬에 맞는 BGM 재생
if (sceneBGMMap.TryGetValue(targetScene, out AudioClip bgmClip))
{
if (bgmClip != null)
{
SafeSoundManager?.PlayBGM(bgmClip, true, 1.5f);
currentBGMTrack = targetScene;
wasPlayingBGM = true;
}
}
}
#region
// 게임 오버 시 호출
public void PlayGameOverMusic()
{
SafeSoundManager?.PlaySFX("GameOverSFX");
}
// 승리 시 호출
public void PlayVictoryMusic()
{
SafeSoundManager?.PlaySFX("VictorySFX");
}
// 버튼 클릭 효과음 재생
public void PlayButtonClickSound()
{
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 PlayInteractionSound(ActionType actionType)
{
if (sceneBGMMap.TryGetValue(currentBGMTrack, out AudioClip bgmClip))
{
previousBGMClip = bgmClip;
wasPlayingBGM = true;
}
// 배경음 중지 (페이드아웃)
SafeSoundManager?.StopBGM(true, 0.5f);
// 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";
}
}
#endregion
#region
public void PlayPlayerHitSound()
{
SafeSoundManager?.PlaySFX("PlayerHit");
}
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
}