DO-91-일환-주석-디버그-로그-삭제

This commit is contained in:
Parkillhwan 2025-03-31 14:28:08 +09:00
parent 8758f3cd1f
commit 76aeacecbd
5 changed files with 44 additions and 57 deletions

View File

@ -8,10 +8,10 @@ public class AudioManager : Singleton<AudioManager>
private AudioClip mainBgm; private AudioClip mainBgm;
private AudioClip gameBgm; private AudioClip gameBgm;
[HideInInspector] public AudioSource bgmAudioSource; // BGM을 위한 AudioSource [HideInInspector] public AudioSource bgmAudioSource;
private AudioSource sfxAudioSource; // SFX를 위한 AudioSource private AudioSource sfxAudioSource;
public float sfxVolume = 1.0f; // SFX 볼륨 (기본값 1) public float sfxVolume = 1.0f;
[HideInInspector]public bool isPlayBGM; [HideInInspector]public bool isPlayBGM;
[HideInInspector]public bool isPlaySFX; [HideInInspector]public bool isPlaySFX;
@ -21,13 +21,13 @@ public class AudioManager : Singleton<AudioManager>
protected override void Awake() protected override void Awake()
{ {
base.Awake(); // 부모 클래스의 Awake 호출 base.Awake();
// BGM과 SFX를 위한 별도의 AudioSource 생성
bgmAudioSource = gameObject.AddComponent<AudioSource>(); bgmAudioSource = gameObject.AddComponent<AudioSource>();
sfxAudioSource = gameObject.AddComponent<AudioSource>(); sfxAudioSource = gameObject.AddComponent<AudioSource>();
//Sounds폴더 내의 모든 오디오클립 로드
AudioClip[] clips = Resources.LoadAll<AudioClip>("Sounds"); AudioClip[] clips = Resources.LoadAll<AudioClip>("Sounds");
foreach (AudioClip clip in clips) foreach (AudioClip clip in clips)
@ -35,8 +35,6 @@ public class AudioManager : Singleton<AudioManager>
audioClips[clip.name] = clip; audioClips[clip.name] = clip;
} }
Debug.Log($"총 {audioClips.Count}개의 오디오클립이 로드됨.");
} }
public AudioClip GetAudioClip(string clipName) public AudioClip GetAudioClip(string clipName)
@ -45,14 +43,10 @@ public class AudioManager : Singleton<AudioManager>
{ {
return clip; return clip;
} }
else
{
Debug.LogError($"패널 '{clipName}'을 찾을 수 없습니다.");
}
return null; return null;
} }
// 시작 시 BGM을 자동으로 재생
private void Start() private void Start()
{ {
isPlayBGM = UserManager.IsPlayBGM; isPlayBGM = UserManager.IsPlayBGM;
@ -61,7 +55,7 @@ public class AudioManager : Singleton<AudioManager>
PlayBGM(); PlayBGM();
} }
// 메인 BGM을 재생하는 함수
public void PlayMainBGM() public void PlayMainBGM()
{ {
mainBgm = GetAudioClip("MainBGM"); mainBgm = GetAudioClip("MainBGM");
@ -69,9 +63,9 @@ public class AudioManager : Singleton<AudioManager>
if (bgmAudioSource != null && mainBgm != null && !bgmAudioSource.isPlaying) if (bgmAudioSource != null && mainBgm != null && !bgmAudioSource.isPlaying)
{ {
bgmAudioSource.clip = mainBgm; bgmAudioSource.clip = mainBgm;
bgmAudioSource.loop = true; // BGM을 반복 재생 bgmAudioSource.loop = true;
bgmAudioSource.volume = 0.1f; // BGM 볼륨 설정 bgmAudioSource.volume = 0.1f;
bgmAudioSource.Play(); // BGM 재생 bgmAudioSource.Play();
} }
} }
@ -82,9 +76,9 @@ public class AudioManager : Singleton<AudioManager>
if (bgmAudioSource != null && gameBgm != null && !bgmAudioSource.isPlaying) if (bgmAudioSource != null && gameBgm != null && !bgmAudioSource.isPlaying)
{ {
bgmAudioSource.clip = gameBgm; bgmAudioSource.clip = gameBgm;
bgmAudioSource.loop = true; // BGM을 반복 재생 bgmAudioSource.loop = true;
bgmAudioSource.volume = 0.1f; // BGM 볼륨 설정 bgmAudioSource.volume = 0.1f;
bgmAudioSource.Play(); // 게임 BGM 재생 bgmAudioSource.Play();
} }
} }
@ -111,11 +105,11 @@ public class AudioManager : Singleton<AudioManager>
{ {
if (bgmAudioSource != null && bgmAudioSource.isPlaying) if (bgmAudioSource != null && bgmAudioSource.isPlaying)
{ {
bgmAudioSource.Stop(); // 게임용 BGM을 멈춤 bgmAudioSource.Stop();
} }
} }
// 씬이 로드될 때마다 호출되는 OnSceneLoaded 메서드
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode) protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{ {
PlayBGM(); PlayBGM();

View File

@ -25,7 +25,7 @@ public class ScoreCellController : MonoBehaviour
if (profileImage != null) if (profileImage != null)
{ {
profileImage.sprite = profileSprites[item.imageIndex]; // 프로필 이미지 (Sprite 할당) profileImage.sprite = profileSprites[item.imageIndex];
} }
} }
} }

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@ -7,5 +7,5 @@ using UnityEngine.Serialization;
[Serializable] [Serializable]
public class ScoreListWrapper public class ScoreListWrapper
{ {
public List<ScoreInfo> leaderboardDatas; // 여러 개의 ScoreInfo를 담을 리스트 public List<ScoreInfo> leaderboardDatas;
} }

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@ -7,11 +7,11 @@ using TMPro;
public class LeaderBoardController : MonoBehaviour public class LeaderBoardController : MonoBehaviour
{ {
[SerializeField] private GameObject rankingPrefab; // Ranking 프리팹을 참조 (Horizontal Layout) [SerializeField] private GameObject rankingPrefab;
[SerializeField] private Transform content; // Vertical Layout Group [SerializeField] private Transform content;
[SerializeField] private GameObject MainPanel; [SerializeField] private GameObject MainPanel;
[SerializeField] private GameObject leaderboardPanel; [SerializeField] private GameObject leaderboardPanel;
[SerializeField] private Scrollbar verticalScrollbar;// LeaderboardPanel 참조 [SerializeField] private Scrollbar verticalScrollbar;
private bool isLeaderboardLoaded = false; private bool isLeaderboardLoaded = false;
@ -24,7 +24,7 @@ public class LeaderBoardController : MonoBehaviour
{ {
GameManager.Instance.audioManager.PlayClickSound(); GameManager.Instance.audioManager.PlayClickSound();
if (isLeaderboardLoaded) return; // 이미 리더보드가 로드되었으면 중복 호출 방지 if (isLeaderboardLoaded) return;
leaderboardPanel.SetActive(true); leaderboardPanel.SetActive(true);
NetworkManager.Instance.GetLeaderboard((leaderboardItems) => NetworkManager.Instance.GetLeaderboard((leaderboardItems) =>
@ -36,57 +36,52 @@ public class LeaderBoardController : MonoBehaviour
public void Show(List<ScoreInfo> leaderboardItems) public void Show(List<ScoreInfo> leaderboardItems)
{ {
// 기존 셀 삭제 (리스트가 갱신될 때마다)
foreach (Transform child in content) foreach (Transform child in content)
{ {
Destroy(child.gameObject); Destroy(child.gameObject);
} }
// 받은 데이터로 셀 생성
foreach (var item in leaderboardItems) foreach (var item in leaderboardItems)
{ {
CreateCell(item); // 셀 생성 CreateCell(item);
} }
} }
private void CreateCell(ScoreInfo item) private void CreateCell(ScoreInfo item)
{ {
// Ranking 프리팹을 content의 자식으로 생성
var scoreCellObj = Instantiate(rankingPrefab, content); var scoreCellObj = Instantiate(rankingPrefab, content);
// Ranking 프리팹에 포함된 ScoreCellController를 찾아서 설정
var scoreCellController = scoreCellObj.GetComponent<ScoreCellController>(); var scoreCellController = scoreCellObj.GetComponent<ScoreCellController>();
if (scoreCellController != null) if (scoreCellController != null)
{ {
// 각 항목에 대한 UI 설정
scoreCellController.SetCellInfo(item); // ScoreInfo로 셀 정보 설정 scoreCellController.SetCellInfo(item);
}
else
{
Debug.LogError("ScoreCellController가 Ranking 프리팹에 없습니다.");
} }
} }
// BackButton 클릭 시 호출되는 메소드
public void OnBackButtonClicked() public void OnBackButtonClicked()
{ {
GameManager.Instance.audioManager.PlayCloseSound(); GameManager.Instance.audioManager.PlayCloseSound();
leaderboardPanel.SetActive(false); // LeaderboardPanel 숨기기 leaderboardPanel.SetActive(false);
MainPanel.SetActive(true); // SignInPanel 보이게 하기 MainPanel.SetActive(true);
} }
private List<ScoreInfo> LoadOfflineLeaderboard() private List<ScoreInfo> LoadOfflineLeaderboard()
{ {
List<ScoreInfo> leaderboard = new List<ScoreInfo>(); List<ScoreInfo> leaderboard = new List<ScoreInfo>();
// 오프라인 데이터 로딩 (PlayerPrefs 사용 예시)
string savedData = PlayerPrefs.GetString("OfflineLeaderboard", string.Empty); string savedData = PlayerPrefs.GetString("OfflineLeaderboard", string.Empty);
if (!string.IsNullOrEmpty(savedData)) if (!string.IsNullOrEmpty(savedData))
{ {
// 저장된 JSON 데이터를 파싱하여 리더보드 리스트로 변환
leaderboard = JsonUtility.FromJson<ScoreListWrapper>(savedData).leaderboardDatas; leaderboard = JsonUtility.FromJson<ScoreListWrapper>(savedData).leaderboardDatas;
} }
@ -95,6 +90,6 @@ public class LeaderBoardController : MonoBehaviour
private void OnDisable() private void OnDisable()
{ {
Destroy(gameObject); // 자기 자신을 삭제 Destroy(gameObject);
} }
} }

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@ -11,11 +11,11 @@ public class SettingsPanelController : PanelController
void Start() void Start()
{ {
// 스위치 컨트롤러 상태 변경 이벤트 연결
sfxSwitch.GetComponent<SwitchController>().OnSwitchChanged += OnSFXToggleValueChanged; sfxSwitch.GetComponent<SwitchController>().OnSwitchChanged += OnSFXToggleValueChanged;
bgmSwitch.GetComponent<SwitchController>().OnSwitchChanged += OnBGMToggleValueChanged; bgmSwitch.GetComponent<SwitchController>().OnSwitchChanged += OnBGMToggleValueChanged;
// 현재 저장된 설정 값을 UI에 반영
sfxSwitch.GetComponent<SwitchController>().SetSwitch(UserManager.IsPlaySFX); sfxSwitch.GetComponent<SwitchController>().SetSwitch(UserManager.IsPlaySFX);
bgmSwitch.GetComponent<SwitchController>().SetSwitch(UserManager.IsPlayBGM); bgmSwitch.GetComponent<SwitchController>().SetSwitch(UserManager.IsPlayBGM);
} }
@ -26,34 +26,32 @@ public class SettingsPanelController : PanelController
base.Show(); base.Show();
} }
// SFX On/Off 시 호출되는 함수
public void OnSFXToggleValueChanged(bool value) public void OnSFXToggleValueChanged(bool value)
{ {
UserManager.IsPlaySFX = value; // UserManager에 값 저장 UserManager.IsPlaySFX = value;
} }
// BGM On/Off 시 호출되는 함수
public void OnBGMToggleValueChanged(bool value) public void OnBGMToggleValueChanged(bool value)
{ {
UserManager.IsPlayBGM = value; // UserManager에 값 저장 UserManager.IsPlayBGM = value;
// BGM을 끄는 경우
if (!value) if (!value)
{ {
AudioManager.Instance.StopBGM(); // BGM을 끄기 AudioManager.Instance.StopBGM();
} }
// BGM을 켜는 경우
else else
{ {
// 이미 BGM이 재생 중인 경우 새로 시작하지 않도록 체크
if (!AudioManager.Instance.bgmAudioSource.isPlaying) if (!AudioManager.Instance.bgmAudioSource.isPlaying)
{ {
AudioManager.Instance.PlayBGM(); // BGM을 켜기 AudioManager.Instance.PlayBGM();
} }
} }
} }
// X 버튼 클릭시 호출되는 함수
public void OnClickCloseButton() public void OnClickCloseButton()
{ {
Hide(); Hide();