From 76aeacecbd44f2f43923f4263694cb9c93698526 Mon Sep 17 00:00:00 2001
From: Parkillhwan <tlfnvk56@naver.com>
Date: Mon, 31 Mar 2025 14:28:08 +0900
Subject: [PATCH] =?UTF-8?q?DO-91-=EC=9D=BC=ED=99=98-=EC=A3=BC=EC=84=9D-?=
 =?UTF-8?q?=EB=94=94=EB=B2=84=EA=B7=B8-=EB=A1=9C=EA=B7=B8-=EC=82=AD?=
 =?UTF-8?q?=EC=A0=9C?=
MIME-Version: 1.0
Content-Type: text/plain; charset=UTF-8
Content-Transfer-Encoding: 8bit

---
 Assets/Script/Common/AudioManager.cs          | 38 ++++++++-----------
 Assets/Script/Main/ScoreCellController.cs     |  2 +-
 Assets/Script/Main/ScoreListWrapper.cs        |  2 +-
 .../PanelController/LeaderBoardController.cs  | 37 ++++++++----------
 .../PanelController/SettingPanelController.cs | 22 +++++------
 5 files changed, 44 insertions(+), 57 deletions(-)

diff --git a/Assets/Script/Common/AudioManager.cs b/Assets/Script/Common/AudioManager.cs
index a4f9d0b..af92ce8 100644
--- a/Assets/Script/Common/AudioManager.cs
+++ b/Assets/Script/Common/AudioManager.cs
@@ -8,10 +8,10 @@ public class AudioManager : Singleton<AudioManager>
     private AudioClip mainBgm;
     private AudioClip gameBgm;
 
-    [HideInInspector] public AudioSource bgmAudioSource;  // BGM을 위한 AudioSource
-    private AudioSource sfxAudioSource;  // SFX를 위한 AudioSource
+    [HideInInspector] public AudioSource bgmAudioSource;  
+    private AudioSource sfxAudioSource;  
 
-    public float sfxVolume = 1.0f;  // SFX 볼륨 (기본값 1)
+    public float sfxVolume = 1.0f;  
 
     [HideInInspector]public bool isPlayBGM;
     [HideInInspector]public bool isPlaySFX;
@@ -21,13 +21,13 @@ public class AudioManager : Singleton<AudioManager>
     
     protected override void Awake()
     {
-        base.Awake();  // 부모 클래스의 Awake 호출
+        base.Awake();  
 
-        // BGM과 SFX를 위한 별도의 AudioSource 생성
+        
         bgmAudioSource = gameObject.AddComponent<AudioSource>();
         sfxAudioSource = gameObject.AddComponent<AudioSource>();
         
-        //Sounds폴더 내의 모든 오디오클립 로드
+        
         AudioClip[] clips = Resources.LoadAll<AudioClip>("Sounds");
         
         foreach (AudioClip clip in clips)
@@ -35,8 +35,6 @@ public class AudioManager : Singleton<AudioManager>
             audioClips[clip.name] = clip;
         }
         
-        Debug.Log($"총 {audioClips.Count}개의 오디오클립이 로드됨.");
-        
     }
     
     public AudioClip GetAudioClip(string clipName)
@@ -45,14 +43,10 @@ public class AudioManager : Singleton<AudioManager>
         {
             return clip;
         }
-        else
-        {
-            Debug.LogError($"패널 '{clipName}'을 찾을 수 없습니다.");
-        }
         return null;
     }
 
-    // 시작 시 BGM을 자동으로 재생
+    
     private void Start()
     {
         isPlayBGM = UserManager.IsPlayBGM;
@@ -61,7 +55,7 @@ public class AudioManager : Singleton<AudioManager>
         PlayBGM();
     }
 
-    // 메인 BGM을 재생하는 함수
+    
     public void PlayMainBGM()
     {
         mainBgm = GetAudioClip("MainBGM");
@@ -69,9 +63,9 @@ public class AudioManager : Singleton<AudioManager>
         if (bgmAudioSource != null && mainBgm != null && !bgmAudioSource.isPlaying)
         {
             bgmAudioSource.clip = mainBgm;
-            bgmAudioSource.loop = true;  // BGM을 반복 재생
-            bgmAudioSource.volume = 0.1f;  // BGM 볼륨 설정
-            bgmAudioSource.Play();  // BGM 재생
+            bgmAudioSource.loop = true;  
+            bgmAudioSource.volume = 0.1f;  
+            bgmAudioSource.Play();  
         }
     }
     
@@ -82,9 +76,9 @@ public class AudioManager : Singleton<AudioManager>
         if (bgmAudioSource != null && gameBgm != null && !bgmAudioSource.isPlaying)
         {
             bgmAudioSource.clip = gameBgm;
-            bgmAudioSource.loop = true;  // BGM을 반복 재생
-            bgmAudioSource.volume = 0.1f;  // BGM 볼륨 설정
-            bgmAudioSource.Play();  // 게임 BGM 재생
+            bgmAudioSource.loop = true;  
+            bgmAudioSource.volume = 0.1f;  
+            bgmAudioSource.Play();  
         }
     }
 
@@ -111,11 +105,11 @@ public class AudioManager : Singleton<AudioManager>
     {
         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)
     {
         PlayBGM();
diff --git a/Assets/Script/Main/ScoreCellController.cs b/Assets/Script/Main/ScoreCellController.cs
index 29a6526..5963b18 100644
--- a/Assets/Script/Main/ScoreCellController.cs
+++ b/Assets/Script/Main/ScoreCellController.cs
@@ -25,7 +25,7 @@ public class ScoreCellController : MonoBehaviour
       
         if (profileImage != null)
         {
-            profileImage.sprite = profileSprites[item.imageIndex];  // 프로필 이미지 (Sprite 할당)
+            profileImage.sprite = profileSprites[item.imageIndex]; 
         }
     }
 }
\ No newline at end of file
diff --git a/Assets/Script/Main/ScoreListWrapper.cs b/Assets/Script/Main/ScoreListWrapper.cs
index 3afdf93..01b816e 100644
--- a/Assets/Script/Main/ScoreListWrapper.cs
+++ b/Assets/Script/Main/ScoreListWrapper.cs
@@ -7,5 +7,5 @@ using UnityEngine.Serialization;
 [Serializable]
 public class ScoreListWrapper
 {
-    public List<ScoreInfo> leaderboardDatas;  // 여러 개의 ScoreInfo를 담을 리스트
+    public List<ScoreInfo> leaderboardDatas;
 }
\ No newline at end of file
diff --git a/Assets/Script/UI/PanelController/LeaderBoardController.cs b/Assets/Script/UI/PanelController/LeaderBoardController.cs
index dd2de8f..400a975 100644
--- a/Assets/Script/UI/PanelController/LeaderBoardController.cs
+++ b/Assets/Script/UI/PanelController/LeaderBoardController.cs
@@ -7,11 +7,11 @@ using TMPro;
 
 public class LeaderBoardController : MonoBehaviour
 {
-    [SerializeField] private GameObject rankingPrefab;  // Ranking 프리팹을 참조 (Horizontal Layout)
-    [SerializeField] private Transform content;  // Vertical Layout Group
+    [SerializeField] private GameObject rankingPrefab;  
+    [SerializeField] private Transform content; 
     [SerializeField] private GameObject MainPanel; 
     [SerializeField] private GameObject leaderboardPanel;
-    [SerializeField] private Scrollbar verticalScrollbar;// LeaderboardPanel 참조
+    [SerializeField] private Scrollbar verticalScrollbar;
 
     private bool isLeaderboardLoaded = false;
 
@@ -24,7 +24,7 @@ public class LeaderBoardController : MonoBehaviour
     {
         GameManager.Instance.audioManager.PlayClickSound();
 
-        if (isLeaderboardLoaded) return;  // 이미 리더보드가 로드되었으면 중복 호출 방지
+        if (isLeaderboardLoaded) return;  
 
         leaderboardPanel.SetActive(true);
         NetworkManager.Instance.GetLeaderboard((leaderboardItems) =>
@@ -36,57 +36,52 @@ public class LeaderBoardController : MonoBehaviour
     
     public void Show(List<ScoreInfo> leaderboardItems)
     {
-        // 기존 셀 삭제 (리스트가 갱신될 때마다)
+        
         foreach (Transform child in content)
         {
             Destroy(child.gameObject);
         }
 
-        // 받은 데이터로 셀 생성
+        
         foreach (var item in leaderboardItems)
         {
-            CreateCell(item);  // 셀 생성
+            CreateCell(item);
         }
     }
 
     private void CreateCell(ScoreInfo item)
     {
-        // Ranking 프리팹을 content의 자식으로 생성
+        
         var scoreCellObj = Instantiate(rankingPrefab, content);
 
-        // Ranking 프리팹에 포함된 ScoreCellController를 찾아서 설정
+       
         var scoreCellController = scoreCellObj.GetComponent<ScoreCellController>();
 
         if (scoreCellController != null)
         {
-            // 각 항목에 대한 UI 설정
-            scoreCellController.SetCellInfo(item);  // ScoreInfo로 셀 정보 설정
-        }
-        else
-        {
-            Debug.LogError("ScoreCellController가 Ranking 프리팹에 없습니다.");
+            
+            scoreCellController.SetCellInfo(item); 
         }
     }
 
-    // BackButton 클릭 시 호출되는 메소드
+    
     public void OnBackButtonClicked()
     {
         GameManager.Instance.audioManager.PlayCloseSound();
 
-        leaderboardPanel.SetActive(false);  // LeaderboardPanel 숨기기
-        MainPanel.SetActive(true);        // SignInPanel 보이게 하기
+        leaderboardPanel.SetActive(false);  
+        MainPanel.SetActive(true);        
     }
 
     private List<ScoreInfo> LoadOfflineLeaderboard()
     {
         List<ScoreInfo> leaderboard = new List<ScoreInfo>();
 
-        // 오프라인 데이터 로딩 (PlayerPrefs 사용 예시)
+        
         string savedData = PlayerPrefs.GetString("OfflineLeaderboard", string.Empty);
 
         if (!string.IsNullOrEmpty(savedData))
         {
-            // 저장된 JSON 데이터를 파싱하여 리더보드 리스트로 변환
             leaderboard = JsonUtility.FromJson<ScoreListWrapper>(savedData).leaderboardDatas;
         }
 
@@ -95,6 +90,6 @@ public class LeaderBoardController : MonoBehaviour
 
     private void OnDisable()
     {
-        Destroy(gameObject);  // 자기 자신을 삭제
+        Destroy(gameObject);
     }
 }
\ No newline at end of file
diff --git a/Assets/Script/UI/PanelController/SettingPanelController.cs b/Assets/Script/UI/PanelController/SettingPanelController.cs
index a4047db..779bcbf 100644
--- a/Assets/Script/UI/PanelController/SettingPanelController.cs
+++ b/Assets/Script/UI/PanelController/SettingPanelController.cs
@@ -11,11 +11,11 @@ public class SettingsPanelController : PanelController
     
     void Start()
     {
-        // 스위치 컨트롤러 상태 변경 이벤트 연결
+        
         sfxSwitch.GetComponent<SwitchController>().OnSwitchChanged += OnSFXToggleValueChanged;
         bgmSwitch.GetComponent<SwitchController>().OnSwitchChanged += OnBGMToggleValueChanged;
         
-        // 현재 저장된 설정 값을 UI에 반영
+        
         sfxSwitch.GetComponent<SwitchController>().SetSwitch(UserManager.IsPlaySFX);
         bgmSwitch.GetComponent<SwitchController>().SetSwitch(UserManager.IsPlayBGM);
     }
@@ -26,34 +26,32 @@ public class SettingsPanelController : PanelController
         base.Show();
     }
 
-    // SFX On/Off 시 호출되는 함수
+    
     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)
     {
-        UserManager.IsPlayBGM = value; // UserManager에 값 저장
+        UserManager.IsPlayBGM = value;
 
-        // BGM을 끄는 경우
+        
         if (!value)
         {
-           AudioManager.Instance.StopBGM();  // BGM을 끄기
+           AudioManager.Instance.StopBGM(); 
         }
-        // BGM을 켜는 경우
         else
         {
-            // 이미 BGM이 재생 중인 경우 새로 시작하지 않도록 체크
             if (!AudioManager.Instance.bgmAudioSource.isPlaying)
             {
-                AudioManager.Instance.PlayBGM();  // BGM을 켜기
+                AudioManager.Instance.PlayBGM(); 
             }
         }
     }
 
-    // X 버튼 클릭시 호출되는 함수
+    
     public void OnClickCloseButton()
     {
         Hide();