씬 전환 기능 및 씬이 변경되어도 플레이어 정보를 유지하도록 게임 매니저 구현
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@@ -0,0 +1,42 @@
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using UnityEngine;
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public class GameManager : MonoBehaviour
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{
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// 외부에서 쉽게 접근할 수 있는 싱글톤 인스턴스
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public static GameManager Instance { get; private set; }
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public int playerGeneration = 1;
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public int playerHp = 5;
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public int playerMaxHp = 5;
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private void Awake()
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{
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// 중복 생성 방지 및 싱글톤 유지
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if (Instance != null && Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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// 씬이 전환되어도 이 오브젝트가 파괴되지 않고 유지되도록 설정합니다.
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DontDestroyOnLoad(gameObject);
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}
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// 플레이어 스탯을 동기적으로 복사하여 세이브하는 메서드
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public void SavePlayerData(Player player)
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{
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if (player != null)
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{
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playerName = player.CharacterName;
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playerGeneration = player.Generation;
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playerHp = player.hp;
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playerMaxHp = player.maxHp;
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Debug.Log($"[GameManager] 캐릭터 정보 보존 세이브 완료: {playerName} ({playerGeneration}대) | HP: {playerHp}/{playerMaxHp}");
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}
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@@ -33,7 +33,7 @@ public class Player : MonoBehaviour
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[SerializeField] public int hp = 5;
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[SerializeField] public int maxHp = 5;
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private bool isFacingRight = false;
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private bool isFacingRight = true;
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private int currentAnimationState = -1;
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private Animator animator;
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@@ -69,9 +69,9 @@ public class Player : MonoBehaviour
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Debug.LogError($"{gameObject.name} 오브젝트에 SPUM_Prefabs 컴포넌트가 없습니다! 인스펙터를 확인하세요.");
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}
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// 캐릭터 방향 기본 오른쪽 설정
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// 오리지널 리소스가 원래 왼쪽을 보고 있으므로, 시작 시 X 스케일을 반전시켜 즉시 오른쪽을 바라보도록 초기화합니다.
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Vector3 initialScale = transform.localScale;
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initialScale.x = Mathf.Abs(initialScale.x);
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initialScale.x = -Mathf.Abs(initialScale.x);
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transform.localScale = initialScale;
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animator = GetComponentInChildren<Animator>();
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@@ -80,8 +80,34 @@ public class Player : MonoBehaviour
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void Start()
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{
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// 시작 시 백엔드로부터 다음 세대 정보 조회
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StartCoroutine(GetNextGenerationFromServer());
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// 씬 로딩 후 GameManager에 이미 보존되어 넘어온 캐릭터 정보가 존재한다면 복구합니다.
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if (GameManager.Instance != null && !string.IsNullOrEmpty(GameManager.Instance.playerName))
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{
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characterName = GameManager.Instance.playerName;
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generation = GameManager.Instance.playerGeneration;
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hp = GameManager.Instance.playerHp;
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maxHp = GameManager.Instance.playerMaxHp;
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// UI 텍스트 및 이미지 게이지 동기화
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if (nameText != null)
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{
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nameText.text = characterName;
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}
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if (hpImage != null && maxHp > 0)
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{
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float fillRatio = Mathf.Clamp01((float)hp / maxHp);
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hpImage.rectTransform.localScale = new Vector3(fillRatio, 1f, 1f);
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}
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}
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else
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{
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// 데이터가 보존되지 않은 최초 기동 상태인 경우에만 백엔드 서버에서 신규 세대 번호를 조회하여 할당합니다.
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StartCoroutine(GetNextGenerationFromServer());
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}
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}
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private void Update()
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@@ -0,0 +1,44 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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[RequireComponent(typeof(Collider2D))] // 트리거 판정을 위해 Collider2D가 부착되어 있어야 합니다.
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public class WallTransition : MonoBehaviour
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{
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[Header("전환될 목표 씬 이름")]
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[SerializeField] private string targetSceneName = "battleStage";
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private void Start()
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{
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// 물리적인 밀어냄 현상을 방지하고 통과 감지만 할 수 있도록 트리거(Trigger)로 지정합니다.
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Collider2D col = GetComponent<Collider2D>();
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if (col != null && !col.isTrigger)
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{
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Debug.LogWarning($"[Transition] {gameObject.name}에 부착된 Collider2D를 트리거(Is Trigger = true)로 자동 갱신했습니다.");
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}
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}
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private void OnTriggerEnter2D(Collider2D other)
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{
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// 닿은 물체가 플레이어 캐릭터인지 확인합니다.
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Player player = other.GetComponent<Player>();
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if (player != null)
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{
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Debug.Log($"[Transition] 플레이어 '{player.CharacterName}'가 우측 경계 성벽에 접촉했습니다.");
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// 1. 싱글톤 GameManager 인스턴스가 존재할 경우 현재 플레이어의 정보(이름, 세대, HP)를 세이브합니다.
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if (GameManager.Instance != null)
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{
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GameManager.Instance.SavePlayerData(player);
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}
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else
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{
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Debug.LogWarning("[Transition] 씬에 GameManager 싱글톤 오브젝트가 존재하지 않아 플레이어 정보 임시 세이브를 스킵합니다.");
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}
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// 2. 유니티 씬 매니저를 통해 목표 씬(battleStage)을 즉시 로드합니다.
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Debug.Log($"[Transition] {targetSceneName} 씬으로 화면을 전환합니다.");
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SceneManager.LoadScene(targetSceneName);
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}
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Reference in New Issue
Block a user