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{fileID: 403148642} - {fileID: 1183798055} - {fileID: 976809384} + - {fileID: 529100493} diff --git a/unity-client/Assets/Scripts/GameManager.cs b/unity-client/Assets/Scripts/GameManager.cs new file mode 100644 index 0000000..2d3dedf --- /dev/null +++ b/unity-client/Assets/Scripts/GameManager.cs @@ -0,0 +1,42 @@ +using UnityEngine; + +public class GameManager : MonoBehaviour +{ + // 외부에서 쉽게 접근할 수 있는 싱글톤 인스턴스 + public static GameManager Instance { get; private set; } + + [Header("보존할 플레이어 스탯 데이터")] + public string playerName = ""; + public int playerGeneration = 1; + public int playerHp = 5; + public int playerMaxHp = 5; + + private void Awake() + { + // 중복 생성 방지 및 싱글톤 유지 + if (Instance != null && Instance != this) + { + Destroy(gameObject); + return; + } + + Instance = this; + + // 씬이 전환되어도 이 오브젝트가 파괴되지 않고 유지되도록 설정합니다. + DontDestroyOnLoad(gameObject); + } + + // 플레이어 스탯을 동기적으로 복사하여 세이브하는 메서드 + public void SavePlayerData(Player player) + { + if (player != null) + { + playerName = player.CharacterName; + playerGeneration = player.Generation; + playerHp = player.hp; + playerMaxHp = player.maxHp; + + Debug.Log($"[GameManager] 캐릭터 정보 보존 세이브 완료: {playerName} ({playerGeneration}대) | HP: {playerHp}/{playerMaxHp}"); + } + } +} diff --git a/unity-client/Assets/Scripts/GameManager.cs.meta b/unity-client/Assets/Scripts/GameManager.cs.meta new file mode 100644 index 0000000..e850d01 --- /dev/null +++ b/unity-client/Assets/Scripts/GameManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d42f0450bff4242dca327151c2892fb6 \ No newline at end of file diff --git a/unity-client/Assets/Scripts/Player.cs b/unity-client/Assets/Scripts/Player.cs index c962572..e7ebd64 100644 --- a/unity-client/Assets/Scripts/Player.cs +++ b/unity-client/Assets/Scripts/Player.cs @@ -33,7 +33,7 @@ public class Player : MonoBehaviour [SerializeField] public int hp = 5; [SerializeField] public int maxHp = 5; - private bool isFacingRight = false; + private bool isFacingRight = true; private int currentAnimationState = -1; private Animator animator; @@ -69,9 +69,9 @@ public class Player : MonoBehaviour Debug.LogError($"{gameObject.name} 오브젝트에 SPUM_Prefabs 컴포넌트가 없습니다! 인스펙터를 확인하세요."); } - // 캐릭터 방향 기본 오른쪽 설정 + // 오리지널 리소스가 원래 왼쪽을 보고 있으므로, 시작 시 X 스케일을 반전시켜 즉시 오른쪽을 바라보도록 초기화합니다. Vector3 initialScale = transform.localScale; - initialScale.x = Mathf.Abs(initialScale.x); + initialScale.x = -Mathf.Abs(initialScale.x); transform.localScale = initialScale; animator = GetComponentInChildren(); @@ -80,8 +80,34 @@ public class Player : MonoBehaviour void Start() { - // 시작 시 백엔드로부터 다음 세대 정보 조회 - StartCoroutine(GetNextGenerationFromServer()); + // 씬 로딩 후 GameManager에 이미 보존되어 넘어온 캐릭터 정보가 존재한다면 복구합니다. + if (GameManager.Instance != null && !string.IsNullOrEmpty(GameManager.Instance.playerName)) + { + characterName = GameManager.Instance.playerName; + generation = GameManager.Instance.playerGeneration; + hp = GameManager.Instance.playerHp; + maxHp = GameManager.Instance.playerMaxHp; + + // UI 텍스트 및 이미지 게이지 동기화 + if (nameText != null) + { + nameText.text = characterName; + } + + if (hpImage != null && maxHp > 0) + { + float fillRatio = Mathf.Clamp01((float)hp / maxHp); + hpImage.fillAmount = fillRatio; + hpImage.rectTransform.localScale = new Vector3(fillRatio, 1f, 1f); + } + + Debug.Log($"[Player] GameManager로부터 이전 캐릭터 정보를 무사히 인계받았습니다: {characterName} | HP: {hp}/{maxHp}"); + } + else + { + // 데이터가 보존되지 않은 최초 기동 상태인 경우에만 백엔드 서버에서 신규 세대 번호를 조회하여 할당합니다. + StartCoroutine(GetNextGenerationFromServer()); + } } private void Update() diff --git a/unity-client/Assets/Scripts/WallTransition.cs b/unity-client/Assets/Scripts/WallTransition.cs new file mode 100644 index 0000000..9bdc07c --- /dev/null +++ b/unity-client/Assets/Scripts/WallTransition.cs @@ -0,0 +1,44 @@ +using UnityEngine; +using UnityEngine.SceneManagement; + +[RequireComponent(typeof(Collider2D))] // 트리거 판정을 위해 Collider2D가 부착되어 있어야 합니다. +public class WallTransition : MonoBehaviour +{ + [Header("전환될 목표 씬 이름")] + [SerializeField] private string targetSceneName = "battleStage"; + + private void Start() + { + // 물리적인 밀어냄 현상을 방지하고 통과 감지만 할 수 있도록 트리거(Trigger)로 지정합니다. + Collider2D col = GetComponent(); + if (col != null && !col.isTrigger) + { + col.isTrigger = true; + Debug.LogWarning($"[Transition] {gameObject.name}에 부착된 Collider2D를 트리거(Is Trigger = true)로 자동 갱신했습니다."); + } + } + + private void OnTriggerEnter2D(Collider2D other) + { + // 닿은 물체가 플레이어 캐릭터인지 확인합니다. + Player player = other.GetComponent(); + if (player != null) + { + Debug.Log($"[Transition] 플레이어 '{player.CharacterName}'가 우측 경계 성벽에 접촉했습니다."); + + // 1. 싱글톤 GameManager 인스턴스가 존재할 경우 현재 플레이어의 정보(이름, 세대, HP)를 세이브합니다. + if (GameManager.Instance != null) + { + GameManager.Instance.SavePlayerData(player); + } + else + { + Debug.LogWarning("[Transition] 씬에 GameManager 싱글톤 오브젝트가 존재하지 않아 플레이어 정보 임시 세이브를 스킵합니다."); + } + + // 2. 유니티 씬 매니저를 통해 목표 씬(battleStage)을 즉시 로드합니다. + Debug.Log($"[Transition] {targetSceneName} 씬으로 화면을 전환합니다."); + SceneManager.LoadScene(targetSceneName); + } + } +} diff --git a/unity-client/Assets/Scripts/WallTransition.cs.meta b/unity-client/Assets/Scripts/WallTransition.cs.meta new file mode 100644 index 0000000..d5147a4 --- /dev/null +++ b/unity-client/Assets/Scripts/WallTransition.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 0e728dcba3a32418da46f86eb0b8a001 \ No newline at end of file diff --git a/unity-client/ProjectSettings/EditorBuildSettings.asset b/unity-client/ProjectSettings/EditorBuildSettings.asset index c1add24..3d9de55 100644 --- a/unity-client/ProjectSettings/EditorBuildSettings.asset +++ b/unity-client/ProjectSettings/EditorBuildSettings.asset @@ -6,11 +6,11 @@ EditorBuildSettings: serializedVersion: 2 m_Scenes: - enabled: 1 - path: Assets/2D_Pixel_Light/Scenes/Basic.unity - guid: bb356265201af4d40b05e21e32f76eaf + path: Assets/Scenes/Lobby.unity + guid: 6900ea19104f9ce44876ff9a768882d0 - enabled: 1 - path: Assets/2D_Pixel_Light/Scenes/Complete.unity - guid: c3e82cf2e80ca5542bbc8025185d98c8 + path: Assets/Scenes/battleStage.unity + guid: 01631e903c99249258c1cf4651fc7cc9 m_configObjects: com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 2bcd2660ca9b64942af0de543d8d7100, type: 3} m_UseUCBPForAssetBundles: 0