사운드 추가 및 리소스 깨지는 문제 수정
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@@ -11,6 +11,7 @@ public class BattleManager : MonoBehaviour
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[Header("UI 연결 (선택 사항)")]
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public TMPro.TMP_InputField skillInputField; // Canvas에 배치한 텍스트 입력창
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public UnityEngine.UI.Button attackButton; // Canvas에 배치한 공격 버튼
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public TMPro.TextMeshProUGUI skillResultText; // 스킬 연성 결과 및 설명 출력용 텍스트 UI 추가 ⭐
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private string debugInputText = "불화살을 힘차게 쏜다!"; // OnGUI 디버그용 입력 기본값
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private string statusText = "스킬을 입력하여 전투를 시작하세요.";
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@@ -34,6 +35,12 @@ public class BattleManager : MonoBehaviour
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{
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// 버튼 클릭음 재생
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@@ -92,9 +99,21 @@ public class BattleManager : MonoBehaviour
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statusText = $"[연성 완료] 스킬: {response.name} | 피해: {response.damage}";
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Debug.Log($"[Battle] 스킬 연성 성공: {response.name} (대미지: {response.damage}) - {response.description}");
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// AI가 연성한 최종 스킬 정보를 화면상 텍스트 UI에 실시간 갱신 출력합니다.
|
||||
if (skillResultText != null)
|
||||
{
|
||||
skillResultText.text = $"스킬 연성 성공: {response.name} (대미지: {response.damage})\n- {response.description}";
|
||||
}
|
||||
|
||||
// 2. 플레이어 공격 애니메이션 및 적 타격 처리
|
||||
if (player != null && player.hp > 0)
|
||||
{
|
||||
// 플레이어 휘두르기 공격음 재생
|
||||
if (SoundManager.Instance != null)
|
||||
{
|
||||
SoundManager.Instance.PlayAttackSwing();
|
||||
}
|
||||
|
||||
Animator pAnim = player.GetComponentInChildren<Animator>();
|
||||
if (pAnim != null)
|
||||
{
|
||||
|
||||
@@ -66,12 +66,24 @@ public class Enemy : MonoBehaviour
|
||||
{
|
||||
if (hp <= 0)
|
||||
{
|
||||
// 1. 적 전사 사망 효과음 재생
|
||||
if (SoundManager.Instance != null)
|
||||
{
|
||||
SoundManager.Instance.PlayEnemyDeath();
|
||||
}
|
||||
|
||||
// SPUM 리소스 기준 사망(4_Death) 트리거 작동
|
||||
animator.SetTrigger("4_Death");
|
||||
Debug.Log($"[Enemy] 적 {enemyName}이(가) 사망하였습니다.");
|
||||
}
|
||||
else
|
||||
{
|
||||
// 2. 적 피격 효과음 재생
|
||||
if (SoundManager.Instance != null)
|
||||
{
|
||||
SoundManager.Instance.PlayPunchHit();
|
||||
}
|
||||
|
||||
// SPUM 리소스 기준 피격(3_Damaged) 트리거 작동
|
||||
animator.SetTrigger("3_Damaged");
|
||||
}
|
||||
@@ -85,6 +97,12 @@ public class Enemy : MonoBehaviour
|
||||
|
||||
Debug.Log($"[Enemy] 적 {enemyName}이(가) 플레이어를 공격합니다! (데미지: {attackPower})");
|
||||
|
||||
// 3. 적 공격 휘두르기 효과음 재생
|
||||
if (SoundManager.Instance != null)
|
||||
{
|
||||
SoundManager.Instance.PlayAttackSwing();
|
||||
}
|
||||
|
||||
if (animator != null)
|
||||
{
|
||||
// SPUM 리소스 기준 공격(2_Attack) 트리거 작동
|
||||
|
||||
@@ -127,6 +127,12 @@ public class NPCDialogueManager : MonoBehaviour
|
||||
{
|
||||
dialogueText.text = lastDialogueText;
|
||||
}
|
||||
|
||||
// 공백 문자가 아닌 경우에만 츤데레 훈수 타자기 효과음 재생
|
||||
if (letter != ' ' && SoundManager.Instance != null)
|
||||
{
|
||||
SoundManager.Instance.PlayTyping();
|
||||
}
|
||||
|
||||
// 쉼표(,)나 마침표(.) 등 문장이 끊기는 지점에서는 살짝 더 더듬는 효과(딜레이 추가) 제공
|
||||
if (letter == ',' || letter == '.')
|
||||
|
||||
@@ -138,7 +138,15 @@ public class Player : MonoBehaviour
|
||||
return;
|
||||
}
|
||||
|
||||
InputContoller.UpdateInput(ref _inputs);
|
||||
// 배틀 스테이지 씬에서는 이동 입력을 무시하여 움직이지 못하게 차단합니다 (채팅 공격 전용)
|
||||
if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "battleStage")
|
||||
{
|
||||
_inputs.PlayerMove = Vector2.zero;
|
||||
}
|
||||
else
|
||||
{
|
||||
InputContoller.UpdateInput(ref _inputs);
|
||||
}
|
||||
|
||||
// 좌우 방향 전환 (Flip)
|
||||
if (_inputs.PlayerMove.x < 0f && isFacingRight)
|
||||
@@ -175,7 +183,8 @@ public class Player : MonoBehaviour
|
||||
{
|
||||
if (rb == null) return;
|
||||
|
||||
if (hp <= 0)
|
||||
// 사망 상태이거나 배틀 스테이지 씬일 경우 움직임 강제 정지
|
||||
if (hp <= 0 || UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "battleStage")
|
||||
{
|
||||
rb.linearVelocity = new Vector2(0f, rb.linearVelocity.y);
|
||||
return;
|
||||
@@ -206,12 +215,24 @@ public class Player : MonoBehaviour
|
||||
{
|
||||
if (hp <= 0)
|
||||
{
|
||||
// 1. 플레이어 전사 사운드 재생
|
||||
if (SoundManager.Instance != null)
|
||||
{
|
||||
SoundManager.Instance.PlayPlayerDeath();
|
||||
}
|
||||
|
||||
animator.SetTrigger("4_Death");
|
||||
Debug.Log($"플레이어가 {attackerName}에 의해 사망했습니다.");
|
||||
StartCoroutine(SendDeathReport(attackerName));
|
||||
}
|
||||
else
|
||||
{
|
||||
// 2. 플레이어 피격 사운드 재생
|
||||
if (SoundManager.Instance != null)
|
||||
{
|
||||
SoundManager.Instance.PlayPunchHit();
|
||||
}
|
||||
|
||||
animator.SetTrigger("3_Damaged");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,97 @@
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(AudioSource))]
|
||||
public class SoundManager : MonoBehaviour
|
||||
{
|
||||
// 전역 어디서나 효과음을 호출할 수 있는 싱글톤 인스턴스
|
||||
public static SoundManager Instance { get; private set; }
|
||||
|
||||
[Header("효과음 오디오 클립 등록 슬롯")]
|
||||
public AudioClip buttonClickClip; // 버튼 클릭음 (button sound 1/2)
|
||||
public AudioClip attackSwingClip; // 플레이어/적 공격 휘두르기 소리
|
||||
public AudioClip punchHitClip; // 피격 타격음 (Punch Medium Big)
|
||||
public AudioClip enemyDeathClip; // 적 사망음 (monster dead)
|
||||
public AudioClip playerDeathClip; // 플레이어 사망음 (Dead)
|
||||
public AudioClip transitionClip; // 성벽 통과 씬 전환음 (go to castle background1)
|
||||
public AudioClip typingClip; // 대화창 글자 타이핑음 (button sound 1 등)
|
||||
|
||||
[Header("타자기 효과음 풀링 설정")]
|
||||
[SerializeField] private int typingPoolSize = 5; // 동시 중첩 재생 가능한 최대 채널 수
|
||||
private AudioSource[] typingAudioPool;
|
||||
private int nextPoolIndex = 0;
|
||||
|
||||
private AudioSource globalAudioSource;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// 싱글톤 보장
|
||||
if (Instance != null && Instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
Instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
|
||||
globalAudioSource = GetComponent<AudioSource>();
|
||||
if (globalAudioSource == null)
|
||||
{
|
||||
globalAudioSource = gameObject.AddComponent<AudioSource>();
|
||||
}
|
||||
|
||||
// 시작 시 타자기 효과음용 오디오 풀 컴포넌트를 자식으로 미리 생성해 둡니다. (영구 재사용)
|
||||
InitializeTypingPool();
|
||||
}
|
||||
|
||||
// 오브젝트 가비지를 줄이기 위한 오디오 풀링 초기화
|
||||
private void InitializeTypingPool()
|
||||
{
|
||||
typingAudioPool = new AudioSource[typingPoolSize];
|
||||
for (int i = 0; i < typingPoolSize; i++)
|
||||
{
|
||||
GameObject child = new GameObject($"TypingAudioChannel_{i}");
|
||||
child.transform.SetParent(this.transform); // SoundManager 자식으로 묶어 구조 정돈
|
||||
|
||||
AudioSource source = child.AddComponent<AudioSource>();
|
||||
source.playOnAwake = false;
|
||||
source.loop = false;
|
||||
typingAudioPool[i] = source;
|
||||
}
|
||||
}
|
||||
|
||||
// 기본 단발성 효과음 재생 메서드
|
||||
public void PlayOneShot(AudioClip clip, float volume = 1f)
|
||||
{
|
||||
if (clip != null && globalAudioSource != null)
|
||||
{
|
||||
globalAudioSource.PlayOneShot(clip, volume);
|
||||
}
|
||||
}
|
||||
|
||||
// 편리한 인게임 사운드 트리거 래퍼들
|
||||
public void PlayButtonClick() => PlayOneShot(buttonClickClip, 0.7f);
|
||||
public void PlayAttackSwing() => PlayOneShot(attackSwingClip, 0.85f);
|
||||
public void PlayPunchHit() => PlayOneShot(punchHitClip, 0.95f);
|
||||
public void PlayEnemyDeath() => PlayOneShot(enemyDeathClip, 1.0f);
|
||||
public void PlayPlayerDeath() => PlayOneShot(playerDeathClip, 1.0f);
|
||||
public void PlayTransition() => PlayOneShot(transitionClip, 0.9f);
|
||||
|
||||
// 타자기 출력 연출 효과음 (풀링 및 피치 벤딩 결합)
|
||||
public void PlayTyping()
|
||||
{
|
||||
if (typingClip == null || typingAudioPool == null || typingAudioPool.Length == 0) return;
|
||||
|
||||
// 순환 순서 인덱스의 오디오 채널을 하나 획득합니다.
|
||||
AudioSource channel = typingAudioPool[nextPoolIndex];
|
||||
nextPoolIndex = (nextPoolIndex + 1) % typingPoolSize;
|
||||
|
||||
if (channel != null)
|
||||
{
|
||||
channel.clip = typingClip;
|
||||
channel.volume = 0.22f; // 음질 중첩을 고려해 볼륨 세부 튜닝
|
||||
channel.pitch = Random.Range(0.85f, 1.15f); // 미세 피치 조절로 기계음 최소화
|
||||
channel.Play();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 99e32a34df5b44d91a7f5280093cd383
|
||||
@@ -36,6 +36,12 @@ public class WallTransition : MonoBehaviour
|
||||
Debug.LogWarning("[Transition] 씬에 GameManager 싱글톤 오브젝트가 존재하지 않아 플레이어 정보 임시 세이브를 스킵합니다.");
|
||||
}
|
||||
|
||||
// 성벽 통과/씬 전환 효과음 재생
|
||||
if (SoundManager.Instance != null)
|
||||
{
|
||||
SoundManager.Instance.PlayTransition();
|
||||
}
|
||||
|
||||
// 2. 유니티 씬 매니저를 통해 목표 씬(battleStage)을 즉시 로드합니다.
|
||||
Debug.Log($"[Transition] {targetSceneName} 씬으로 화면을 전환합니다.");
|
||||
SceneManager.LoadScene(targetSceneName);
|
||||
|
||||
+2
-2
@@ -53,7 +53,7 @@ Material:
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MainTex:
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||||
m_Texture: {fileID: 0}
|
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m_Texture: {fileID: 2800000, guid: 602cb87b6a29443b8636370ea0751574, type: 3}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MetallicGlossMap:
|
||||
@@ -123,7 +123,7 @@ Material:
|
||||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _BaseColor: {r: 1, g: 1, b: 1, a: 0.712}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 0.712}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _EmissionColorUI: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
|
||||
|
||||
+2
-2
@@ -63,8 +63,8 @@ Material:
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Texture: {fileID: 2800000, guid: 1cdc5b506b1a4a33a53c30669ced1f51, type: 3}
|
||||
m_Scale: {x: 20, y: 20}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MetallicGlossMap:
|
||||
m_Texture: {fileID: 0}
|
||||
|
||||
+3
-3
@@ -80,8 +80,8 @@ Material:
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: 0}
|
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m_Scale: {x: 1, y: 1}
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||||
m_Texture: {fileID: 2800000, guid: 85ac55597b97403c82fc6601a93cf241, type: 3}
|
||||
m_Scale: {x: 5, y: 5}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MetallicGlossMap:
|
||||
m_Texture: {fileID: 0}
|
||||
@@ -165,7 +165,7 @@ Material:
|
||||
m_Colors:
|
||||
- _BaseColor: {r: 1, g: 1, b: 1, a: 0.8784314}
|
||||
- _BorderColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 0.8784314}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 0}
|
||||
- _EmissionColorUI: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _FaceColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
|
||||
+1
-1
@@ -52,7 +52,7 @@ Material:
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MainTex:
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||||
m_Texture: {fileID: 0}
|
||||
m_Texture: {fileID: 2800000, guid: 602cb87b6a29443b8636370ea0751574, type: 3}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MetallicGlossMap:
|
||||
|
||||
+5
-2
@@ -12,6 +12,7 @@ Material:
|
||||
m_Parent: {fileID: 0}
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords:
|
||||
- _ALPHAPREMULTIPLY_ON
|
||||
- _EMISSION
|
||||
- _SURFACE_TYPE_TRANSPARENT
|
||||
m_InvalidKeywords:
|
||||
@@ -25,6 +26,8 @@ Material:
|
||||
RenderType: Transparent
|
||||
disabledShaderPasses:
|
||||
- MOTIONVECTORS
|
||||
- DepthOnly
|
||||
- SHADOWCASTER
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
@@ -50,7 +53,7 @@ Material:
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: 0}
|
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m_Texture: {fileID: 28933816116536082, guid: 8a89fa14b10d46a99122fd4f73fca9a2, type: 2}
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||||
m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
|
||||
- _OutlineTex:
|
||||
@@ -129,7 +132,7 @@ Material:
|
||||
- _SpecSource: 0
|
||||
- _SpecularHighlights: 1
|
||||
- _SpecularPower: 2
|
||||
- _SrcBlend: 5
|
||||
- _SrcBlend: 1
|
||||
- _SrcBlendAlpha: 1
|
||||
- _Stencil: 0
|
||||
- _StencilComp: 8
|
||||
|
||||
+5
-2
@@ -25,6 +25,7 @@ Material:
|
||||
m_Parent: {fileID: 0}
|
||||
m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords:
|
||||
- _ALPHAPREMULTIPLY_ON
|
||||
- _EMISSION
|
||||
- _SURFACE_TYPE_TRANSPARENT
|
||||
m_InvalidKeywords:
|
||||
@@ -37,6 +38,8 @@ Material:
|
||||
RenderType: Transparent
|
||||
disabledShaderPasses:
|
||||
- MOTIONVECTORS
|
||||
- DepthOnly
|
||||
- SHADOWCASTER
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
@@ -62,7 +65,7 @@ Material:
|
||||
m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
|
||||
- _MainTex:
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m_Texture: {fileID: 0}
|
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m_Texture: {fileID: 28933816116536082, guid: 8a89fa14b10d46a99122fd4f73fca9a2, type: 2}
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||||
m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
|
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- _OutlineTex:
|
||||
@@ -141,7 +144,7 @@ Material:
|
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- _SpecSource: 0
|
||||
- _SpecularHighlights: 1
|
||||
- _SpecularPower: 2
|
||||
- _SrcBlend: 5
|
||||
- _SrcBlend: 1
|
||||
- _SrcBlendAlpha: 1
|
||||
- _Stencil: 0
|
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- _StencilComp: 8
|
||||
|
||||
+5
-2
@@ -25,6 +25,7 @@ Material:
|
||||
m_Parent: {fileID: 0}
|
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m_ModifiedSerializedProperties: 0
|
||||
m_ValidKeywords:
|
||||
- _ALPHAPREMULTIPLY_ON
|
||||
- _EMISSION
|
||||
- _SURFACE_TYPE_TRANSPARENT
|
||||
m_InvalidKeywords:
|
||||
@@ -38,6 +39,8 @@ Material:
|
||||
RenderType: Transparent
|
||||
disabledShaderPasses:
|
||||
- MOTIONVECTORS
|
||||
- DepthOnly
|
||||
- SHADOWCASTER
|
||||
m_LockedProperties:
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
@@ -63,7 +66,7 @@ Material:
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: -0.15}
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- _MainTex:
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Reference in New Issue
Block a user