효과음 겹치는 문제 수정을 위해 효과음 재생중일때 효과음이 재생되지 않도록 수정
This commit is contained in:
@@ -19,8 +19,8 @@ namespace TON
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static void PerformAndroidBuild()
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{
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string target_dir = APP_NAME + ".apk";
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PlayerSettings.keystorePass = "dlrhahdla"; //키스토어 비번 입력
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PlayerSettings.keyaliasPass = "dlrhahdla"; //키스토어 비번 입력
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PlayerSettings.keystorePass = string.Empty; //키스토어 비번 입력
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PlayerSettings.keyaliasPass = string.Empty; //키스토어 비번 입력
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GenericBuild(SCENES, TARGET_DIR + "/" + target_dir, BuildTargetGroup.Android, BuildTarget.Android, BuildOptions.None);
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}
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@@ -20047,6 +20047,7 @@ MonoBehaviour:
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- {fileID: 1877559506}
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- {fileID: 897622737}
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currentWave: 0
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isTimerRunning: 0
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waveDataArray:
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- monsterPrefabA: {fileID: 9096056522544909490, guid: 53f5c583c440aa546bde473536a2ead1, type: 3}
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monsterPrefabB: {fileID: 5532926939721588456, guid: b4cf92d97c6e476458cfc19779d644d0, type: 3}
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@@ -20162,7 +20163,7 @@ Transform:
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m_GameObject: {fileID: 1185367601}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -0.72366333, y: -1.5159607, z: -10.076585}
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m_LocalPosition: {x: -0.7237015, y: -1.5072632, z: -10.076585}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children:
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@@ -34317,7 +34318,20 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 023ac119be3a3d24c816494653c341dc, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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bgmClip: {fileID: 0}
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bgmVolume: 0.2
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bgSound: {fileID: 2068238030}
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sfxClips:
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- {fileID: 8300000, guid: d9b6b98705872654fbd8cd2eb50566c4, type: 3}
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- {fileID: 8300000, guid: 7b924592d5ae5b841b180929d40732b7, type: 3}
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- {fileID: 8300000, guid: f48df33f7dda4a94aae097863d2e875d, type: 3}
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- {fileID: 8300000, guid: d24e772b39f07ea42b380d53d542438f, type: 3}
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- {fileID: 8300000, guid: 365990a793283564aa391eddb2dc2c76, type: 3}
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- {fileID: 8300000, guid: 3aa1c6aa8a0b2c24487dde9a48e1d6da, type: 3}
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- {fileID: 8300000, guid: d5e7610e90cfd054b9c1fc1fef110d91, type: 3}
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- {fileID: 8300000, guid: daada6b5d9cf66744a5587c6ed246371, type: 3}
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sfxVolume: 0.5
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channels: 16
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--- !u!4 &2068238029
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Transform:
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m_ObjectHideFlags: 0
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@@ -24,77 +24,4 @@ namespace TON
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{
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}
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}
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public class Monster1AttackPattern : AttackPattern
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{
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public Monster1AttackPattern(MonsterBase monsterBase) : base(monsterBase)
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{
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}
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public override void Attack()
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{
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if (Time.time >= _lastSkillTime + _skill1Cooldown)
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{
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Skill1();
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_lastSkillTime = Time.time;
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}
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else
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{
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MeleeAttack();
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}
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}
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private void Skill1()
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{
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_monsterBase.MonsterSkillLaunch();
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}
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private void MeleeAttack()
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{
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_monsterBase.PlayerAttack();
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}
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}
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public class Monster2AttackPattern : AttackPattern
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{
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private float _lastSkill2Time;
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public Monster2AttackPattern(MonsterBase monsterBase) : base(monsterBase)
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{
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_lastSkill2Time = -_skill2Cooldown;
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}
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public override void Attack()
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{
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if (Time.time >= _lastSkillTime + _skill1Cooldown)
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{
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Skill1();
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_lastSkillTime = Time.time;
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}
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else if (Time.time >= _lastSkill2Time + _skill2Cooldown)
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{
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Skill2();
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_lastSkill2Time = Time.time;
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}
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else
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{
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MeleeAttack();
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}
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}
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private void Skill1()
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{
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_monsterBase.MonsterSkillLaunch(1); // 스킬 1 발사
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}
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private void Skill2()
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{
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_monsterBase.MonsterSkillLaunch(2); // 스킬 2 발사
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}
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private void MeleeAttack()
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{
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_monsterBase.PlayerAttack();
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}
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}
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}
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@@ -38,7 +38,7 @@ namespace TON
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private CharacterBase _characterBase;
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// public AudioClip _attackSound;
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public AudioClip _attackSound;
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public AudioClip _deathSound;
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public AudioClip _hitSound;
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@@ -135,7 +135,6 @@ namespace TON
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if (prevHP > 0 && currentHP <= 0)
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{
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_stateMachine.SetTransition(new DeathState());
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//TODO : 현재 웨이브 값, 경험치, 골드 MonsterSpawner.WaveData;
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}
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else if (prevHP > 0 && currentHP > 0)
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{
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@@ -167,7 +166,7 @@ namespace TON
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}
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}
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public void Attack(GameObject player)
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public void Attack(CharacterBase player)
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{
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// 데미지 계산 (현재 임시 값)
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DamageCalculator damageCalculator = new DamageCalculator();
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@@ -181,13 +180,17 @@ namespace TON
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_characterBase.ApplyDamage(damage);
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// SoundManager.instance.SFXPlay("Attack", _attackSound);
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if (player != null)
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{
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SoundManager.instance.SFXPlay("Attack", _attackSound);
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}
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// Debug.Log($" 몬스터 공격! 최종 데미지: {damage}"); // 데미지 출력
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}
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public void PlayerAttack()
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{
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var target = GameObject.FindGameObjectWithTag("Player");
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var target = GameObject.Find("TON.Player").GetComponentInChildren<CharacterBase>();
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Attack(target);
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}
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@@ -7,15 +7,26 @@ namespace TON
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{
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public class SoundManager : MonoBehaviour
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{
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public AudioSource bgSound;
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[Header("#BGM")]
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public AudioClip bgmClip;
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public float bgmVolume;
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AudioSource bgSound;
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[Header("#SFX")]
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public float sfxVolume;
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AudioSource sfxSound;
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public static SoundManager instance;
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// 현재 재생 중인 SFX 클립과 해당 AudioSource를 저장할 Dictionary
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private Dictionary<AudioClip, AudioSource> playingSfxMap = new Dictionary<AudioClip, AudioSource>();
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private void Awake()
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{
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if (instance == null)
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{
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instance = this;
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Init();
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DontDestroyOnLoad(instance);
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// 씬 로드 이벤트에 리스너 등록
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SceneManager.sceneLoaded += OnSceneLoaded;
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@@ -25,22 +36,71 @@ namespace TON
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Destroy(gameObject);
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}
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}
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void Init()
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{
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// 배경음 플레이어 초기화
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GameObject bgmObject = new GameObject("BGM");
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bgmObject.transform.parent = transform;
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bgSound = bgmObject.AddComponent<AudioSource>();
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bgSound.playOnAwake = false;
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bgSound.loop = true;
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bgSound.volume = bgmVolume;
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bgSound.clip = bgmClip;
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// 호과음 플레이어 초기화
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GameObject sfxObject = new GameObject("SFX");
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sfxObject.transform.parent = transform;
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sfxSound = sfxObject.AddComponent<AudioSource>();
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sfxSound.playOnAwake = false;
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sfxSound.volume = sfxVolume;
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}
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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// 씬이 바뀔 때마다 배경 음악 종료
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BgSoundPlay(null);
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foreach (var entry in playingSfxMap)
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{
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if (entry.Value != null && entry.Value.gameObject != null)
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{
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Destroy(entry.Value.gameObject);
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}
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}
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playingSfxMap.Clear();
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}
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public void SFXPlay(string sfxName, AudioClip clip)
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{
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// 재생 중인지 확인
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if (playingSfxMap.ContainsKey(clip) && playingSfxMap[clip].isPlaying)
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{
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Debug.Log($"SFX '{sfxName}' 재생중이므로 재생하지 않고 넘김.");
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return; // 이미 재생 중이면 재생하지 않고 종료
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}
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GameObject go = new GameObject(sfxName + "Sound");
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AudioSource audiosource = go.AddComponent<AudioSource>();
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audiosource.clip = clip;
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audiosource.volume = sfxVolume; // SFX 볼륨 적용
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audiosource.Play();
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Destroy(go, clip.length);
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playingSfxMap[clip] = audiosource;
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StartCoroutine(DestroyAndRemoveSFX(go, clip, clip.length));
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}
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private IEnumerator DestroyAndRemoveSFX(GameObject go, AudioClip clip, float delay)
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{
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yield return new WaitForSeconds(delay);
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if (playingSfxMap.ContainsKey(clip) && playingSfxMap[clip] == go.GetComponent<AudioSource>())
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{
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playingSfxMap.Remove(clip);
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}
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Destroy(go);
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}
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public void BgSoundPlay(AudioClip clip)
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Reference in New Issue
Block a user