docs: 프로젝트 변경으로 사용하지 않는 파일 모두 정리
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@@ -1,32 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace TON
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{
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    public class StageDeadZone : MonoBehaviour
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    {
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        private void OnTriggerEnter2D(Collider2D collision)
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        {
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            if (collision.CompareTag("Player"))
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            {
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                // 캐릭터가 StageDeadZone에 들어옴과 동시에 게임오버 정보를 저장하도록 함
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                // StageManager.Singleton.StageGameOver();
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                // 캐릭터 Dead 로직 실행
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                CharacterBase character = collision.gameObject.GetComponentInChildren<CharacterBase>();
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                character.Dead();
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                // character.OnDeathCompleted += ShowGameOverUI; // 이벤트 구독
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            }
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        }
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        private void ShowGameOverUI()
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        {
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            // 게임 오버 UI 조건 삭제로 해당 코드 주석처리함
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            // UIManager.Show<GameoverUI>(UIList.GameOverUI);
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        }
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    }
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}
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@@ -1,18 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace TON
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{
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    public class StageStar : MonoBehaviour
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    {
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        public GameObject fillStar;
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        public GameObject emptyStar;
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        public void SetStar(bool isFill)
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        {
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            fillStar.SetActive(isFill);
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            emptyStar.SetActive(!isFill);
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        }
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    }
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}
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@@ -12,29 +12,8 @@ namespace TON
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        public override IEnumerator OnStart()
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        {
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            string stageId = PlayerPrefs.GetString("StageId", null);
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            Assert.IsNotNull(stageId, "StageScene:: 스테이지 진입 실패!");
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            // 선택한 스테이지에 맞는 씬을 로드한다
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            AsyncOperation asyncLoad = null;
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            switch (stageId)
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            {
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                case "STG001":
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                    asyncLoad = SceneManager.LoadSceneAsync("Stage 1", LoadSceneMode.Single);
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                    break;
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                case "STG002":
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                    asyncLoad = SceneManager.LoadSceneAsync("Stage 2", LoadSceneMode.Single);
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                    break;
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                case "STG003":
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                    asyncLoad = SceneManager.LoadSceneAsync("Stage 3", LoadSceneMode.Single);
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                    break;
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                case "STG004":
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                    asyncLoad = SceneManager.LoadSceneAsync("Stage 4", LoadSceneMode.Single);
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                    break;
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                default:
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                    Assert.IsTrue(false, "StageScene:: 스테이지 진입 실패!");
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                    break;
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            }
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            AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Stage 4", LoadSceneMode.Single);
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            // 로드가 완료될 때 까지 yield return null 을 하면서 기다린다
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            while (asyncLoad != null && !asyncLoad.isDone)
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@@ -48,7 +27,7 @@ namespace TON
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                Debug.LogError("Failed to spawn player character!");
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                // 에러 UI를 표시하거나 씬을 다시 로드하는 등의 처리
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                // UIManager.Show<ErrorUI>(UIList.ErrorUI);
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                // 또는 SceneManager.LoadScene("ErrorScene"); 등                
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                // 또는 SceneManager.LoadScene("ErrorScene"); 등
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                yield break;
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            }
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