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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@@ -1,11 +0,0 @@
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serializedVersion: 2
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defaultReferences: []
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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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@@ -1,11 +0,0 @@
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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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