This commit is contained in:
aube.lee
2025-03-01 21:46:34 +09:00
40 changed files with 430 additions and 13 deletions

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Gold: 0 Gold: 0
Exp: 0 Exp: 0
Score: 0 Score: 0
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@@ -380,6 +380,12 @@ MonoBehaviour:
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attackCollider: {fileID: 3772826248857896723} attackCollider: {fileID: 3772826248857896723}
rb: {fileID: 4986202531950816680} rb: {fileID: 4986202531950816680}
mpRecoveryRate: 1
mpRecoveryInterval: 3
isRecovering: 0
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_deathSound: {fileID: 8300000, guid: d5e7610e90cfd054b9c1fc1fef110d91, type: 3}
_hitSound: {fileID: 8300000, guid: 365990a793283564aa391eddb2dc2c76, type: 3}
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rb: {fileID: 4986202531950816680} rb: {fileID: 4986202531950816680}
mpRecoveryRate: 1
mpRecoveryInterval: 3
isRecovering: 0
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bossPrefab: {fileID: 3667660097767351871, guid: ef14281ca23119941b755a7bff7ff6c8, type: 3} bossPrefab: {fileID: 3667660097767351871, guid: ef14281ca23119941b755a7bff7ff6c8, type: 3}
waveCounter: {fileID: 312801291} waveCounter: {fileID: 312801291}
_13StageSound: {fileID: 8300000, guid: 4f6e8dfda91d08a4ba54929ea80c3305, type: 3}
_46StageSound: {fileID: 8300000, guid: ee8fe21d7aa40914f94c8d6096ab5f45, type: 3}
_79StageSound: {fileID: 8300000, guid: dcc4a0adc983e3946af96ad9a7d8d239, type: 3}
_10StageSound: {fileID: 8300000, guid: d3e291fdf326c5644ae98d97b25436be, type: 3}
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@@ -34287,6 +34291,7 @@ GameObject:
m_Component: m_Component:
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m_Layer: 0 m_Layer: 0
m_Name: SoundManager m_Name: SoundManager
m_TagString: Untagged m_TagString: Untagged
@@ -34306,6 +34311,7 @@ MonoBehaviour:
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m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
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@@ -34321,6 +34327,102 @@ Transform:
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View File

@@ -41,6 +41,8 @@ namespace TON
[SerializeField] private float mpRecoveryInterval = 3f; // 회복 간격(초) [SerializeField] private float mpRecoveryInterval = 3f; // 회복 간격(초)
[SerializeField] private bool isRecovering = false; [SerializeField] private bool isRecovering = false;
public AudioClip _attackSound;
public AudioClip _deathSound;
public void Start() public void Start()
{ {
@@ -173,6 +175,8 @@ namespace TON
// 공격 애니메이션 적용 // 공격 애니메이션 적용
animator.Play("Default Attack"); animator.Play("Default Attack");
SoundManager.instance.SFXPlay("Attack", _attackSound);
// 공격 범위 Collider 활성화 // 공격 범위 Collider 활성화
attackCollider.EnableCollider(true); attackCollider.EnableCollider(true);
@@ -269,6 +273,7 @@ namespace TON
if (currentHP <= 0f && prevHP > 0) if (currentHP <= 0f && prevHP > 0)
{ {
Dead(); Dead();
SoundManager.instance.SFXPlay("Death", _deathSound);
} }
// 체력이 0 보다 클때만 피격 모션 실행 // 체력이 0 보다 클때만 피격 모션 실행

View File

@@ -40,6 +40,11 @@ namespace TON
[SerializeField] [SerializeField]
public TextMeshProUGUI waveCounter; public TextMeshProUGUI waveCounter;
public AudioClip _13StageSound;
public AudioClip _46StageSound;
public AudioClip _79StageSound;
public AudioClip _10StageSound;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@@ -84,11 +89,20 @@ namespace TON
activeMonsters.RemoveAll(monster => monster == null); activeMonsters.RemoveAll(monster => monster == null);
// 모든 몬스터가 죽었는지 확인하고 다음 웨이브 준비 // 모든 몬스터가 죽었는지 확인하고 다음 웨이브 준비
if (activeMonsters.Count == 0 && currentWave > 0 && !isWaitingForNextWave) if (activeMonsters.Count == 0 && currentWave > 0 && currentWave < 11 && !isWaitingForNextWave)
{ {
isWaitingForNextWave = true; isWaitingForNextWave = true;
StartCoroutine(StartNextWaveWithDelay()); StartCoroutine(StartNextWaveWithDelay());
} }
// 플레이어 존재 여부 확인
var player = GameObject.Find("TON.Player").GetComponentInChildren<CharacterBase>();
if (player == null && gameStarted)
{
// 플레이어가 죽었을 때
SoundManager.instance.BgSoundPlay(null);
// 필요하다면 gameStarted = false; 등을 설정하여 한 번만 실행되게 함
}
} }
private void SpawnBossMonster() private void SpawnBossMonster()
@@ -111,6 +125,23 @@ namespace TON
currentWave++; currentWave++;
if (0 < currentWave && currentWave <= 3)
{
SoundManager.instance.BgSoundPlay(_13StageSound); // 1~3스테이지 배경음
}
else if (3 < currentWave && currentWave <= 6)
{
SoundManager.instance.BgSoundPlay(_46StageSound); // 4~6스테이지 배경음
}
else if (6 < currentWave && currentWave <= 9)
{
SoundManager.instance.BgSoundPlay(_79StageSound); // 7~9스테이지 배경음
}
else if(currentWave == 10)
{
SoundManager.instance.BgSoundPlay(_10StageSound); // 10스테이지 배경음
}
if (currentWave > TOTAL_WAVES) if (currentWave > TOTAL_WAVES)
{ {
// Debug.Log("모든 웨이브 완료!"); // Debug.Log("모든 웨이브 완료!");
@@ -235,6 +266,8 @@ namespace TON
{ {
if (currentWave != 11 && GameObject.Find("TON.Player").GetComponentInChildren<CharacterBase>() != null) if (currentWave != 11 && GameObject.Find("TON.Player").GetComponentInChildren<CharacterBase>() != null)
{ {
SoundManager.instance.BgSoundPlay(null);
float timer = nextWaveDelay; float timer = nextWaveDelay;
while (timer > 0) while (timer > 0)

View File

@@ -1,11 +1,14 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.SceneManagement;
namespace TON namespace TON
{ {
public class SoundManager : MonoBehaviour public class SoundManager : MonoBehaviour
{ {
public AudioSource bgSound;
public static SoundManager instance; public static SoundManager instance;
private void Awake() private void Awake()
@@ -14,6 +17,8 @@ namespace TON
{ {
instance = this; instance = this;
DontDestroyOnLoad(instance); DontDestroyOnLoad(instance);
// 씬 로드 이벤트에 리스너 등록
SceneManager.sceneLoaded += OnSceneLoaded;
} }
else else
{ {
@@ -21,6 +26,12 @@ namespace TON
} }
} }
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// 씬이 바뀔 때마다 배경 음악 종료
BgSoundPlay(null);
}
public void SFXPlay(string sfxName, AudioClip clip) public void SFXPlay(string sfxName, AudioClip clip)
{ {
GameObject go = new GameObject(sfxName + "Sound"); GameObject go = new GameObject(sfxName + "Sound");
@@ -31,5 +42,13 @@ namespace TON
Destroy(go, clip.length); Destroy(go, clip.length);
} }
public void BgSoundPlay(AudioClip clip)
{
bgSound.clip = clip;
bgSound.loop = true;
bgSound.volume = 1f;
bgSound.Play();
}
} }
} }