diff --git a/Assets/01_Scenes/Festival_Chapter5.unity b/Assets/01_Scenes/Festival_Chapter5.unity index c1404995..fe497351 100644 --- a/Assets/01_Scenes/Festival_Chapter5.unity +++ b/Assets/01_Scenes/Festival_Chapter5.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:6ef969d7213b5fbe98cfaf356b319904ccedd75d75ea900960a3330d9968902a -size 721693 +oid sha256:1bc2753609afcec205517495efc687961f36a76e9347100d7fd438441a293a0e +size 1519780 diff --git a/Assets/02_Scripts/FX.meta b/Assets/02_Scripts/FX.meta new file mode 100644 index 00000000..1bd314bf --- /dev/null +++ b/Assets/02_Scripts/FX.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 698b48d69d1768842a39115684f18c32 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/02_Scripts/FX/ParticleSfx.cs b/Assets/02_Scripts/FX/ParticleSfx.cs new file mode 100644 index 00000000..7b4ae410 --- /dev/null +++ b/Assets/02_Scripts/FX/ParticleSfx.cs @@ -0,0 +1,144 @@ +using System; +using UnityEngine; + +// 파티클이 새로 태어나는 순간(발사 / 폭발)에 사운드 하나, (옵션) 라이트 하나를 재생하는 최소 컴포넌트. +// - 발사 파티클(쏘아올리는 것)에는 사운드만 +// - dead 이벤트 서브 이미터로 터지는 파티클에는 사운드 + 라이트 +// Unity엔 "파티클 생성 콜백"이 없어서, 살아있는 파티클 수가 늘어나는 순간을 감지한다. +[RequireComponent(typeof(ParticleSystem))] +public class ParticleSfx : MonoBehaviour +{ + [Header("사운드")] + [SerializeField] private AudioClip[] _sfx; // 여러 개면 무작위 (반복감 완화) + [SerializeField, Range(0f, 1f)] private float _volume = 0.8f; + [Tooltip("폭발마다 사운드가 들릴 확률 (1=항상). 폭죽이 많아 소리가 겹칠 때 낮춰서 솎아냄")] + [SerializeField, Range(0f, 1f)] private float _sfxChance = 1f; + [Tooltip("이 거리 안에선 풀 볼륨. 하늘 높이 터지는 폭발음은 크게(예: 30~50) 잡아야 잘 들림")] + [SerializeField] private float _minDistance = 30f; + [SerializeField] private float _maxDistance = 500f; + + [Header("라이트 (폭발용, 옵션)")] + [SerializeField] private bool _flashLight = false; + [Tooltip("지정하면 라이트를 폭발 위치가 아니라 이 콜라이더 범위 안의 무작위 지점에 띄운다. 폭죽은 위·옆으로 " + + "제멋대로 퍼지므로, NPC를 비추려면 관객 구역에 콜라이더(예: Box, IsTrigger)를 두고 여기 연결. 비우면 폭발 위치.")] + [SerializeField] private Collider _lightArea; + [SerializeField] private Color _lightColor = new(1f, 0.9f, 0.7f); // 따뜻한 백색 (여러 색 폭발의 캐스트광은 섞여서 이게 자연스러움) + [SerializeField] private float _lightIntensity = 30f; + [SerializeField] private float _lightRange = 25f; + [SerializeField] private float _flashDuration = 0.35f; + [SerializeField] private LightShadows _shadows = LightShadows.None; // VR 성능상 그림자 off + + private ParticleSystem _ps; + private ParticleSystemRenderer _renderer; + private Light _light; + private int _lastAlive; + + private void Awake() + { + _ps = GetComponent(); + _renderer = GetComponent(); + } + + private void OnEnable() => _lastAlive = _ps.particleCount; // 재활성화 시 첫 프레임 오발동 방지 + + private void LateUpdate() + { + int alive = _ps.particleCount; + if (alive > _lastAlive) // 새 파티클 등장 = 발사/폭발 순간 + { + Vector3 pos = GetEventPosition(); + if (UnityEngine.Random.value <= _sfxChance) PlaySfx(pos); // 사운드는 폭발 위치에서 + if (_flashLight) _ = FlashLight(GetLightPosition(pos)); // 라이트는 (옵션) 지상 높이로 내려서 + + } + _lastAlive = alive; + } + + // 실제로 그려지는 파티클의 월드 바운즈 중심 = 눈에 보이는 폭발 위치. + // 파티클 좌표를 직접 변환하면 시뮬레이션 스페이스·스케일링 모드(여기선 Local + 큰 스케일 10/30)와 + // 안 맞아 위치가 크게 어긋난다. 렌더러 바운즈는 항상 월드 공간이라 스케일과 무관하게 정확하다. + private Vector3 GetEventPosition() + { + if (_renderer != null && _ps.particleCount > 0) + return _renderer.bounds.center; + return transform.position; + } + + // 라이트를 놓을 위치: 범위 콜라이더가 있으면 그 안 무작위 지점, 없으면 폭발 지점. + // 폭죽은 수직으로 안 올라가고 옆으로 퍼지므로, NPC 조명은 폭발 XZ가 아니라 관객 구역 기준이어야 함. + private Vector3 GetLightPosition(Vector3 burstPos) + { + if (_lightArea == null) return burstPos; + + Bounds b = _lightArea.bounds; // 월드 AABB 안에서 무작위 + return new Vector3( + UnityEngine.Random.Range(b.min.x, b.max.x), + UnityEngine.Random.Range(b.min.y, b.max.y), + UnityEngine.Random.Range(b.min.z, b.max.z)); + } + + private void PlaySfx(Vector3 pos) + { + if (_sfx == null || _sfx.Length == 0) return; + AudioClip clip = _sfx[UnityEngine.Random.Range(0, _sfx.Length)]; + if (clip == null) return; + + if (SoundManager.Instance != null) + { + SoundManager.Instance.PlaySFXAt(clip, pos, _volume, _minDistance, _maxDistance); // 3D SFX 풀 재사용 (VR 공간음) + return; + } + + // 매니저 없을 때 폴백: 거리 설정을 반영한 임시 3D 소스 (PlayClipAtPoint는 minDistance 조절 불가) + var go = new GameObject("FireworkSfx"); + go.transform.position = pos; + var src = go.AddComponent(); + src.clip = clip; + src.volume = _volume; + src.spatialBlend = 1f; + src.rolloffMode = AudioRolloffMode.Logarithmic; + src.minDistance = _minDistance; + src.maxDistance = _maxDistance; + src.Play(); + Destroy(go, clip.length); + } + + // 라이트 하나를 만들어(재사용) 번쩍였다 끈다 + private async Awaitable FlashLight(Vector3 pos) + { + if (_light == null) + { + var go = new GameObject("FlashLight"); + go.transform.SetParent(transform); + _light = go.AddComponent(); + _light.type = LightType.Point; + _light.shadows = _shadows; + _light.renderMode = LightRenderMode.ForcePixel; + } + + _light.transform.position = pos; + _light.color = _lightColor; + _light.range = _lightRange; + _light.enabled = true; + + try + { + float t = 0f; + while (t < _flashDuration) + { + _light.intensity = _lightIntensity * (1f - t / _flashDuration); + t += Time.deltaTime; + await Awaitable.NextFrameAsync(destroyCancellationToken); + } + } + catch (OperationCanceledException) { /* 파괴됨 */ } + finally + { + if (_light != null) + { + _light.intensity = 0f; + _light.enabled = false; + } + } + } +} diff --git a/Assets/02_Scripts/FX/ParticleSfx.cs.meta b/Assets/02_Scripts/FX/ParticleSfx.cs.meta new file mode 100644 index 00000000..7a3afff5 --- /dev/null +++ b/Assets/02_Scripts/FX/ParticleSfx.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 56d4d955f9d3bb443845adee6a2f84d5 \ No newline at end of file diff --git a/Assets/02_Scripts/Managers/SoundManager.cs b/Assets/02_Scripts/Managers/SoundManager.cs index 782c7d15..ffc6d781 100644 --- a/Assets/02_Scripts/Managers/SoundManager.cs +++ b/Assets/02_Scripts/Managers/SoundManager.cs 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