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Assets/02_Scripts/FX.meta
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Assets/02_Scripts/FX.meta
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Assets/02_Scripts/FX/ParticleSfx.cs
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Assets/02_Scripts/FX/ParticleSfx.cs
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using System;
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using UnityEngine;
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// 파티클이 새로 태어나는 순간(발사 / 폭발)에 사운드 하나, (옵션) 라이트 하나를 재생하는 최소 컴포넌트.
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// - 발사 파티클(쏘아올리는 것)에는 사운드만
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// - dead 이벤트 서브 이미터로 터지는 파티클에는 사운드 + 라이트
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// Unity엔 "파티클 생성 콜백"이 없어서, 살아있는 파티클 수가 늘어나는 순간을 감지한다.
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[RequireComponent(typeof(ParticleSystem))]
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public class ParticleSfx : MonoBehaviour
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{
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[Header("사운드")]
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[SerializeField] private AudioClip[] _sfx; // 여러 개면 무작위 (반복감 완화)
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[SerializeField, Range(0f, 1f)] private float _volume = 0.8f;
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[Tooltip("폭발마다 사운드가 들릴 확률 (1=항상). 폭죽이 많아 소리가 겹칠 때 낮춰서 솎아냄")]
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[SerializeField, Range(0f, 1f)] private float _sfxChance = 1f;
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[Tooltip("이 거리 안에선 풀 볼륨. 하늘 높이 터지는 폭발음은 크게(예: 30~50) 잡아야 잘 들림")]
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[SerializeField] private float _minDistance = 30f;
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[SerializeField] private float _maxDistance = 500f;
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[Header("라이트 (폭발용, 옵션)")]
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[SerializeField] private bool _flashLight = false;
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[Tooltip("지정하면 라이트를 폭발 위치가 아니라 이 콜라이더 범위 안의 무작위 지점에 띄운다. 폭죽은 위·옆으로 " +
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"제멋대로 퍼지므로, NPC를 비추려면 관객 구역에 콜라이더(예: Box, IsTrigger)를 두고 여기 연결. 비우면 폭발 위치.")]
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[SerializeField] private Collider _lightArea;
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[SerializeField] private Color _lightColor = new(1f, 0.9f, 0.7f); // 따뜻한 백색 (여러 색 폭발의 캐스트광은 섞여서 이게 자연스러움)
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[SerializeField] private float _lightIntensity = 30f;
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[SerializeField] private float _lightRange = 25f;
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[SerializeField] private float _flashDuration = 0.35f;
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[SerializeField] private LightShadows _shadows = LightShadows.None; // VR 성능상 그림자 off
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private ParticleSystem _ps;
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private ParticleSystemRenderer _renderer;
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private Light _light;
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private int _lastAlive;
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private void Awake()
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{
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_ps = GetComponent<ParticleSystem>();
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_renderer = GetComponent<ParticleSystemRenderer>();
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}
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private void OnEnable() => _lastAlive = _ps.particleCount; // 재활성화 시 첫 프레임 오발동 방지
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private void LateUpdate()
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{
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int alive = _ps.particleCount;
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if (alive > _lastAlive) // 새 파티클 등장 = 발사/폭발 순간
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{
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Vector3 pos = GetEventPosition();
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if (UnityEngine.Random.value <= _sfxChance) PlaySfx(pos); // 사운드는 폭발 위치에서
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if (_flashLight) _ = FlashLight(GetLightPosition(pos)); // 라이트는 (옵션) 지상 높이로 내려서
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}
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_lastAlive = alive;
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}
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// 실제로 그려지는 파티클의 월드 바운즈 중심 = 눈에 보이는 폭발 위치.
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// 파티클 좌표를 직접 변환하면 시뮬레이션 스페이스·스케일링 모드(여기선 Local + 큰 스케일 10/30)와
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// 안 맞아 위치가 크게 어긋난다. 렌더러 바운즈는 항상 월드 공간이라 스케일과 무관하게 정확하다.
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private Vector3 GetEventPosition()
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{
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if (_renderer != null && _ps.particleCount > 0)
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return _renderer.bounds.center;
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return transform.position;
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}
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// 라이트를 놓을 위치: 범위 콜라이더가 있으면 그 안 무작위 지점, 없으면 폭발 지점.
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// 폭죽은 수직으로 안 올라가고 옆으로 퍼지므로, NPC 조명은 폭발 XZ가 아니라 관객 구역 기준이어야 함.
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private Vector3 GetLightPosition(Vector3 burstPos)
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{
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if (_lightArea == null) return burstPos;
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Bounds b = _lightArea.bounds; // 월드 AABB 안에서 무작위
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return new Vector3(
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UnityEngine.Random.Range(b.min.x, b.max.x),
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UnityEngine.Random.Range(b.min.y, b.max.y),
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UnityEngine.Random.Range(b.min.z, b.max.z));
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}
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private void PlaySfx(Vector3 pos)
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{
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if (_sfx == null || _sfx.Length == 0) return;
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AudioClip clip = _sfx[UnityEngine.Random.Range(0, _sfx.Length)];
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if (clip == null) return;
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if (SoundManager.Instance != null)
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{
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SoundManager.Instance.PlaySFXAt(clip, pos, _volume, _minDistance, _maxDistance); // 3D SFX 풀 재사용 (VR 공간음)
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return;
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}
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// 매니저 없을 때 폴백: 거리 설정을 반영한 임시 3D 소스 (PlayClipAtPoint는 minDistance 조절 불가)
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var go = new GameObject("FireworkSfx");
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go.transform.position = pos;
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var src = go.AddComponent<AudioSource>();
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src.clip = clip;
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src.volume = _volume;
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src.spatialBlend = 1f;
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src.rolloffMode = AudioRolloffMode.Logarithmic;
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src.minDistance = _minDistance;
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src.maxDistance = _maxDistance;
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src.Play();
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Destroy(go, clip.length);
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}
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// 라이트 하나를 만들어(재사용) 번쩍였다 끈다
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private async Awaitable FlashLight(Vector3 pos)
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{
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if (_light == null)
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{
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var go = new GameObject("FlashLight");
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go.transform.SetParent(transform);
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_light = go.AddComponent<Light>();
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_light.type = LightType.Point;
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_light.shadows = _shadows;
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_light.renderMode = LightRenderMode.ForcePixel;
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}
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_light.transform.position = pos;
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_light.color = _lightColor;
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_light.range = _lightRange;
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_light.enabled = true;
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try
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{
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float t = 0f;
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while (t < _flashDuration)
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{
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_light.intensity = _lightIntensity * (1f - t / _flashDuration);
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t += Time.deltaTime;
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await Awaitable.NextFrameAsync(destroyCancellationToken);
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}
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}
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catch (OperationCanceledException) { /* 파괴됨 */ }
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finally
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{
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if (_light != null)
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{
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_light.intensity = 0f;
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_light.enabled = false;
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}
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}
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}
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}
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Assets/02_Scripts/FX/ParticleSfx.cs.meta
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Assets/02_Scripts/FX/ParticleSfx.cs.meta
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guid: 56d4d955f9d3bb443845adee6a2f84d5
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@@ -162,13 +162,19 @@ public void PlaySFX(AudioClip clip, float volume = 1f)
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}
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//3D SFX 재생 (VR 공간음향 - 특정 위치에서 들림)
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public void PlaySFXAt(AudioClip clip, Vector3 position, float volume = 1f)
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//minDistance: 이 거리 안에선 풀 볼륨으로 들림. 하늘 높이 터지는 폭죽처럼 멀리서 나는 큰 소리는
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//크게(예: 30~50) 잡아야 거리 감쇠로 사라지지 않는다. maxDistance: 감쇠 계산 상한.
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public void PlaySFXAt(AudioClip clip, Vector3 position, float volume = 1f,
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float minDistance = 1f, float maxDistance = 500f)
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{
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if (clip == null) return;
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AudioSource source = GetSfxSource();
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source.transform.position = position;
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source.spatialBlend = 1f; //3D
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source.rolloffMode = AudioRolloffMode.Logarithmic;
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source.minDistance = minDistance;
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source.maxDistance = maxDistance;
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Play(source, clip, volume);
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_ = ReturnAfterPlay(source, clip.length); //재생이 끝나면 풀에 반납
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}
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Assets/04_Models/obj/FireworkLight.meta
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letuananh0401@gmail.com}}}}
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user