버그 수정
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Playables;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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public class LocalManager : MonoBehaviour
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public class LocalManager : MonoBehaviour
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{
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{
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[SerializeField] private string _nextSceneName;
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[SerializeField] private string _nextSceneName;
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[SerializeField] private AudioClip _caffebeneBGM;
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[SerializeField] private AudioClip _caffebeneBGM;
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// 흑백 전환에 걸리는 시간(초)
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[SerializeField, Min(0f)] private float _grayscaleFadeTime = 1.5f;
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// BGM 재생 시작 후 씬 전환까지 대기 시간(초)
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[SerializeField, Min(0f)] private float _caffebeneSceneChangeDelay = 13f;
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private VolumeProfile _grayscaleProfile;
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public void NextScene(int delay)
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public void NextScene(int delay)
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{
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{
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_ = Util.RunDelayed((float)delay,()=>SceneLoadManager.Instance.RequestSceneChange(_nextSceneName));
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_ = Util.RunDelayed((float)delay,()=>SceneLoadManager.Instance.RequestSceneChange(_nextSceneName));
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@@ -12,7 +22,75 @@ public void NextScene(int delay)
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public void CaffebeneNextSceneChange()
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public void CaffebeneNextSceneChange()
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{
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{
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SoundManager.Instance.PlayOverrideBGM(_caffebeneBGM);
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_ = CaffebeneSequence();
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_ = Util.RunDelayed(13f,()=>SceneLoadManager.Instance.RequestSceneChange(_nextSceneName));
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}
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// 모든 애니메이션 정지 → 시야 흑백 페이드 → BGM 재생 → 대기 후 씬 전환
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private async Awaitable CaffebeneSequence()
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{
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try
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{
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PauseAllAnimations();
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await FadeToGrayscale(_grayscaleFadeTime);
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SoundManager.Instance.PlayOverrideBGM(_caffebeneBGM);
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await Awaitable.WaitForSecondsAsync(_caffebeneSceneChangeDelay, destroyCancellationToken);
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SceneLoadManager.Instance.RequestSceneChange(_nextSceneName);
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}
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catch (System.OperationCanceledException)
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{
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// 씬 전환 등으로 자신이 파괴되어 취소됨
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}
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}
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// 씬 안의 Animator / 타임라인 / 파티클을 전부 일시정지
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// (Time.timeScale은 건드리지 않는다 — BGM 페이드와 씬 전환 딜레이가 scaled time 기준이라 함께 멈춰버림)
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private static void PauseAllAnimations()
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{
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foreach (var animator in FindObjectsByType<Animator>())
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animator.speed = 0f;
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foreach (var director in FindObjectsByType<PlayableDirector>())
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director.Pause();
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foreach (var particle in FindObjectsByType<ParticleSystem>())
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particle.Pause();
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}
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// 런타임 전용 글로벌 볼륨을 만들어 채도를 0 → -100으로 페이드 (완전 흑백)
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private async Awaitable FadeToGrayscale(float duration)
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{
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var volumeObj = new GameObject("Grayscale Volume (Runtime)");
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var volume = volumeObj.AddComponent<Volume>();
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volume.isGlobal = true;
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volume.priority = 100f;
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_grayscaleProfile = ScriptableObject.CreateInstance<VolumeProfile>();
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var colorAdjustments = _grayscaleProfile.Add<ColorAdjustments>();
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colorAdjustments.saturation.Override(0f);
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volume.profile = _grayscaleProfile;
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// 카메라에 포스트 프로세싱이 꺼져 있으면 켠다
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var mainCam = Camera.main;
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if (mainCam != null)
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mainCam.GetUniversalAdditionalCameraData().renderPostProcessing = true;
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float timer = 0f;
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while (timer < duration)
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{
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timer += Time.deltaTime;
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colorAdjustments.saturation.value = Mathf.Lerp(0f, -100f, Mathf.Clamp01(timer / duration));
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await Awaitable.NextFrameAsync(destroyCancellationToken);
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}
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colorAdjustments.saturation.value = -100f;
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}
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private void OnDestroy()
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{
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// 런타임 생성한 프로필은 씬 언로드로 자동 파괴되지 않으므로 직접 정리
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if (_grayscaleProfile != null)
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Destroy(_grayscaleProfile);
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}
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}
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}
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}
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Reference in New Issue
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