2 Commits

Author SHA1 Message Date
dldydtn9755-crypto
ee73e1424d 블랙잭 지형 복구 저장 2026-06-12 17:55:01 +09:00
dldydtn9755-crypto
a0521c974a 블랙잭 카드 기능 수정 2026-06-12 17:15:38 +09:00
6937 changed files with 81411 additions and 327523 deletions

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@@ -0,0 +1,46 @@
using UnityEngine;
public class CardSpawnTest : MonoBehaviour
{
[Header("Card Prefab")]
public GameObject cardPrefab;
[Header("Card Setting")]
public float cardScale = 2f;
public Vector3 frontRotation = new Vector3(-90f, 0f, 90f);
public Vector3 backRotation = new Vector3(90f, 0f, 90f);
[Header("Player Cards")]
public Transform playerCardPos1;
public Transform playerCardPos2;
[Header("Dealer Cards")]
public Transform dealerOpenCardPos;
public Transform dealerHiddenCardPos;
void Start()
{
SpawnCard(playerCardPos1, false);
SpawnCard(playerCardPos2, false);
SpawnCard(dealerOpenCardPos, false);
SpawnCard(dealerHiddenCardPos, true);
}
void SpawnCard(Transform pos, bool faceDown)
{
GameObject card = Instantiate(cardPrefab, pos.position, Quaternion.identity);
card.transform.localScale = cardPrefab.transform.localScale * cardScale;
if (faceDown)
{
card.transform.rotation = Quaternion.Euler(backRotation);
}
else
{
card.transform.rotation = Quaternion.Euler(frontRotation);
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ccf4c573a74c9cc4187ea85e8105e717

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@@ -1,177 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
// 표준 MIDI 파일(.mid)을 파싱해 Note 리스트로 변환하는 미니 파서.
// 단일 템포 가정. Note-On(velocity>0) 이벤트만 사용한다.
public static class MidiChartParser
{
// data: .mid 원본 바이트 / offset: 곡 시작 보정(초)
// bpmOverride: 0이면 MIDI 내장 템포 사용, >0이면 이 BPM으로 강제
// lanePitches: 비우면 모든 노트를 레인 0으로, 채우면 해당 음높이만 레인으로 매핑
public static List<Note> Parse(byte[] data, float offset, float bpmOverride, List<int> lanePitches)
{
var notes = new List<Note>();
if (data == null || data.Length < 14)
{
Debug.LogWarning("[MidiChartParser] MIDI 데이터가 비었거나 너무 짧습니다.");
return notes;
}
int p = 0;
// ---- 헤더 청크 (MThd) ----
if (!MatchId(data, p, 'M', 'T', 'h', 'd'))
{
Debug.LogWarning("[MidiChartParser] MThd 헤더가 아닙니다. (TextAsset이 .mid가 맞는지 확인)");
return notes;
}
p += 4;
ReadUInt32(data, ref p); // 헤더 길이(=6), 사용 안 함
ReadUInt16(data, ref p); // 포맷
int trackCount = ReadUInt16(data, ref p);
int division = ReadUInt16(data, ref p);
if ((division & 0x8000) != 0)
Debug.LogWarning("[MidiChartParser] SMPTE 타임코드는 미지원입니다. PPQN으로 가정합니다.");
int ticksPerQuarter = division & 0x7FFF;
if (ticksPerQuarter <= 0) ticksPerQuarter = 480;
// (절대틱, 음높이) 수집 + 첫 템포
var rawNotes = new List<(int tick, int pitch)>();
int tempoMicros = -1; // 4분음표당 마이크로초 (미발견 시 -1)
// ---- 트랙 청크들 (MTrk) ----
for (int t = 0; t < trackCount && p + 8 <= data.Length; t++)
{
if (!MatchId(data, p, 'M', 'T', 'r', 'k'))
break;
p += 4;
long len = ReadUInt32(data, ref p);
int trackEnd = p + (int)len;
if (trackEnd > data.Length) trackEnd = data.Length;
int absTicks = 0;
int runningStatus = 0;
while (p < trackEnd)
{
absTicks += ReadVarLen(data, ref p);
int status = data[p];
if (status < 0x80)
{
status = runningStatus; // 러닝 스테이터스: 상태 바이트 생략
if (status == 0) { p = trackEnd; break; } // 손상된 데이터 방어
}
else
{
p++;
runningStatus = status;
}
if (status == 0xFF) // 메타 이벤트
{
int metaType = data[p++];
int mlen = ReadVarLen(data, ref p);
if (metaType == 0x51 && mlen == 3 && tempoMicros < 0)
tempoMicros = (data[p] << 16) | (data[p + 1] << 8) | data[p + 2];
p += mlen;
runningStatus = 0;
}
else if (status == 0xF0 || status == 0xF7) // SysEx
{
int slen = ReadVarLen(data, ref p);
p += slen;
runningStatus = 0;
}
else // 채널 메시지
{
int type = status & 0xF0;
switch (type)
{
case 0x90: // Note-On
int pitch = data[p++];
int velocity = data[p++];
if (velocity > 0) rawNotes.Add((absTicks, pitch));
break;
case 0x80: // Note-Off
case 0xA0: // 폴리 애프터터치
case 0xB0: // 컨트롤 체인지
case 0xE0: // 피치 벤드
p += 2;
break;
case 0xC0: // 프로그램 체인지
case 0xD0: // 채널 애프터터치
p += 1;
break;
default:
p = trackEnd; // 알 수 없는 상태 → 트랙 종료(무한루프 방지)
break;
}
}
}
p = trackEnd; // 트랙 경계 보정
}
// ---- 틱 → 초 변환 ----
double usPerQuarter = bpmOverride > 0f
? 60000000.0 / bpmOverride
: (tempoMicros > 0 ? tempoMicros : 500000.0); // 기본 120 BPM
double secPerTick = usPerQuarter / 1000000.0 / ticksPerQuarter;
bool useLanes = lanePitches != null && lanePitches.Count > 0;
foreach (var raw in rawNotes)
{
int lane = 0;
if (useLanes)
{
lane = lanePitches.IndexOf(raw.pitch);
if (lane < 0) continue; // 레인에 매핑 안 된 음높이는 무시
}
notes.Add(new Note
{
Time = offset + (float)(raw.tick * secPerTick),
Lane = lane
});
}
notes.Sort((a, b) => a.Time.CompareTo(b.Time));
return notes;
}
// ---- 바이트 읽기 헬퍼 (MIDI는 빅엔디안) ----
private static bool MatchId(byte[] d, int p, char a, char b, char c, char e)
=> p + 4 <= d.Length && d[p] == a && d[p + 1] == b && d[p + 2] == c && d[p + 3] == e;
private static uint ReadUInt32(byte[] d, ref int p)
{
uint v = (uint)((d[p] << 24) | (d[p + 1] << 16) | (d[p + 2] << 8) | d[p + 3]);
p += 4;
return v;
}
private static int ReadUInt16(byte[] d, ref int p)
{
int v = (d[p] << 8) | d[p + 1];
p += 2;
return v;
}
// 가변 길이 수치(Variable-Length Quantity)
private static int ReadVarLen(byte[] d, ref int p)
{
int value = 0;
byte b;
do
{
b = d[p++];
value = (value << 7) | (b & 0x7F);
}
while ((b & 0x80) != 0 && p < d.Length);
return value;
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 4930b4a6230ad694da5ca148280f1d07

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@@ -3,28 +3,22 @@
public class Note
{
[HideInInspector] public float Time; // 판정 시각(초)
[HideInInspector] public int Lane; // 레인 인덱스 (단일 레인이면 0)
[HideInInspector] public float Time;
}
[CreateAssetMenu(fileName = "RhythmChart", menuName = "CatsRoom/RhythmChart")]
public class RhythmChart : ScriptableObject
{
public AudioClip SongClip; // 노래 파일
public TextAsset MidiFile; // FL Studio에서 내보낸 .mid (확장자를 .bytes로 임포트)
public float Offset; // 곡 시작과 MIDI 0틱 사이 보정(초)
public float BpmOverride; // 0이면 MIDI 내장 템포 사용, >0이면 이 BPM으로 강제
public List<int> LanePitches = new(); // 비우면 모든 노트를 레인 0으로. 채우면 (index=레인) 매핑
// MIDI를 파싱해 노트 시간 목록 생성
public List<Note> GenerateNotes()
public AudioClip SongClip; // 노래 파일
public float Bpm; // 분당 박자
public float Offset; // 첫 박자 시작 시각
public int NoteCount; // 노트 개수 (또는 곡 길이로 자동)
public List<Note> GenerateNotes() // BPM·offset으로 시간 목록 자동 생성
{
if (MidiFile == null)
{
Debug.LogWarning($"[RhythmChart] {name}: MidiFile이 비어 있습니다.");
return new List<Note>();
}
return MidiChartParser.Parse(MidiFile.bytes, Offset, BpmOverride, LanePitches);
List<Note> notes = new List<Note>();
float interval = 60f / Bpm;
for (int i = 0; i < NoteCount; i++)
notes.Add(new Note { Time = Offset + interval * i });
return notes;
}
}

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@@ -1,39 +1,20 @@
using System;
using System.Collections.Generic;
using Hovl;
using UnityEngine;
using UnityEngine.InputSystem;
public enum Result { Perfect, Good, Bad, Miss }
public enum Result { Perfect, Good, Miss }
public class RhythmManager : MonoBehaviour
{
[SerializeField] private AudioSource _audioSource;
[SerializeField] private RhythmChart _currentChart;
[SerializeField] private RhythmNoteSpawner _spawner;
[SerializeField] private float _leadTime = 2f; // 노트가 생성돼 판정선까지 흐르는 시간(초)
[Header("판정 윈도우 (초, 절대 시간차 기준)")]
[SerializeField] private float _perfectWindow = 0.05f;
[SerializeField] private float _goodWindow = 0.10f;
[SerializeField] private float _badWindow = 0.15f; // 이 밖이면 입력 무시(헛침)
[SerializeField] private GameObject StartButtonObj;
public float SongTime => _audioSource.time; // 모든 타이밍의 기준
private List<Note> SongNoteList;
private int _nextNoteIndex; // 다음에 소환할 노트 인덱스
private bool _isPlaying; //곡이 재생 중인지 (종료 감지용)
private Func<float> _songTimeProvider; // 노트에 넘길 시간 제공자 (매 스폰마다 람다 재생성 방지용 캐시)
private readonly List<RhythmNoteInstance> _activeNotes = new(); // 화면에 떠 있는(아직 처리 안 된) 노트들
// 점수 상태 (HUD가 읽음). 누적 로직은 RhythmScore가 전담
public RhythmScore Score { get; } = new();
public event Action OnSongStarted; // 곡 시작 (ScoreHud 표시 / ResultHud 숨김)
public event Action<Result> OnJudged; // 노트 하나가 판정될 때마다 (HUD 연출용)
public event Action<RhythmScore> OnScoreChanged; // 점수/콤보가 바뀔 때 (실시간 HUD)
public event Action<RhythmScore> OnSongFinished; // 곡이 끝났을 때 (결과창)
private void Awake()
{
@@ -54,13 +35,7 @@ private void Update()
return;
}
if (!_isPlaying) return;
SpawnDueNotes();
// 테스트용: 스페이스로 판정 (실제 VR에서는 컨트롤러/콜라이더 입력으로 교체)
if (Keyboard.current != null && Keyboard.current.spaceKey.wasPressedThisFrame)
OnPlayerInput();
if (_isPlaying) SpawnDueNotes();
}
// SongTime 기준으로 소환할 때가 된 노트들을 순서대로 생성
@@ -72,8 +47,7 @@ private void SpawnDueNotes()
{
Note note = SongNoteList[_nextNoteIndex];
// spawnTime은 실제 프레임 시각이 아니라 이론값(note.Time - _leadTime)으로 줘야 보간이 정확
RhythmNoteInstance instance = _spawner.SpawnNote(note, note.Time - _leadTime, _songTimeProvider, OnNoteMissed);
_activeNotes.Add(instance);
_spawner.SpawnNote(note, note.Time - _leadTime, _songTimeProvider, OnNoteMissed);
_nextNoteIndex++;
}
}
@@ -88,12 +62,6 @@ public void StartSong()
{
SongNoteList = _currentChart.GenerateNotes();
_nextNoteIndex = 0;
_activeNotes.Clear();
Score.Reset();
OnSongStarted?.Invoke(); // ScoreHud 표시 / ResultHud 숨김
OnScoreChanged?.Invoke(Score); // HUD 초기화(0점)
StartButtonObj.SetActive(false);
_audioSource.Play();
_isPlaying = true;
@@ -105,72 +73,25 @@ public void StartSong()
// 곡 정지 + 주변음 복구
public void StopSong()
{
if (!_isPlaying) return; // 중복 호출 방지(결과창 두 번 뜨는 것 차단)
_audioSource.Stop();
_isPlaying = false;
if (SoundManager.Instance != null) SoundManager.Instance.ExitMinigameMode();
OnSongFinished?.Invoke(Score); // 결과창 표시
}
// 노트가 판정선을 지나쳐 스스로 Miss 처리될 때 호출 (노트는 이미 자기 파괴됨)
// 노트가 판정선을 지나쳐 스스로 Miss 처리될 때 호출
private void OnNoteMissed(RhythmNoteInstance note)
{
_activeNotes.Remove(note);
ApplyJudge(Result.Miss);
Debug.Log("[Rhythm] Miss (지나침)");
// TODO: 점수/콤보 시스템 연결 시 Miss 반영
}
public void OnPlayerInput()
{
if (!_isPlaying || _activeNotes.Count == 0) return;
// 판정선에 가장 가까운(시간차 최소) 노트 탐색
RhythmNoteInstance target = null;
float bestDiff = float.MaxValue;
foreach (RhythmNoteInstance note in _activeNotes)
{
float diff = Mathf.Abs(SongTime - note.HitTime);
if (diff < bestDiff)
{
bestDiff = diff;
target = note;
}
}
Result result = Judge(bestDiff);
if (result == Result.Miss) return; // 히트 범위 밖이면 입력 무시 (노트 소비 안 함)
// 성공 판정 → 히트 이펙트 + 노트 소비
if (result == Result.Perfect || result == Result.Good)
{
// 이펙트는 노트에서 분리돼 따로 재생되므로 노트를 바로 파괴해도 됨
if (target.TryGetComponent(out RhythmProjectile projectile))
projectile.Detonate();
}
_activeNotes.Remove(target);
Destroy(target.gameObject);
ApplyJudge(result);
Debug.Log($"[Rhythm] {result} (diff {bestDiff:F3}s)");
}
// 판정 결과를 점수에 반영하고 이벤트로 알림
private void ApplyJudge(Result result)
{
Score.Apply(result);
OnJudged?.Invoke(result);
OnScoreChanged?.Invoke(Score);
}
// diff = 절대 시간차(초). 윈도우 안이면 Perfect/Good/Bad, 밖이면 Miss(입력 무시)
public Result Judge(float diff)
{
if (diff <= _perfectWindow) return Result.Perfect;
if (diff <= _goodWindow) return Result.Good;
if (diff <= _badWindow) return Result.Bad;
return Result.Miss;
}
}

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@@ -2,14 +2,14 @@
public class RoomMoveButton : MonoBehaviour
{
[Header("이 버튼을 눌렀을 때 이동할 방 번호 입력")]
[Header("이 버튼을 눌렀을 때 이동할 방 번호 입력")]
[SerializeField] private int targetRoomNumber;
public void OnClickMoveRoom()
{
if (RoomRouteManager.Instance == null)
{
Debug.LogError("RoomRouteManager가 없습니다.");
Debug.LogError("RoomRouteManager가 없습니다.");
return;
}

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@@ -19,50 +19,50 @@ private void Update()
return;
}
// C키: 방문 안 한 방 중 랜덤 후보 뽑기
// C키: 방문 안 한 방 중 랜덤 후보 뽑기
if (Keyboard.current.cKey.wasPressedThisFrame)
{
currentChoices = RoomRouteManager.Instance.GetRandomNextRooms();
Debug.Log($"현재 선택 가능한 후보 개수: {currentChoices.Count}");
Debug.Log($"현재 선택 가능한 후보 개수: {currentChoices.Count}");
for (int i = 0; i < currentChoices.Count; i++)
{
Debug.Log($"{i + 1}번 선택지 → 방 번호: {currentChoices[i].roomNumber}, 씬 이름: {currentChoices[i].sceneName}");
Debug.Log($"{i + 1}번 선택지 → 방 번호: {currentChoices[i].roomNumber}, 씬 이름: {currentChoices[i].sceneName}");
}
}
// 1키: 첫 번째 후보 선택
// 1키: 첫 번째 후보 선택
if (Keyboard.current.digit1Key.wasPressedThisFrame)
{
MoveToChoice(0);
}
// 2키: 두 번째 후보 선택
// 2키: 두 번째 후보 선택
if (Keyboard.current.digit2Key.wasPressedThisFrame)
{
MoveToChoice(1);
}
// T키: 방문 상태 확인
// T키: 방문 상태 확인
if (Keyboard.current.tKey.wasPressedThisFrame)
{
Debug.Log($"방문한 방 개수: {RoomRouteManager.Instance.VisitedRoomCount} / {RoomRouteManager.Instance.TotalRoomCount}");
Debug.Log($"현재 방 번호: {RoomRouteManager.Instance.CurrentRoomNumber}");
Debug.Log($"방문한 방 개수: {RoomRouteManager.Instance.VisitedRoomCount} / {RoomRouteManager.Instance.TotalRoomCount}");
Debug.Log($"현재 방 번호: {RoomRouteManager.Instance.CurrentRoomNumber}");
}
// X키: 테스트용 방문 기록 초기화
// X키: 테스트용 방문 기록 초기화
if (Keyboard.current.xKey.wasPressedThisFrame)
{
Debug.Log("방문 기록 초기화");
Debug.Log("방문 기록 초기화");
currentChoices.Clear();
RoomRouteManager.Instance.ResetVisitedRooms();
}
// F키: 모든 방 방문 후 마지막 씬 이동 테스트
// F키: 모든 방 방문 후 마지막 씬 이동 테스트
if (Keyboard.current.fKey.wasPressedThisFrame)
{
Debug.Log("마지막 씬 이동 테스트");
Debug.Log("마지막 씬 이동 테스트");
RoomRouteManager.Instance.MoveToFinalScene();
}
}
@@ -71,19 +71,19 @@ private void MoveToChoice(int index)
{
if (currentChoices == null || currentChoices.Count == 0)
{
Debug.LogWarning("먼저 C키를 눌러 랜덤 후보를 뽑아야 합니다.");
Debug.LogWarning("먼저 C키를 눌러 랜덤 후보를 뽑아야 합니다.");
return;
}
if (index < 0 || index >= currentChoices.Count)
{
Debug.LogWarning("해당 번호의 선택지가 없습니다.");
Debug.LogWarning("해당 번호의 선택지가 없습니다.");
return;
}
int targetRoomNumber = currentChoices[index].roomNumber;
Debug.Log($"{index + 1}번 선택지 선택 → 방 {targetRoomNumber} 이동");
Debug.Log($"{index + 1}번 선택지 선택 → 방 {targetRoomNumber} 이동");
currentChoices.Clear();

View File

@@ -8,23 +8,23 @@ public class RoomRouteManager : MonoBehaviour
[System.Serializable]
public class RoomData
{
[Header("방 번호 입력")]
[Header("방 번호 입력")]
public int roomNumber;
[Header("이 방에 해당하는 Scene 이름 입력")]
[Header("이 방에 해당하는 Scene 이름 입력")]
public string sceneName;
}
[Header("전체 방 정보 입력")]
[Header("전체 방 정보 입력")]
[SerializeField] private List<RoomData> rooms = new List<RoomData>();
[Header("시작 방 번호 입력")]
[Header("시작 방 번호 입력")]
[SerializeField] private int startRoomNumber;
[Header("랜덤 선택지 개수")]
[Header("랜덤 선택지 개수")]
[SerializeField] private int randomChoiceCount = 2;
[Header("모든 방 방문 후 이동할 마지막 Scene 이름")]
[Header("모든 방 방문 후 이동할 마지막 Scene 이름")]
[SerializeField] private string finalSceneName;
private int _currentRoomNumber;
@@ -54,7 +54,7 @@ private void Awake()
}
}
// 방문하지 않은 방 전체 반환
// 방문하지 않은 방 전체 반환
public List<RoomData> GetUnvisitedRooms()
{
List<RoomData> result = new List<RoomData>();
@@ -70,7 +70,7 @@ public List<RoomData> GetUnvisitedRooms()
return result;
}
// 대화 선택지에 보여줄 랜덤 방 목록 반환
// 대화 선택지에 보여줄 랜덤 방 목록 반환
public List<RoomData> GetRandomNextRooms()
{
List<RoomData> unvisitedRooms = GetUnvisitedRooms();
@@ -89,18 +89,18 @@ public List<RoomData> GetRandomNextRooms()
return randomRooms;
}
// 버튼이나 대화 선택지에서 호출
// 버튼이나 대화 선택지에서 호출
public void MoveToRoom(int roomNumber)
{
if (SceneLoadManager.Instance == null)
{
Debug.LogError("SceneLoadManager가 씬에 없습니다.");
Debug.LogError("SceneLoadManager가 씬에 없습니다.");
return;
}
if (SceneLoadManager.Instance.IsChangingScene)
{
Debug.Log("이미 씬 이동 중입니다.");
Debug.Log("이미 씬 이동 중입니다.");
return;
}
@@ -108,19 +108,19 @@ public void MoveToRoom(int roomNumber)
if (targetRoom == null)
{
Debug.LogWarning($"방 정보를 찾을 수 없습니다. 방 번호: {roomNumber}");
Debug.LogWarning($"방 정보를 찾을 수 없습니다. 방 번호: {roomNumber}");
return;
}
if (_visitedRooms.Contains(roomNumber))
{
Debug.Log($"이미 방문한 방입니다. 방 번호: {roomNumber}");
Debug.Log($"이미 방문한 방입니다. 방 번호: {roomNumber}");
return;
}
if (string.IsNullOrEmpty(targetRoom.sceneName))
{
Debug.LogWarning($"방 {roomNumber}의 Scene 이름이 비어있습니다.");
Debug.LogWarning($"방 {roomNumber}의 Scene 이름이 비어있습니다.");
return;
}
@@ -130,14 +130,14 @@ public void MoveToRoom(int roomNumber)
SceneLoadManager.Instance.RequestSceneChange(targetRoom.sceneName);
}
// 랜덤 방 하나로 바로 이동하고 싶을 때 사용
// 랜덤 방 하나로 바로 이동하고 싶을 때 사용
public void MoveToRandomRoom()
{
List<RoomData> unvisitedRooms = GetUnvisitedRooms();
if (unvisitedRooms.Count <= 0)
{
Debug.Log("방문하지 않은 방이 없습니다.");
Debug.Log("방문하지 않은 방이 없습니다.");
if (IsAllRoomsVisited())
{
@@ -162,25 +162,25 @@ public void MoveToFinalScene()
{
if (!IsAllRoomsVisited())
{
Debug.Log("아직 모든 방을 방문하지 않았습니다.");
Debug.Log("아직 모든 방을 방문하지 않았습니다.");
return;
}
if (SceneLoadManager.Instance == null)
{
Debug.LogError("SceneLoadManager가 씬에 없습니다.");
Debug.LogError("SceneLoadManager가 씬에 없습니다.");
return;
}
if (SceneLoadManager.Instance.IsChangingScene)
{
Debug.Log("이미 씬 이동 중입니다.");
Debug.Log("이미 씬 이동 중입니다.");
return;
}
if (string.IsNullOrEmpty(finalSceneName))
{
Debug.LogWarning("마지막 Scene 이름이 비어있습니다.");
Debug.LogWarning("마지막 Scene 이름이 비어있습니다.");
return;
}

View File

@@ -3,7 +3,7 @@
public class RhythmNoteInstance : MonoBehaviour
{
[HideInInspector] public float HitTime; // 이 노트의 도달 시각
public float HitTime; // 이 노트의 도달 시각
[SerializeField] private float _missWindow = 0.15f; // 판정선을 이만큼 지나면 자동 Miss

View File

@@ -1,37 +0,0 @@
using Hovl;
using UnityEngine;
// Hovl의 HS_ProjectileMover(에셋)를 "수정하지 않고" 히트 이펙트를 코드로 터뜨리기 위한 서브클래스.
// 핵심: protected 멤버(hit/hitPS/projectilePS/collided)는 '파생 클래스'에서는 접근 가능하다.
// 그래서 에셋 원본은 그대로 두고, 충돌(Collision) 없이 판정 성공 시 Detonate()로 이펙트만 재생한다.
public class RhythmProjectile : HS_ProjectileMover
{
// 판정 성공 시 호출. 노트가 곧 Destroy되어도 이펙트가 보이도록 노트에서 분리 후 재생.
public void Detonate()
{
if (collided) return;
collided = true;
// 날아가는 동안의 트레일 파티클은 정지
if (projectilePS != null)
projectilePS.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
// 히트 이펙트 컨테이너(없으면 파티클 본체)를 노트에서 떼어내 현재 위치에서 재생
GameObject fx = hit != null ? hit : (hitPS != null ? hitPS.gameObject : null);
if (fx == null) return;
fx.transform.SetParent(null, true);
fx.transform.position = transform.position;
fx.SetActive(true);
if (hitPS != null)
{
hitPS.Clear(true);
hitPS.Play(true);
}
// 재생이 끝나면 분리한 이펙트도 정리
float life = hitPS != null ? hitPS.main.duration + hitPS.main.startLifetime.constantMax : 2f;
Destroy(fx, life);
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 9840334459414e240b44e1b0cfe4ebb2

View File

@@ -1,59 +0,0 @@
// 리듬게임 점수/콤보/판정수 누적 (Unity 비의존 순수 로직 - 테스트하기 쉬움)
public class RhythmScore
{
// 판정별 기본 점수
private const int PerfectPoint = 100;
private const int GoodPoint = 50;
private const int BadPoint = 10;
public int Score { get; private set; }
public int Combo { get; private set; }
public int MaxCombo { get; private set; }
public int PerfectCount { get; private set; }
public int GoodCount { get; private set; }
public int BadCount { get; private set; }
public int MissCount { get; private set; }
public int TotalJudged => PerfectCount + GoodCount + BadCount + MissCount;
// 판정 하나를 점수에 반영
public void Apply(Result result)
{
switch (result)
{
case Result.Perfect:
PerfectCount++;
Combo++;
Score += PerfectPoint + Combo; // 콤보가 쌓일수록 보너스 (연속 보상)
break;
case Result.Good:
GoodCount++;
Combo++;
Score += GoodPoint + Combo;
break;
case Result.Bad:
BadCount++;
Combo = 0; // 콤보 끊김
Score += BadPoint;
break;
case Result.Miss:
MissCount++;
Combo = 0; // 콤보 끊김
break;
}
if (Combo > MaxCombo) MaxCombo = Combo;
}
public void Reset()
{
Score = 0;
Combo = 0;
MaxCombo = 0;
PerfectCount = 0;
GoodCount = 0;
BadCount = 0;
MissCount = 0;
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: adfd55d5980f58940ad4cb735db42f89

View File

@@ -1,50 +0,0 @@
using TMPro;
using UnityEngine;
// 곡 종료 후 결과창. 총점/판정수/정확도/등급/최대콤보를 표시한다.
public class RhythmResultHud : MonoBehaviour
{
[SerializeField] private RhythmManager _manager;
[SerializeField] private GameObject _root; // 결과창 루트
[SerializeField] private TMP_Text _scoreText;
[SerializeField] private TMP_Text _maxComboText;
[SerializeField] private TMP_Text _countText; // Perfect/Good/Bad/Miss 모아서 표시
private void Awake()
{
if (_root != null) _root.SetActive(false);
}
private void OnEnable()
{
if (_manager == null) return;
_manager.OnSongStarted += Hide;
_manager.OnSongFinished += Show;
}
private void OnDisable()
{
if (_manager == null) return;
_manager.OnSongStarted -= Hide;
_manager.OnSongFinished -= Show;
}
private void Hide()
{
if (_root != null) _root.SetActive(false); // 곡 시작/재시작 시 이전 결과창 숨김
}
private void Show(RhythmScore score)
{
if (_scoreText != null) _scoreText.text = $"{score.Score:N0}";
if (_maxComboText != null) _maxComboText.text = $"{score.MaxCombo}";
if (_countText != null)
_countText.text =
$"Perfect {score.PerfectCount}\n" +
$"Good {score.GoodCount}\n" +
$"Bad {score.BadCount}\n" +
$"Miss {score.MissCount}";
if (_root != null) _root.SetActive(true);
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: b187e420986956a4ba9407759ed4050f

View File

@@ -1,56 +0,0 @@
using TMPro;
using UnityEngine;
// 플레이 중 실시간 점수/콤보 HUD. RhythmManager 이벤트만 구독하고 표시만 한다.
public class RhythmScoreHud : MonoBehaviour
{
[SerializeField] private RhythmManager _manager;
[SerializeField] private GameObject _root; // HUD 루트 (곡 시작/종료에 켜고 끔)
[SerializeField] private TMP_Text _scoreText;
[SerializeField] private TMP_Text _comboText;
[SerializeField] private TMP_Text _judgeText; // Perfect/Good 등 최근 판정 표시(선택)
private void Awake()
{
if (_root != null) _root.SetActive(false); // 곡 시작 전엔 숨김
}
private void OnEnable()
{
if (_manager == null) return;
_manager.OnSongStarted += HandleSongStarted;
_manager.OnScoreChanged += HandleScoreChanged;
_manager.OnJudged += HandleJudged;
_manager.OnSongFinished += HandleSongFinished;
}
private void OnDisable()
{
if (_manager == null) return;
_manager.OnSongStarted -= HandleSongStarted;
_manager.OnScoreChanged -= HandleScoreChanged;
_manager.OnJudged -= HandleJudged;
_manager.OnSongFinished -= HandleSongFinished;
}
private void HandleSongStarted()
{
if (_root != null) _root.SetActive(true); // 곡 시작 시 실시간 HUD 표시
}
private void HandleScoreChanged(RhythmScore score)
{
if (_scoreText != null) _scoreText.text = $"SCORE {score.Score:N0}";
if (_comboText != null) _comboText.text = score.Combo > 0 ? $"{score.Combo}" : "";
}
private void HandleJudged(Result result)
{
if (_judgeText != null) _judgeText.text = result.ToString();
}
private void HandleSongFinished(RhythmScore score)
{
if (_root != null) _root.SetActive(false); // 곡 끝나면 실시간 HUD는 숨김(결과창이 대신 뜸)
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 2d2c41822c633294a986c6803818303d

View File

@@ -82,8 +82,779 @@ ModelImporter:
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serializedVersion: 3
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humanName: RightUpperLeg
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humanName: LeftLowerLeg
limit:
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humanName: RightLowerLeg
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humanName: LeftFoot
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humanName: RightFoot
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humanName: Spine
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humanName: Head
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View File

@@ -82,8 +82,779 @@ ModelImporter:
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