에셋 포함 #3

Merged
sharedacc520k merged 3 commits from CatsRhythmGame into main 2026-06-12 07:29:50 +00:00
11941 changed files with 760481 additions and 9 deletions

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using System.Collections.Generic;
using UnityEngine;
public class Note
{
[HideInInspector] public float Time;
}
[CreateAssetMenu(fileName = "RhythmChart", menuName = "CatsRoom/RhythmChart")]
public class RhythmChart : ScriptableObject
{
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
{
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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using System;
using System.Collections.Generic;
using UnityEngine;
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)
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 void Awake()
{
_songTimeProvider = () => SongTime; // 한 번만 만들어 모든 노트가 공유
}
private void Start()
{
ChangeSong();
}
private void Update()
{
//재생 중이던 곡이 끝나면 주변음 복구
if (_isPlaying && !_audioSource.isPlaying)
{
StopSong();
return;
}
if (_isPlaying) SpawnDueNotes();
}
// SongTime 기준으로 소환할 때가 된 노트들을 순서대로 생성
private void SpawnDueNotes()
{
// 판정 시각보다 _leadTime 먼저 생성해야 박자에 맞춰 판정선에 도달
while (_nextNoteIndex < SongNoteList.Count && //총 노트수보다 노트인덱스가 작고
SongTime >= SongNoteList[_nextNoteIndex].Time - _leadTime) //노래길이가 다음 노트의 노트타임 - 리드타임 보다 작을때까지만
{
Note note = SongNoteList[_nextNoteIndex];
// spawnTime은 실제 프레임 시각이 아니라 이론값(note.Time - _leadTime)으로 줘야 보간이 정확
_spawner.SpawnNote(note, note.Time - _leadTime, _songTimeProvider, OnNoteMissed);
_nextNoteIndex++;
}
}
public void ChangeSong()
{
_audioSource.clip = _currentChart.SongClip;
}
// 곡 재생 + 채보 로드
public void StartSong()
{
SongNoteList = _currentChart.GenerateNotes();
_nextNoteIndex = 0;
_audioSource.Play();
_isPlaying = true;
//BGM·환경음을 낮춰 리듬게임 소리만 들리게
if (SoundManager.Instance != null) SoundManager.Instance.EnterMinigameMode();
}
// 곡 정지 + 주변음 복구
public void StopSong()
{
_audioSource.Stop();
_isPlaying = false;
if (SoundManager.Instance != null) SoundManager.Instance.ExitMinigameMode();
}
// 노트가 판정선을 지나쳐 스스로 Miss 처리될 때 호출
private void OnNoteMissed(RhythmNoteInstance note)
{
// TODO: 점수/콤보 시스템 연결 시 Miss 반영
}
public void OnPlayerInput()
{
}
public Result Judge(float diff)
{
return Result.Miss;
}
}

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@@ -30,6 +30,11 @@ public class SoundManager : MonoBehaviour
[Header("SFX Pool")]
[SerializeField] private int _sfxPoolSize = 10; //시작 시 미리 생성할 SFX 소스 개수
[Header("Snapshots")]
[SerializeField] private AudioMixerSnapshot _normalSnapshot; //평상시 믹서 상태
[SerializeField] private AudioMixerSnapshot _minigameSnapshot; //미니게임 중 BGM·환경음을 낮춘 상태
[SerializeField] private float _snapshotFadeDuration = 0.5f; //스냅샷 전환 페이드 시간
//구역 → BGM 빠른 조회용 (런타임 변환)
private readonly Dictionary<Zone, AudioClip> _zoneBgmMap = new();
@@ -231,4 +236,18 @@ public void SetVolume(string exposedParam, float normalized)
float db = normalized <= 0.0001f ? -80f : Mathf.Log10(normalized) * 20f;
_mainMixer.SetFloat(exposedParam, db);
}
//=========================== Snapshot ===========================
//미니게임 시작: BGM·환경음을 낮춘 스냅샷으로 페이드 전환
public void EnterMinigameMode()
{
if (_minigameSnapshot != null) _minigameSnapshot.TransitionTo(_snapshotFadeDuration);
}
//미니게임 종료: 평상시 스냅샷으로 복귀
public void ExitMinigameMode()
{
if (_normalSnapshot != null) _normalSnapshot.TransitionTo(_snapshotFadeDuration);
}
}

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using System;
using UnityEngine;
public class RhythmNoteInstance : MonoBehaviour
{
public float HitTime; // 이 노트의 도달 시각
[SerializeField] private float _missWindow = 0.15f; // 판정선을 이만큼 지나면 자동 Miss
private Vector3 _start; // 출발점
private Vector3 _target; // 목적지(판정선)
private float _spawnTime; // 생성된 시각 (= HitTime - leadTime)
private Func<float> _songTime; // 오디오 기준 현재 곡 시간 제공자
private Action<RhythmNoteInstance> _onMiss; // 지나쳐서 Miss 났을 때 통지
// 스폰 시 목적지·타이밍 주입 (B 방식)
public void Setup(Vector3 start, Vector3 target, float spawnTime, float hitTime,
Func<float> songTime, Action<RhythmNoteInstance> onMiss = null)
{
_start = start;
_target = target;
_spawnTime = spawnTime;
HitTime = hitTime;
_songTime = songTime;
_onMiss = onMiss;
transform.position = start;
}
private void Update()
{
if (_songTime == null) return;
float now = _songTime();
// SongTime 기반 보간: spawnTime → HitTime 구간을 0→1로
float t = Mathf.InverseLerp(_spawnTime, HitTime, now);
transform.position = Vector3.LerpUnclamped(_start, _target, t);
// 판정선을 missWindow 이상 지나치면 Miss 처리 후 자기 파괴
if (now > HitTime + _missWindow)
{
_onMiss?.Invoke(this);
Destroy(gameObject);
}
}
}

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using System;
using UnityEngine;
public class RhythmNoteSpawner : MonoBehaviour
{
[SerializeField] private RhythmNoteInstance _notePrefab; // 생성할 노트 프리팹
[SerializeField] private Transform _spawnPoint; // 노트가 생겨나는 위치(미지정 시 자기 위치)
[SerializeField] private Transform _judgmentLine; // 목적지(판정선)
// 노트 프리팹 생성, 목적지·타이밍 주입
public RhythmNoteInstance SpawnNote(Note note, float spawnTime,
Func<float> songTime, Action<RhythmNoteInstance> onMiss = null)
{
Transform origin = _spawnPoint != null ? _spawnPoint : transform;
RhythmNoteInstance instance = Instantiate(_notePrefab, origin.position, origin.rotation, transform);
instance.Setup(origin.position, _judgmentLine.position, spawnTime, note.Time, songTime, onMiss);
return instance;
}
}

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