diff --git a/Assets/01_Scenes/BossScene.unity b/Assets/01_Scenes/BossScene.unity index ac6c170..0ca031c 100644 --- a/Assets/01_Scenes/BossScene.unity +++ b/Assets/01_Scenes/BossScene.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:66a8fa0b12a4dbe181ca4cf54c79e72f4d6964f5f34cfbaa2c135865609320dc -size 212568 +oid sha256:0d42ded2edb04221e861f7ab628bbf1f4703d9c71d957d74c1cb2267a42dabe6 +size 216514 diff --git a/Assets/01_Scenes/GameScene.unity b/Assets/01_Scenes/GameScene.unity index ceb2aa3..dcfb118 100644 --- a/Assets/01_Scenes/GameScene.unity +++ b/Assets/01_Scenes/GameScene.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ffe1d306d4bac29bfbff091e54d8540b457c18dbe743a424382a16716d85afeb -size 183396 +oid sha256:dabf68b8c5156493a2aa1babd6787afef4ddbef571abdfdab869d951da2d6b66 +size 187329 diff --git a/Assets/01_Scenes/StartScene.unity b/Assets/01_Scenes/StartScene.unity index 1d0a1d4..6a35e79 100644 --- a/Assets/01_Scenes/StartScene.unity +++ b/Assets/01_Scenes/StartScene.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f1e3b4a5ed5bdcec29fd614599b28b2ce734d175d2f620523f346a544d82ac6f -size 64263 +oid sha256:f30268313cbd04f620a49dfaae9ad3a4b3ddde700ceb0130db8ac2de5010f037 +size 69500 diff --git a/Assets/02_Scripts/Combat/ActionData.cs b/Assets/02_Scripts/Combat/ActionData.cs index d779c76..8798406 100644 --- a/Assets/02_Scripts/Combat/ActionData.cs +++ b/Assets/02_Scripts/Combat/ActionData.cs @@ -71,6 +71,13 @@ public class ActionData : ScriptableObject public bool HitEffectAttachToPlayer; // true면 플레이어 자식으로 부착 (같이 움직임), false면 월드 고정 public float HitEffectLifetime = 1f; // 자동 파괴 시간 (0이면 파괴 안 함 — 프리팹이 스스로 정리) + // ─── 효과음 (hit 발동 시 재생) ────────────────────────────────────── + [Header("Audio")] + public AudioClip AttackSound; // 무기 모션(휘두름/발사) 사운드. 적중 여부와 무관하게 발동 시 항상 재생 (null이면 없음) + [Range(0f, 1f)] public float AttackSoundVolume = 1f; // 모션 사운드 볼륨 + public AudioClip HitSound; // 타격 사운드. 실제 적중 시에만 재생 (null이면 없음) + [Range(0f, 1f)] public float HitSoundVolume = 1f; // 타격 사운드 볼륨 + // ─── 피격자 반응 (피격된 적의 동작) ───────────────────────────────── [Header("Hit Reaction")] public Vector2 HitVelocity = Vector2.zero; // 적에게 가할 넉백 속도 (X는 공격자 facing 방향) diff --git a/Assets/02_Scripts/Combat/AttackHitbox.cs b/Assets/02_Scripts/Combat/AttackHitbox.cs index 7dfe428..e006874 100644 --- a/Assets/02_Scripts/Combat/AttackHitbox.cs +++ b/Assets/02_Scripts/Combat/AttackHitbox.cs @@ -140,7 +140,6 @@ private void TryDamage(Collider2D other) if (_alreadyHit.Contains(target)) return; _alreadyHit.Add(target); - Debug.Log($"[Hitbox] t={Time.time:F3} damage={_damage} → {other.name} (parent={(target as MonoBehaviour)?.gameObject.name})"); Vector2? targetPosition = GetCorrectionTargetPosition(other); target.TakeDamage(_damage, _hitVelocity, _hitReactionState, targetPosition, _correctHitTargetY, _hitPositionSolidMask, _hitPositionCorrectionDuration, _hitStunDuration); OnHit?.Invoke(target); diff --git a/Assets/02_Scripts/Combat/HazardHitbox.cs b/Assets/02_Scripts/Combat/HazardHitbox.cs index e27c01d..1a5eea5 100644 --- a/Assets/02_Scripts/Combat/HazardHitbox.cs +++ b/Assets/02_Scripts/Combat/HazardHitbox.cs @@ -18,8 +18,6 @@ private void OnTriggerStay2D(Collider2D other) { if((_blockLayer.value & (1 << other.gameObject.layer)) > 0) { - Debug.Log("aaaaaaa"); - Destroy(gameObject); } diff --git a/Assets/02_Scripts/Enemy/Skills/BossSkill.cs b/Assets/02_Scripts/Enemy/Skills/BossSkill.cs index 1453e2c..ff69ae5 100644 --- a/Assets/02_Scripts/Enemy/Skills/BossSkill.cs +++ b/Assets/02_Scripts/Enemy/Skills/BossSkill.cs @@ -28,6 +28,10 @@ public abstract class BossSkill : MonoBehaviour [SerializeField] private float _cooldown = 8f; // 재사용 대기 (타이머는 BossAI가 보스별로 추적) [SerializeField] private string _casterAnimationState = "BossCast"; // 시전 중 보스가 재생할 애니메이션 + [Header("Audio")] + [SerializeField] private AudioClip _castSound; // 시전(발동) 사운드. 명중 여부와 무관하게 스킬 시작 시 항상 재생 (null이면 없음) + [SerializeField, Range(0f, 1f)] private float _castSoundVolume = 1f; // 시전 사운드 볼륨 + public int MinPhase => _minPhase; public float Range => _range; public float Cooldown => _cooldown; @@ -37,6 +41,8 @@ public abstract class BossSkill : MonoBehaviour // destroyCancellationToken: BossAI가 이 인스턴스를 Destroy하면 시퀀스가 취소된다. public async void Begin() { + PlayCastSound(); + try { await RunSkill(destroyCancellationToken); @@ -47,12 +53,20 @@ public async void Begin() } catch (Exception e) { - Debug.LogException(e, this); // 스킬 버그가 나도 아래 Destroy로 정리는 보장 + } Destroy(gameObject); } + // 시전(발동) 사운드 재생. 명중 여부와 무관하게 스킬 시작 시 항상 1회 재생. + // AudioManager의 SFX 풀을 통해 믹서로 라우팅된다. + private void PlayCastSound() + { + if (_castSound == null || AudioManager.Instance == null) return; + AudioManager.Instance.PlaySfx(_castSound, _castSoundVolume); + } + // 서브클래스가 실제 스킬 시퀀스를 구현. token이 취소되면 finally에서 정리할 것. protected abstract Awaitable RunSkill(CancellationToken token); } diff --git a/Assets/02_Scripts/Managers/AudioManager.cs b/Assets/02_Scripts/Managers/AudioManager.cs new file mode 100644 index 0000000..56928e0 --- /dev/null +++ b/Assets/02_Scripts/Managers/AudioManager.cs @@ -0,0 +1,95 @@ +using UnityEngine; +using UnityEngine.Audio; +using UnityEngine.SceneManagement; + +public class AudioManager : MonoBehaviour, ISceneInitializable +{ + public static AudioManager Instance; + + public AudioMixer mainMixer; + public AudioSource bgmAudioSource; + public AudioClip StartSceneBgm; + public AudioClip GameSceneBgm; + public AudioClip BossSceneBgm; + + + // ─── SFX ───────────────────────────────────────────────────────────── + [Header("SFX")] + public AudioMixerGroup sfxGroup; // SFX를 라우팅할 믹서 그룹 (Inspector에서 연결) + public int sfxSourceCount = 12; // 미리 만들어둘 AudioSource 풀 크기 (동시 재생 가능 수) + + private AudioSource[] _sfxSources; // 재사용 풀 + private int _nextIndex; // 라운드로빈 인덱스 (전부 재생 중일 때 가장 오래된 것 교체) + + private void Awake() + { + // 싱글톤. 중복 생성되면 새로 들어온 쪽을 파괴. + if (Instance != null && Instance != this) + { + Destroy(gameObject); + return; + } + Instance = this; + + InitSfxPool(); + } + + public void OnSceneLoaded() + { + if(SceneManager.GetActiveScene().name == "StartScene") + { + bgmAudioSource.clip = StartSceneBgm; + } + + if(SceneManager.GetActiveScene().name == "GameScene") + { + bgmAudioSource.clip = GameSceneBgm; + } + + if(SceneManager.GetActiveScene().name == "BossScene") + { + bgmAudioSource.clip = BossSceneBgm; + } + + bgmAudioSource.Play(); + } + + + // SFX용 AudioSource를 미리 자식으로 생성. 재생 때마다 만들지 않고 재사용한다. + private void InitSfxPool() + { + _sfxSources = new AudioSource[sfxSourceCount]; + for (int i = 0; i < sfxSourceCount; i++) + { + var go = new GameObject($"SfxSource_{i}"); + go.transform.SetParent(transform, false); + + var src = go.AddComponent(); + src.playOnAwake = false; + src.spatialBlend = 0f; // 2D 사운드 (위치 무시) + src.outputAudioMixerGroup = sfxGroup; // 믹서 SFX 그룹으로 라우팅 + _sfxSources[i] = src; + } + } + + // 효과음 재생. 풀에서 놀고 있는 AudioSource를 빌려 PlayOneShot. + public void PlaySfx(AudioClip clip, float volume = 1f) + { + if (clip == null || _sfxSources == null) return; + GetFreeSource().PlayOneShot(clip, volume); + } + + // 재생 중이 아닌 소스를 우선 반환. 전부 사용 중이면 라운드로빈으로 가장 오래된 것 재사용. + private AudioSource GetFreeSource() + { + for (int i = 0; i < _sfxSources.Length; i++) + { + if (!_sfxSources[i].isPlaying) + return _sfxSources[i]; + } + + AudioSource src = _sfxSources[_nextIndex]; + _nextIndex = (_nextIndex + 1) % _sfxSources.Length; + return src; + } +} diff --git a/Assets/02_Scripts/Managers/AudioManager.cs.meta b/Assets/02_Scripts/Managers/AudioManager.cs.meta new file mode 100644 index 0000000..9333981 --- /dev/null +++ b/Assets/02_Scripts/Managers/AudioManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a7ecd57ebf02cbe4bb9a209fa486671d \ No newline at end of file diff --git a/Assets/02_Scripts/Player/PlayerController.cs b/Assets/02_Scripts/Player/PlayerController.cs index 623861e..86d8f73 100644 --- a/Assets/02_Scripts/Player/PlayerController.cs +++ b/Assets/02_Scripts/Player/PlayerController.cs @@ -126,6 +126,7 @@ public class PlayerController : MonoBehaviour,IDamageable [SerializeField] private bool _showAttackDebug = true; // OnGUI에 공격 정보 패널 표시 여부 private float _attackStartTime = -1f; // 액션 시작 시각 (디버그 elapsed 계산) private bool _hitFired; // 현재 액션에서 hit이 이미 발화됐는지 + private bool _hitSoundPlayed; // 현재 hit window에서 타격음을 이미 재생했는지 (적 여러 명 동시 타격 시 중복 방지) private readonly List _castResults = new(); // Cast 결과 버퍼 (GC 회피용) private Rigidbody2D _rb; @@ -923,6 +924,13 @@ private void OnAttackHit(IDamageable target) { if (target is Enemy enemy) _lastHitEnemy = enemy; + + // 실제 적중이 일어난 순간에만 타격음 재생. 한 hit window에서 한 번만. + if (!_hitSoundPlayed) + { + PlayHitSound(_lastHitData); + _hitSoundPlayed = true; + } } private void ActivateAttackHitbox(ActionData data) @@ -935,11 +943,27 @@ private void ActivateAttackHitbox(ActionData data) _lastHitCenter = transform.TransformPoint(localPosition); _lastHitTime = Time.time; _hitFired = true; + _hitSoundPlayed = false; // 새 hit window 시작 — 타격음 재생 가드 초기화 Vector2 sourcePosition = _rb != null ? _rb.position : (Vector2)transform.position; _attackHitbox.Activate(data, localPosition, hitVelocity, sourcePosition, hitTargetPosition, data.CorrectHitTargetY, _groundLayer.value, _enemyLayer); SpawnHitEffect(data); + PlayAttackSound(data); + } + + // 무기 모션(휘두름/발사) 사운드 재생. 적중 여부와 무관하게 hit window 활성 시 항상 재생. + private void PlayAttackSound(ActionData data) + { + if (data.AttackSound == null || AudioManager.Instance == null) return; + AudioManager.Instance.PlaySfx(data.AttackSound, data.AttackSoundVolume); + } + + // 타격 사운드 재생. 실제 적중(OnAttackHit) 시점에만 호출된다. AudioManager의 SFX 풀을 통해 믹서로 라우팅된다. + private void PlayHitSound(ActionData data) + { + if (data.HitSound == null || AudioManager.Instance == null) return; + AudioManager.Instance.PlaySfx(data.HitSound, data.HitSoundVolume); } // hit 발동 시점에 이펙트 프리팹 생성. diff --git a/Assets/05_Data/Attack/GrabSmash.asset b/Assets/05_Data/Attack/GrabSmash.asset index 7eadd3b..00b9723 100644 --- a/Assets/05_Data/Attack/GrabSmash.asset +++ b/Assets/05_Data/Attack/GrabSmash.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:d74c6ea74d00dfdcb9592f133dcf06a1d526035270f4ce910b3abadc831c7705 -size 3888 +oid sha256:8ed1287731ff64f2a7a9b7660b243a31b6e22043ae33188f8c01336b024ea554 +size 4185 diff --git a/Assets/05_Data/Attack/GroundSlam.asset b/Assets/05_Data/Attack/GroundSlam.asset index 82e159d..b8d5ca8 100644 --- a/Assets/05_Data/Attack/GroundSlam.asset +++ b/Assets/05_Data/Attack/GroundSlam.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid 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