diff --git a/302/Assets/Course Library/Anomalies/Anomaly24/sitGirl_dream_pivoted.prefab b/302/Assets/Course Library/Anomalies/Anomaly24/sitGirl_dream_pivoted.prefab index ef76847..d8b3cb5 100644 --- a/302/Assets/Course Library/Anomalies/Anomaly24/sitGirl_dream_pivoted.prefab +++ b/302/Assets/Course Library/Anomalies/Anomaly24/sitGirl_dream_pivoted.prefab @@ -45,7 +45,7 @@ AudioSource: serializedVersion: 4 OutputAudioMixerGroup: {fileID: -5523475028350657157, guid: 015e5e0494ba69d49a8752e353c68200, type: 2} m_audioClip: {fileID: 8300000, guid: a2d444c66d9eecc4aab7c2aa628f4cae, type: 3} - m_PlayOnAwake: 1 + m_PlayOnAwake: 0 m_Volume: 1 m_Pitch: 1 Loop: 0 @@ -143,7 +143,6 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: duration: 10 - blurEffectPrefab: {fileID: 5749295200580246030, guid: 49570e3cac9d9fd48a18034aa29f20b8, type: 3} --- !u!1001 &1226223968390349156 PrefabInstance: m_ObjectHideFlags: 0 diff --git a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly24_luciddream.cs b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly24_luciddream.cs index 977d82b..152fcc2 100644 --- a/302/Assets/Scripts/SpecificAnomalyManager/Anomaly24_luciddream.cs +++ b/302/Assets/Scripts/SpecificAnomalyManager/Anomaly24_luciddream.cs @@ -4,7 +4,7 @@ [RequireComponent(typeof(AudioSource))] public class Anomaly24_luciddream : MonoBehaviour { - [SerializeField] private float duration = 10f; // 제한 시간 10초로 설정 + [SerializeField] private float duration = 30f; private AudioSource audioSource; private Transform mainCamera; @@ -25,18 +25,16 @@ private IEnumerator LucidDreamSequence() { GameManager.Instance.SetStageClear(); + yield return new WaitForSeconds(10f); + + audioSource.Play(); + float elapsedTime = 0f; while (elapsedTime < duration) { elapsedTime += Time.deltaTime; - // 디버깅 메시지: 현재 경과 시간 표시 - if (Mathf.FloorToInt(elapsedTime) % 2 == 0) - { - Debug.Log($"Elapsed Time: {elapsedTime:F2} seconds"); - } - // Main Camera 바라보기 if (mainCamera != null) { @@ -52,8 +50,11 @@ private IEnumerator LucidDreamSequence() yield return null; } + if(GameManager.Instance.GetGameState() != GameManager.GameState.Sleeping) + { + GameManager.Instance.SetStageNoClear(); + } - GameManager.Instance.SetStageNoClear(); var playerController = FindObjectOfType(); if (playerController != null) {