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+ GameManager.Instance.SetStageClear(); } // Update is called once per frame diff --git a/302/Assets/Scripts/GameManager.cs b/302/Assets/Scripts/GameManager.cs index 4e389b4..82dc275 100644 --- a/302/Assets/Scripts/GameManager.cs +++ b/302/Assets/Scripts/GameManager.cs @@ -6,7 +6,7 @@ public class GameManager : MonoBehaviour { public static GameManager Instance { get; private set; } // 스테이지 관리 - [SerializeField] private int currentStage = 1; + [SerializeField] private int currentStage = 0; [SerializeField] private bool currentStageClear = false; // 현재 스테이지 클리어 여부 [SerializeField] private ClockController clockController; private const string DEFAULT_SCENE = "DefaultGameScene"; @@ -41,7 +41,7 @@ private void Start() } private void InitializeGame() { - currentStage = 1; + currentStage = 0; currentStageClear = false; gameState = GameState.Playing; LoadDefaultScene(); diff --git a/302/Assets/Scripts/StartingCameraController.cs b/302/Assets/Scripts/StartingCameraController.cs new file mode 100644 index 0000000..d9f16f1 --- /dev/null +++ b/302/Assets/Scripts/StartingCameraController.cs @@ -0,0 +1,88 @@ +using UnityEngine; +using System; + +public class StartingCameraController : MonoBehaviour +{ + [SerializeField] private ScreenFader screenFader; // ScreenFader 컴포넌트 + [SerializeField] private float fadeOutDuration = 2f; // 화면 어두워지는 시간 + [SerializeField] private float fadeInDuration = 2f; // 화면 밝아지는 시간 + [SerializeField] private float waitBeforeFadeIn = 0.5f; // 화면이 어두워진 상태에서 대기 시간 + + public event Action OnFadeComplete; // 페이드 완료 시 이벤트 + private bool isFading = false; + + void Start() + { + if (screenFader == null) + { + screenFader = FindObjectOfType(); + if (screenFader == null) + { + Debug.LogError("ScreenFader component not found in the scene!"); + return; + } + } + } + + public void PlayFadeSequence() + { + if (!isFading) + { + StartCoroutine(FadeSequence()); + } + } + + public void PlayFadeOut() + { + if (!isFading) + { + StartCoroutine(FadeOut()); + } + } + + public void PlayFadeIn() + { + if (!isFading) + { + StartCoroutine(FadeIn()); + } + } + + private System.Collections.IEnumerator FadeSequence() + { + isFading = true; + + // Fade Out + yield return FadeOut(); + + // 대기 + yield return new WaitForSeconds(waitBeforeFadeIn); + + // Fade In + yield return FadeIn(); + + yield return FadeOut(); + yield return new WaitForSeconds(waitBeforeFadeIn); + yield return FadeIn(); + yield return FadeOut(); + + isFading = false; + + // 애니메이션 완료 신호 전송 + OnFadeComplete?.Invoke(); + } + + private System.Collections.IEnumerator FadeOut() + { + isFading = true; + screenFader.StartFade(1f, fadeOutDuration); + yield return new WaitForSeconds(fadeOutDuration); + } + + private System.Collections.IEnumerator FadeIn() + { + screenFader.StartFade(0f, fadeInDuration); + yield return new WaitForSeconds(fadeInDuration); + isFading = false; + } +} diff --git a/302/Assets/Scripts/StartingCameraController.cs.meta b/302/Assets/Scripts/StartingCameraController.cs.meta new file mode 100644 index 0000000..216495d --- /dev/null +++ b/302/Assets/Scripts/StartingCameraController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 033684055757ea344b3af9ac5606f53c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/302/Assets/Scripts/UIManager.cs b/302/Assets/Scripts/UIManager.cs index 30fbea6..b3912be 100644 --- a/302/Assets/Scripts/UIManager.cs +++ b/302/Assets/Scripts/UIManager.cs @@ -6,34 +6,74 @@ public class UIManager : MonoBehaviour { public GameObject titleText; // 타이틀 텍스트 오브젝트 public Button startButton; // 시작 버튼 - public GameObject difficultyButtonGroup; // 난이도 버튼 그룹 - public Button normalButton; // 노말 난이도 버튼 - public Button hardButton; // 하드 난이도 버튼 - private int difficultyLevel; // 난이도 변수 + private StartingCameraController startingCameraController; + + private AsyncOperation sceneLoadOperation; // 비동기 씬 로드 작업 void Start() { - // 초기 설정 - difficultyButtonGroup.SetActive(false); // 난이도 선택 그룹 숨기기 + startingCameraController = FindObjectOfType(); + if (startingCameraController == null) + { + Debug.LogError("StartingCameraController not found in the scene!"); + } + else + { + startingCameraController.OnFadeComplete += OnFadeComplete; // 애니메이션 완료 이벤트 연결 + } - // 버튼에 이벤트 연결 - startButton.onClick.AddListener(OnStartButtonClicked); // Start 버튼 - normalButton.onClick.AddListener(() => SetDifficultyAndStartGame(0)); // Normal 버튼 - hardButton.onClick.AddListener(() => SetDifficultyAndStartGame(1)); // Hard 버튼 + startButton.onClick.AddListener(OnStartButtonClicked); // Start 버튼 } - // 시작 버튼 클릭 시 호출 private void OnStartButtonClicked() { titleText.SetActive(false); // 타이틀 텍스트 숨기기 startButton.gameObject.SetActive(false); // 시작 버튼 숨기기 - difficultyButtonGroup.SetActive(true); // 난이도 선택 그룹 표시 + + // 비동기 씬 로드 시작 + StartCoroutine(PreloadDefaultScene()); + + if (startingCameraController != null) + { + startingCameraController.PlayFadeSequence(); // 화면 어두워졌다 밝아지는 애니메이션 실행 + } + } + + private System.Collections.IEnumerator PreloadDefaultScene() + { + Debug.Log("Starting to preload DefaultGameScene..."); + sceneLoadOperation = SceneManager.LoadSceneAsync("DefaultGameScene"); + sceneLoadOperation.allowSceneActivation = false; // 씬 전환은 막아둠 + + while (!sceneLoadOperation.isDone) + { + // 진행도 출력 + Debug.Log($"Scene Load Progress: {sceneLoadOperation.progress * 100}%"); + + // 진행도가 90% 이상이면 준비 완료 상태 + if (sceneLoadOperation.progress >= 0.9f) + { + Debug.Log("Scene preload completed. Waiting for animation."); + break; + } + yield return null; + } + } + + private void OnFadeComplete() + { + Debug.Log("Fade animation complete. Activating preloaded scene."); + if (sceneLoadOperation != null) + { + sceneLoadOperation.allowSceneActivation = true; // 씬 전환 허용 + } } - // 난이도 설정 및 씬 전환 - private void SetDifficultyAndStartGame(int difficulty) + private void OnDestroy() { - difficultyLevel = difficulty; // 난이도 설정 - SceneManager.LoadScene("DefaultGameScene"); // 씬 전환 + if (startingCameraController != null) + { + startingCameraController.OnFadeComplete -= OnFadeComplete; // 이벤트 연결 해제 + } } }