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박동호 authored and 박동호 committed Dec 13, 2024
1 parent 9188aae commit 744cb16
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Showing 19 changed files with 29 additions and 14 deletions.
Binary file modified 302/Assets/.DS_Store
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4 changes: 2 additions & 2 deletions 302/Assets/Scripts/Fire.cs
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Expand Up @@ -4,14 +4,14 @@ public class Fire : MonoBehaviour
{
[SerializeField] private float extinguishTime = 2f;

private Anomaly26Manager anomalyManager;
private Anomaly26Controller anomalyManager;
private float currentExtinguishTime = 0f;
private bool isBeingExtinguished = false;

private void Start()
{

anomalyManager = FindObjectOfType<Anomaly26Manager>();
anomalyManager = FindObjectOfType<Anomaly26Controller>();
if (anomalyManager)
{
}
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4 changes: 2 additions & 2 deletions 302/Assets/Scripts/SideGirl.cs
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Expand Up @@ -8,13 +8,13 @@ public class SideGirl : InteractableObject

private MeshRenderer meshRenderer;
private bool hasInteracted = false;
private Anomaly5Manager anomalyManager;
private Anomaly05Controller anomalyManager;

private void Awake()
{
meshRenderer = GetComponent<MeshRenderer>();
// Anomaly5Manager 찾기
anomalyManager = FindObjectOfType<Anomaly5Manager>();
anomalyManager = FindObjectOfType<Anomaly05Controller>();
}

public override void OnInteract()
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Expand Up @@ -2,14 +2,27 @@
using System.Collections.Generic;
using System.Collections;

public class Anomaly4Controller : MonoBehaviour
public class Anomaly04Controller : AbstractAnomalyComposite
{
public override string Name { get; } = "Anomaly04Controller";
private GameObject mainLaptop;
private List<GameObject> laptopList = new List<GameObject>();

void OnEnable()
{
StartAnomaly();
}

public override bool StartAnomaly() {
bool res = base.StartAnomaly();
StartCoroutine(InitializeSequence());
return res;
}

public override bool ResetAnomaly() {
bool res = base.ResetAnomaly();
StartCoroutine(ScreenChangeSequence());
return res;
}

private IEnumerator InitializeSequence()
Expand Down Expand Up @@ -94,12 +107,11 @@ private IEnumerator InitializeSequence()
}

// 5단계: 화면 변경 시퀀스 시작
StartCoroutine(ScreenChangeSequence());
ResetAnomaly();
}

private IEnumerator ScreenChangeSequence()
{
// 기존 ScreenChangeSequence 코드는 그대로 유지
yield return new WaitForSeconds(5f);
Debug.Log("First screen change after 5 seconds");

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Expand Up @@ -2,16 +2,18 @@
using System.Collections.Generic;
using UnityEngine;

public class Anomaly5Manager : MonoBehaviour
public class Anomaly05Controller : AbstractAnomalyComposite
{
public override string Name { get; } = "Anomaly05Controller";
[SerializeField] private float moveDistance = 5f;
[SerializeField] private Vector3 spawnPosition;
[SerializeField] private GameObject sideGirlPrefab;
[SerializeField] private AudioSource audioSource;
private GameObject sideGirl;

void Start()
protected override bool Awake_()
{
bool res = base.Awake_();
sideGirl = GameObject.FindGameObjectWithTag("sideGirl");
if(sideGirl != null)
{
Expand All @@ -26,6 +28,7 @@ void Start()
}

StartCoroutine(PlayMusicAfterDelay());
return res;
}

IEnumerator PlayMusicAfterDelay()
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@@ -1,6 +1,6 @@
using UnityEngine;

public class Anomaly7Manager : MonoBehaviour
public class Anomaly07Controller : MonoBehaviour
{
[Header("Russian Roulette Settings")]
[SerializeField] private GameObject gunPrefab;
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Expand Up @@ -2,7 +2,7 @@
using System.Collections;
using System.Collections.Generic;

public class Anomaly9Manager : MonoBehaviour
public class Anomaly09Controller : MonoBehaviour
{
[Header("Anomaly Settings")]
public float anomalyDelay = 15f;
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Expand Up @@ -4,7 +4,7 @@

using UnityEngine;

public class Anomaly14Manager : MonoBehaviour
public class Anomaly14Controller : MonoBehaviour
{
public GameObject SweaterSitGirlPrefab;
public GameObject DifferentPrefab; // 다른 종류의 프리팹
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Expand Up @@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;

public class Anomaly25Manager : MonoBehaviour
public class Anomaly25Controller : MonoBehaviour
{
public AudioSource audioSource; // Inspector에서 할당

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Expand Up @@ -2,7 +2,7 @@
using System.Collections;
using System.Collections.Generic;

public class Anomaly26Manager : MonoBehaviour
public class Anomaly26Controller : MonoBehaviour
{
[Header("Fire Settings")]
[SerializeField] private GameObject firePrefab;
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