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38 changes: 38 additions & 0 deletions Assets/EnergyBar.cs
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using UnityEngine;
using UnityEngine.UI;
using System.Collections;

public class EnergyBar : MonoBehaviour
{
[SerializeField] private Image fillImage;

private float currentHealth;
private const float maxHealth = 100f;

private void Start()
{
currentHealth = maxHealth;
UpdateHealthBar();
StartCoroutine(DrainEnergy()); // 코루틴 시작
}

private IEnumerator DrainEnergy()
{
while (currentHealth > 0)
{
yield return new WaitForSeconds(1f); // 1초 대기
TakeDamage(1f); // 1 감소
}
}

private void TakeDamage(float dmg)
{
currentHealth = Mathf.Max(currentHealth - dmg, 0);
UpdateHealthBar();
}

private void UpdateHealthBar()
{
fillImage.fillAmount = currentHealth / maxHealth;
}
}
2 changes: 2 additions & 0 deletions Assets/EnergyBar.cs.meta

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8 changes: 8 additions & 0 deletions Assets/Fonts.meta

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Binary file added Assets/Fonts/NeoDunggeunmoPro-Regular.ttf
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21 changes: 21 additions & 0 deletions Assets/Fonts/NeoDunggeunmoPro-Regular.ttf.meta

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42 changes: 42 additions & 0 deletions Assets/PausePanel.cs
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using UnityEngine;

public class PausePanel : MonoBehaviour
{
[Tooltip("화면을 어둡게 덮는 패널")]
[SerializeField] private GameObject pauseBackground; // PauseBackground 패널

private bool isPaused;

private void Awake()
{
// 시작 시 비활성화
gameObject.SetActive(false);
if (pauseBackground) pauseBackground.SetActive(false);
}

/* ---------- Pause 버튼 ---------- */
public void PauseGame()
{
if (isPaused) return;
isPaused = true;

Time.timeScale = 0f;
AudioListener.pause = true;

if (pauseBackground) pauseBackground.SetActive(true);
gameObject.SetActive(true);
}

/* ---------- Return(Resume) 버튼 ---------- */
public void ResumeGame()
{
if (!isPaused) return;
isPaused = false;

Time.timeScale = 1f;
AudioListener.pause = false;

if (pauseBackground) pauseBackground.SetActive(false);
gameObject.SetActive(false);
}
}
2 changes: 2 additions & 0 deletions Assets/PausePanel.cs.meta

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