From 961611705a81db23a1e7d86712e824490608ce15 Mon Sep 17 00:00:00 2001 From: nakjun Date: Fri, 10 Jul 2026 21:46:10 +0900 Subject: [PATCH] =?UTF-8?q?2026-07-10=20=EB=B9=84=EB=8F=99=EA=B8=B0=20?= =?UTF-8?q?=EC=94=AC=EC=A0=84=ED=99=98?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/01_Scenes/Hischool_Chapter1.unity | 4 +- Assets/02_Scripts/Managers/LocalManager.cs | 11 + .../02_Scripts/Managers/LocalManager.cs.meta | 2 + .../02_Scripts/Managers/SceneLoadManager.cs | 207 +++++++++++++----- Assets/02_Scripts/UI/View/LoadingScreen.cs | 15 ++ .../02_Scripts/UI/View/LoadingScreen.cs.meta | 2 + .../Real Dinosaurs/Carnotaurus.prefab | 4 +- Assets/04_Models/GlobalManagers.prefab | 4 +- Assets/05_Textures/UI.meta | 8 + Assets/05_Textures/UI/LoadingBarBak.png | 3 + Assets/05_Textures/UI/LoadingBarBak.png.meta | 156 +++++++++++++ Assets/05_Textures/UI/LoadingBarGage.png | 3 + Assets/05_Textures/UI/LoadingBarGage.png.meta | 156 +++++++++++++ Assets/06_Materials/SkyBox.meta | 8 + .../06_Materials/SkyBox/SkyBox_Hischool.mat | 144 ++++++++++++ .../SkyBox/SkyBox_Hischool.mat.meta | 8 + Assets/06_Materials/SkyBox/SkyBox_Loading.mat | 144 ++++++++++++ .../SkyBox/SkyBox_Loading.mat.meta | 8 + .../Chapter1/Chapter1_Carnotaurus4.dlg | 2 +- .../Chapter1/Chapter1_Carnotaurus5.dlg | 2 +- Assets/13_Image/Source/Background1.png | 3 + Assets/13_Image/Source/Background1.png.meta | 156 +++++++++++++ .../XR/Settings/OpenXR Package Settings.asset | 4 +- ProjectSettings/EditorBuildSettings.asset | 4 +- 24 files changed, 994 insertions(+), 64 deletions(-) create mode 100644 Assets/02_Scripts/Managers/LocalManager.cs create mode 100644 Assets/02_Scripts/Managers/LocalManager.cs.meta create mode 100644 Assets/02_Scripts/UI/View/LoadingScreen.cs create mode 100644 Assets/02_Scripts/UI/View/LoadingScreen.cs.meta create mode 100644 Assets/05_Textures/UI.meta create mode 100644 Assets/05_Textures/UI/LoadingBarBak.png create mode 100644 Assets/05_Textures/UI/LoadingBarBak.png.meta create mode 100644 Assets/05_Textures/UI/LoadingBarGage.png create mode 100644 Assets/05_Textures/UI/LoadingBarGage.png.meta create mode 100644 Assets/06_Materials/SkyBox.meta create mode 100644 Assets/06_Materials/SkyBox/SkyBox_Hischool.mat create mode 100644 Assets/06_Materials/SkyBox/SkyBox_Hischool.mat.meta create mode 100644 Assets/06_Materials/SkyBox/SkyBox_Loading.mat create mode 100644 Assets/06_Materials/SkyBox/SkyBox_Loading.mat.meta create mode 100644 Assets/13_Image/Source/Background1.png create mode 100644 Assets/13_Image/Source/Background1.png.meta diff --git a/Assets/01_Scenes/Hischool_Chapter1.unity b/Assets/01_Scenes/Hischool_Chapter1.unity index 8d4c5f21..544776e6 100644 --- a/Assets/01_Scenes/Hischool_Chapter1.unity +++ b/Assets/01_Scenes/Hischool_Chapter1.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:03e3b52bb76398a96bd495dcfc58b42f58ba96f1ef6e13a6d44d319b55a34e90 -size 4036252 +oid sha256:2197454a1ac7fb526466bfe6673f998ea43283de42a9f3f06092308629716961 +size 4039066 diff --git a/Assets/02_Scripts/Managers/LocalManager.cs b/Assets/02_Scripts/Managers/LocalManager.cs new file mode 100644 index 00000000..323dd58b --- /dev/null +++ b/Assets/02_Scripts/Managers/LocalManager.cs @@ -0,0 +1,11 @@ +using UnityEngine; + +public class LocalManager : MonoBehaviour +{ + [SerializeField] private string _nextSceneName; + + public void NextScene(int delay) + { + _ = Util.RunDelayed((float)delay,()=>SceneLoadManager.Instance.RequestSceneChange(_nextSceneName)); + } +} diff --git a/Assets/02_Scripts/Managers/LocalManager.cs.meta b/Assets/02_Scripts/Managers/LocalManager.cs.meta new file mode 100644 index 00000000..e6753d81 --- /dev/null +++ b/Assets/02_Scripts/Managers/LocalManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c144420b84bc04040b4361d1fc601961 \ No newline at end of file diff --git a/Assets/02_Scripts/Managers/SceneLoadManager.cs b/Assets/02_Scripts/Managers/SceneLoadManager.cs index e0be5210..e8476a68 100644 --- a/Assets/02_Scripts/Managers/SceneLoadManager.cs +++ b/Assets/02_Scripts/Managers/SceneLoadManager.cs @@ -1,6 +1,7 @@ using System; using UnityEngine; using UnityEngine.SceneManagement; +using UnityEngine.XR.Interaction.Toolkit.Locomotion; public class SceneLoadManager : MonoBehaviour { @@ -9,10 +10,20 @@ public class SceneLoadManager : MonoBehaviour [SerializeField] private GameObject _loadingRoot; [SerializeField] private Camera _loadingCam; [SerializeField] private Transform _loadingCamTargetTransform; + [SerializeField] private LoadingScreen _loadingScreen; - private bool _isChangingScene = false; + [SerializeField] private Material _sceneSkybox; + [SerializeField] private Material _loadingSkybox; - public bool IsChangingScene => _isChangingScene; + [SerializeField, Min(0f)] private float _skyboxFadeTime = 1f; + // 정상(밝음) 상태에서의 스카이박스 _Exposure 값. 페이드 인의 도착 지점. + [SerializeField, Min(0f)] private float _skyboxNormalExposure = 1f; + + // 씬 전환(로딩) 동안 플레이어를 치워둘 허공 좌표 — 기존 씬 오브젝트가 시야에 안 들어오게 + [SerializeField] private Vector3 _loadingPlayerPosition = new Vector3(10000f, 0f, 0f); + + private Material _runtimeSceneSkybox; + private Material _runtimeLoadingSkybox; private void Awake() { @@ -24,6 +35,17 @@ private void Awake() { Destroy(gameObject); // 이미 인스턴스가 있으면 자신을 파괴 } + + if (_sceneSkybox != null) + _runtimeSceneSkybox = new Material(_sceneSkybox); + if (_loadingSkybox != null) + _runtimeLoadingSkybox = new Material(_loadingSkybox); + + if (_runtimeSceneSkybox != null) + { + RenderSettings.skybox = _runtimeSceneSkybox; + DynamicGI.UpdateEnvironment(); + } } private void Start() @@ -37,6 +59,8 @@ private void OnDestroy() if (Instance == this) { SceneManager.sceneLoaded -= OnSceneLoaded; + if (_runtimeSceneSkybox != null) Destroy(_runtimeSceneSkybox); + if (_runtimeLoadingSkybox != null) Destroy(_runtimeLoadingSkybox); } } @@ -63,25 +87,102 @@ private void OnSceneLoaded(Scene scene, LoadSceneMode mode) } } + public async Awaitable FadeLoadingCanvas(bool isOut,float fadeTime) + { + float startAlpha = isOut ? 1f : 0f; + float endAlpha = isOut ? 0f : 1f; + + float timer = 0; + _loadingScreen.LoadingScreenCanvasGroup.alpha = startAlpha; + + while(timer < fadeTime) + { + timer += Time.deltaTime; + _loadingScreen.LoadingScreenCanvasGroup.alpha = Mathf.Lerp(startAlpha, endAlpha, timer / fadeTime); + await Awaitable.NextFrameAsync(this.destroyCancellationToken); + } + + _loadingScreen.LoadingScreenCanvasGroup.alpha = endAlpha; + } + + // 현재 RenderSettings.skybox의 _Exposure를 from→to로 보간 + private async Awaitable FadeSkybox(float from, float to, float duration) + { + var sky = RenderSettings.skybox; + if (sky == null || !sky.HasFloat("_Exposure")) return; + + float timer = 0f; + while (timer < duration) + { + timer += Time.deltaTime; + float k = Mathf.Clamp01(timer / duration); + sky.SetFloat("_Exposure", Mathf.Lerp(from, to, k)); + DynamicGI.UpdateEnvironment(); + await Awaitable.NextFrameAsync(this.destroyCancellationToken); + } + sky.SetFloat("_Exposure", to); + DynamicGI.UpdateEnvironment(); + } + + public async Awaitable SetSceneLoadingActive(bool isActive,float alphaTime) + { + if (isActive) + { + _loadingRoot.SetActive(true); + } + + + if (alphaTime > 0f) + { + await FadeLoadingCanvas(!isActive,alphaTime); + } + + if (!isActive) + _loadingRoot.SetActive(false); + } + + public void SetSceneLoadingActive(bool isActive) + { + _ = SetSceneLoadingActive(isActive, 0f); + } + public void SetSceneLoadingProgressValue(float value) { - // 여기에 로딩바 UI 연결 예정 + _loadingScreen.LoadingImage.fillAmount = value; + _loadingScreen.LoadingTextMeshProUGUI.text = $"{(value * 100):F0}%"; + } + public void SetSceneLoadingProgressValue(float value,string loadingText) + { + _loadingScreen.LoadingImage.fillAmount = value; + _loadingScreen.LoadingTextMeshProUGUI.text = loadingText; + } + + // 플레이어(XR Origin 루트, Player 태그)를 로딩용 허공 좌표로 옮긴다. + // 새 씬이 로드되면 새 씬의 플레이어 스폰 위치가 적용되므로 되돌릴 필요는 없다. + private void MovePlayerToLoadingArea() + { + var player = GameObject.FindWithTag("Player"); + if (player == null) + { + Debug.LogWarning("[SceneLoadManager] Player 태그 오브젝트를 찾지 못해 이동 생략"); + return; + } + + // 로딩 동안 이동/회전/중력을 전부 정지 — 허공에서 낙하하지 않게. + // (XRI에서 중력도 LocomotionProvider다) 씬이 로드되면 리그가 새 씬 것으로 + // 교체되므로 다시 켤 필요 없다. HMD 트래킹은 영향받지 않는다. + foreach (var provider in player.GetComponentsInChildren()) + provider.enabled = false; + + // CharacterController는 켜진 채로 위치를 바꾸면 이동이 씹힐 수 있어 잠깐 끄고 옮긴다 + var cc = player.GetComponent(); + if (cc != null) cc.enabled = false; + player.transform.position = _loadingPlayerPosition; + if (cc != null) cc.enabled = true; } public void RequestSceneChange(string sceneName) { - if (_isChangingScene) - { - Debug.Log("이미 씬 전환 중입니다."); - return; - } - - if (string.IsNullOrEmpty(sceneName)) - { - Debug.LogWarning("이동할 씬 이름이 비어있습니다."); - return; - } - _ = SceneChange(sceneName); } @@ -89,80 +190,82 @@ private async Awaitable SceneChange(string sceneName) { try { - _isChangingScene = true; - - // 로딩바 수치 0으로 설정 + //로딩바 수치 0으로 설정 SetSceneLoadingProgressValue(0f); - if (_loadingRoot != null) - { - _loadingRoot.SetActive(true); - } + //스카이 박스 페이드 아웃 + await FadeSkybox(_skyboxNormalExposure, 0f, _skyboxFadeTime); + + // 검게 된 상태에서 머티리얼 교체 (교체 순간이 가려져 깜빡임 없음) + RenderSettings.skybox = _runtimeLoadingSkybox; + + // 어두운 동안 플레이어를 허공으로 이동 — 로딩 중 기존 씬 오브젝트가 보이지 않게 + // (로딩 룸은 카메라를 따라다니므로 함께 이동한다) + MovePlayerToLoadingArea(); + + //스카이 박스 페이드 인 + await FadeSkybox(0f, _skyboxNormalExposure, _skyboxFadeTime); + + //로딩창을 1초에 걸쳐 나타나게함 + await SetSceneLoadingActive(true,1f); AsyncOperation op = SceneManager.LoadSceneAsync(sceneName); - if (op == null) - { - Debug.LogError($"씬 로드 실패: {sceneName}"); - _isChangingScene = false; - return; - } - - // 자동 전환을 하고 싶지 않을 경우 false로 두었다가 true로 바꾸면 그 때 전환됨 + //자동 전환을 하고 싶지 않을 경우 해당값을 false로 두었다가 true로 바꾸면 그 때 전환됨 op.allowSceneActivation = false; - // 화면에 보여줄 로딩 수치 + //화면에 보여줄 로딩 수치 float displayProgress = 0f; - // op.progress 0.9가 데이터 로딩이 끝난 기준 - while (op.progress < 0.9f) + //op.progress 0.9가 데이터 로딩이 끝난 기준 allowSceneActivation이 트루면 다음으로 넘어가면서 op.isDone이 true가 된다. + while (op.progress < 0.9f) { - // 실제 로딩 수치 + //실제 로딩 수치 float realProgress = Mathf.Clamp01(op.progress / 0.9f); - // 보여줄 값을 실제값을 향해 부드럽게 이동 + //보여줄 값을 실제값을 향해 부드럽게 이동 displayProgress = Mathf.MoveTowards(displayProgress, realProgress, Time.deltaTime * 0.5f); // 로딩바 UI에 값 적용 SetSceneLoadingProgressValue(displayProgress); - // 자기자신이 파괴될때 토큰에 취소요청을 보냄 + //자기자신이 파괴될때 토큰에 취소요청을 보냄 await Awaitable.NextFrameAsync(this.destroyCancellationToken); } - // 로딩바 수치 1(100%)로 설정 - SetSceneLoadingProgressValue(1f); + //로딩바 수치 1(100%)로 설정 (데이터 로딩은 이미 끝이기 때문에) + SetSceneLoadingProgressValue(1); // 잠시 대기했다가 전환 await Awaitable.WaitForSecondsAsync(1.0f, this.destroyCancellationToken); + // 로딩바가 1초에 걸쳐 사라짐 + await SetSceneLoadingActive(false,1f); + + await FadeSkybox(_skyboxNormalExposure, 0f, _skyboxFadeTime); + + // 검게 된 상태에서 정상 스카이박스로 교체 + RenderSettings.skybox = _runtimeSceneSkybox; + // 다음씬으로 넘어가도 됨을 알림 op.allowSceneActivation = true; // 씬 활성화가 완전히 끝날 때까지 대기 - while (!op.isDone) + // allowSceneActivation가 true가 되고 완전히 전환되기까지는 몇프레임 걸림. op.isDone 은 이 과정이 끝난 뒤에 true가 됨. + while(!op.isDone) { await Awaitable.NextFrameAsync(this.destroyCancellationToken); } - // VR용 로직 - // 트래킹이 중단되면 안되기 때문에 카메라를 유지해야 한다 - if (Camera.main != null) - { - _loadingCamTargetTransform = Camera.main.transform; - } + //VR용 로직 + //트래킹이 중단되면 안되기 때문에 카메라를 유지해야 한다 + _loadingCamTargetTransform = Camera.main.transform; // 새로운 씬의 메인카메라를 따라가게끔 설정 - if (_loadingRoot != null) - { - _loadingRoot.SetActive(false); - } - - _isChangingScene = false; + await FadeSkybox(0f, _skyboxNormalExposure, _skyboxFadeTime); } catch (OperationCanceledException) { Debug.Log("씬 전환 작업이 취소됨"); - _isChangingScene = false; } } } \ No newline at end of file diff --git a/Assets/02_Scripts/UI/View/LoadingScreen.cs b/Assets/02_Scripts/UI/View/LoadingScreen.cs new file mode 100644 index 00000000..6b3f8714 --- /dev/null +++ b/Assets/02_Scripts/UI/View/LoadingScreen.cs @@ -0,0 +1,15 @@ +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +public class LoadingScreen : MonoBehaviour +{ + public Image LoadingImage; + public TextMeshProUGUI LoadingTextMeshProUGUI; + public CanvasGroup LoadingScreenCanvasGroup; + + private void Awake() + { + LoadingScreenCanvasGroup = GetComponent(); + } +} \ No newline at end of file diff --git a/Assets/02_Scripts/UI/View/LoadingScreen.cs.meta b/Assets/02_Scripts/UI/View/LoadingScreen.cs.meta new file mode 100644 index 00000000..700e6cec --- /dev/null +++ b/Assets/02_Scripts/UI/View/LoadingScreen.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: beece7df7f1ac58498ab7ec587f21532 \ No newline at end of file diff --git a/Assets/04_Models/Characters/Real Dinosaurs/Carnotaurus.prefab b/Assets/04_Models/Characters/Real Dinosaurs/Carnotaurus.prefab index 070b1f66..942c5f90 100644 --- a/Assets/04_Models/Characters/Real Dinosaurs/Carnotaurus.prefab +++ b/Assets/04_Models/Characters/Real Dinosaurs/Carnotaurus.prefab @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f07481319ad0f4b09c81a5cde9ad4ad928bc9e6955432398e93b6f9bb49587b1 -size 98917 +oid sha256:4827809da42859bdb015e649ba5d65e80275d517cdf51d4925bcd784d4e662c9 +size 100025 diff --git 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