2026-07-10 비동기 씬전환
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11
Assets/02_Scripts/Managers/LocalManager.cs
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11
Assets/02_Scripts/Managers/LocalManager.cs
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using UnityEngine;
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public class LocalManager : MonoBehaviour
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{
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[SerializeField] private string _nextSceneName;
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public void NextScene(int delay)
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{
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_ = Util.RunDelayed((float)delay,()=>SceneLoadManager.Instance.RequestSceneChange(_nextSceneName));
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}
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}
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2
Assets/02_Scripts/Managers/LocalManager.cs.meta
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2
Assets/02_Scripts/Managers/LocalManager.cs.meta
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fileFormatVersion: 2
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guid: c144420b84bc04040b4361d1fc601961
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@@ -1,6 +1,7 @@
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using System;
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using System;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.SceneManagement;
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using UnityEngine.XR.Interaction.Toolkit.Locomotion;
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public class SceneLoadManager : MonoBehaviour
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public class SceneLoadManager : MonoBehaviour
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{
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{
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@@ -9,10 +10,20 @@ public class SceneLoadManager : MonoBehaviour
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[SerializeField] private GameObject _loadingRoot;
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[SerializeField] private GameObject _loadingRoot;
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[SerializeField] private Camera _loadingCam;
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[SerializeField] private Camera _loadingCam;
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[SerializeField] private Transform _loadingCamTargetTransform;
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[SerializeField] private Transform _loadingCamTargetTransform;
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[SerializeField] private LoadingScreen _loadingScreen;
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private bool _isChangingScene = false;
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[SerializeField] private Material _sceneSkybox;
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[SerializeField] private Material _loadingSkybox;
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public bool IsChangingScene => _isChangingScene;
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[SerializeField, Min(0f)] private float _skyboxFadeTime = 1f;
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// 정상(밝음) 상태에서의 스카이박스 _Exposure 값. 페이드 인의 도착 지점.
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[SerializeField, Min(0f)] private float _skyboxNormalExposure = 1f;
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// 씬 전환(로딩) 동안 플레이어를 치워둘 허공 좌표 — 기존 씬 오브젝트가 시야에 안 들어오게
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[SerializeField] private Vector3 _loadingPlayerPosition = new Vector3(10000f, 0f, 0f);
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private Material _runtimeSceneSkybox;
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private Material _runtimeLoadingSkybox;
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private void Awake()
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private void Awake()
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{
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{
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@@ -24,6 +35,17 @@ private void Awake()
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{
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{
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Destroy(gameObject); // 이미 인스턴스가 있으면 자신을 파괴
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Destroy(gameObject); // 이미 인스턴스가 있으면 자신을 파괴
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}
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}
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if (_sceneSkybox != null)
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_runtimeSceneSkybox = new Material(_sceneSkybox);
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if (_loadingSkybox != null)
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_runtimeLoadingSkybox = new Material(_loadingSkybox);
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if (_runtimeSceneSkybox != null)
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{
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RenderSettings.skybox = _runtimeSceneSkybox;
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DynamicGI.UpdateEnvironment();
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}
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}
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}
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private void Start()
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private void Start()
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@@ -37,6 +59,8 @@ private void OnDestroy()
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if (Instance == this)
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if (Instance == this)
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{
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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SceneManager.sceneLoaded -= OnSceneLoaded;
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if (_runtimeSceneSkybox != null) Destroy(_runtimeSceneSkybox);
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if (_runtimeLoadingSkybox != null) Destroy(_runtimeLoadingSkybox);
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}
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}
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}
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}
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@@ -63,25 +87,102 @@ private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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}
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}
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}
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}
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public async Awaitable FadeLoadingCanvas(bool isOut,float fadeTime)
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{
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float startAlpha = isOut ? 1f : 0f;
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float endAlpha = isOut ? 0f : 1f;
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float timer = 0;
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_loadingScreen.LoadingScreenCanvasGroup.alpha = startAlpha;
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while(timer < fadeTime)
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{
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timer += Time.deltaTime;
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_loadingScreen.LoadingScreenCanvasGroup.alpha = Mathf.Lerp(startAlpha, endAlpha, timer / fadeTime);
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await Awaitable.NextFrameAsync(this.destroyCancellationToken);
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}
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_loadingScreen.LoadingScreenCanvasGroup.alpha = endAlpha;
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}
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// 현재 RenderSettings.skybox의 _Exposure를 from→to로 보간
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private async Awaitable FadeSkybox(float from, float to, float duration)
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{
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var sky = RenderSettings.skybox;
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if (sky == null || !sky.HasFloat("_Exposure")) return;
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float timer = 0f;
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while (timer < duration)
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{
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timer += Time.deltaTime;
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float k = Mathf.Clamp01(timer / duration);
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sky.SetFloat("_Exposure", Mathf.Lerp(from, to, k));
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DynamicGI.UpdateEnvironment();
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await Awaitable.NextFrameAsync(this.destroyCancellationToken);
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}
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sky.SetFloat("_Exposure", to);
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DynamicGI.UpdateEnvironment();
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}
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public async Awaitable SetSceneLoadingActive(bool isActive,float alphaTime)
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{
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if (isActive)
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{
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_loadingRoot.SetActive(true);
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}
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if (alphaTime > 0f)
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{
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await FadeLoadingCanvas(!isActive,alphaTime);
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}
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if (!isActive)
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_loadingRoot.SetActive(false);
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}
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public void SetSceneLoadingActive(bool isActive)
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{
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_ = SetSceneLoadingActive(isActive, 0f);
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}
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public void SetSceneLoadingProgressValue(float value)
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public void SetSceneLoadingProgressValue(float value)
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{
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{
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// 여기에 로딩바 UI 연결 예정
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_loadingScreen.LoadingImage.fillAmount = value;
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_loadingScreen.LoadingTextMeshProUGUI.text = $"{(value * 100):F0}%";
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}
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public void SetSceneLoadingProgressValue(float value,string loadingText)
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{
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_loadingScreen.LoadingImage.fillAmount = value;
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_loadingScreen.LoadingTextMeshProUGUI.text = loadingText;
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}
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// 플레이어(XR Origin 루트, Player 태그)를 로딩용 허공 좌표로 옮긴다.
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// 새 씬이 로드되면 새 씬의 플레이어 스폰 위치가 적용되므로 되돌릴 필요는 없다.
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private void MovePlayerToLoadingArea()
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{
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var player = GameObject.FindWithTag("Player");
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if (player == null)
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{
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Debug.LogWarning("[SceneLoadManager] Player 태그 오브젝트를 찾지 못해 이동 생략");
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return;
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}
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// 로딩 동안 이동/회전/중력을 전부 정지 — 허공에서 낙하하지 않게.
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// (XRI에서 중력도 LocomotionProvider다) 씬이 로드되면 리그가 새 씬 것으로
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// 교체되므로 다시 켤 필요 없다. HMD 트래킹은 영향받지 않는다.
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foreach (var provider in player.GetComponentsInChildren<LocomotionProvider>())
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provider.enabled = false;
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// CharacterController는 켜진 채로 위치를 바꾸면 이동이 씹힐 수 있어 잠깐 끄고 옮긴다
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var cc = player.GetComponent<CharacterController>();
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if (cc != null) cc.enabled = false;
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player.transform.position = _loadingPlayerPosition;
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if (cc != null) cc.enabled = true;
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}
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}
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public void RequestSceneChange(string sceneName)
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public void RequestSceneChange(string sceneName)
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{
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{
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if (_isChangingScene)
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{
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Debug.Log("이미 씬 전환 중입니다.");
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return;
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}
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if (string.IsNullOrEmpty(sceneName))
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{
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Debug.LogWarning("이동할 씬 이름이 비어있습니다.");
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return;
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}
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_ = SceneChange(sceneName);
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_ = SceneChange(sceneName);
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}
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}
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@@ -89,80 +190,82 @@ private async Awaitable SceneChange(string sceneName)
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{
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{
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try
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try
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{
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{
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_isChangingScene = true;
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//로딩바 수치 0으로 설정
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// 로딩바 수치 0으로 설정
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SetSceneLoadingProgressValue(0f);
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SetSceneLoadingProgressValue(0f);
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if (_loadingRoot != null)
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//스카이 박스 페이드 아웃
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{
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await FadeSkybox(_skyboxNormalExposure, 0f, _skyboxFadeTime);
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_loadingRoot.SetActive(true);
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}
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// 검게 된 상태에서 머티리얼 교체 (교체 순간이 가려져 깜빡임 없음)
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RenderSettings.skybox = _runtimeLoadingSkybox;
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// 어두운 동안 플레이어를 허공으로 이동 — 로딩 중 기존 씬 오브젝트가 보이지 않게
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// (로딩 룸은 카메라를 따라다니므로 함께 이동한다)
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MovePlayerToLoadingArea();
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//스카이 박스 페이드 인
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await FadeSkybox(0f, _skyboxNormalExposure, _skyboxFadeTime);
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//로딩창을 1초에 걸쳐 나타나게함
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await SetSceneLoadingActive(true,1f);
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AsyncOperation op = SceneManager.LoadSceneAsync(sceneName);
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AsyncOperation op = SceneManager.LoadSceneAsync(sceneName);
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if (op == null)
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//자동 전환을 하고 싶지 않을 경우 해당값을 false로 두었다가 true로 바꾸면 그 때 전환됨
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{
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Debug.LogError($"씬 로드 실패: {sceneName}");
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_isChangingScene = false;
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return;
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}
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// 자동 전환을 하고 싶지 않을 경우 false로 두었다가 true로 바꾸면 그 때 전환됨
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op.allowSceneActivation = false;
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op.allowSceneActivation = false;
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// 화면에 보여줄 로딩 수치
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//화면에 보여줄 로딩 수치
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float displayProgress = 0f;
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float displayProgress = 0f;
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// op.progress 0.9가 데이터 로딩이 끝난 기준
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//op.progress 0.9가 데이터 로딩이 끝난 기준 allowSceneActivation이 트루면 다음으로 넘어가면서 op.isDone이 true가 된다.
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while (op.progress < 0.9f)
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while (op.progress < 0.9f)
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{
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{
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// 실제 로딩 수치
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//실제 로딩 수치
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float realProgress = Mathf.Clamp01(op.progress / 0.9f);
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float realProgress = Mathf.Clamp01(op.progress / 0.9f);
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// 보여줄 값을 실제값을 향해 부드럽게 이동
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//보여줄 값을 실제값을 향해 부드럽게 이동
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displayProgress = Mathf.MoveTowards(displayProgress, realProgress, Time.deltaTime * 0.5f);
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displayProgress = Mathf.MoveTowards(displayProgress, realProgress, Time.deltaTime * 0.5f);
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// 로딩바 UI에 값 적용
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// 로딩바 UI에 값 적용
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SetSceneLoadingProgressValue(displayProgress);
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SetSceneLoadingProgressValue(displayProgress);
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// 자기자신이 파괴될때 토큰에 취소요청을 보냄
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//자기자신이 파괴될때 토큰에 취소요청을 보냄
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await Awaitable.NextFrameAsync(this.destroyCancellationToken);
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await Awaitable.NextFrameAsync(this.destroyCancellationToken);
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}
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}
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// 로딩바 수치 1(100%)로 설정
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//로딩바 수치 1(100%)로 설정 (데이터 로딩은 이미 끝이기 때문에)
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SetSceneLoadingProgressValue(1f);
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SetSceneLoadingProgressValue(1);
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// 잠시 대기했다가 전환
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// 잠시 대기했다가 전환
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await Awaitable.WaitForSecondsAsync(1.0f, this.destroyCancellationToken);
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await Awaitable.WaitForSecondsAsync(1.0f, this.destroyCancellationToken);
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// 로딩바가 1초에 걸쳐 사라짐
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await SetSceneLoadingActive(false,1f);
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await FadeSkybox(_skyboxNormalExposure, 0f, _skyboxFadeTime);
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// 검게 된 상태에서 정상 스카이박스로 교체
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RenderSettings.skybox = _runtimeSceneSkybox;
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// 다음씬으로 넘어가도 됨을 알림
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// 다음씬으로 넘어가도 됨을 알림
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op.allowSceneActivation = true;
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op.allowSceneActivation = true;
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// 씬 활성화가 완전히 끝날 때까지 대기
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// 씬 활성화가 완전히 끝날 때까지 대기
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while (!op.isDone)
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// allowSceneActivation가 true가 되고 완전히 전환되기까지는 몇프레임 걸림. op.isDone 은 이 과정이 끝난 뒤에 true가 됨.
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while(!op.isDone)
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{
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{
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await Awaitable.NextFrameAsync(this.destroyCancellationToken);
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await Awaitable.NextFrameAsync(this.destroyCancellationToken);
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}
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}
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// VR용 로직
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//VR용 로직
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// 트래킹이 중단되면 안되기 때문에 카메라를 유지해야 한다
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//트래킹이 중단되면 안되기 때문에 카메라를 유지해야 한다
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if (Camera.main != null)
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_loadingCamTargetTransform = Camera.main.transform; // 새로운 씬의 메인카메라를 따라가게끔 설정
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{
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_loadingCamTargetTransform = Camera.main.transform;
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}
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if (_loadingRoot != null)
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await FadeSkybox(0f, _skyboxNormalExposure, _skyboxFadeTime);
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{
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_loadingRoot.SetActive(false);
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}
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_isChangingScene = false;
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}
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}
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catch (OperationCanceledException)
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catch (OperationCanceledException)
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{
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{
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Debug.Log("씬 전환 작업이 취소됨");
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Debug.Log("씬 전환 작업이 취소됨");
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_isChangingScene = false;
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}
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}
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}
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}
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}
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}
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15
Assets/02_Scripts/UI/View/LoadingScreen.cs
Normal file
15
Assets/02_Scripts/UI/View/LoadingScreen.cs
Normal file
@@ -0,0 +1,15 @@
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using TMPro;
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using UnityEngine;
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|
using UnityEngine.UI;
|
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|
|
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|
public class LoadingScreen : MonoBehaviour
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|
{
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public Image LoadingImage;
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public TextMeshProUGUI LoadingTextMeshProUGUI;
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public CanvasGroup LoadingScreenCanvasGroup;
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|
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private void Awake()
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|
{
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|
LoadingScreenCanvasGroup = GetComponent<CanvasGroup>();
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}
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Reference in New Issue
Block a user