2026-04-17 로딩바 완성
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@@ -1,4 +1,5 @@
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using System;
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using System;
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using System.Runtime.CompilerServices;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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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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@@ -7,6 +8,7 @@ public class SceneLoadManager : MonoBehaviour
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{
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{
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public static SceneLoadManager Instance;
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public static SceneLoadManager Instance;
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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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[SerializeField] private LoadingScreen _loadingScreen;
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@@ -30,6 +32,15 @@ private void Start()
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SceneManager.sceneLoaded += OnSceneLoaded;
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SceneManager.sceneLoaded += OnSceneLoaded;
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}
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}
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private void Update()
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{
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if(_loadingCamTargetTransform != null)
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{
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_loadingCam.transform.position = _loadingCamTargetTransform.position;
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_loadingCam.transform.rotation = _loadingCamTargetTransform.rotation;
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}
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}
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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{
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// 씬이 로드될 때마다
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// 씬이 로드될 때마다
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@@ -56,13 +67,16 @@ public async Awaitable FadeLoadingCanvas(bool isOut,float fadeTime)
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public async Task SetSceneLoadingActive(bool isActive,float alphaTime)
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public async Task SetSceneLoadingActive(bool isActive,float alphaTime)
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{
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{
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if (isActive)
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_loadingRoot.SetActive(true);
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if(alphaTime > 0f)
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if (alphaTime > 0f)
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{
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{
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await FadeLoadingCanvas(!isActive,alphaTime);
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await FadeLoadingCanvas(!isActive,alphaTime);
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}
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}
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_loadingScreen.gameObject.SetActive(isActive);
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if (!isActive)
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_loadingRoot.SetActive(false);
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}
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}
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public void SetSceneLoadingActive(bool isActive)
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public void SetSceneLoadingActive(bool isActive)
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@@ -90,7 +104,7 @@ 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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await SetSceneLoadingActive(true,2f);
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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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@@ -133,7 +147,7 @@ private async Awaitable SceneChange(string sceneName)
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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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_loadingCamTargetTransform = Camera.main.transform; // 새로운 씬의 메인카메라를 따라가게끔 설정
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_loadingCamTargetTransform = Camera.main.transform; // 새로운 씬의 메인카메라를 따라가게끔 설정
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await SetSceneLoadingActive(false,2f);
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await SetSceneLoadingActive(false,1f);
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//-------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------
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Debug.Log("씬 전환됨");
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Debug.Log("씬 전환됨");
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@@ -5,7 +5,6 @@
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public class LoadingScreen : MonoBehaviour
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public class LoadingScreen : MonoBehaviour
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{
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{
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public Image LoadingImage;
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public Image LoadingImage;
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public Image BackgroundImage;
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public TextMeshProUGUI LoadingTextMeshProUGUI;
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public TextMeshProUGUI LoadingTextMeshProUGUI;
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public CanvasGroup LoadingScreenCanvasGroup;
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public CanvasGroup LoadingScreenCanvasGroup;
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fileFormatVersion: 2
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characterPadding: 1
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includeFontData: 1
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fontNames:
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- Hakgyoansim TTeokbokki B
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fallbackFontReferences: []
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characterPadding: 1
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includeFontData: 1
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fontNames:
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- Hakgyoansim Tteokbokki OTF B
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fallbackFontReferences: []
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customCharacters:
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@@ -0,0 +1,112 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Assets/06_Font/SDF/Hakgyoansim_TteokbokkiB SDF.asset
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@@ -0,0 +1,8 @@
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