2026-04-29 게임 로딩 개선
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@@ -11,6 +11,17 @@ public class SceneLoadManager : MonoBehaviour
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[SerializeField] private Transform _loadingCamTargetTransform;
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[SerializeField] private LoadingScreen _loadingScreen;
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[SerializeField] private Material _supermarketStartSkybox;
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[SerializeField] private Material _supermarketLoadingSkybox;
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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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// 공유 에셋이 더러워지지 않도록 런타임 인스턴스로 복제해 사용
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private Material _runtimeStartSkybox;
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private Material _runtimeLoadingSkybox;
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private void Awake()
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{
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if (Instance == null)
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@@ -23,6 +34,24 @@ private void Awake()
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}
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_loadingScreen = _loadingCam.GetComponentInChildren<LoadingScreen>();
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if (_supermarketStartSkybox != null)
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_runtimeStartSkybox = new Material(_supermarketStartSkybox);
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if (_supermarketLoadingSkybox != null)
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_runtimeLoadingSkybox = new Material(_supermarketLoadingSkybox);
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if (_runtimeStartSkybox != null)
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{
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RenderSettings.skybox = _runtimeStartSkybox;
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DynamicGI.UpdateEnvironment();
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}
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}
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private void OnDestroy()
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{
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// 런타임 복제 인스턴스는 직접 정리
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if (_runtimeStartSkybox != null) Destroy(_runtimeStartSkybox);
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if (_runtimeLoadingSkybox != null) Destroy(_runtimeLoadingSkybox);
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}
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private void Start()
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@@ -77,7 +106,27 @@ public async Awaitable FadeLoadingCanvas(bool isOut,float fadeTime)
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_loadingScreen.LoadingScreenCanvasGroup.alpha = endAlpha;
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}
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public async Task SetSceneLoadingActive(bool isActive,float alphaTime)
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// 현재 RenderSettings.skybox의 _Exposure를 from→to로 보간
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// Skybox/Procedural, /Cubemap, /Panoramic 셰이더 공통 프로퍼티
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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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_loadingRoot.SetActive(true);
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@@ -118,6 +167,15 @@ private async Awaitable SceneChange(string sceneName)
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{
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SetSceneLoadingProgressValue(0f);
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//스카이 박스 페이드 아웃 로직
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await FadeSkybox(_skyboxNormalExposure, 0f, _skyboxFadeTime);
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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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//스카이 박스 페이드 인 로직
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await FadeSkybox(0f, _skyboxNormalExposure, _skyboxFadeTime);
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await SetSceneLoadingActive(true,1f);
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AsyncOperation op = SceneManager.LoadSceneAsync(sceneName);
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@@ -148,6 +206,14 @@ private async Awaitable SceneChange(string sceneName)
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// 잠시 대기했다가 전환
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await Awaitable.WaitForSecondsAsync(1.0f, this.destroyCancellationToken);
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await SetSceneLoadingActive(false,1f);
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//스카이 박스 페이드 아웃
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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 = _runtimeStartSkybox;
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//로딩 끝
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op.allowSceneActivation = true;
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@@ -161,9 +227,11 @@ private async Awaitable SceneChange(string sceneName)
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//VR용 로직
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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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await SetSceneLoadingActive(false,1f);
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//-------------------------------------------------------------------------------
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//스카이 박스 페이드 인
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await FadeSkybox(0f, _skyboxNormalExposure, _skyboxFadeTime);
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Debug.Log("씬 전환됨");
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}
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catch (OperationCanceledException)
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@@ -6,8 +6,12 @@ public class SoundManager : MonoBehaviour
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public static SoundManager Instance { get; private set; }
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[SerializeField] private AudioSource _bgmSource;
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[SerializeField] private AudioSource _sfxSource;
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[SerializeField] private AudioMixer _mixer;
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[Header("SFX")]
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[SerializeField] private AudioClip SFX_UIHover;
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private const string BGM_VOLUME_PARAM = "BGMVolume";
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private const string SFX_VOLUME_PARAM = "SFXVolume";
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@@ -26,6 +30,12 @@ private void OnDestroy()
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if (Instance == this) Instance = null;
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}
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public void PlaySFX(AudioClip clip)
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{
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if(_sfxSource == null || clip == null) return;
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_sfxSource.PlayOneShot(clip);
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}
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public void PlayBGM(AudioClip clip)
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{
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if (_bgmSource == null || clip == null) return;
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@@ -75,4 +85,9 @@ private void SetMixerVolume(string parameter, float linear)
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float db = linear > 0.0001f ? Mathf.Log10(linear) * 20f : -80f;
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_mixer.SetFloat(parameter, db);
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}
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public void SFXPlay_UIHover()
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{
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PlaySFX(SFX_UIHover);
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}
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}
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8
Assets/02_Scripts/Sound.meta
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8
Assets/02_Scripts/Sound.meta
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@@ -0,0 +1,8 @@
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16
Assets/02_Scripts/Sound/BGMObject.cs
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16
Assets/02_Scripts/Sound/BGMObject.cs
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@@ -0,0 +1,16 @@
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using UnityEngine;
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public class BGMObject : MonoBehaviour
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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2
Assets/02_Scripts/Sound/BGMObject.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 01702c6baeb850b4593ebc1dc16a0a3b
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@@ -11,18 +11,21 @@ public class BGMBox : MonoBehaviour
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private void Awake()
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{
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if(_bgmNameField != null)
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_bgmNameField.text = _bgmClip.BGMName;
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}
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public void PlayBGM()
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{
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SoundManager.Instance.PlayBGM(_bgmClip.Clip);
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if(_playSignObj != null)
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_playSignObj.SetActive(true);
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}
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public void StopBGM()
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{
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SoundManager.Instance.StopBGM();
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if(_playSignObj != null)
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_playSignObj.SetActive(false);
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}
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}
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@@ -7,7 +7,7 @@ public class BGMHud : MonoBehaviour
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[SerializeField] private GameObject _contentPrefab;
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private BGMBox currentBgm;
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[SerializeField]private BGMClip DefaultBgm;
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[SerializeField] private BGMClip DefaultBgm;
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public void Start()
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{
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Reference in New Issue
Block a user