163 lines
5.2 KiB
C#
163 lines
5.2 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class SceneLoadManager : MonoBehaviour
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{
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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 Transform _loadingCamTargetTransform;
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[SerializeField] private LoadingScreen _loadingScreen;
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private void Awake()
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{
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if (Instance == null)
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{
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Instance = this; //만들어진 자신을 인스턴스로 설정
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}
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else
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{
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Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴
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}
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_loadingScreen = _loadingCam.GetComponentInChildren<LoadingScreen>();
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}
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private void Start()
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{
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SceneManager.sceneLoaded += OnSceneLoaded;
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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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{
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// 씬이 로드될 때마다
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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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public async Task 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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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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{
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_loadingScreen.LoadingImage.fillAmount = value;
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_loadingScreen.LoadingTextMeshProUGUI.text = $"{(value * 100):F0}% 로딩 중...";
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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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public void RequestSceneChange(string sceneName)
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{
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_ = SceneChange(sceneName);
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}
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private async Awaitable SceneChange(string sceneName)
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{
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try
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{
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SetSceneLoadingProgressValue(0f);
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await SetSceneLoadingActive(true,1f);
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AsyncOperation op = SceneManager.LoadSceneAsync(sceneName);
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//자동 전환을 하고 싶지 않을 경우 해당값을 false로 두었다가 true로 바꾸면 그 때 전환됨
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op.allowSceneActivation = false;
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//화면에 보여줄 로딩 수치
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float displayProgress = 0f;
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//op.progress 0.9가 데이터 로딩이 끝난 기준 allowSceneActivation이 트루면 바로 다음으로 넘어가면서 op.isDone이 true가 된다.
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while (op.progress < 0.9f)
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{
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//실제 로딩 수치
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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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displayProgress = Mathf.MoveTowards(displayProgress, realProgress, Time.deltaTime * 0.5f);
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// UI에 적용
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SetSceneLoadingProgressValue(displayProgress);
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await Awaitable.NextFrameAsync(this.destroyCancellationToken); //자기자신이 파괴될때 토큰에 취소요청을 보냄
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}
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SetSceneLoadingProgressValue(1);
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// 잠시 대기했다가 전환
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await Awaitable.WaitForSecondsAsync(1.0f, this.destroyCancellationToken);
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//로딩 끝
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op.allowSceneActivation = true;
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// 씬 활성화가 완전히 끝날 때까지 대기
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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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await Awaitable.NextFrameAsync(this.destroyCancellationToken);
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}
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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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Debug.Log("씬 전환됨");
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}
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catch (OperationCanceledException)
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{
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Debug.Log("씬 전환 작업이 취소됨");
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}
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}
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}
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