2026-06-09 룸 프로토타입 디자인 (진행중)
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Assets/Stylized Water 3/_Demo/Scripts/DemoController.cs
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236
Assets/Stylized Water 3/_Demo/Scripts/DemoController.cs
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// Stylized Water 3 by Staggart Creations (http://staggart.xyz)
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// COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms)
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// • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited!
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// • Uploading this file to a public repository will subject it to an automated DMCA takedown request.
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using System;
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using System.Collections;
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using UnityEngine;
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#if URP
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using UnityEngine.Rendering.Universal;
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#endif
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using UnityEngine.SceneManagement;
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using Debug = UnityEngine.Debug;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.SceneManagement;
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#endif
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namespace StylizedWater3.Demo
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{
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[ExecuteAlways]
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public class DemoController : MonoBehaviour
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{
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public bool isMainScene;
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[Flags]
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public enum Requirements
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{
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None = 0,
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DepthTexture = 1,
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OpaqueTexture = 2,
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LightCookies = 4,
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Decals = 8,
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RenderFeature = 16,
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HeightPrePass = 32,
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Splines = 64
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}
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public Requirements requirements;
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#if UNITY_EDITOR
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[Space]
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public SceneAsset[] sceneAssets = Array.Empty<SceneAsset>();
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#endif
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[SerializeField]
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private string[] sceneGUIDS = Array.Empty<string>();
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[SerializeField]
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private string[] scenePaths = Array.Empty<string>();
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#if UNITY_EDITOR
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private void OnValidate()
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{
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sceneGUIDS = new string[sceneAssets.Length];
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scenePaths = new string[sceneAssets.Length];
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for (int i = 0; i < sceneAssets.Length; i++)
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{
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scenePaths[i] = AssetDatabase.GetAssetPath(sceneAssets[i]);
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sceneGUIDS[i] = AssetDatabase.AssetPathToGUID(scenePaths[i]);
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}
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}
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#endif
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private void OnEnable()
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{
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#if UNITY_EDITOR
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Scene scene = this.gameObject.scene;
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string sceneName = scene.name;
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string setupMessage = $"Not all functionality in the scene \"{sceneName}\" will work as intended, due to incorrect or missing project settings:\n\n";
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bool requiresSetup = false;
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#if URP
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if (UniversalRenderPipeline.asset)
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{
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if (requirements.HasFlag(Requirements.DepthTexture))
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{
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if (UniversalRenderPipeline.asset.supportsCameraDepthTexture == false)
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{
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requiresSetup = true;
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setupMessage += "• Depth texture isn't enabled. Water depth will not look correct.\n";
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}
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}
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if (requirements.HasFlag(Requirements.OpaqueTexture))
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{
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if (UniversalRenderPipeline.asset.supportsCameraOpaqueTexture == false)
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{
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requiresSetup = true;
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setupMessage += "• Opaque texture isn't enabled. Refraction effect cannot work\n";
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}
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}
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if (requirements.HasFlag(Requirements.LightCookies))
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{
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if (UniversalRenderPipeline.asset.supportsLightCookies == false)
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{
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requiresSetup = true;
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setupMessage += "• Light cookies aren't enabled\n";
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}
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LightCookieFormat lightCookieFormat = PipelineUtilities.GetDefaultLightCookieFormat();
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if (lightCookieFormat < LightCookieFormat.ColorHigh)
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{
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requiresSetup = true;
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setupMessage += "• Light cookie format isn't set to \"Color High\" or \"Color HDR\"\n";
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}
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}
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if (requirements.HasFlag(Requirements.Decals))
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{
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if (PipelineUtilities.IsDecalRenderFeatureSetup() == false)
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{
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requiresSetup = true;
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setupMessage += "• Decal render feature isn't set up\n";
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}
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}
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if (requirements.HasFlag(Requirements.RenderFeature))
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{
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if (PipelineUtilities.RenderFeatureAdded<StylizedWaterRenderFeature>() == false)
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{
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requiresSetup = true;
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setupMessage += "• Stylized Water render feature isn't set up\n";
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}
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}
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if (requirements.HasFlag(Requirements.HeightPrePass))
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{
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StylizedWaterRenderFeature renderFeature = (StylizedWaterRenderFeature)PipelineUtilities.GetRenderFeature<StylizedWaterRenderFeature>();
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if (renderFeature == null || renderFeature.heightPrePassSettings.enable == false)
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{
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requiresSetup = true;
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setupMessage += "• Height pre-pass is disabled on the Stylized Water render feature\n";
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}
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}
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}
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#endif
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if (requirements.HasFlag(Requirements.Splines))
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{
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#if !SPLINES
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requiresSetup = true;
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setupMessage += "• Splines package isn't installed\n";
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#endif
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}
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setupMessage += "\nIf you're unsure what this means, please consult the \"Getting Started\" documentation section for instructions.";
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if (Application.isPlaying == false && UnityEditor.BuildPipeline.isBuildingPlayer == false && Application.isBatchMode == false)
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{
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if (requiresSetup)
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{
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UnityEditor.EditorUtility.DisplayDialog("Stylized Water 3", setupMessage, "OK");
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}
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}
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#endif
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SceneManager.sceneLoaded += OnSceneLoaded;
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if (Application.isPlaying == false)
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{
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OpenScenes();
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}
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else
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{
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StartCoroutine(OpenScenesRoutine());
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}
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}
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private void OnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
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{
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if (isMainScene)
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{
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SceneManager.SetActiveScene(this.gameObject.scene);
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}
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}
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private IEnumerator OpenScenesRoutine()
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{
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yield return new WaitForEndOfFrame();
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OpenScenes();
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}
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void OpenScenes()
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{
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for (int i = 0; i < scenePaths.Length; i++)
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{
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string path = scenePaths[i];
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//Scene not found, possibly an extension not currently installed or a dev-only scene
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if (path == string.Empty) continue;
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Scene scene = SceneManager.GetSceneByPath(path);
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if (scene.isLoaded == false)
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{
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//Debug.Log($"scene {path} being loaded");
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if (Application.isPlaying)
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{
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SceneManager.LoadScene(path, LoadSceneMode.Additive);
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//StartCoroutine(LoadScene(path));
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}
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else
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{
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#if UNITY_EDITOR
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EditorSceneManager.OpenScene(path, OpenSceneMode.Additive);
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#endif
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}
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//Debug.Log($"{path} loaded");
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}
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}
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}
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IEnumerator LoadScene(string path)
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{
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AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(path, LoadSceneMode.Additive);
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while (!asyncLoad.isDone)
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{
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yield return null;
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}
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}
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private void OnDisable()
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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}
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}
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}
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