2026-06-11 기본 매니저 구성

This commit is contained in:
skrwns304@gmail.com
2026-06-11 01:06:48 +09:00
parent 37669d9592
commit 8e3cc91d92
20 changed files with 608 additions and 4 deletions

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using UnityEngine;
public interface ISceneInitializable
{
public void OnSceneLoaded();
}

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using UnityEngine;
public class GameManager : MonoBehaviour,ISceneInitializable
{
public static GameManager Instance;
private void Awake()
{
if (Instance == null)
{
Instance = this; //만들어진 자신을 인스턴스로 설정
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴
}
}
public void OnSceneLoaded()
{
}
}

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using System;
using UnityEngine;
using UnityEngine.InputSystem;
public class InputManager : MonoBehaviour, GameInput.IPlayerActions
{
// 외부에서 InputManager.Instance.OnXxx_Event += handler 형태로 구독.
public static InputManager Instance { get; private set; }
private GameInput _input;
// ─── 입력 이벤트들 (PlayerController 등이 구독) ──────────────────────
public event Action OnJump_Event; // 한 번씩 (눌렀을 때)
private void Awake()
{
if (Instance == null)
{
Instance = this; //만들어진 자신을 인스턴스로 설정
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴
}
_input = new GameInput();
// IPlayerActions의 OnJump/... 메서드를 인풋 액션의 콜백으로 자동 연결.
_input.Player.SetCallbacks(this);
}
// GameInput은 활성/비활성 토글이 필요한 자원 ?. 처리로 Awake보다 OnEnable이 먼저 호출되는 경우 보호.
private void OnEnable() => _input?.Player.Enable();
private void OnDisable() => _input?.Player.Disable();
private void OnDestroy() => _input?.Dispose();
public void OnJump(InputAction.CallbackContext ctx)
{
if (ctx.phase == InputActionPhase.Started)
OnJump_Event?.Invoke();
}
}

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using System;
using UnityEngine;
using UnityEngine.SceneManagement;
public class SceneLoadManager : MonoBehaviour
{
public static SceneLoadManager Instance;
[SerializeField] private GameObject _loadingRoot;
[SerializeField] private Camera _loadingCam;
[SerializeField] private Transform _loadingCamTargetTransform;
private void Awake()
{
if (Instance == null)
{
Instance = this; //만들어진 자신을 인스턴스로 설정
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴
}
}
private void Start()
{
SceneManager.sceneLoaded += OnSceneLoaded;
OnSceneLoaded(SceneManager.GetActiveScene(), LoadSceneMode.Single);
}
private void Update()
{
if(_loadingCamTargetTransform != null)
{
_loadingRoot.transform.position = _loadingCamTargetTransform.position;
}
}
//씬이 로드되었을때 호출
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
MonoBehaviour[] allObjs = UnityEngine.Object.FindObjectsByType<MonoBehaviour>(FindObjectsSortMode.None);
foreach (var obj in allObjs)
{
if (obj is ISceneInitializable initializable)
{
//씬에서 ISceneInitializable 인터페이스를 가진 오브젝트의 초기화 로직을 실행
initializable.OnSceneLoaded();
}
}
}
public void SetSceneLoadingProgressValue(float value)
{
}
public void RequestSceneChange(string sceneName)
{
_ = SceneChange(sceneName);
}
private async Awaitable SceneChange(string sceneName)
{
try
{
//로딩바 수치 0으로 설정
SetSceneLoadingProgressValue(0f);
AsyncOperation op = SceneManager.LoadSceneAsync(sceneName);
//자동 전환을 하고 싶지 않을 경우 해당값을 false로 두었다가 true로 바꾸면 그 때 전환됨
op.allowSceneActivation = false;
//화면에 보여줄 로딩 수치
float displayProgress = 0f;
//op.progress 0.9가 데이터 로딩이 끝난 기준 allowSceneActivation이 트루면 다음으로 넘어가면서 op.isDone이 true가 된다.
while (op.progress < 0.9f)
{
//실제 로딩 수치
float realProgress = Mathf.Clamp01(op.progress / 0.9f);
//보여줄 값을 실제값을 향해 부드럽게 이동
displayProgress = Mathf.MoveTowards(displayProgress, realProgress, Time.deltaTime * 0.5f);
// 로딩바 UI에 값 적용
SetSceneLoadingProgressValue(displayProgress);
//자기자신이 파괴될때 토큰에 취소요청을 보냄
await Awaitable.NextFrameAsync(this.destroyCancellationToken);
}
//로딩바 수치 1(100%)로 설정 (데이터 로딩은 이미 끝이기 때문에)
SetSceneLoadingProgressValue(1);
// 잠시 대기했다가 전환
await Awaitable.WaitForSecondsAsync(1.0f, this.destroyCancellationToken);
// 다음씬으로 넘어가도 됨을 알림
op.allowSceneActivation = true;
// 씬 활성화가 완전히 끝날 때까지 대기
// allowSceneActivation가 true가 되고 완전히 전환되기까지는 몇프레임 걸림. op.isDone 은 이 과정이 끝난 뒤에 true가 됨.
while(!op.isDone)
{
await Awaitable.NextFrameAsync(this.destroyCancellationToken);
}
//VR용 로직
//트래킹이 중단되면 안되기 때문에 카메라를 유지해야 한다
_loadingCamTargetTransform = Camera.main.transform; // 새로운 씬의 메인카메라를 따라가게끔 설정
}
catch (OperationCanceledException)
{
Debug.Log("씬 전환 작업이 취소됨");
}
}
}

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using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour,ISceneInitializable
{
public void OnSceneLoaded()
{
InputManager.Instance.OnJump_Event += this.OnJump;
}
public void OnJump()
{
}
}

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.17.0
// from Assets/99_Settings/Input/GameInput.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
/// <summary>
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/99_Settings/Input/GameInput.inputactions".
/// </summary>
/// <remarks>
/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.
/// </remarks>
/// <example>
/// <code>
/// using namespace UnityEngine;
/// using UnityEngine.InputSystem;
///
/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface.
/// public class Example : MonoBehaviour, MyActions.IPlayerActions
/// {
/// private MyActions_Actions m_Actions; // Source code representation of asset.
/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map.
///
/// void Awake()
/// {
/// m_Actions = new MyActions_Actions(); // Create asset object.
/// m_Player = m_Actions.Player; // Extract action map object.
/// m_Player.AddCallbacks(this); // Register callback interface IPlayerActions.
/// }
///
/// void OnDestroy()
/// {
/// m_Actions.Dispose(); // Destroy asset object.
/// }
///
/// void OnEnable()
/// {
/// m_Player.Enable(); // Enable all actions within map.
/// }
///
/// void OnDisable()
/// {
/// m_Player.Disable(); // Disable all actions within map.
/// }
///
/// #region Interface implementation of MyActions.IPlayerActions
///
/// // Invoked when "Move" action is either started, performed or canceled.
/// public void OnMove(InputAction.CallbackContext context)
/// {
/// Debug.Log($"OnMove: {context.ReadValue&lt;Vector2&gt;()}");
/// }
///
/// // Invoked when "Attack" action is either started, performed or canceled.
/// public void OnAttack(InputAction.CallbackContext context)
/// {
/// Debug.Log($"OnAttack: {context.ReadValue&lt;float&gt;()}");
/// }
///
/// #endregion
/// }
/// </code>
/// </example>
public partial class @GameInput: IInputActionCollection2, IDisposable
{
/// <summary>
/// Provides access to the underlying asset instance.
/// </summary>
public InputActionAsset asset { get; }
/// <summary>
/// Constructs a new instance.
/// </summary>
public @GameInput()
{
asset = InputActionAsset.FromJson(@"{
""version"": 1,
""name"": ""GameInput"",
""maps"": [
{
""name"": ""Player"",
""id"": ""5d026a6e-8169-45f1-bc0c-240db1a29d82"",
""actions"": [
{
""name"": ""Jump"",
""type"": ""Button"",
""id"": ""546a2fae-0afa-4133-8c4a-aa15ff66e23d"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
{
""name"": """",
""id"": ""5bb26581-2c13-4476-bc62-503239d4d151"",
""path"": ""<XRController>{RightHand}/{PrimaryButton}"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Jump"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
],
""controlSchemes"": []
}");
// Player
m_Player = asset.FindActionMap("Player", throwIfNotFound: true);
m_Player_Jump = m_Player.FindAction("Jump", throwIfNotFound: true);
}
~@GameInput()
{
UnityEngine.Debug.Assert(!m_Player.enabled, "This will cause a leak and performance issues, GameInput.Player.Disable() has not been called.");
}
/// <summary>
/// Destroys this asset and all associated <see cref="InputAction"/> instances.
/// </summary>
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindingMask" />
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.devices" />
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.controlSchemes" />
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Contains(InputAction)" />
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.GetEnumerator()" />
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
/// <inheritdoc cref="IEnumerable.GetEnumerator()" />
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Enable()" />
public void Enable()
{
asset.Enable();
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Disable()" />
public void Disable()
{
asset.Disable();
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindings" />
public IEnumerable<InputBinding> bindings => asset.bindings;
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindAction(string, bool)" />
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindBinding(InputBinding, out InputAction)" />
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
// Player
private readonly InputActionMap m_Player;
private List<IPlayerActions> m_PlayerActionsCallbackInterfaces = new List<IPlayerActions>();
private readonly InputAction m_Player_Jump;
/// <summary>
/// Provides access to input actions defined in input action map "Player".
/// </summary>
public struct PlayerActions
{
private @GameInput m_Wrapper;
/// <summary>
/// Construct a new instance of the input action map wrapper class.
/// </summary>
public PlayerActions(@GameInput wrapper) { m_Wrapper = wrapper; }
/// <summary>
/// Provides access to the underlying input action "Player/Jump".
/// </summary>
public InputAction @Jump => m_Wrapper.m_Player_Jump;
/// <summary>
/// Provides access to the underlying input action map instance.
/// </summary>
public InputActionMap Get() { return m_Wrapper.m_Player; }
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Enable()" />
public void Enable() { Get().Enable(); }
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Disable()" />
public void Disable() { Get().Disable(); }
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.enabled" />
public bool enabled => Get().enabled;
/// <summary>
/// Implicitly converts an <see ref="PlayerActions" /> to an <see ref="InputActionMap" /> instance.
/// </summary>
public static implicit operator InputActionMap(PlayerActions set) { return set.Get(); }
/// <summary>
/// Adds <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
/// </summary>
/// <param name="instance">Callback instance.</param>
/// <remarks>
/// If <paramref name="instance" /> is <c>null</c> or <paramref name="instance"/> have already been added this method does nothing.
/// </remarks>
/// <seealso cref="PlayerActions" />
public void AddCallbacks(IPlayerActions instance)
{
if (instance == null || m_Wrapper.m_PlayerActionsCallbackInterfaces.Contains(instance)) return;
m_Wrapper.m_PlayerActionsCallbackInterfaces.Add(instance);
@Jump.started += instance.OnJump;
@Jump.performed += instance.OnJump;
@Jump.canceled += instance.OnJump;
}
/// <summary>
/// Removes <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
/// </summary>
/// <remarks>
/// Calling this method when <paramref name="instance" /> have not previously been registered has no side-effects.
/// </remarks>
/// <seealso cref="PlayerActions" />
private void UnregisterCallbacks(IPlayerActions instance)
{
@Jump.started -= instance.OnJump;
@Jump.performed -= instance.OnJump;
@Jump.canceled -= instance.OnJump;
}
/// <summary>
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="PlayerActions.UnregisterCallbacks(IPlayerActions)" />.
/// </summary>
/// <seealso cref="PlayerActions.UnregisterCallbacks(IPlayerActions)" />
public void RemoveCallbacks(IPlayerActions instance)
{
if (m_Wrapper.m_PlayerActionsCallbackInterfaces.Remove(instance))
UnregisterCallbacks(instance);
}
/// <summary>
/// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via <param cref="instance" />.
/// </summary>
/// <remarks>
/// If <paramref name="instance" /> is <c>null</c>, calling this method will only unregister all existing callbacks but not register any new callbacks.
/// </remarks>
/// <seealso cref="PlayerActions.AddCallbacks(IPlayerActions)" />
/// <seealso cref="PlayerActions.RemoveCallbacks(IPlayerActions)" />
/// <seealso cref="PlayerActions.UnregisterCallbacks(IPlayerActions)" />
public void SetCallbacks(IPlayerActions instance)
{
foreach (var item in m_Wrapper.m_PlayerActionsCallbackInterfaces)
UnregisterCallbacks(item);
m_Wrapper.m_PlayerActionsCallbackInterfaces.Clear();
AddCallbacks(instance);
}
}
/// <summary>
/// Provides a new <see cref="PlayerActions" /> instance referencing this action map.
/// </summary>
public PlayerActions @Player => new PlayerActions(this);
/// <summary>
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Player" which allows adding and removing callbacks.
/// </summary>
/// <seealso cref="PlayerActions.AddCallbacks(IPlayerActions)" />
/// <seealso cref="PlayerActions.RemoveCallbacks(IPlayerActions)" />
public interface IPlayerActions
{
/// <summary>
/// Method invoked when associated input action "Jump" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnJump(InputAction.CallbackContext context);
}
}

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{
"version": 1,
"name": "GameInput",
"maps": [
{
"name": "Player",
"id": "5d026a6e-8169-45f1-bc0c-240db1a29d82",
"actions": [
{
"name": "Jump",
"type": "Button",
"id": "546a2fae-0afa-4133-8c4a-aa15ff66e23d",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
}
],
"bindings": [
{
"name": "",
"id": "5bb26581-2c13-4476-bc62-503239d4d151",
"path": "<XRController>{RightHand}/{PrimaryButton}",
"interactions": "",
"processors": "",
"groups": "",
"action": "Jump",
"isComposite": false,
"isPartOfComposite": false
}
]
}
],
"controlSchemes": []
}

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