변수명 수정

This commit is contained in:
NTG_Lenovo 2025-08-05 12:08:13 +09:00
parent 669ddf3305
commit 6bfd22161c

View File

@ -1,4 +1,3 @@
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Threading.Tasks; using System.Threading.Tasks;
@ -44,17 +43,17 @@ public async Task Init()
#if UNITY_EDITOR #if UNITY_EDITOR
var flowToSceneMapping = GameFlowManager.Instance.GameFlowSceneMappingSo.FlowToSceneMapping; var flowToSceneMapping = GameFlowManager.Instance.GameFlowSceneMappingSo.FlowToSceneMapping;
foreach (var pair in flowToSceneMapping) foreach (var flowAssetPair in flowToSceneMapping)
{ {
var editorAsset = pair.Value.editorAsset; var editorAsset = flowAssetPair.Value.editorAsset;
if (editorAsset == null) continue; if (editorAsset == null) continue;
var path = AssetDatabase.GetAssetPath(editorAsset); var path = AssetDatabase.GetAssetPath(editorAsset);
if (string.IsNullOrWhiteSpace(path) == false && path == activeScene.path) if (string.IsNullOrWhiteSpace(path) == false && path == activeScene.path)
{ {
var data = new SceneData(activeScene, null); var data = new SceneData(activeScene, null);
_loadedSceneDatas[pair.Key] = data; _loadedSceneDatas[flowAssetPair.Key] = data;
_assetKeyToSceneData[GetRuntimeKey(pair.Value)] = data; _assetKeyToSceneData[GetRuntimeKey(flowAssetPair.Value)] = data;
break; break;
} }
} }
@ -105,27 +104,27 @@ public async Task PreloadAll()
{ {
var flowToSceneMapping = GameFlowManager.Instance.GameFlowSceneMappingSo.FlowToSceneMapping; var flowToSceneMapping = GameFlowManager.Instance.GameFlowSceneMappingSo.FlowToSceneMapping;
foreach (var pair in flowToSceneMapping) foreach (var flowAssetPair in flowToSceneMapping)
{ {
if (_loadedSceneDatas.ContainsKey(pair.Key)) continue; if (_loadedSceneDatas.ContainsKey(flowAssetPair.Key)) continue;
var runtimeKey = GetRuntimeKey(pair.Value); var runtimeKey = GetRuntimeKey(flowAssetPair.Value);
if (_assetKeyToSceneData.TryGetValue(runtimeKey, out var existing)) if (_assetKeyToSceneData.TryGetValue(runtimeKey, out var existing))
{ {
_loadedSceneDatas[pair.Key] = existing; _loadedSceneDatas[flowAssetPair.Key] = existing;
continue; continue;
} }
var instance = await AssetManager.LoadScene(pair.Value); var instance = await AssetManager.LoadScene(flowAssetPair.Value);
if (!instance.Scene.IsValid()) if (!instance.Scene.IsValid())
{ {
Debug.LogError($"[SceneManager] {pair.Key}의 씬 로딩 실패"); Debug.LogError($"[SceneManager] {flowAssetPair.Key}의 씬 로딩 실패");
continue; continue;
} }
DeactivateScene(instance.Scene); DeactivateScene(instance.Scene);
var data = new SceneData(instance.Scene, instance); var data = new SceneData(instance.Scene, instance);
_loadedSceneDatas[pair.Key] = data; _loadedSceneDatas[flowAssetPair.Key] = data;
_assetKeyToSceneData[runtimeKey] = data; _assetKeyToSceneData[runtimeKey] = data;
} }
} }
@ -180,9 +179,9 @@ public void DeactivateScene(GameFlowState gameFlowState)
private void DeactivateScene(Scene scene) private void DeactivateScene(Scene scene)
{ {
foreach (var root in scene.GetRootGameObjects()) foreach (var rootObject in scene.GetRootGameObjects())
{ {
root.SetActive(false); rootObject.SetActive(false);
} }
} }