씬 전환 방식 변경 additive -> 전환

This commit is contained in:
NTG_Lenovo 2025-07-03 17:08:58 +09:00
parent 5747955942
commit bbfcf7a73c
7 changed files with 81051 additions and 3625 deletions

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File diff suppressed because it is too large Load Diff

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@ -1,9 +1,9 @@
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using DG.Tweening;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
namespace DDD
{
@ -28,11 +28,70 @@ public static string ToSceneName(this SceneType sceneType)
public class GameManager : Singleton<GameManager>
{
[Title("연출")]
[SerializeField]
private float _fadeTime = 0.5f;
public SceneType CurrentSceneType { get; private set; }
private GameObject _fadePanel;
private CanvasGroup _fadeCanvasGroup;
private Tween _fadeIn;
private Tween _fadeOut;
protected override void OnAwake()
{
base.OnAwake();
_fadePanel = transform.Find("Canvas/FadePanel").gameObject;
_fadeCanvasGroup = _fadePanel.GetComponent<CanvasGroup>();
}
private void Start()
{
CurrentSceneType = SceneType.Title;
_fadePanel.SetActive(false);
_fadeCanvasGroup.alpha = 0f;
_fadeIn = _fadeCanvasGroup.DOFade(1f, _fadeTime).SetUpdate(true).SetAutoKill(false).Pause();
_fadeOut = _fadeCanvasGroup.DOFade(0f, _fadeTime).SetUpdate(true).SetAutoKill(false).Pause();
}
private void OnDestroy()
{
_fadeIn?.Kill();
_fadeOut?.Kill();
}
public async Task FadeIn()
{
if (_fadeIn == null)
{
Debug.LogWarning("FadeIn 트윈이 설정되지 않았습니다.");
return;
}
_fadePanel.SetActive(true);
_fadeIn.Restart();
await _fadeIn.AsyncWaitForCompletion();
}
public async Task FadeOut()
{
if (_fadeOut == null)
{
Debug.LogWarning("FadeOut 트윈이 설정되지 않았습니다.");
return;
}
_fadeOut.Restart();
await _fadeOut.AsyncWaitForCompletion();
_fadePanel.SetActive(false);
}
public async Task ChangeScene(SceneType sceneType)
@ -49,21 +108,20 @@ public async Task ChangeScene(SceneType sceneType)
return;
}
await UiManager.Instance.FadeIn();
await FadeIn();
AsyncOperation loadSceneAsync = SceneManager.LoadSceneAsync(changeSceneName, LoadSceneMode.Additive);
AsyncOperation loadSceneAsync = SceneManager.LoadSceneAsync(changeSceneName);
while (loadSceneAsync is { isDone: false })
await Task.Yield();
// 씬 로딩 후 초기화 작업
UiManager.Instance.ChangeScene(CurrentSceneType, sceneType);
CameraManager.Instance.ChangeScene(sceneType);
KeyManager.Instance.ChangeScene(sceneType);
CurrentSceneType = sceneType;
await Task.Delay(1000);
await UiManager.Instance.FadeOut();
await FadeOut();
Debug.Log($"{changeSceneName} 씬으로 전환 완료");
}

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@ -0,0 +1,19 @@
using UnityEngine;
namespace DDD
{
public class TitleSystem : MonoBehaviour
{
private GameObject _titlePanel;
private void Awake()
{
_titlePanel = GameObject.Find("Uis/Canvas/TitlePanel").gameObject;
}
private void Start()
{
_titlePanel.SetActive(true);
}
}
}

View File

@ -1,97 +0,0 @@
using System.Threading.Tasks;
using DG.Tweening;
using Sirenix.OdinInspector;
using UnityEngine;
namespace DDD
{
public class UiManager : Singleton<UiManager>
{
[Title("연출")]
[SerializeField]
private float _fadeTime = 0.5f;
private GameObject _titlePanel;
private GameObject _fadePanel;
private CanvasGroup _fadeCanvasGroup;
private Tween _fadeIn;
private Tween _fadeOut;
protected override void OnAwake()
{
_titlePanel = transform.Find("TitlePanel").gameObject;
_fadePanel = transform.Find("FadePanel").gameObject;
_fadeCanvasGroup = _fadePanel.GetComponent<CanvasGroup>();
}
private void Start()
{
_titlePanel.SetActive(true);
_fadePanel.SetActive(false);
_fadeCanvasGroup.alpha = 0f;
_fadeIn = _fadeCanvasGroup.DOFade(1f, _fadeTime).SetUpdate(true).SetAutoKill(false).Pause();
_fadeOut = _fadeCanvasGroup.DOFade(0f, _fadeTime).SetUpdate(true).SetAutoKill(false).Pause();
}
private void OnDestroy()
{
_fadeIn?.Kill();
_fadeOut?.Kill();
}
public async Task FadeIn()
{
if (_fadeIn == null)
{
Debug.LogWarning("FadeIn 트윈이 설정되지 않았습니다.");
return;
}
_fadePanel.SetActive(true);
_fadeIn.Restart();
await _fadeIn.AsyncWaitForCompletion();
}
public async Task FadeOut()
{
if (_fadeOut == null)
{
Debug.LogWarning("FadeOut 트윈이 설정되지 않았습니다.");
return;
}
_fadeOut.Restart();
await _fadeOut.AsyncWaitForCompletion();
_fadePanel.SetActive(false);
}
public void ChangeScene(SceneType currentSceneType, SceneType changeSceneType)
{
if (currentSceneType == SceneType.Title)
{
_titlePanel.SetActive(false);
}
else if (currentSceneType == SceneType.Restaurant)
{
}
if (changeSceneType == SceneType.Title)
{
_titlePanel.SetActive(true);
}
else if (changeSceneType == SceneType.Restaurant)
{
}
}
}
}