SceneType 제거 버전

This commit is contained in:
NTG_Lenovo 2025-08-01 19:20:38 +09:00
parent 51c5cace09
commit 2b6b425903
5 changed files with 112 additions and 106 deletions

View File

@ -49,7 +49,7 @@ public void ChangeFlow(GameFlowState newFlowState)
EndCurrentFlow();
ReadyNewFlow(newFlowState);
_ = ReadyNewFlow(newFlowState);
}
private bool CanChangeFlow(GameFlowState newFlowState)
@ -62,7 +62,7 @@ private void EndCurrentFlow()
}
private async void ReadyNewFlow(GameFlowState newFlowState)
private async Task ReadyNewFlow(GameFlowState newFlowState)
{
GameFlowDataSo.CurrentGameState = newFlowState;
@ -71,33 +71,26 @@ private async void ReadyNewFlow(GameFlowState newFlowState)
await handler.OnReadyNewFlow(newFlowState);
}
OpenFlowScene(newFlowState);
await OpenFlowScene(newFlowState);
StartFlow();
}
private async void OpenFlowScene(GameFlowState newFlowState)
private async Task OpenFlowScene(GameFlowState newFlowState)
{
try
if (GetFlowScene(newFlowState))
{
if (GetFlowScene(newFlowState, out var sceneToLoad))
{
await SceneManager.Instance.ActivateScene(sceneToLoad);
}
else
{
Debug.Assert(false, "Scene not found!");
}
await SceneManager.Instance.ActivateScene(newFlowState);
}
catch (Exception e)
else
{
Debug.LogError(e.Message);
Debug.Assert(false, "Scene not found!");
}
}
private bool GetFlowScene(GameFlowState flowState, out SceneType sceneType)
private bool GetFlowScene(GameFlowState flowState)
{
return GameFlowSceneMappingSo.FlowToSceneMapping.TryGetValue(flowState, out sceneType);
return GameFlowSceneMappingSo.FlowToSceneMapping.ContainsKey(flowState);
}
private void StartFlow()

View File

@ -9,7 +9,6 @@ namespace DDD
[CreateAssetMenu(fileName = "GameFlowSceneMappingSo", menuName = "GameFlow/GameFlowSceneMappingSo")]
public class GameFlowSceneMappingSo : SerializedScriptableObject
{
public Dictionary<GameFlowState, SceneType> FlowToSceneMapping = new();
public Dictionary<SceneType, AssetReference> AssetMapping = new();
public Dictionary<GameFlowState, AssetReference> FlowToSceneMapping = new();
}
}

View File

@ -15,7 +15,7 @@ public class FadeSceneTransitionHandlerSo : SceneTransitionHandler
[SerializeField]
private float _fadeInDuration = 0.5f;
public override async Task OnBeforeSceneActivate(SceneType sceneType)
public override async Task OnBeforeSceneActivate()
{
var evt = GameEvents.FadeOutEvent;
evt.Duration = _fadeOutDuration;
@ -23,7 +23,7 @@ public override async Task OnBeforeSceneActivate(SceneType sceneType)
await evt.WaitAsync();
}
public override async Task OnAfterSceneActivate(SceneType sceneType)
public override async Task OnAfterSceneActivate()
{
float seconds = _delayBeforeFadeIn * 1000;
await Task.Delay((int)(seconds));

View File

@ -6,19 +6,12 @@
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.ResourceProviders;
using UnityEngine.SceneManagement;
namespace DDD
{
public enum SceneType
{
None = 0,
Entry = 1,
Restaurant = 2,
Voyage = 3
}
public class SceneData
{
public Scene Scene { get; }
@ -36,45 +29,39 @@ public class SceneManager : Singleton<SceneManager>, IManager
[SerializeField]
private SceneTransitionHandlerSo _sceneTransitionHandlerSo;
private Dictionary<SceneType, SceneData> _loadedSceneDatas;
private SceneType _currentSceneType = SceneType.None;
private readonly Dictionary<GameFlowState, SceneData> _loadedSceneDatas = new();
private readonly Dictionary<string, SceneData> _assetKeyToSceneData = new();
public void PreInit()
{
Array sceneTypeArray = Enum.GetValues(typeof(SceneType));
_loadedSceneDatas = new Dictionary<SceneType, SceneData>(sceneTypeArray.Length - 1);
_loadedSceneDatas.Clear();
_assetKeyToSceneData.Clear();
}
public async Task Init()
{
var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
var activeScenePath = activeScene.path;
#if UNITY_EDITOR
foreach (var sceneAssetPair in GameFlowManager.Instance.GameFlowSceneMappingSo.AssetMapping)
var flowToSceneMapping = GameFlowManager.Instance.GameFlowSceneMappingSo.FlowToSceneMapping;
foreach (var pair in flowToSceneMapping)
{
var asset = sceneAssetPair.Value.editorAsset;
if (asset == null) continue;
var editorAsset = pair.Value.editorAsset;
if (editorAsset == null) continue;
string assetPath = AssetDatabase.GetAssetPath(asset);
if (string.IsNullOrWhiteSpace(assetPath)) continue;
if (assetPath == activeScenePath)
var path = AssetDatabase.GetAssetPath(editorAsset);
if (string.IsNullOrWhiteSpace(path) == false && path == activeScene.path)
{
_currentSceneType = sceneAssetPair.Key;
_loadedSceneDatas.Add(_currentSceneType, new SceneData(activeScene, null));
var data = new SceneData(activeScene, null);
_loadedSceneDatas[pair.Key] = data;
_assetKeyToSceneData[GetRuntimeKey(pair.Value)] = data;
break;
}
}
if (_currentSceneType == SceneType.None)
{
Debug.LogWarning($"[SceneManager] 활성 씬이 AssetMapping에 존재하지 않습니다: {activeScenePath}");
}
#else
_currentSceneType = SceneType.Entry;
_loadedSceneDatas.Add(_currentSceneType, new SceneData(activeScene, null));
var data = new SceneData(activeScene, null);
_loadedSceneDatas[GameFlowState.None] = data;
#endif
await PreloadAll();
}
@ -83,90 +70,111 @@ public void PostInit()
}
public async Task PreloadSceneBySceneType(SceneType sceneType)
public async Task PreloadScene(GameFlowState gameFlowState)
{
if (_loadedSceneDatas.ContainsKey(sceneType)) return;
if (_loadedSceneDatas.ContainsKey(gameFlowState)) return;
var kvp = GameFlowManager.Instance.GameFlowSceneMappingSo.AssetMapping.FirstOrDefault(kvp => kvp.Key == sceneType);
var preloadedSceneInstance = await AssetManager.LoadScene(kvp.Value);
if (preloadedSceneInstance.Scene.IsValid())
if (!GameFlowManager.Instance.GameFlowSceneMappingSo.FlowToSceneMapping.TryGetValue(gameFlowState, out var assetRef))
{
DeactivateScene(preloadedSceneInstance.Scene);
_loadedSceneDatas.Add(kvp.Key, new SceneData(preloadedSceneInstance.Scene, preloadedSceneInstance));
Debug.LogError($"[SceneManager] {gameFlowState}의 AssetReference가 없습니다.");
return;
}
else
var runtimeKey = GetRuntimeKey(assetRef);
if (_assetKeyToSceneData.TryGetValue(runtimeKey, out var existing))
{
Debug.LogError($"[SceneManager] {sceneType}의 씬이 존재하지 않습니다.");
_loadedSceneDatas[gameFlowState] = existing;
return;
}
var loadedInstance = await AssetManager.LoadScene(assetRef);
if (!loadedInstance.Scene.IsValid())
{
Debug.LogError($"[SceneManager] {gameFlowState}의 씬 로딩 실패");
return;
}
DeactivateScene(loadedInstance.Scene);
var data = new SceneData(loadedInstance.Scene, loadedInstance);
_loadedSceneDatas[gameFlowState] = data;
_assetKeyToSceneData[runtimeKey] = data;
}
public async Task PreloadAll()
{
var assetMapping = GameFlowManager.Instance.GameFlowSceneMappingSo.AssetMapping;
foreach (var kvp in assetMapping)
var flowToSceneMapping = GameFlowManager.Instance.GameFlowSceneMappingSo.FlowToSceneMapping;
foreach (var pair in flowToSceneMapping)
{
if (_loadedSceneDatas.ContainsKey(kvp.Key)) continue;
var preloadedSceneInstance = await AssetManager.LoadScene(kvp.Value);
if (preloadedSceneInstance.Scene.IsValid())
if (_loadedSceneDatas.ContainsKey(pair.Key)) continue;
var runtimeKey = GetRuntimeKey(pair.Value);
if (_assetKeyToSceneData.TryGetValue(runtimeKey, out var existing))
{
DeactivateScene(preloadedSceneInstance.Scene);
_loadedSceneDatas.Add(kvp.Key, new SceneData(preloadedSceneInstance.Scene, preloadedSceneInstance));
_loadedSceneDatas[pair.Key] = existing;
continue;
}
else
var instance = await AssetManager.LoadScene(pair.Value);
if (!instance.Scene.IsValid())
{
Debug.LogError($"[SceneManager] {kvp.Key}의 씬이 존재하지 않습니다.");
Debug.LogError($"[SceneManager] {pair.Key}의 씬 로딩 실패");
continue;
}
DeactivateScene(instance.Scene);
var data = new SceneData(instance.Scene, instance);
_loadedSceneDatas[pair.Key] = data;
_assetKeyToSceneData[runtimeKey] = data;
}
}
public async Task ActivateScene(SceneType sceneType)
public async Task ActivateScene(GameFlowState newFlowState)
{
if (_currentSceneType == sceneType) return;
if (!_loadedSceneDatas.TryGetValue(newFlowState, out var sceneData))
{
Debug.LogError($"[SceneManager] Scene not loaded: {newFlowState}");
return;
}
var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
if (sceneData.Scene == activeScene)
{
Debug.Log($"[SceneManager] 이미 활성화된 씬입니다: {newFlowState}");
return;
}
foreach (var handler in _sceneTransitionHandlerSo.Handlers.Where(handler => handler != null))
{
await handler.OnBeforeSceneActivate(sceneType);
await handler.OnBeforeSceneActivate();
}
if (_loadedSceneDatas.TryGetValue(sceneType, out var sceneData))
{
foreach (var root in sceneData.Scene.GetRootGameObjects())
{
root.SetActive(true);
}
if (sceneData.Scene.IsValid())
{
UnityEngine.SceneManagement.SceneManager.SetActiveScene(sceneData.Scene);
_currentSceneType = sceneType;
}
else
{
Debug.LogError($"[SceneManager] {sceneType}의 Scene이 유효하지 않습니다.");
}
foreach (var root in sceneData.Scene.GetRootGameObjects())
{
root.SetActive(true);
}
if (sceneData.Scene.IsValid())
{
UnityEngine.SceneManagement.SceneManager.SetActiveScene(sceneData.Scene);
}
else
{
Debug.LogError($"[SceneManager] Scene not loaded: {sceneType}");
Debug.LogError($"[SceneManager] {newFlowState}의 Scene이 유효하지 않습니다.");
}
foreach (var handler in _sceneTransitionHandlerSo.Handlers.Where(handler => handler != null))
{
await handler.OnAfterSceneActivate(sceneType);
await handler.OnAfterSceneActivate();
}
}
public void DeactivateScene(SceneType sceneType)
public void DeactivateScene(GameFlowState gameFlowState)
{
if (_loadedSceneDatas.TryGetValue(sceneType, out var sceneData))
if (_loadedSceneDatas.TryGetValue(gameFlowState, out var sceneData))
{
foreach (var root in sceneData.Scene.GetRootGameObjects())
{
root.SetActive(false);
}
DeactivateScene(sceneData.Scene);
}
}
@ -178,17 +186,23 @@ private void DeactivateScene(Scene scene)
}
}
public async Task UnloadSceneBySceneType(SceneType sceneType)
public async Task UnloadScene(GameFlowState gameFlowState)
{
if (_loadedSceneDatas.TryGetValue(sceneType, out var sceneData))
if (_loadedSceneDatas.TryGetValue(gameFlowState, out var sceneData))
{
if (sceneData.SceneInstance == null) return;
if (GameFlowManager.Instance.GameFlowSceneMappingSo.AssetMapping.ContainsKey(sceneType))
if (GameFlowManager.Instance.GameFlowSceneMappingSo.FlowToSceneMapping
.TryGetValue(gameFlowState, out var assetRef))
{
await AssetManager.UnloadScene((SceneInstance)sceneData.SceneInstance);
_assetKeyToSceneData.Remove(GetRuntimeKey(assetRef));
}
_loadedSceneDatas.Remove(gameFlowState);
await AssetManager.UnloadScene(sceneData.SceneInstance.Value);
}
}
private string GetRuntimeKey(AssetReference reference) => reference.RuntimeKey.ToString();
}
}

View File

@ -5,7 +5,7 @@ namespace DDD
{
public abstract class SceneTransitionHandler : ScriptableObject
{
public abstract Task OnBeforeSceneActivate(SceneType sceneType);
public abstract Task OnAfterSceneActivate(SceneType sceneType);
public abstract Task OnBeforeSceneActivate();
public abstract Task OnAfterSceneActivate();
}
}