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