Enum string 기반 -> AssetReference 기반으로 Scene 관리

This commit is contained in:
NTG_Lenovo 2025-08-01 14:42:31 +09:00
parent 4b24122c3d
commit 8ae8fc0242
3 changed files with 113 additions and 49 deletions

View File

@ -76,15 +76,15 @@ public static async Task<List<T>> LoadAssetsByLabel<T>(string label) where T : U
return new List<T>();
}
public static async Task<SceneInstance> LoadScene(string key, LoadSceneMode mode = LoadSceneMode.Additive)
public static async Task<SceneInstance> LoadScene(AssetReference assetReference, LoadSceneMode mode = LoadSceneMode.Additive)
{
var handle = Addressables.LoadSceneAsync(key, mode);
var handle = Addressables.LoadSceneAsync(assetReference, mode);
await handle.Task;
if (handle.Status == AsyncOperationStatus.Succeeded)
return handle.Result;
Debug.LogError($"Scene load failed: {key}");
Debug.LogError($"Scene load failed: {assetReference}");
return default;
}

View File

@ -1,6 +1,7 @@
using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace DDD
{
@ -9,5 +10,6 @@ namespace DDD
public class GameFlowSceneMappingSo : SerializedScriptableObject
{
public Dictionary<GameFlowState, SceneType> FlowToSceneMapping = new();
public Dictionary<SceneType, AssetReference> AssetMapping = new();
}
}

View File

@ -2,16 +2,33 @@
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.ResourceManagement.ResourceProviders;
using UnityEngine.SceneManagement;
namespace DDD
{
public enum SceneType
{
Entry = 0,
Restaurant = 1,
Voyage = 2
None = 0,
Entry = 1,
Restaurant = 2,
Voyage = 3
}
public class SceneData
{
public Scene Scene { get; }
public SceneInstance? SceneInstance { get; } // 처음에 실행되는 씬은 SceneInstance를 가질 수 없음 Unload용 데이터
public SceneData(Scene scene, SceneInstance? sceneInstance)
{
Scene = scene;
SceneInstance = sceneInstance;
}
}
public class SceneManager : Singleton<SceneManager>, IManager
@ -19,37 +36,46 @@ public class SceneManager : Singleton<SceneManager>, IManager
[SerializeField]
private SceneTransitionHandlerSo _sceneTransitionHandlerSo;
private Dictionary<SceneType, SceneInstance> _loadedScenes;
private SceneInstance _currentSceneInstance;
public Action<SceneInstance> OnSceneChanged;
private Dictionary<SceneType, SceneData> _loadedSceneDatas;
private SceneType _currentSceneType = SceneType.None;
public void PreInit()
{
Array sceneTypeArray = Enum.GetValues(typeof(SceneType));
_loadedScenes = new Dictionary<SceneType, SceneInstance>(sceneTypeArray.Length);
_loadedSceneDatas = new Dictionary<SceneType, SceneData>(sceneTypeArray.Length - 1);
}
public async Task Init()
{
try
var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
var activeScenePath = activeScene.path;
#if UNITY_EDITOR
foreach (var kvp in GameFlowManager.Instance.GameFlowSceneMappingSo.AssetMapping)
{
foreach (SceneType sceneType in Enum.GetValues(typeof(SceneType)))
{
if (sceneType == SceneType.Entry) continue;
var currentScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
if (sceneType.ToString() == currentScene.name)
{
continue;
}
var asset = kvp.Value.editorAsset;
if (asset == null) continue;
await PreloadSceneAsync(sceneType);
string assetPath = AssetDatabase.GetAssetPath(asset);
if (string.IsNullOrWhiteSpace(assetPath)) continue;
if (assetPath == activeScenePath)
{
_currentSceneType = kvp.Key;
_loadedSceneDatas.Add(_currentSceneType, new SceneData(activeScene, null));
break;
}
}
catch (Exception e)
if (_currentSceneType == SceneType.None)
{
Debug.LogWarning($"Scene preload failed\n{e}");
Debug.LogWarning($"[SceneManager] 활성 씬이 AssetMapping에 존재하지 않습니다: {activeScenePath}");
}
#else
_currentSceneType = SceneType.Entry;
_loadedSceneDatas.Add(_currentSceneType, new SceneData(activeScene, null));
#endif
await PreloadAll();
}
public void PostInit()
@ -57,47 +83,70 @@ public void PostInit()
}
public SceneInstance GetSceneInstance(SceneType sceneType) => _loadedScenes[sceneType];
public async Task PreloadSceneAsync(SceneType sceneType)
public async Task PreloadSceneBySceneType(SceneType sceneType)
{
if (_loadedScenes.ContainsKey(sceneType))
return;
if (_loadedSceneDatas.ContainsKey(sceneType)) return;
string key = sceneType.ToString();
SceneInstance sceneInstance = await AssetManager.LoadScene(key);
var kvp = GameFlowManager.Instance.GameFlowSceneMappingSo.AssetMapping.FirstOrDefault(kvp => kvp.Key == sceneType);
var preloadedSceneInstance = await AssetManager.LoadScene(kvp.Value);
if (sceneInstance.Scene.IsValid())
if (preloadedSceneInstance.Scene.IsValid())
{
_loadedScenes[sceneType] = sceneInstance;
foreach (var root in sceneInstance.Scene.GetRootGameObjects())
{
root.SetActive(false);
}
DeactivateScene(preloadedSceneInstance.Scene);
_loadedSceneDatas.Add(kvp.Key, new SceneData(preloadedSceneInstance.Scene, preloadedSceneInstance));
}
else
{
Debug.LogError($"[SceneManager] Failed to preload scene: {sceneType}");
Debug.LogError($"[SceneManager] {sceneType}의 씬이 존재하지 않습니다.");
}
}
public async Task PreloadAll()
{
var assetMapping = GameFlowManager.Instance.GameFlowSceneMappingSo.AssetMapping;
foreach (var kvp in assetMapping)
{
if (_loadedSceneDatas.ContainsKey(kvp.Key)) continue;
var preloadedSceneInstance = await AssetManager.LoadScene(kvp.Value);
if (preloadedSceneInstance.Scene.IsValid())
{
DeactivateScene(preloadedSceneInstance.Scene);
_loadedSceneDatas.Add(kvp.Key, new SceneData(preloadedSceneInstance.Scene, preloadedSceneInstance));
}
else
{
Debug.LogError($"[SceneManager] {kvp.Key}의 씬이 존재하지 않습니다.");
}
}
}
public async Task ActivateScene(SceneType sceneType)
{
if (_currentSceneType == sceneType) return;
foreach (var handler in _sceneTransitionHandlerSo.Handlers.Where(handler => handler != null))
{
await handler.OnBeforeSceneActivate(sceneType);
}
if (_loadedScenes.TryGetValue(sceneType, out var sceneInstance))
if (_loadedSceneDatas.TryGetValue(sceneType, out var sceneData))
{
foreach (var root in sceneInstance.Scene.GetRootGameObjects())
foreach (var root in sceneData.Scene.GetRootGameObjects())
{
root.SetActive(true);
}
UnityEngine.SceneManagement.SceneManager.SetActiveScene(sceneInstance.Scene);
_currentSceneInstance = sceneInstance;
if (sceneData.Scene.IsValid())
{
UnityEngine.SceneManagement.SceneManager.SetActiveScene(sceneData.Scene);
_currentSceneType = sceneType;
}
else
{
Debug.LogError($"[SceneManager] {sceneType}의 Scene이 유효하지 않습니다.");
}
}
else
{
@ -112,20 +161,33 @@ public async Task ActivateScene(SceneType sceneType)
public void DeactivateScene(SceneType sceneType)
{
if (_loadedScenes.TryGetValue(sceneType, out var sceneInstance))
if (_loadedSceneDatas.TryGetValue(sceneType, out var sceneData))
{
foreach (var root in sceneInstance.Scene.GetRootGameObjects())
foreach (var root in sceneData.Scene.GetRootGameObjects())
{
root.SetActive(false);
}
}
}
public async Task UnloadSceneAsync(SceneType sceneType)
private void DeactivateScene(Scene scene)
{
if (_loadedScenes.TryGetValue(sceneType, out var sceneInstance))
foreach (var root in scene.GetRootGameObjects())
{
await AssetManager.UnloadScene(GetSceneInstance(sceneType));
root.SetActive(false);
}
}
public async Task UnloadSceneBySceneType(SceneType sceneType)
{
if (_loadedSceneDatas.TryGetValue(sceneType, out var sceneData))
{
if (sceneData.SceneInstance == null) return;
if (GameFlowManager.Instance.GameFlowSceneMappingSo.AssetMapping.ContainsKey(sceneType))
{
await AssetManager.UnloadScene((SceneInstance)sceneData.SceneInstance);
}
}
}
}