Enum string 기반 -> AssetReference 기반으로 Scene 관리
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@ -76,15 +76,15 @@ public static async Task<List<T>> LoadAssetsByLabel<T>(string label) where T : U
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return new List<T>();
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}
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public static async Task<SceneInstance> LoadScene(string key, LoadSceneMode mode = LoadSceneMode.Additive)
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public static async Task<SceneInstance> LoadScene(AssetReference assetReference, LoadSceneMode mode = LoadSceneMode.Additive)
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{
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var handle = Addressables.LoadSceneAsync(key, mode);
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var handle = Addressables.LoadSceneAsync(assetReference, mode);
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await handle.Task;
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if (handle.Status == AsyncOperationStatus.Succeeded)
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return handle.Result;
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Debug.LogError($"Scene load failed: {key}");
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Debug.LogError($"Scene load failed: {assetReference}");
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return default;
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}
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@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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namespace DDD
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{
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@ -9,5 +10,6 @@ namespace DDD
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public class GameFlowSceneMappingSo : SerializedScriptableObject
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{
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public Dictionary<GameFlowState, SceneType> FlowToSceneMapping = new();
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public Dictionary<SceneType, AssetReference> AssetMapping = new();
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}
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}
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@ -2,16 +2,33 @@
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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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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine;
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using UnityEngine.ResourceManagement.ResourceProviders;
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using UnityEngine.SceneManagement;
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namespace DDD
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{
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public enum SceneType
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{
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Entry = 0,
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Restaurant = 1,
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Voyage = 2
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None = 0,
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Entry = 1,
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Restaurant = 2,
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Voyage = 3
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}
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public class SceneData
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{
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public Scene Scene { get; }
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public SceneInstance? SceneInstance { get; } // 처음에 실행되는 씬은 SceneInstance를 가질 수 없음 Unload용 데이터
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public SceneData(Scene scene, SceneInstance? sceneInstance)
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{
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Scene = scene;
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SceneInstance = sceneInstance;
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}
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}
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public class SceneManager : Singleton<SceneManager>, IManager
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@ -19,37 +36,46 @@ public class SceneManager : Singleton<SceneManager>, IManager
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[SerializeField]
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private SceneTransitionHandlerSo _sceneTransitionHandlerSo;
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private Dictionary<SceneType, SceneInstance> _loadedScenes;
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private SceneInstance _currentSceneInstance;
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public Action<SceneInstance> OnSceneChanged;
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private Dictionary<SceneType, SceneData> _loadedSceneDatas;
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private SceneType _currentSceneType = SceneType.None;
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public void PreInit()
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{
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Array sceneTypeArray = Enum.GetValues(typeof(SceneType));
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_loadedScenes = new Dictionary<SceneType, SceneInstance>(sceneTypeArray.Length);
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_loadedSceneDatas = new Dictionary<SceneType, SceneData>(sceneTypeArray.Length - 1);
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}
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public async Task Init()
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{
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try
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var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
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var activeScenePath = activeScene.path;
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#if UNITY_EDITOR
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foreach (var kvp in GameFlowManager.Instance.GameFlowSceneMappingSo.AssetMapping)
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{
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foreach (SceneType sceneType in Enum.GetValues(typeof(SceneType)))
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{
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if (sceneType == SceneType.Entry) continue;
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var currentScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
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if (sceneType.ToString() == currentScene.name)
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{
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continue;
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}
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var asset = kvp.Value.editorAsset;
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if (asset == null) continue;
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await PreloadSceneAsync(sceneType);
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string assetPath = AssetDatabase.GetAssetPath(asset);
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if (string.IsNullOrWhiteSpace(assetPath)) continue;
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if (assetPath == activeScenePath)
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{
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_currentSceneType = kvp.Key;
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_loadedSceneDatas.Add(_currentSceneType, new SceneData(activeScene, null));
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break;
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}
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}
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catch (Exception e)
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if (_currentSceneType == SceneType.None)
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{
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Debug.LogWarning($"Scene preload failed\n{e}");
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Debug.LogWarning($"[SceneManager] 활성 씬이 AssetMapping에 존재하지 않습니다: {activeScenePath}");
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}
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#else
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_currentSceneType = SceneType.Entry;
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_loadedSceneDatas.Add(_currentSceneType, new SceneData(activeScene, null));
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#endif
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await PreloadAll();
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}
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public void PostInit()
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@ -57,47 +83,70 @@ public void PostInit()
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}
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public SceneInstance GetSceneInstance(SceneType sceneType) => _loadedScenes[sceneType];
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public async Task PreloadSceneAsync(SceneType sceneType)
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public async Task PreloadSceneBySceneType(SceneType sceneType)
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{
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if (_loadedScenes.ContainsKey(sceneType))
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return;
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if (_loadedSceneDatas.ContainsKey(sceneType)) return;
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string key = sceneType.ToString();
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SceneInstance sceneInstance = await AssetManager.LoadScene(key);
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var kvp = GameFlowManager.Instance.GameFlowSceneMappingSo.AssetMapping.FirstOrDefault(kvp => kvp.Key == sceneType);
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var preloadedSceneInstance = await AssetManager.LoadScene(kvp.Value);
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if (sceneInstance.Scene.IsValid())
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if (preloadedSceneInstance.Scene.IsValid())
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{
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_loadedScenes[sceneType] = sceneInstance;
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foreach (var root in sceneInstance.Scene.GetRootGameObjects())
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{
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root.SetActive(false);
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}
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DeactivateScene(preloadedSceneInstance.Scene);
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_loadedSceneDatas.Add(kvp.Key, new SceneData(preloadedSceneInstance.Scene, preloadedSceneInstance));
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}
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else
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{
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Debug.LogError($"[SceneManager] Failed to preload scene: {sceneType}");
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Debug.LogError($"[SceneManager] {sceneType}의 씬이 존재하지 않습니다.");
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}
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}
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public async Task PreloadAll()
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{
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var assetMapping = GameFlowManager.Instance.GameFlowSceneMappingSo.AssetMapping;
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foreach (var kvp in assetMapping)
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{
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if (_loadedSceneDatas.ContainsKey(kvp.Key)) continue;
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var preloadedSceneInstance = await AssetManager.LoadScene(kvp.Value);
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if (preloadedSceneInstance.Scene.IsValid())
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{
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DeactivateScene(preloadedSceneInstance.Scene);
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_loadedSceneDatas.Add(kvp.Key, new SceneData(preloadedSceneInstance.Scene, preloadedSceneInstance));
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}
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else
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{
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Debug.LogError($"[SceneManager] {kvp.Key}의 씬이 존재하지 않습니다.");
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}
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}
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}
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public async Task ActivateScene(SceneType sceneType)
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{
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if (_currentSceneType == sceneType) return;
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foreach (var handler in _sceneTransitionHandlerSo.Handlers.Where(handler => handler != null))
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{
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await handler.OnBeforeSceneActivate(sceneType);
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}
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if (_loadedScenes.TryGetValue(sceneType, out var sceneInstance))
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if (_loadedSceneDatas.TryGetValue(sceneType, out var sceneData))
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{
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foreach (var root in sceneInstance.Scene.GetRootGameObjects())
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foreach (var root in sceneData.Scene.GetRootGameObjects())
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{
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root.SetActive(true);
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}
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UnityEngine.SceneManagement.SceneManager.SetActiveScene(sceneInstance.Scene);
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_currentSceneInstance = sceneInstance;
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if (sceneData.Scene.IsValid())
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{
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UnityEngine.SceneManagement.SceneManager.SetActiveScene(sceneData.Scene);
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_currentSceneType = sceneType;
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}
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else
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{
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Debug.LogError($"[SceneManager] {sceneType}의 Scene이 유효하지 않습니다.");
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}
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}
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else
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{
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@ -112,20 +161,33 @@ public async Task ActivateScene(SceneType sceneType)
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public void DeactivateScene(SceneType sceneType)
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{
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if (_loadedScenes.TryGetValue(sceneType, out var sceneInstance))
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if (_loadedSceneDatas.TryGetValue(sceneType, out var sceneData))
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{
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foreach (var root in sceneInstance.Scene.GetRootGameObjects())
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foreach (var root in sceneData.Scene.GetRootGameObjects())
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{
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root.SetActive(false);
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}
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}
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}
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public async Task UnloadSceneAsync(SceneType sceneType)
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private void DeactivateScene(Scene scene)
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{
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if (_loadedScenes.TryGetValue(sceneType, out var sceneInstance))
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foreach (var root in scene.GetRootGameObjects())
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{
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await AssetManager.UnloadScene(GetSceneInstance(sceneType));
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root.SetActive(false);
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}
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}
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public async Task UnloadSceneBySceneType(SceneType sceneType)
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{
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if (_loadedSceneDatas.TryGetValue(sceneType, out var sceneData))
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{
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if (sceneData.SceneInstance == null) return;
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if (GameFlowManager.Instance.GameFlowSceneMappingSo.AssetMapping.ContainsKey(sceneType))
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{
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await AssetManager.UnloadScene((SceneInstance)sceneData.SceneInstance);
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}
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}
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}
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}
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