Addressable기능 AssetManager로 통합

This commit is contained in:
NTG 2025-08-27 17:52:33 +09:00
parent a1c33cdaf5
commit db5de56b3b
13 changed files with 314 additions and 155 deletions

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@ -45,3 +45,4 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
_persistent: 1
_enableDebugLog: 1

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@ -45,3 +45,4 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
_persistent: 1
_inventoryTestDataSo: {fileID: 11400000, guid: 29d0dee3b70fbc44d992ea47012bc366, type: 2}

Binary file not shown.

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@ -1,10 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
#if UNITY_EDITOR
using UnityEditor.AddressableAssets;
#endif
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
@ -15,7 +11,34 @@ namespace DDD
{
public class AssetManager : Singleton<AssetManager>, IManager
{
private static readonly Dictionary<string, AsyncOperationHandle> _cachedHandles = new();
private struct CachedAsset
{
public AsyncOperationHandle Handle;
public int ReferenceCount;
public CachedAsset(AsyncOperationHandle handle, int count = 1)
{
Handle = handle;
ReferenceCount = count;
}
}
private struct CachedScene
{
public AsyncOperationHandle<SceneInstance> Handle;
public int ReferenceCount;
public CachedScene(AsyncOperationHandle<SceneInstance> handle, int count = 1)
{
Handle = handle;
ReferenceCount = count;
}
}
[SerializeField] private bool _enableDebugLog = false;
private readonly Dictionary<string, CachedAsset> _cachedAssets = new();
private readonly Dictionary<string, CachedScene> _cachedScenes = new();
protected override void OnApplicationQuit()
{
@ -24,110 +47,284 @@ protected override void OnApplicationQuit()
ReleaseAllCached();
}
public void PreInit()
{
}
public void PreInit() { }
public async Task Init()
{
await Addressables.InitializeAsync().Task;
}
public void PostInit()
public void PostInit() { }
private string GetSafeAssetName(AssetReference assetReference)
{
var editorAssetName = assetReference.editorAsset.name;
if (string.IsNullOrWhiteSpace(editorAssetName) == false) return editorAssetName;
return assetReference.ToString();
}
public static async Task<T> LoadAsset<T>(string key) where T : UnityEngine.Object
public async Task<T> LoadAssetAsync<T>(AssetReference assetReference) where T : Object
{
if (_cachedHandles.TryGetValue(key, out var handle))
var guidKey = assetReference.AssetGUID;
if (_cachedAssets.TryGetValue(guidKey, out var cachedAsset))
{
if (handle.IsValid() && handle.Result is T result)
if (cachedAsset.Handle.IsValid() && cachedAsset.Handle.Result is T result)
{
cachedAsset.ReferenceCount++;
_cachedAssets[guidKey] = cachedAsset;
if (_enableDebugLog) Debug.Log($"[AssetManager] 에셋 참조 카운트 증가: {GetSafeAssetName(assetReference)} -> {cachedAsset.ReferenceCount}\n실제 키 값: {guidKey}");
return result;
Debug.LogWarning($"[AssetManager] Type mismatch or invalid handle for key: {key}");
return handle.Result as T;
}
_cachedAssets.Remove(guidKey);
Debug.LogWarning($"[AssetManager] 무효한 핸들 제거됨: {GetSafeAssetName(assetReference)}\n실제 키 값: {guidKey}");
}
// ✅ 새로 로드
var newHandle = Addressables.LoadAssetAsync<T>(key);
var newHandle = Addressables.LoadAssetAsync<T>(guidKey);
await newHandle.Task;
if (newHandle.Status == AsyncOperationStatus.Succeeded)
{
_cachedHandles[key] = newHandle;
_cachedAssets[guidKey] = new CachedAsset(newHandle, 1);
if (_enableDebugLog) Debug.Log($"[AssetManager] 에셋 로드 및 캐싱 완료: {GetSafeAssetName(assetReference)} (참조수: {_cachedAssets[guidKey].ReferenceCount})\n실제 키 값: {guidKey}");
return newHandle.Result;
}
Debug.LogError($"[AssetManager] Failed to load asset: {key}");
if (newHandle.IsValid())
{
Addressables.Release(newHandle);
}
Debug.LogError($"[AssetManager] 에셋 로드 실패: {GetSafeAssetName(assetReference)}\n실제 키 값: {guidKey}");
return null;
}
/// <summary>
/// ScriptSingleton을 위한 동기 로딩
/// </summary>
public T LoadAsset<T>(string key) where T : Object
{
if (_cachedAssets.TryGetValue(key, out var cachedAsset))
{
if (cachedAsset.Handle.IsValid() && cachedAsset.Handle.Result is T result)
{
cachedAsset.ReferenceCount++;
_cachedAssets[key] = cachedAsset;
if (_enableDebugLog) Debug.Log($"[AssetManager] 동기 로딩 - 에셋 참조 카운트 증가: {key} -> {cachedAsset.ReferenceCount}");
return result;
}
_cachedAssets.Remove(key);
Debug.LogWarning($"[AssetManager] 무효한 핸들 제거됨: {key}");
}
var handle = Addressables.LoadAssetAsync<T>(key);
var loaded = handle.WaitForCompletion();
if (handle.Status == AsyncOperationStatus.Succeeded)
{
_cachedAssets[key] = new CachedAsset(handle, 1);
if (_enableDebugLog) Debug.Log($"[AssetManager] 동기 로딩 - 에셋 로드 및 캐싱 완료: {key} (참조수: {key})");
return loaded;
}
if (handle.IsValid())
{
Addressables.Release(handle);
}
Debug.LogError($"[AssetManager] 동기 로딩 - 에셋 로드 실패: {key}");
return null;
}
public static async Task<List<T>> LoadAssetsByLabel<T>(string label) where T : UnityEngine.Object
public async Task<List<T>> LoadAssetsByLabel<T>(string label) where T : Object
{
var handle = Addressables.LoadAssetsAsync<T>(label, null);
if (_cachedAssets.TryGetValue(label, out var cachedAsset))
{
if (cachedAsset.Handle.IsValid() && cachedAsset.Handle.Result is IList<T> cachedResult)
{
cachedAsset.ReferenceCount++;
_cachedAssets[label] = cachedAsset;
if (_enableDebugLog) Debug.Log($"[AssetManager] 라벨 에셋 참조 카운트 증가: {label} -> {cachedAsset.ReferenceCount}");
return cachedResult.ToList();
}
_cachedAssets.Remove(label);
if (_enableDebugLog) Debug.LogWarning($"[AssetManager] 무효한 라벨 핸들 제거됨: {label}");
}
var handle = Addressables.LoadAssetsAsync<T>(label);
await handle.Task;
if (handle.Status == AsyncOperationStatus.Succeeded)
{
_cachedAssets[label] = new CachedAsset(handle, 1);
if (_enableDebugLog) Debug.Log($"[AssetManager] 라벨 에셋 로드 및 캐싱 완료: {label} (참조수: {_cachedAssets[label].ReferenceCount})");
return handle.Result.ToList();
}
Debug.LogError($"[AssetManager] Failed to load assets with label: {label}");
if (handle.IsValid())
{
Addressables.Release(handle);
}
Debug.LogError($"[AssetManager] 라벨 에셋 로드 실패: {label}");
return new List<T>();
}
public static async Task<SceneInstance> LoadScene(AssetReference assetReference, LoadSceneMode mode = LoadSceneMode.Additive, bool activateOnLoad = true)
public void ReleaseAsset(AssetReference assetReference)
{
var guidKey = assetReference.AssetGUID;
if (_cachedAssets.TryGetValue(guidKey, out var cachedAsset))
{
cachedAsset.ReferenceCount--;
if (cachedAsset.ReferenceCount <= 0)
{
if (cachedAsset.Handle.IsValid())
{
Addressables.Release(cachedAsset.Handle);
if (_enableDebugLog) Debug.Log($"[AssetManager] 에셋 실제 해제됨: {GetSafeAssetName(assetReference)}\n실제 키 값: {guidKey}");
}
_cachedAssets.Remove(guidKey);
}
else
{
_cachedAssets[guidKey] = cachedAsset;
if (_enableDebugLog) Debug.Log($"[AssetManager] 에셋 참조 카운트 감소: {GetSafeAssetName(assetReference)} -> {cachedAsset.ReferenceCount}\n실제 키 값: {guidKey}");
}
}
else
{
if (_enableDebugLog) Debug.LogWarning($"[AssetManager] 캐시에서 에셋을 찾을 수 없음: {GetSafeAssetName(assetReference)}\n실제 키 값: {guidKey}");
}
}
public void ReleaseAsset(string key)
{
if (_cachedAssets.TryGetValue(key, out var cachedAsset))
{
cachedAsset.ReferenceCount--;
if (cachedAsset.ReferenceCount <= 0)
{
if (cachedAsset.Handle.IsValid())
{
Addressables.Release(cachedAsset.Handle);
if (_enableDebugLog) Debug.Log($"[AssetManager] 에셋 실제 해제됨: {key}");
}
_cachedAssets.Remove(key);
}
else
{
_cachedAssets[key] = cachedAsset;
if (_enableDebugLog) Debug.Log($"[AssetManager] 에셋 참조 카운트 감소: {key} -> {cachedAsset.ReferenceCount}");
}
}
else
{
if (_enableDebugLog) Debug.LogWarning($"[AssetManager] 캐시에서 에셋을 찾을 수 없음: {key}");
}
}
public async Task<SceneInstance> LoadScene(AssetReference assetReference, LoadSceneMode mode = LoadSceneMode.Additive, bool activateOnLoad = true)
{
var guidKey = assetReference.AssetGUID;
if (_cachedScenes.TryGetValue(guidKey, out var cachedScene))
{
if (cachedScene.Handle.IsValid())
{
cachedScene.ReferenceCount++;
_cachedScenes[guidKey] = cachedScene;
if (_enableDebugLog) Debug.Log($"[AssetManager] 씬 참조 카운트 증가: {GetSafeAssetName(assetReference)} -> {cachedScene.ReferenceCount}\n실제 키 값: {guidKey}");
return cachedScene.Handle.Result;
}
_cachedScenes.Remove(guidKey);
if (_enableDebugLog) Debug.LogWarning($"[AssetManager] 무효한 씬 핸들 제거됨: {GetSafeAssetName(assetReference)}\n실제 키 값: {guidKey}");
}
var handle = Addressables.LoadSceneAsync(assetReference, mode, activateOnLoad);
await handle.Task;
if (handle.Status == AsyncOperationStatus.Succeeded)
{
_cachedScenes[guidKey] = new CachedScene(handle, 1);
var sceneName = handle.Result.Scene.name;
if (_enableDebugLog) Debug.Log($"[AssetManager] 씬 로드 및 캐싱 완료: {sceneName} (참조수: {_cachedScenes[guidKey].ReferenceCount})\n실제 키 값: {guidKey}");
return handle.Result;
}
if (handle.IsValid())
{
Addressables.UnloadSceneAsync(handle);
}
Debug.LogError($"Scene load failed: {assetReference}");
Debug.LogError($"[AssetManager] 씬 로드 실패: {GetSafeAssetName(assetReference)}\n실제 키 값: {guidKey}");
return default;
}
public static async Task UnloadScene(SceneInstance sceneInstance)
{
var handle = Addressables.UnloadSceneAsync(sceneInstance);
await handle.Task;
}
public static void ReleaseAllCached()
public async Task UnloadScene(AssetReference assetReference)
{
if (_cachedHandles.Count == 0) return;
var guidKey = assetReference.AssetGUID;
foreach (var kvp in _cachedHandles)
if (_cachedScenes.TryGetValue(guidKey, out var cachedScene))
{
var handle = kvp.Value;
if (handle.IsValid())
cachedScene.ReferenceCount--;
if (cachedScene.ReferenceCount <= 0)
{
Addressables.Release(handle);
//Debug.Log($"[AssetManager] Released handle for key: {kvp.Key}");
if (cachedScene.Handle.IsValid())
{
var sceneName = cachedScene.Handle.Result.Scene.name;
await Addressables.UnloadSceneAsync(cachedScene.Handle).Task;
if (_enableDebugLog) Debug.Log($"[AssetManager] 씬 실제 언로드됨: {sceneName}\n실제 키 값: {guidKey}");
}
_cachedScenes.Remove(guidKey);
}
else
{
_cachedScenes[guidKey] = cachedScene;
if (_enableDebugLog) Debug.Log($"[AssetManager] 씬 참조 카운트 감소: {GetSafeAssetName(assetReference)} -> {cachedScene.ReferenceCount}\n실제 키 값: {guidKey}");
}
}
_cachedHandles.Clear();
Debug.Log("[AssetManager] 모든 캐시된 Addressable 리소스를 해제했습니다.");
else
{
if (_enableDebugLog) Debug.LogWarning($"[AssetManager] 캐시에서 씬을 찾을 수 없음: {GetSafeAssetName(assetReference)}\n실제 키 값: {guidKey}");
}
}
public static bool HasLabel(string addressKey, string label)
public void ReleaseAllCached()
{
#if UNITY_EDITOR
var settings = AddressableAssetSettingsDefaultObject.Settings;
if (settings == null) return false;
foreach (var kvp in _cachedAssets)
{
var cachedAsset = kvp.Value;
if (cachedAsset.Handle.IsValid())
{
Addressables.Release(cachedAsset.Handle);
}
}
_cachedAssets.Clear();
foreach (var kvp in _cachedScenes)
{
var cachedScene = kvp.Value;
if (cachedScene.Handle.IsValid())
{
Addressables.UnloadSceneAsync(cachedScene.Handle);
}
}
_cachedScenes.Clear();
var entry = settings.groups
.SelectMany(g => g.entries)
.FirstOrDefault(e => e.address == addressKey);
if (entry == null) return false;
return entry.labels.Contains(label);
#else
return true;
#endif
if (_enableDebugLog) Debug.Log("[AssetManager] 모든 캐시된 Addressable 리소스를 강제 해제했습니다.");
}
}
}

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@ -32,7 +32,7 @@ public void PostInit()
private async Task LoadAllGameDataSo()
{
var soList = await AssetManager.LoadAssetsByLabel<ScriptableObject>(SoLabel);
var soList = await AssetManager.Instance.LoadAssetsByLabel<ScriptableObject>(SoLabel);
foreach (var so in soList)
{
@ -45,7 +45,7 @@ private async Task LoadAllGameDataSo()
private async Task LoadSpriteAtlas()
{
List<SpriteAtlas> spriteAtlases = await AssetManager.LoadAssetsByLabel<SpriteAtlas>(DataConstants.AtlasLabel);
List<SpriteAtlas> spriteAtlases = await AssetManager.Instance.LoadAssetsByLabel<SpriteAtlas>(DataConstants.AtlasLabel);
_spriteAtlas = new Dictionary<string, Sprite>(spriteAtlases.Count);
foreach (var atlas in spriteAtlases)

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@ -21,19 +21,9 @@ public async Task LoadData()
{
return;
}
var gameLocalizationDataHandle = _gameLocalizationData.LoadAssetAsync<GameLocalizationData>();
var test = AssetManager.LoadAsset<GameLocalizationData>(_gameLocalizationData.AssetGUID);
var popupUiDataHandle = _uiData.LoadAssetAsync<UiData>();
await gameLocalizationDataHandle.Task;
await popupUiDataHandle.Task;
LocalizationData = gameLocalizationDataHandle.Result;
UiData = popupUiDataHandle.Result;
Debug.Assert(LocalizationData != null, "GameLocalizationData is null");
Debug.Assert(UiData != null, "UiData is null");
LocalizationData = await AssetManager.Instance.LoadAssetAsync<GameLocalizationData>(_gameLocalizationData);
UiData = await AssetManager.Instance.LoadAssetAsync<UiData>(_uiData);
_isLoaded = true;
}
@ -41,8 +31,16 @@ public async Task LoadData()
private void OnDisable()
{
if (_isLoaded == false) return;
var assetManager = AssetManager.Instance;
if (!assetManager) return;
_gameLocalizationData.ReleaseAsset();
AssetManager.Instance.ReleaseAsset(_gameLocalizationData);
AssetManager.Instance.ReleaseAsset(_uiData);
LocalizationData = null;
UiData = null;
_isLoaded = false;
}
}

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@ -84,7 +84,7 @@ public async Task PreloadAll()
continue;
}
var instance = await AssetManager.LoadScene(flowAssetPair.Value, activateOnLoad:false);
var instance = await AssetManager.Instance.LoadScene(flowAssetPair.Value, activateOnLoad:false);
if (!instance.Scene.IsValid())
{
Debug.LogError($"[SceneManager] {flowAssetPair.Key}의 씬 로딩 실패");
@ -114,7 +114,7 @@ public async Task PreloadScene(GameFlowState gameFlowState)
return;
}
var loadedInstance = await AssetManager.LoadScene(assetRef);
var loadedInstance = await AssetManager.Instance.LoadScene(assetRef);
if (!loadedInstance.Scene.IsValid())
{
Debug.LogError($"[SceneManager] {gameFlowState}의 씬 로딩 실패");
@ -170,7 +170,7 @@ public async Task UnloadScene(GameFlowState gameFlowState)
}
_loadedSceneDatas.Remove(gameFlowState);
await AssetManager.UnloadScene(sceneData.SceneInstance.Value);
await AssetManager.Instance.UnloadScene(assetRef);
}
}

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@ -27,6 +27,7 @@ public class InventoryManager : Singleton<InventoryManager>, IManager
#if UNITY_EDITOR
[Title("테스트용")]
[SerializeField]
private InventoryTestDataSo _inventoryTestDataSo;
#endif
@ -62,12 +63,8 @@ private void InitializeItemData()
}
#if UNITY_EDITOR
private async void ApplyEditorTestData()
private void ApplyEditorTestData()
{
_inventoryTestDataSo = await AssetManager.LoadAsset<InventoryTestDataSo>(DataConstants.InventoryTestDataSo);
if (_inventoryTestDataSo == null || !_inventoryTestDataSo.UseTestData) return;
foreach (var entry in _inventoryTestDataSo.TestItems)
{
if (string.IsNullOrWhiteSpace(entry.ItemId)) continue;

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@ -28,7 +28,6 @@ public struct CustomerSpawnArgs
public class CustomerFactory : ICustomerFactory
{
private GameObject _customerPrefab;
private AsyncOperationHandle<GameObject> _customerPrefabHandle;
public async Task<GameObject> CreateAsync(CustomerSpawnArgs args)
{
@ -65,26 +64,13 @@ private async Task LoadCustomerAsset()
Debug.LogError("[CustomerFactory] RestaurantCustomerData or its CustomerPrefab reference is not set.");
return;
}
_customerPrefabHandle = customerDataAsset.CustomerPrefab.LoadAssetAsync<GameObject>();
await _customerPrefabHandle.Task;
if (_customerPrefabHandle.Result == null)
{
Debug.LogError("[CustomerFactory] Failed to load customer prefab from AssetReference.");
return;
}
_customerPrefab = _customerPrefabHandle.Result;
Debug.Log("[CustomerFactory] Customer prefab loaded successfully.");
_customerPrefab = await AssetManager.Instance.LoadAssetAsync<GameObject>(customerDataAsset.CustomerPrefab);
}
public void UnloadAssets()
{
if (_customerPrefabHandle.IsValid())
{
Addressables.Release(_customerPrefabHandle);
}
AssetManager.Instance.ReleaseAsset(RestaurantData.Instance.CustomerData.CustomerPrefab);
_customerPrefab = null;
Debug.Log("[CustomerFactory] Customer prefab unloaded.");
}

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@ -25,28 +25,11 @@ public async Task LoadData()
{
return;
}
var restaurantPlayerDataHandle = _restaurantPlayerData.LoadAssetAsync<RestaurantPlayerData>();
var restaurantManagementDataHandle = _restaurantManagementData.LoadAssetAsync<RestaurantManagementData>();
var restaurantRunDataHandle = _restaurantRunData.LoadAssetAsync<RestaurantRunData>();
var restaurantCustomerDataHandle = _restaurantCustomerData.LoadAssetAsync<RestaurantCustomerData>();
await Task.WhenAll(
restaurantPlayerDataHandle.Task,
restaurantManagementDataHandle.Task,
restaurantRunDataHandle.Task,
restaurantCustomerDataHandle.Task
);
PlayerData = restaurantPlayerDataHandle.Result;
ManagementData = restaurantManagementDataHandle.Result;
RunData = restaurantRunDataHandle.Result;
CustomerData = restaurantCustomerDataHandle.Result;
Debug.Assert(PlayerData != null, "RestaurantPlayerData is null");
Debug.Assert(ManagementData != null, "RestaurantManagementData is null");
Debug.Assert(RunData != null, "RestaurantRunData is null");
Debug.Assert(CustomerData != null, "RestaurantCustomerData is null");
PlayerData = await AssetManager.Instance.LoadAssetAsync<RestaurantPlayerData>(_restaurantPlayerData);
ManagementData = await AssetManager.Instance.LoadAssetAsync<RestaurantManagementData>(_restaurantManagementData);
RunData = await AssetManager.Instance.LoadAssetAsync<RestaurantRunData>(_restaurantRunData);
CustomerData = await AssetManager.Instance.LoadAssetAsync<RestaurantCustomerData>(_restaurantCustomerData);
_isLoaded = true;
}
@ -54,11 +37,19 @@ await Task.WhenAll(
private void OnDisable()
{
if (_isLoaded == false) return;
var assetManager = AssetManager.Instance;
if (!assetManager) return;
_restaurantPlayerData.ReleaseAsset();
_restaurantManagementData.ReleaseAsset();
_restaurantRunData.ReleaseAsset();
_restaurantCustomerData.ReleaseAsset();
AssetManager.Instance.ReleaseAsset(_restaurantPlayerData);
AssetManager.Instance.ReleaseAsset(_restaurantManagementData);
AssetManager.Instance.ReleaseAsset(_restaurantRunData);
AssetManager.Instance.ReleaseAsset(_restaurantCustomerData);
PlayerData = null;
ManagementData = null;
RunData = null;
CustomerData = null;
_isLoaded = false;
}

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@ -33,14 +33,14 @@ public async void Initialize(RestaurantPropLocation location)
_renderer = spriteRenderer;
spriteRenderer.sprite = DataManager.Instance.GetSprite(environmentData.SpriteKey);
spriteRenderer.sortingOrder = 5;
Material material = await AssetManager.LoadAsset<Material>(DataConstants.BasePropSpriteMaterial);
spriteRenderer.material = new Material(material);
//Material material = await AssetManager.LoadAssetAsync<Material>(DataConstants.BasePropSpriteMaterial);
//spriteRenderer.material = new Material(material);
}
else if (environmentData.RendererType == RendererType.Spine)
{
var skeletonAnimation = _visualLook.AddComponent<SkeletonAnimation>();
var skeletonDataAsset = await AssetManager.LoadAsset<SkeletonDataAsset>(environmentData.SkeletonDataName);
skeletonAnimation.skeletonDataAsset = skeletonDataAsset;
//var skeletonDataAsset = await AssetManager.LoadAssetAsync<SkeletonDataAsset>(environmentData.SkeletonDataName);
//skeletonAnimation.skeletonDataAsset = skeletonDataAsset;
var spineController = transform.AddComponent<SpineController>();
spineController.SetSkin(environmentData.SkinName);
spineController.PlayAnimation(environmentData.DefaultAnimationName, true);

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@ -1,17 +1,15 @@
using System.Collections.Generic;
using System.Threading.Tasks;
using Opsive.BehaviorDesigner.Runtime;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
namespace DDD
{
public class RestaurantCustomerState : ScriptableObject
{
private Dictionary<CustomerType, Subtree> _loadedSubtrees = new Dictionary<CustomerType, Subtree>();
private Dictionary<CustomerType, AsyncOperationHandle<Subtree>> _subtreeHandles = new Dictionary<CustomerType, AsyncOperationHandle<Subtree>>();
private Dictionary<CustomerType, Subtree> _loadedSubtrees = new();
private Dictionary<CustomerType, AssetReference> _subtreeAssetReference = new();
public async Task LoadCustomerBehaviorData()
{
@ -40,14 +38,12 @@ public async Task LoadCustomerBehaviorData()
private async Task LoadSubtreeAsync(CustomerType customerType, AssetReference subtreeReference)
{
var handle = Addressables.LoadAssetAsync<Subtree>(subtreeReference);
_subtreeHandles[customerType] = handle;
await handle.Task;
if (handle.Result != null)
var subtree = await AssetManager.Instance.LoadAssetAsync<Subtree>(subtreeReference);
if (subtree != null)
{
_loadedSubtrees[customerType] = handle.Result;
_loadedSubtrees[customerType] = subtree;
_subtreeAssetReference[customerType] = subtreeReference;
Debug.Log($"[RestaurantCustomerState] Loaded subtree for {customerType}");
}
else
@ -58,16 +54,13 @@ private async Task LoadSubtreeAsync(CustomerType customerType, AssetReference su
public void UnloadCustomerBehaviorData()
{
foreach (var handle in _subtreeHandles.Values)
foreach (var assetReference in _subtreeAssetReference.Values)
{
if (handle.IsValid())
{
Addressables.Release(handle);
}
AssetManager.Instance.ReleaseAsset(assetReference);
}
_loadedSubtrees.Clear();
_subtreeHandles.Clear();
_subtreeAssetReference.Clear();
Debug.Log("[RestaurantCustomerState] Unloaded all customer behavior subtrees");
}

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@ -39,21 +39,16 @@ public static T Instance
lock (_lock)
{
// 이중 체크 락킹 패턴
if (_instance != null)
return _instance;
try
{
var key = ResolveAddressKey();
var handle = Addressables.LoadAssetAsync<T>(key);
// 동기 로드: 메인 스레드에서 호출할 것을 권장합니다.
var loaded = handle.WaitForCompletion();
if (handle.Status != AsyncOperationStatus.Succeeded || loaded == null)
var loaded = AssetManager.Instance.LoadAsset<T>(key);
if (loaded == null)
{
throw new InvalidOperationException($"Addressables 로드 실패: 타입='{typeof(T).Name}', key='{key}'");
throw new InvalidOperationException($"AssetManager를 통한 로드 실패: 타입='{typeof(T).Name}', key='{key}'");
}
_instance = loaded;
@ -62,9 +57,9 @@ public static T Instance
return _instance;
}
catch (Exception)
catch (Exception e)
{
throw;
throw new Exception(e.Message, e);
}
}
}