using System.Collections.Generic; using System.Threading.Tasks; using UnityEngine; namespace DDD { public class GameManager : Singleton { [SerializeField] private ManagerDefinitionSo _managerDefinitionSo; private List _managerInstances; protected override void OnAwake() { base.OnAwake(); EventBus.ClearAll(); _ = Initialize(); } private async Task Initialize() { Debug.Assert(_managerDefinitionSo != null, "_managerDefinitionSo is null"); _managerInstances = new List(_managerDefinitionSo.ManagerClasses.Count); foreach (var managerPrefab in _managerDefinitionSo.ManagerClasses) { if (managerPrefab == null) { Debug.LogWarning($"{managerPrefab.name} 프리팹이 null입니다. 건너뜁니다."); continue; } var existingManager = FindAnyObjectByType(managerPrefab.GetType()) as Singleton; if (existingManager != null) { print($"{existingManager.name} 오브젝트가 이미 존재합니다."); _managerInstances.Add(existingManager); } else { var newManagerInstance = Instantiate(managerPrefab); newManagerInstance.name = managerPrefab.name; _managerInstances.Add(newManagerInstance); } } // PreInit 단계 실행 foreach (var managerInstance in _managerInstances) { if (managerInstance is IManager manager) { manager.PreInit(); } } // Init 단계 실행 (비동기) foreach (var managerInstance in _managerInstances) { if (managerInstance is IManager manager) { await manager.Init(); } } // PostInit 단계 실행 foreach (var managerInstance in _managerInstances) { if (managerInstance is IManager manager) { manager.PostInit(); } } } } }