ProjectDDD/Assets/_DDD/_Scripts/GameFramework/Scene/SceneManager.cs
2025-08-01 19:20:38 +09:00

208 lines
7.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.ResourceProviders;
using UnityEngine.SceneManagement;
namespace DDD
{
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
{
[SerializeField]
private SceneTransitionHandlerSo _sceneTransitionHandlerSo;
private readonly Dictionary<GameFlowState, SceneData> _loadedSceneDatas = new();
private readonly Dictionary<string, SceneData> _assetKeyToSceneData = new();
public void PreInit()
{
_loadedSceneDatas.Clear();
_assetKeyToSceneData.Clear();
}
public async Task Init()
{
var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
#if UNITY_EDITOR
var flowToSceneMapping = GameFlowManager.Instance.GameFlowSceneMappingSo.FlowToSceneMapping;
foreach (var pair in flowToSceneMapping)
{
var editorAsset = pair.Value.editorAsset;
if (editorAsset == null) continue;
var path = AssetDatabase.GetAssetPath(editorAsset);
if (string.IsNullOrWhiteSpace(path) == false && path == activeScene.path)
{
var data = new SceneData(activeScene, null);
_loadedSceneDatas[pair.Key] = data;
_assetKeyToSceneData[GetRuntimeKey(pair.Value)] = data;
break;
}
}
#else
var data = new SceneData(activeScene, null);
_loadedSceneDatas[GameFlowState.None] = data;
#endif
await PreloadAll();
}
public void PostInit()
{
}
public async Task PreloadScene(GameFlowState gameFlowState)
{
if (_loadedSceneDatas.ContainsKey(gameFlowState)) return;
if (!GameFlowManager.Instance.GameFlowSceneMappingSo.FlowToSceneMapping.TryGetValue(gameFlowState, out var assetRef))
{
Debug.LogError($"[SceneManager] {gameFlowState}의 AssetReference가 없습니다.");
return;
}
var runtimeKey = GetRuntimeKey(assetRef);
if (_assetKeyToSceneData.TryGetValue(runtimeKey, out var existing))
{
_loadedSceneDatas[gameFlowState] = existing;
return;
}
var loadedInstance = await AssetManager.LoadScene(assetRef);
if (!loadedInstance.Scene.IsValid())
{
Debug.LogError($"[SceneManager] {gameFlowState}의 씬 로딩 실패");
return;
}
DeactivateScene(loadedInstance.Scene);
var data = new SceneData(loadedInstance.Scene, loadedInstance);
_loadedSceneDatas[gameFlowState] = data;
_assetKeyToSceneData[runtimeKey] = data;
}
public async Task PreloadAll()
{
var flowToSceneMapping = GameFlowManager.Instance.GameFlowSceneMappingSo.FlowToSceneMapping;
foreach (var pair in flowToSceneMapping)
{
if (_loadedSceneDatas.ContainsKey(pair.Key)) continue;
var runtimeKey = GetRuntimeKey(pair.Value);
if (_assetKeyToSceneData.TryGetValue(runtimeKey, out var existing))
{
_loadedSceneDatas[pair.Key] = existing;
continue;
}
var instance = await AssetManager.LoadScene(pair.Value);
if (!instance.Scene.IsValid())
{
Debug.LogError($"[SceneManager] {pair.Key}의 씬 로딩 실패");
continue;
}
DeactivateScene(instance.Scene);
var data = new SceneData(instance.Scene, instance);
_loadedSceneDatas[pair.Key] = data;
_assetKeyToSceneData[runtimeKey] = data;
}
}
public async Task ActivateScene(GameFlowState newFlowState)
{
if (!_loadedSceneDatas.TryGetValue(newFlowState, out var sceneData))
{
Debug.LogError($"[SceneManager] Scene not loaded: {newFlowState}");
return;
}
var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
if (sceneData.Scene == activeScene)
{
Debug.Log($"[SceneManager] 이미 활성화된 씬입니다: {newFlowState}");
return;
}
foreach (var handler in _sceneTransitionHandlerSo.Handlers.Where(handler => handler != null))
{
await handler.OnBeforeSceneActivate();
}
foreach (var root in sceneData.Scene.GetRootGameObjects())
{
root.SetActive(true);
}
if (sceneData.Scene.IsValid())
{
UnityEngine.SceneManagement.SceneManager.SetActiveScene(sceneData.Scene);
}
else
{
Debug.LogError($"[SceneManager] {newFlowState}의 Scene이 유효하지 않습니다.");
}
foreach (var handler in _sceneTransitionHandlerSo.Handlers.Where(handler => handler != null))
{
await handler.OnAfterSceneActivate();
}
}
public void DeactivateScene(GameFlowState gameFlowState)
{
if (_loadedSceneDatas.TryGetValue(gameFlowState, out var sceneData))
{
DeactivateScene(sceneData.Scene);
}
}
private void DeactivateScene(Scene scene)
{
foreach (var root in scene.GetRootGameObjects())
{
root.SetActive(false);
}
}
public async Task UnloadScene(GameFlowState gameFlowState)
{
if (_loadedSceneDatas.TryGetValue(gameFlowState, out var sceneData))
{
if (sceneData.SceneInstance == null) return;
if (GameFlowManager.Instance.GameFlowSceneMappingSo.FlowToSceneMapping
.TryGetValue(gameFlowState, out var assetRef))
{
_assetKeyToSceneData.Remove(GetRuntimeKey(assetRef));
}
_loadedSceneDatas.Remove(gameFlowState);
await AssetManager.UnloadScene(sceneData.SceneInstance.Value);
}
}
private string GetRuntimeKey(AssetReference reference) => reference.RuntimeKey.ToString();
}
}