ProjectDDD/Assets/_Datas/02.Scripts/Controllers/GameManager.cs
2025-07-03 17:08:58 +09:00

135 lines
3.7 KiB (Stored with Git LFS)
C#

using System;
using System.Threading.Tasks;
using DG.Tweening;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace DDD
{
public enum SceneType
{
Title = 0,
Restaurant = 1
}
public static class SceneTypeExtensions
{
public static string ToSceneName(this SceneType sceneType)
{
return sceneType switch
{
SceneType.Title => "00.Title",
SceneType.Restaurant => "01.Restaurant",
_ => throw new ArgumentOutOfRangeException(nameof(sceneType), sceneType, null)
};
}
}
public class GameManager : Singleton<GameManager>
{
[Title("연출")]
[SerializeField]
private float _fadeTime = 0.5f;
public SceneType CurrentSceneType { get; private set; }
private GameObject _fadePanel;
private CanvasGroup _fadeCanvasGroup;
private Tween _fadeIn;
private Tween _fadeOut;
protected override void OnAwake()
{
base.OnAwake();
_fadePanel = transform.Find("Canvas/FadePanel").gameObject;
_fadeCanvasGroup = _fadePanel.GetComponent<CanvasGroup>();
}
private void Start()
{
CurrentSceneType = SceneType.Title;
_fadePanel.SetActive(false);
_fadeCanvasGroup.alpha = 0f;
_fadeIn = _fadeCanvasGroup.DOFade(1f, _fadeTime).SetUpdate(true).SetAutoKill(false).Pause();
_fadeOut = _fadeCanvasGroup.DOFade(0f, _fadeTime).SetUpdate(true).SetAutoKill(false).Pause();
}
private void OnDestroy()
{
_fadeIn?.Kill();
_fadeOut?.Kill();
}
public async Task FadeIn()
{
if (_fadeIn == null)
{
Debug.LogWarning("FadeIn 트윈이 설정되지 않았습니다.");
return;
}
_fadePanel.SetActive(true);
_fadeIn.Restart();
await _fadeIn.AsyncWaitForCompletion();
}
public async Task FadeOut()
{
if (_fadeOut == null)
{
Debug.LogWarning("FadeOut 트윈이 설정되지 않았습니다.");
return;
}
_fadeOut.Restart();
await _fadeOut.AsyncWaitForCompletion();
_fadePanel.SetActive(false);
}
public async Task ChangeScene(SceneType sceneType)
{
string changeSceneName;
try
{
changeSceneName = sceneType.ToSceneName();
}
catch (ArgumentOutOfRangeException e)
{
Debug.LogError($"[GameManager] 정의되지 않은 SceneType: {sceneType} - {e.Message}");
return;
}
await FadeIn();
AsyncOperation loadSceneAsync = SceneManager.LoadSceneAsync(changeSceneName);
while (loadSceneAsync is { isDone: false })
await Task.Yield();
// 씬 로딩 후 초기화 작업
CameraManager.Instance.ChangeScene(sceneType);
KeyManager.Instance.ChangeScene(sceneType);
CurrentSceneType = sceneType;
await Task.Delay(1000);
await FadeOut();
Debug.Log($"{changeSceneName} 씬으로 전환 완료");
}
public void ChangeSceneByIndex(int index)
{
var sceneType = (SceneType)index;
_ = ChangeScene(sceneType);
}
}
}