배경 씬 로더 기능 개선: - BackgroundSceneDatabase 에셋 추가 - 플레이 모드 언로드 시 MarkSceneDirty 오류 수정 - Directional Light 및 NiloToonOverrider 백업/복원 기능 - 빌드 세팅 자동 추가 기능 배경 폴더 구조 정리: - [초금비]방 → [공용]방 이름 변경 - [공용]루프탑 카페 씬 구조 정리 (Day/Night 씬 통합) - 미사용 배경 삭제: [공용]교실, [공용]농구장 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
346 lines
11 KiB
C#
346 lines
11 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.SceneManagement;
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namespace Streamingle.Background
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{
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/// <summary>
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/// 배경 씬 로더 - 에디터/런타임 모두에서 안정적으로 동작
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/// </summary>
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public class BackgroundSceneLoader : MonoBehaviour
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{
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private static BackgroundSceneLoader _instance;
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public static BackgroundSceneLoader Instance
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{
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get
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{
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if (_instance == null)
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{
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var go = new GameObject("[BackgroundSceneLoader]");
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_instance = go.AddComponent<BackgroundSceneLoader>();
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DontDestroyOnLoad(go);
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}
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return _instance;
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}
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}
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[SerializeField] private BackgroundSceneDatabase sceneDatabase;
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private Scene? _currentBackgroundScene;
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private bool _isLoading;
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private AsyncOperation _currentOperation;
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// 기존 씬 라이팅 백업
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private List<LightBackup> _originalDirectionalLights = new List<LightBackup>();
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private List<ComponentBackup> _originalNiloToonOverriders = new List<ComponentBackup>();
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private bool _hasLightingBackup;
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private class LightBackup
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{
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public Light light;
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public bool wasEnabled;
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}
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private class ComponentBackup
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{
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public MonoBehaviour component;
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public bool wasEnabled;
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}
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public event Action<BackgroundSceneInfo> OnSceneLoadStarted;
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public event Action<BackgroundSceneInfo> OnSceneLoadCompleted;
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public event Action<string> OnSceneUnloaded;
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public event Action<float> OnLoadProgress;
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public event Action<string> OnError;
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public bool IsLoading => _isLoading;
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public Scene? CurrentBackgroundScene => _currentBackgroundScene;
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public string CurrentSceneName => _currentBackgroundScene.HasValue && _currentBackgroundScene.Value.IsValid()
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? _currentBackgroundScene.Value.name : "없음";
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public BackgroundSceneDatabase Database
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{
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get => sceneDatabase;
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set => sceneDatabase = value;
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}
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private void Awake()
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{
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if (_instance != null && _instance != this)
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{
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Destroy(gameObject);
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return;
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}
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_instance = this;
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DontDestroyOnLoad(gameObject);
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}
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private void OnDestroy()
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{
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if (_instance == this)
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{
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_instance = null;
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}
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}
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/// <summary>
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/// 현재 활성 씬의 Directional Light와 NiloToonOverrider 백업 및 비활성화
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/// </summary>
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private void BackupAndDisableOriginalLighting()
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{
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if (_hasLightingBackup) return;
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_originalDirectionalLights.Clear();
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_originalNiloToonOverriders.Clear();
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var activeScene = SceneManager.GetActiveScene();
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if (!activeScene.isLoaded) return;
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var roots = activeScene.GetRootGameObjects();
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foreach (var root in roots)
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{
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// Directional Light 찾기
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var lights = root.GetComponentsInChildren<Light>(true);
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foreach (var light in lights)
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{
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if (light.type == LightType.Directional)
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{
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_originalDirectionalLights.Add(new LightBackup
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{
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light = light,
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wasEnabled = light.enabled
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});
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light.enabled = false;
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}
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}
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// NiloToonCharacterMainLightOverrider 찾기
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var niloToonOverriders = root.GetComponentsInChildren<MonoBehaviour>(true)
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.Where(mb => mb != null && mb.GetType().Name == "NiloToonCharacterMainLightOverrider");
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foreach (var overrider in niloToonOverriders)
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{
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_originalNiloToonOverriders.Add(new ComponentBackup
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{
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component = overrider,
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wasEnabled = overrider.enabled
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});
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overrider.enabled = false;
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}
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}
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_hasLightingBackup = true;
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int lightCount = _originalDirectionalLights.Count;
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int overriderCount = _originalNiloToonOverriders.Count;
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if (lightCount > 0 || overriderCount > 0)
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{
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UnityEngine.Debug.Log($"[Runtime] 기존 씬 라이팅 비활성화: Directional Light {lightCount}개, NiloToonOverrider {overriderCount}개");
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}
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}
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/// <summary>
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/// 백업된 라이팅 복원
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/// </summary>
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private void RestoreOriginalLighting()
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{
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if (!_hasLightingBackup) return;
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foreach (var backup in _originalDirectionalLights)
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{
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if (backup.light != null)
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{
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backup.light.enabled = backup.wasEnabled;
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}
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}
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foreach (var backup in _originalNiloToonOverriders)
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{
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if (backup.component != null)
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{
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backup.component.enabled = backup.wasEnabled;
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}
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}
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int lightCount = _originalDirectionalLights.Count(b => b.light != null);
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int overriderCount = _originalNiloToonOverriders.Count(b => b.component != null);
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if (lightCount > 0 || overriderCount > 0)
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{
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UnityEngine.Debug.Log($"[Runtime] 기존 씬 라이팅 복원: Directional Light {lightCount}개, NiloToonOverrider {overriderCount}개");
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}
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_originalDirectionalLights.Clear();
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_originalNiloToonOverriders.Clear();
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_hasLightingBackup = false;
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}
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/// <summary>
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/// 배경 씬 로드 (Additive)
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/// </summary>
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public void LoadScene(BackgroundSceneInfo sceneInfo, bool unloadCurrent = true)
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{
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if (sceneInfo == null)
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{
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OnError?.Invoke("씬 정보가 없습니다.");
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return;
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}
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StartCoroutine(LoadSceneCoroutine(sceneInfo, unloadCurrent));
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}
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/// <summary>
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/// 씬 경로로 로드
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/// </summary>
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public void LoadScene(string scenePath, bool unloadCurrent = true)
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{
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if (sceneDatabase == null)
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{
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OnError?.Invoke("씬 데이터베이스가 설정되지 않았습니다.");
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return;
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}
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var sceneInfo = sceneDatabase.FindByPath(scenePath);
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if (sceneInfo == null)
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{
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OnError?.Invoke($"씬을 찾을 수 없습니다: {scenePath}");
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return;
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}
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LoadScene(sceneInfo, unloadCurrent);
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}
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/// <summary>
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/// 현재 배경 씬 언로드
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/// </summary>
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public void UnloadCurrentScene()
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{
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if (_currentBackgroundScene.HasValue && _currentBackgroundScene.Value.isLoaded)
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{
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StartCoroutine(UnloadSceneCoroutine(_currentBackgroundScene.Value));
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}
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}
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private IEnumerator LoadSceneCoroutine(BackgroundSceneInfo sceneInfo, bool unloadCurrent)
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{
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if (_isLoading)
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{
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OnError?.Invoke("이미 씬을 로드 중입니다.");
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yield break;
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}
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_isLoading = true;
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OnSceneLoadStarted?.Invoke(sceneInfo);
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// 현재 씬 언로드 (새 배경 로드 시에는 라이팅 복원하지 않음)
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if (unloadCurrent && _currentBackgroundScene.HasValue && _currentBackgroundScene.Value.isLoaded)
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{
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var unloadOp = SceneManager.UnloadSceneAsync(_currentBackgroundScene.Value);
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if (unloadOp != null)
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{
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while (!unloadOp.isDone)
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{
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yield return null;
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}
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}
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OnSceneUnloaded?.Invoke(_currentBackgroundScene.Value.name);
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_currentBackgroundScene = null;
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}
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// 새 씬 로드
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#if UNITY_EDITOR
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// 에디터에서는 EditorSceneManager 사용 (별도 처리 필요)
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if (!Application.isPlaying)
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{
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_isLoading = false;
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OnError?.Invoke("에디터 비플레이 모드에서는 EditorSceneManager를 사용하세요.");
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yield break;
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}
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#endif
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// 씬이 빌드 세팅에 있는지 확인
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bool sceneInBuild = false;
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for (int i = 0; i < SceneManager.sceneCountInBuildSettings; i++)
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{
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string scenePath = SceneUtility.GetScenePathByBuildIndex(i);
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if (scenePath == sceneInfo.scenePath)
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{
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sceneInBuild = true;
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break;
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}
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}
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if (!sceneInBuild)
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{
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_isLoading = false;
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OnError?.Invoke($"씬이 빌드 세팅에 없습니다: {sceneInfo.scenePath}\n에디터에서는 Streamingle > Background Scene Loader를 사용하세요.");
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yield break;
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}
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// 기존 씬의 Directional Light와 NiloToonOverrider 비활성화
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BackupAndDisableOriginalLighting();
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_currentOperation = SceneManager.LoadSceneAsync(sceneInfo.scenePath, LoadSceneMode.Additive);
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if (_currentOperation == null)
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{
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_isLoading = false;
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RestoreOriginalLighting(); // 로드 실패 시 복원
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OnError?.Invoke($"씬 로드 실패: {sceneInfo.scenePath}");
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yield break;
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}
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while (!_currentOperation.isDone)
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{
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OnLoadProgress?.Invoke(_currentOperation.progress);
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yield return null;
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}
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// 로드된 씬 찾기
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_currentBackgroundScene = SceneManager.GetSceneByPath(sceneInfo.scenePath);
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_isLoading = false;
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_currentOperation = null;
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OnSceneLoadCompleted?.Invoke(sceneInfo);
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}
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private IEnumerator UnloadSceneCoroutine(Scene scene)
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{
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string sceneName = scene.name;
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var unloadOp = SceneManager.UnloadSceneAsync(scene);
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if (unloadOp != null)
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{
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while (!unloadOp.isDone)
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{
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yield return null;
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}
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}
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_currentBackgroundScene = null;
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// 기존 씬의 Directional Light와 NiloToonOverrider 복원
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RestoreOriginalLighting();
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OnSceneUnloaded?.Invoke(sceneName);
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}
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/// <summary>
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/// 씬 로드 취소
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/// </summary>
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public void CancelLoad()
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{
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if (_currentOperation != null)
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{
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// Unity에서는 씬 로드 취소가 직접적으로 불가능
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// 대신 로드 완료 후 즉시 언로드
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_isLoading = false;
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}
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}
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}
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}
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