KDT Unity 5주차 팀 프로젝트
2024-01-24 TIL
어드레서블을 사용하는 로딩씬 구현
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class LodingManager : BaseScene
{
private int _count;
private int _totalCount;
private string _key;
private bool _resourcesLoaded = false;
protected override bool Initialize()
{
if (!base.Initialize()) return false;
Main.NextScene ??= "TitleScene";
// Main.Sound.PlayBGM("BGM");
LoadResourcesAndScene();
return true;
}
private void LoadResourcesAndScene()
{
LoadResources();
}
private void LoadResources()
{
string loadName;
loadName = Main.NextScene == "TitleScene" ? Main.NextScene : "GameScene";
Main.Resource.LoadAllAsync<Object>($"{loadName}", (key, count, totalCount) =>
{
_key = key;
_count = count;
_totalCount = totalCount;
Debug.Log($"[{Main.NextScene}] Load asset {_key} ({_count}/{_totalCount})");
if (_count != _totalCount) return;
_resourcesLoaded = true; // 리소스 로딩 완료
LoadNextSceneAsync(); // 리소스 로딩 완료 후 씬 로딩 시작
});
}
private void LoadNextSceneAsync()
{
AsyncOperation sceneLoadOperation = SceneManager.LoadSceneAsync(Main.NextScene);
sceneLoadOperation.allowSceneActivation = false;
StartCoroutine(UpdateLoadingProgress(sceneLoadOperation));
}
private IEnumerator UpdateLoadingProgress(AsyncOperation sceneLoadOperation)
{
while (!_resourcesLoaded || sceneLoadOperation.progress < 0.9f) yield return null;
while (!Input.anyKeyDown) yield return null;
sceneLoadOperation.allowSceneActivation = true;
}
public override void Clear()
{
}
}
This post is licensed under CC BY 4.0 by the author.