feat: 테스트용 IngameScene 스크립트 삭제

This commit is contained in:
aube.lee
2025-02-13 23:38:55 +09:00
parent 82e3264e2d
commit 3fbc26729f
3 changed files with 4 additions and 61 deletions

View File

@@ -11,8 +11,8 @@ namespace TON
None,
Empty,
Title,
Ingame,
Lobby,
Stage,
}
public class Main : SingletonBase<Main>
@@ -67,12 +67,12 @@ namespace TON
case SceneType.Title:
StartCoroutine(ChangeScene<TitleScene>(onSceneChangeCompletedCallback));
break;
case SceneType.Ingame:
StartCoroutine(ChangeScene<IngameScene>(onSceneChangeCompletedCallback));
break;
case SceneType.Lobby:
StartCoroutine(ChangeScene<LobbyScene>(onSceneChangeCompletedCallback));
break;
case SceneType.Stage:
StartCoroutine(ChangeScene<StageScene>(onSceneChangeCompletedCallback));
break;
}
}

View File

@@ -1,46 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace TON
{
public class IngameScene : SceneBase
{
public override IEnumerator OnStart()
{
// Ingame 씬을 비동기로 로드한다.
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Ingame", LoadSceneMode.Single);
// 로드가 완료될 때 까지 yield return null 을 하면서 기다린다
while (!asyncLoad.isDone)
{
yield return null;
}
UIManager.Show<IngameUI>(UIList.IngameUI);
UIManager.Show<ControllerUI>(UIList.ControllerUI);
string selectedCharacter = PlayerPrefs.GetString("SelectedCharacter", "DefaultCharacter");
Debug.Log("선택된 캐릭터: " + selectedCharacter);
// 선택된 캐릭터에 맞는 오브젝트를 생성하거나 적용하는 코드 작성
}
public override IEnumerator OnEnd()
{
yield return null;
UIManager.Hide<IngameUI>(UIList.IngameUI);
UIManager.Hide<ControllerUI>(UIList.ControllerUI);
}
void OnEscapeExecute()
{
// TODO : 게임 일시정지 UI 노출 시 수행
// Time.timeScale = 0f;
// UIManager.Show<PausePopupUI>(UIList.PausePopupUI);
}
}
}

View File

@@ -1,11 +0,0 @@
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