feat: 테스트용 IngameScene 스크립트 삭제
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@@ -11,8 +11,8 @@ namespace TON
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None,
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Empty,
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Title,
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Ingame,
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Lobby,
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Stage,
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}
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public class Main : SingletonBase<Main>
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@@ -67,12 +67,12 @@ namespace TON
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case SceneType.Title:
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StartCoroutine(ChangeScene<TitleScene>(onSceneChangeCompletedCallback));
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break;
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case SceneType.Ingame:
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StartCoroutine(ChangeScene<IngameScene>(onSceneChangeCompletedCallback));
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break;
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case SceneType.Lobby:
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StartCoroutine(ChangeScene<LobbyScene>(onSceneChangeCompletedCallback));
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break;
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case SceneType.Stage:
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StartCoroutine(ChangeScene<StageScene>(onSceneChangeCompletedCallback));
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break;
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}
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}
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@@ -1,46 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace TON
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{
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public class IngameScene : SceneBase
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{
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public override IEnumerator OnStart()
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{
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// Ingame 씬을 비동기로 로드한다.
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AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Ingame", LoadSceneMode.Single);
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// 로드가 완료될 때 까지 yield return null 을 하면서 기다린다
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while (!asyncLoad.isDone)
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{
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yield return null;
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}
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UIManager.Show<IngameUI>(UIList.IngameUI);
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UIManager.Show<ControllerUI>(UIList.ControllerUI);
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string selectedCharacter = PlayerPrefs.GetString("SelectedCharacter", "DefaultCharacter");
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Debug.Log("선택된 캐릭터: " + selectedCharacter);
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// 선택된 캐릭터에 맞는 오브젝트를 생성하거나 적용하는 코드 작성
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}
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public override IEnumerator OnEnd()
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{
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yield return null;
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UIManager.Hide<IngameUI>(UIList.IngameUI);
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UIManager.Hide<ControllerUI>(UIList.ControllerUI);
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}
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void OnEscapeExecute()
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{
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// TODO : 게임 일시정지 UI 노출 시 수행
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// Time.timeScale = 0f;
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// UIManager.Show<PausePopupUI>(UIList.PausePopupUI);
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: a468df02c01075748a9dd91a1d2ebfa8
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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