fix: UnityEditor 사용하지 않도록 변경

This commit is contained in:
aube.lee
2025-02-26 01:21:16 +09:00
parent c282e518c2
commit b3caa8e789
2 changed files with 7 additions and 5 deletions

View File

@@ -13,6 +13,7 @@ namespace TON
Title, Title,
Lobby, Lobby,
Stage, Stage,
Shop,
} }
public class Main : SingletonBase<Main> public class Main : SingletonBase<Main>
@@ -49,7 +50,7 @@ namespace TON
bool isSceneChangeProgress = false; bool isSceneChangeProgress = false;
SceneBase currentSceneController = null; SceneBase currentSceneController = null;
SceneType currentSceneType = SceneType.None; public SceneType currentSceneType = SceneType.None;
public void ChangeScene(SceneType sceneType, System.Action onSceneChangeCompletedCallback = null) public void ChangeScene(SceneType sceneType, System.Action onSceneChangeCompletedCallback = null)
{ {
if (isSceneChangeProgress) if (isSceneChangeProgress)

View File

@@ -19,9 +19,10 @@ namespace TON
// 상점 : 골드/생선 // 상점 : 골드/생선
private void OnEnable() private void OnEnable()
{ {
Scene activeScene = UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene(); // Scene activeScene = UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene();
SceneType activeScene = Main.Singleton.currentSceneType;
if (activeScene.name.Equals("Lobby")) if (activeScene == SceneType.Lobby)
{ {
goldObject.SetActive(true); goldObject.SetActive(true);
fishObject.SetActive(true); fishObject.SetActive(true);
@@ -29,7 +30,7 @@ namespace TON
settingObject.SetActive(true); settingObject.SetActive(true);
parseObject.SetActive(false); parseObject.SetActive(false);
} }
else if (activeScene.name.StartsWith("Stage")) else if (activeScene == SceneType.Stage)
{ {
goldObject.SetActive(false); goldObject.SetActive(false);
fishObject.SetActive(false); fishObject.SetActive(false);
@@ -37,7 +38,7 @@ namespace TON
settingObject.SetActive(false); settingObject.SetActive(false);
parseObject.SetActive(true); parseObject.SetActive(true);
} }
else if (activeScene.name.Equals("Shop")) else if (activeScene == SceneType.Shop)
{ {
goldObject.SetActive(true); goldObject.SetActive(true);
fishObject.SetActive(true); fishObject.SetActive(true);