77 lines
2.6 KiB
C#
77 lines
2.6 KiB
C#
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 LobbyScene : SceneBase
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{
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public SerializableDictionary<string, Sprite> CharacterSpriteDict = new SerializableDictionary<string, Sprite>();
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[SerializeField] private List<PlayerData> playerDatas;
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public override IEnumerator OnStart()
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{
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// Lobby 씬을 비동기로 로드한다.
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AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Lobby", 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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SpawnPlayerCharacter();
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}
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private void SpawnPlayerCharacter()
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{
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playerDatas = PlayerDataManager.Singleton.players;
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// 저장된 인덱스 가져오기
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int selectedIndex = PlayerPrefs.GetInt("SelectedPlayerIndex", 0);
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// 인덱스가 범위를 벗어나지 않는지 확인
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if (selectedIndex < 0 || selectedIndex >= playerDatas.Count)
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{
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Debug.LogError($"Invalid player index: {selectedIndex}");
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return;
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}
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string prefabName = playerDatas[selectedIndex].type == "b" ? "TON.Player_B" : "TON.Player_W";
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// Resources에서 프리팹 로드
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GameObject characterPrefab = Resources.Load<GameObject>($"Player/{prefabName}");
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if (characterPrefab == null)
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{
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Debug.LogError($"Failed to load character prefab: {playerDatas[selectedIndex].type}");
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return;
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}
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// TON.Player 오브젝트 찾기
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GameObject playerObj = GameObject.Find("TON.Player");
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if (playerObj == null)
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{
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Debug.LogError("TON.Player not found in the scene!");
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return;
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}
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// 기존 플레이어 제거 (필요 시)
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foreach (Transform child in playerObj.transform)
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{
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GameObject.Destroy(child.gameObject);
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}
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// 캐릭터 프리팹을 TON.Player 위치에 배치
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GameObject playerInstance = Instantiate(characterPrefab, playerObj.transform.position, Quaternion.identity);
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playerInstance.transform.SetParent(playerObj.transform);
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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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}
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}
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}
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