<feat> 로딩씬 ui toolkit으로 변경

This commit is contained in:
SOOBEEN HAN
2026-03-11 17:58:33 +09:00
parent 8f62ed6cff
commit b7e743c4f4
55 changed files with 1667 additions and 1 deletions

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"Bash(grep -v \"\\\\.meta$\")",
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using UnityEngine;
public class EWLKAppContext
{
}

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using UnityEngine;
public class EWLKAppMain
{
}

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#nullable enable
using UnityEngine;
using UnityEngine.UIElements;
using UVC.Core;
namespace UVC.EnglewoodLAB
{
/// <summary>UIDocument 타입 충돌 방지용 마커 래퍼 — Static UI Document</summary>
public sealed class StaticUIDocument { public readonly UIDocument Value; public StaticUIDocument(UIDocument v) { Value = v; } }
/// <summary>UIDocument 타입 충돌 방지용 마커 래퍼 — Dynamic UI Document</summary>
public sealed class DynamicUIDocument { public readonly UIDocument Value; public DynamicUIDocument(UIDocument v) { Value = v; } }
public class EWLKLoadingSceneContext : InjectorSceneContext
{
/// <summary>
/// StudioSceneContext 인스턴스에 접근하기 위한 편의 프로퍼티
/// </summary>
public static new EWLKLoadingSceneContext? Instance => InjectorSceneContext.Instance as EWLKLoadingSceneContext;
[SerializeField] private UIDocument? staticUI;
[SerializeField] private UIDocument? dynamicUI;
/// <summary>
/// Scene 라이프사이클 서비스들을 등록합니다.
/// 씬 로드 시 자동 호출되며, 씬 전환 시 자동으로 정리됩니다.
/// </summary>
protected override void RegisterSceneServices()
{
base.RegisterSceneServices();
// 여기에 StudioSceneContext에 등록할 서비스들을 추가하세요.
Injector.RegisterSingleton<EWLKLoadingSceneMain>();
// Inspector에서 연결된 UIDocument를 래핑해서 등록
if (staticUI != null)
{
staticUI.name = "StaticUI";
Injector.RegisterInstance(new StaticUIDocument(staticUI), ServiceLifetime.Scene);
}
if (dynamicUI != null)
{
dynamicUI.name = "DynamicUI";
Injector.RegisterInstance(new DynamicUIDocument(dynamicUI), ServiceLifetime.Scene);
}
}
}
}

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#nullable enable
using Cysharp.Threading.Tasks;
using System;
using System.Threading;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UIElements;
using UVC.Core;
using UVC.UIToolkit;
namespace UVC.EnglewoodLAB
{
/// <summary>
/// UI Toolkit 기반 로딩 씬 컨트롤러.
/// UTKProgressBar로 씬 로딩 진행률을 표시하고 다음 씬으로 전환합니다.
/// </summary>
public class EWLKLoadingSceneMain : MonoBehaviour
{
[Inject]
private StaticUIDocument? staticUIDoc;
[Inject]
private DynamicUIDocument? dynamicUIDoc;
// ── Inspector 연결 ──────────────────────────────
[SerializeField] private string _nextSceneName = "EnglewoodLAB_main";
// ── 캐싱된 UI 요소 ──────────────────────────────
private UIDocument? StaticUI => staticUIDoc?.Value;
private UIDocument? DynamicUI => dynamicUIDoc?.Value;
private UTKProgressBar? _progressBar;
private Label? _statusLabel;
// ── 비동기 수명 관리 ────────────────────────────
private CancellationTokenSource _cts = new();
// ────────────────────────────────────────────────
private void Start()
{
InitUI();
LoadSceneAsync(_nextSceneName, _cts.Token)
// OperationCanceledException은 OnDestroy에서 정상 취소한 경우이므로 무시
.Forget(ex =>
{
if (ex is not OperationCanceledException)
Debug.LogError(ex);
});
}
private void OnDestroy()
{
_cts.Cancel();
_cts.Dispose();
}
// ── UI 초기화 ───────────────────────────────────
/// <summary>
/// Dynamic Document에서 UI 요소를 캐싱하고 초기 상태를 설정합니다.
/// </summary>
private void InitUI()
{
if (DynamicUI == null) return;
var root = DynamicUI.rootVisualElement;
// UXML의 name 속성으로 요소 참조 (Q<>는 한 번만 호출 후 캐싱)
_progressBar = root.Q<UTKProgressBar>("loadingProgress");
_statusLabel = root.Q<Label>("statusLabel");
if (_progressBar != null)
{
_progressBar.MinValue = 0f;
_progressBar.MaxValue = 100f;
_progressBar.Value = 0f;
_progressBar.ShowPercentage = true;
}
}
// ── 씬 로딩 ─────────────────────────────────────
/// <summary>
/// 씬을 비동기로 로드하며 UTKProgressBar에 진행률을 반영합니다.
/// </summary>
private async UniTask LoadSceneAsync(string sceneName, CancellationToken ct)
{
SetStatus("로딩 중...");
var asyncOp = SceneManager.LoadSceneAsync(sceneName);
asyncOp!.allowSceneActivation = false;
// Unity의 LoadSceneAsync는 0~0.9 구간에서 실제 로딩 (0.9에서 멈춤)
// 나머지 10%는 allowSceneActivation 대기
float elapsed = 0f;
const float MinLoadTime = 3f; // 최소 로딩 노출 시간 (초)
while (!asyncOp.isDone)
{
ct.ThrowIfCancellationRequested();
if (asyncOp.progress < 0.9f)
{
// 실제 에셋 로딩 구간: 0~80%로 표시
SetProgress(asyncOp.progress / 0.9f * 80f);
}
else
{
// 최소 노출 시간 채우는 구간: 80~100%
elapsed += Time.unscaledDeltaTime;
SetProgress(80f + Mathf.Clamp01(elapsed / MinLoadTime) * 20f);
if (elapsed >= MinLoadTime)
{
SetProgress(100f);
asyncOp.allowSceneActivation = true;
}
}
await UniTask.Yield(PlayerLoopTiming.Update, ct);
}
}
// ── 헬퍼 ────────────────────────────────────────
private void SetProgress(float value)
{
if (_progressBar != null)
_progressBar.Value = value;
}
private void SetStatus(string message)
{
if (_statusLabel != null)
_statusLabel.text = message;
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1b220fe3228e6024397a7668fad0caeb

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@@ -0,0 +1,6 @@
using UnityEngine;
public class EWLKSceneContext
{
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7bcd3c6511d97a94d8da2de5051ba292

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@@ -0,0 +1,9 @@
using UnityEngine;
namespace UVC.EnglewoodLAB
{
public class EWLKSceneMain
{
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 85492bb0e96aa6946b45bd6bd762a556

View File

@@ -0,0 +1,8 @@
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folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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fileFormatVersion: 2
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folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

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fileFormatVersion: 2
guid: c1fbb23429296c748b7bd6ea786249fd
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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fileFormatVersion: 2
guid: c6b13726db060a54992c06d9909f0579
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

24
EnglewoodLAB.slnx Normal file
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@@ -0,0 +1,24 @@
<Solution>
<Project Path="Assembly-CSharp.csproj" />
<Project Path="com.Tivadar.Best.HTTP.csproj" />
<Project Path="com.Tivadar.Best.STOMP.csproj" />
<Project Path="EPO.csproj" />
<Project Path="Assembly-CSharp-Editor.csproj" />
<Project Path="com.Tivadar.Best.MQTT.csproj" />
<Project Path="IngameDebugConsole.Runtime.csproj" />
<Project Path="AssetUsageDetector.Editor.csproj" />
<Project Path="com.Tivadar.Best.WebSockets.csproj" />
<Project Path="EPODemo.csproj" />
<Project Path="com.IvanMurzak.Unity.MCP.Installer.Tests.csproj" />
<Project Path="Assembly-CSharp-firstpass.csproj" />
<Project Path="EPOUtilities.csproj" />
<Project Path="EPOEditor.csproj" />
<Project Path="SimpleFileBrowser.Runtime.csproj" />
<Project Path="com.IvanMurzak.Unity.MCP.Installer.csproj" />
<Project Path="Assembly-CSharp-Editor-firstpass.csproj" />
<Project Path="com.Tivadar.Best.HTTP.Profiler.Editor.csproj" />
<Project Path="EPOURP.csproj" />
<Project Path="IngameDebugConsole.Editor.csproj" />
<Project Path="EPOHDRP.csproj" />
<Project Path="GLTFExporter.Runtime.csproj" />
</Solution>

View File

@@ -14,9 +14,15 @@ EditorBuildSettings:
- enabled: 0
path: Assets/Sample/Injector/InjectorSample2.unity
guid: be808ba01dc1fb54ca27fa1f5e2f95bf
- enabled: 1
- enabled: 0
path: Assets/Sample/UIToolkit/UTKStyleGuideSample.unity
guid: e9eed1940cd247f4cbb17191de66e853
- enabled: 1
path: Assets/Scenes/EnglewoodLAB_loading.unity
guid: 9b573b76a3ffecd4e8b96d74c3d41f5b
- enabled: 1
path: Assets/Scenes/EnglewoodLAB_main.unity
guid: e46be49f0dd4d8b45a48efa930d755d3
m_configObjects:
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
m_UseUCBPForAssetBundles: 0