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seonkyu.kim 2025-09-10 12:54:42 +09:00
parent 4b87cdb8e6
commit ec7e9875ff
253 changed files with 31960 additions and 30425 deletions

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m_ForceMeshLod: -1
m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -4946,6 +5004,7 @@ SkinnedMeshRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
@ -5067,6 +5126,8 @@ MeshRenderer:
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_ForceMeshLod: -1
m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -5088,6 +5149,7 @@ MeshRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
@ -5144,6 +5206,8 @@ SkinnedMeshRenderer:
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_ForceMeshLod: -1
m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -5165,6 +5229,7 @@ SkinnedMeshRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
@ -5248,6 +5313,8 @@ MeshRenderer:
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_ForceMeshLod: -1
m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -5269,6 +5336,7 @@ MeshRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
@ -5326,6 +5394,8 @@ SkinnedMeshRenderer:
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_ForceMeshLod: -1
m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -5347,6 +5417,7 @@ SkinnedMeshRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
@ -5421,6 +5492,8 @@ SkinnedMeshRenderer:
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_ForceMeshLod: -1
m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -5442,6 +5515,7 @@ SkinnedMeshRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
@ -5532,6 +5606,8 @@ MeshRenderer:
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_ForceMeshLod: -1
m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -5553,6 +5629,7 @@ MeshRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
@ -6889,6 +6966,8 @@ SkinnedMeshRenderer:
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_ForceMeshLod: -1
m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -6910,6 +6989,7 @@ SkinnedMeshRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
@ -6991,6 +7071,8 @@ SkinnedMeshRenderer:
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_ForceMeshLod: -1
m_MeshLodSelectionBias: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
@ -7012,6 +7094,7 @@ SkinnedMeshRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_GlobalIlluminationMeshLod: 0
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0

View File

@ -119,63 +119,6 @@ NavMeshSettings:
debug:
m_Flags: 0
m_NavMeshData: {fileID: 0}
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PrefabInstance:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Modification:
serializedVersion: 3
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m_Modifications:
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propertyPath: m_LocalPosition.y
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.z
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objectReference: {fileID: 0}
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propertyPath: m_LocalRotation.w
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@ -328,7 +271,7 @@ MonoBehaviour:
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@ -612,6 +612,11 @@ Transform:
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@ -761,11 +766,6 @@ MonoBehaviour:
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audioClip1: {fileID: 0}
audioClip2: {fileID: 0}
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@ -32,7 +32,10 @@ public class Managers : MonoBehaviour
}
DontDestroyOnLoad(obj);
s_instance = obj.GetComponent<Managers>();
s_instance._pool.Init();
s_instance._sound.Init();
}
}
@ -54,5 +57,7 @@ public class Managers : MonoBehaviour
Sound.Clear();
Scene.Clear();
UI.Clear();
Pool.Clear();
}
}

View File

@ -1,8 +1,10 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class PoolManager
{
#region Pool
// Pool하는데 만약에 A 와 B가 있는데 이게 전부 다 같은 Pool_root 밑에 있으면
// A를 Push 했다가 B를 Pop 할 수도 있음
// 그래서 A와 B를 구분하기 위해서 Dictionary를 사용함
@ -14,7 +16,60 @@ public class PoolManager
// 스택 큐 다상관 없는데
Stack<Poolable> _poolStack = new Stack<Poolable>();
public void Init(GameObject original, int count = 5)
{
Original = original;
Root = new GameObject().transform;
Root.name = $"{original.name}_Root";
for (int i = 0; i < count; i++)
{
Poolable poolable = Create();
Push(poolable);
}
}
Poolable Create()
{
GameObject go = Object.Instantiate<GameObject>(Original);
go.name = Original.name;
return go.GetOrAddComponent<Poolable>();
}
public void Push(Poolable poolable)
{
if(poolable == null) return;
poolable.transform.parent = Root;
poolable.gameObject.SetActive(false);
poolable.IsUsing = false;
_poolStack.Push(poolable);
}
public Poolable Pop(Transform parent)
{
Poolable poolable;
if(_poolStack.Count > 0)
poolable = _poolStack.Pop();
else
poolable = Create();
poolable.gameObject.SetActive(true);
//@DontDestroyOnLoad 해제
if (parent == null)
poolable.transform.parent = Managers.Scene.CurrentScene.transform;
poolable.transform.parent = parent;
poolable.IsUsing = true;
return poolable;
}
}
#endregion
Dictionary<string, Pool> _pool = new Dictionary<string, Pool>();
Transform _root;
@ -29,16 +84,49 @@ public class PoolManager
public void Push(Poolable poolable)
{
string name = poolable.gameObject.name;
if (_pool.ContainsKey(name) == false)
{
GameObject.Destroy(poolable.gameObject);
return;
}
_pool[name].Push(poolable);
}
public void CreatePool(GameObject original, int count = 5)
{
Pool pool = new Pool();
pool.Init(original, count);
pool.Root.parent = _root.transform;
_pool.Add(original.name, pool);
}
public Poolable Pop(GameObject original, Transform parent = null)
{
return null;
if(_pool.ContainsKey(original.name) == false)
CreatePool(original);
return _pool[original.name].Pop(parent);
}
public GameObject GetOriginal(string path)
public GameObject GetOriginal(string name)
{
return Managers.Resource.Load<GameObject>($"Prefabs/{path}");
if(_pool.ContainsKey(name) == false)
return null;
return _pool[name].Original;
// return Managers.Resource.Load<GameObject>($"Prefabs/{path}");
}
// 이걸 다 날려야 하나 안날려야 하나는 게임마다 다를거 같다.
// 대부분의 경우에는 안날려도 큰 문제는 없을거 같긴한데
// 대규모 MMORPG 같은 경우 - 지역풀이 너무 다른 경우 기존의 리소스를 날려버리고 다시 받는 경우가 있을 수 있다.
public void Clear()
{
foreach (Transform child in _root)
GameObject.Destroy(child.gameObject);
_pool.Clear();
}
}

View File

@ -4,26 +4,42 @@ using UnityEngine;
public class ResourceManager {
public T Load<T>(string path) where T : Object
{
// [PM]_1. 에 해당하는 해결책: if문
if (typeof(T) == typeof(GameObject))
{
string name = path;
int idx = name.LastIndexOf('/');
if (idx >= 0)
name = name.Substring(idx + 1);
GameObject go = Managers.Pool.GetOriginal(name);
if (go != null)
return go as T;
}
return Resources.Load<T>(path);
}
public GameObject Instantiate(string path, Transform parent = null)
{
// [PM]_1. 이 original도 들고 있을 경우에는 로드 없이 사용하면 될 것 같다.
GameObject prefab = Load<GameObject>($"Prefabs/{path}");
if (prefab == null)
GameObject original = Load<GameObject>($"Prefabs/{path}");
if (original == null)
{
Debug.Log($"Prefab Missing! {path}");
return null;
}
// [PM]_2. 혹시 풀링된 오브젝트가 있을 경우에는 그걸 사용하면 된다.
// [PM]_2. 의 해결책
if (original.GetComponent<Poolable>() != null)
return Managers.Pool.Pop(original, parent).gameObject;
// 여기는 프리팹을 만들다 보면 뒤에 (Clone) 이라는 이름이 붙는다.
// 이걸 제거하는 작업
GameObject go = Object.Instantiate(prefab, parent);
GameObject go = Object.Instantiate(original, parent);
int idx = go.name.IndexOf("(Clone)");
if (idx > 0)
go.name = prefab.name;//go.name.Substring(0, idx);
go.name = original.name;//go.name.Substring(0, idx);
return go;
// return Object.Instantiate(prefab, parent);
@ -33,6 +49,14 @@ public class ResourceManager {
{
if(go == null) return;
// 만약 풀링 필요시 풀링 매니저에게 위탁
Poolable poolable = go.GetComponent<Poolable>();
if (poolable != null)
{
Managers.Pool.Push(poolable);
return;
}
Object.Destroy(go);
}
}

View File

@ -1,8 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameScene : BaseScene
{
class Test
{
public int id = 0;
}
class CoroutineTest: IEnumerable
{
public IEnumerator GetEnumerator()
{
yield return new Test() {id = 1};
yield return new Test() {id = 2};
yield return new Test() {id = 3};
yield return new Test() {id = 4};
}
}
protected override void Init()
{
base.Init();
@ -10,6 +26,13 @@ public class GameScene : BaseScene
_sceneType = Define.Scene.Game;
Managers.UI.ShowSceneUI<UI_Inven>("UI_Inven");
CoroutineTest coroutineTest = new CoroutineTest();
foreach (Test t in coroutineTest)
{
Debug.Log(t.id);
}
}
public override void Clear()

View File

@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
@ -9,6 +10,15 @@ public class LoginScene : BaseScene
base.Init();
_sceneType = Define.Scene.Login;
List<GameObject> list = new List<GameObject>();
for (int i = 0; i < 5; i++)
list.Add(Managers.Resource.Instantiate("UnityChan"));
foreach (GameObject obj in list)
{
Managers.Resource.Destroy(obj);
}
// Managers.UI.ShowSceneUI<UI_Login>("UI_Login");
}

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@ -1,5 +1,5 @@
{
"process_id" : 1538,
"process_id" : 22412,
"version" : "6000.2.2f1",
"app_path" : "/Applications/Unity/Hub/Editor/6000.2.2f1/Unity.app",
"app_contents_path" : "/Applications/Unity/Hub/Editor/6000.2.2f1/Unity.app/Contents"

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@ -1 +1 @@
[{"Port":60567,"SolutionName":"prj_Inflearn","ProtocolGuid":"ca1ba338-cca4-4e4d-8a49-b08f8e521651"},{"Port":60568,"SolutionName":"Unity_Learn","ProtocolGuid":"ca1ba338-cca4-4e4d-8a49-b08f8e521651"}]
[{"Port":55671,"SolutionName":"prj_Inflearn","ProtocolGuid":"ca1ba338-cca4-4e4d-8a49-b08f8e521651"},{"Port":55672,"SolutionName":"Unity_Learn","ProtocolGuid":"ca1ba338-cca4-4e4d-8a49-b08f8e521651"}]

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@ -1 +1 @@
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{"m_ScrollY":0.0,"m_ExpandedSceneGameObjectInstanceIDs":[-107134,-102290,-102262,-97938,-94174,-94146,-85690,-85662,-78708,-74908,-74180,-46396,-26914,-26716,-26706,-19094,-1256,-12],"m_LastClickedInstanceID":0,"m_OpenSceneGUIDs":["6149b1fe862d645adb4ba001c78ad696"]}

View File

@ -1 +1 @@
{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":false,"audioPlay":false,"sceneViewState":{"m_AlwaysRefresh":false,"showFog":true,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true,"showVisualEffectGraphs":true,"m_FxEnabled":true},"in2DMode":false,"pivot":{"x":-0.03946417570114136,"y":0.8620405197143555,"z":-0.07471156865358353},"rotation":{"x":-0.08717229217290878,"y":0.8995905518531799,"z":-0.21045254170894624,"w":-0.37262260913848879},"size":2.146087408065796,"orthographic":false}
{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":false,"audioPlay":false,"sceneViewState":{"m_AlwaysRefresh":false,"showFog":true,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true,"showVisualEffectGraphs":true,"m_FxEnabled":true},"in2DMode":false,"pivot":{"x":0.0,"y":0.0,"z":0.0},"rotation":{"x":-0.08717229217290878,"y":0.8995905518531799,"z":-0.21045254170894624,"w":-0.37262260913848879},"size":35.35533905029297,"orthographic":false}

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@ -1 +1 @@
1569
22418

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