IEnumerator OnLevelWasLoaded2Part2() { //System.Diagnostics.Stopwatch sw = new System.Diagnostics.Stopwatch (); //sw.Start (); //CreateMyTownUnit(); // take 1.9 sec, // prev location, but move to OnLevelWasLoaded2Part1 //StartCoroutine (CreateMyTownUnitAsync ()); while (!bLoadedMyTownUnit) //yield return StartCoroutine (CreateMyTownUnitAsync ()); // CreateMyTownUnit(); { yield return(null); } UIMgr.instance.UICamera.enabled = false; //UnityEngine.Debug.Log ("<color=green>[StopWatch]</color> OnLevelWasLoaded2Part2 5: " + sw.ElapsedMilliseconds / 1000f); //TownNpcMgr.instance.Init(); // 원래 순서는 여기 ShaderHelper.InitMapPostProcess(LayerMask.NameToLayer("Obstacle"), "Custom/DiffuseAlpha", "_Texture"); UIMgr.OpenTown(); //sendQueryForHeroAndTown(); // 원래 순서는 여기 //LoadOtherPlayers(); // 원래 순서는 여기 MissionLoad(); //UnityEngine.Debug.Log ("<color=green>[StopWatch]</color> OnLevelWasLoaded2Part2 20: " + sw.ElapsedMilliseconds / 1000f); //MapEnvironmentSetting(Application.loadedLevelName); // // 원래 순서는 여기 //라이트셋팅 setShadowStrength(); //NetworkClient.instance.SendPMsgMapEnterMapReadyC(); // 원래 순서는 여기 SceneManager.instance.LoadingTipPanel.changeLoadingBar(1f); //< 패널들을 미리 로드시켜놓음 StartCoroutine(TownUILoadUpdate()); // face, head..loadingTip off //UnityEngine.Debug.Log ("<color=green>[StopWatch]</color> OnLevelWasLoaded2Part2 30: " + sw.ElapsedMilliseconds / 1000f); if (InputManager.instance != null) { } //일단 생성 StartCoroutine(DoLater()); // TownNpcMgr.init, LoadOtherPlayers, SendPMsgMapEnterMapReadyC StartCoroutine(LoadAddtiveTownScene()); StartCoroutine(WaitAndStartTutorial()); //UnityEngine.Debug.Log ("<color=green>[StopWatch]</color> OnLevelWasLoaded2Part2 end:" + sw.ElapsedMilliseconds / 1000f); //sw.Stop (); }