private void Update()
 {
     if (_loadState == eStateLoadding.EndLoad)
     {
         StopCoroutine("LoadingPrecess");
         _loadState = eStateLoadding.none;
     }
 }
    IEnumerator LoadingPrecess(string sceneName)
    {
        mLoadState = eStateLoadding.Load;

        AsyncOperation asyncOp = SceneManager.LoadSceneAsync(sceneName);

        mLoadState = eStateLoadding.Loading;
        while (!asyncOp.isDone)
        {
            yield return(null);
        }

        mLoadState = eStateLoadding.LoadingDone;
        yield return(new WaitForSeconds(1f));

        mLoadState = eStateLoadding.EndLoad;
    }
    IEnumerator LoadingPrecess(string sceneName)
    {
        _loadState = eStateLoadding.Load;
        LoadingWindow wnd = UIManager._instance.OpenWnd <LoadingWindow>(UIManager.eKindWindow.LoadingUI);

        wnd.OpenLoadingWnd();

        AsyncOperation asyncOp = SceneManager.LoadSceneAsync(sceneName);

        _loadState = eStateLoadding.Loading;
        while (!asyncOp.isDone)
        {
            wnd.SettingLoadRate(asyncOp.progress);
            yield return(null);
        }

        wnd.SettingLoadRate(1);
        yield return(new WaitForSeconds(1.8f));

        switch (_currentScene)
        {
        case eTypeScene.Lobby:

            while (LobbyManager._instance._nowLoadType != LobbyManager.eLoadType.LoadEnd)
            {
                yield return(null);
            }

            break;
        }

        _loadState = eStateLoadding.LoadingDone;
        UIManager._instance.Close(UIManager.eKindWindow.LoadingUI);
        yield return(new WaitForSeconds(1f));

        _loadState = eStateLoadding.EndLoad;
    }