/// <summary> /// 로그인후 로비씬 이전에 번틀 버젼채크를 하며, 완료후 로비씬 로딩이 이루어진다. /// </summary> private void AssetBundleVersionCheck() { _ProgressBar.gameObject.SetActive(true); _ProgressLock = false; _BeginTime = Time.time; if ((SCENEIDs)m_args[0] == SCENEIDs.FBSignOut || (SCENEIDs)m_args[0] == SCENEIDs.ReConnectServer) { NET.I.AddMessage(PKID.LobbyDisconnect); NET.I.AddMessage(PKID.LobbyConnect); if (USER.I.IsGuestLogin) { NET.I.AddMessage(PKID.GuestUserJoin); } CommonLoginNeworkConnect(); } else { _ProgressBar.SetFillAmount(0.03f); _ProgressBar.AutoAddGague(60f, null); StartCoroutine(BUNDLE.I.BeginVersionCheck(() => { _BeginTime = Time.time; _ProgressLock = false; StartCoroutine(BUNDLE.I.DownloadUpdateFromServer(DEF.GetLobbyBundleName(), OnBundleUpdateProgress_Lobby, () => { StartCoroutine(BUNDLE.I.DownloadUpdateFromServer(DEF.GetGameCommonBundleName(), OnBundleUpdateProgress_Game, () => { string prefabGameName = DEF.GetGameBundleName(DEF.FIRST_INSTALL_GAME); StartCoroutine(BUNDLE.I.DownloadUpdateFromServer(prefabGameName, OnBundleUpdateProgress_Game, FirstLoginNetworkConnect)); }, OnLoadError)); }, OnLoadError)); }, OnLoadError)); } }