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377 changed files with 66413 additions and 175 deletions
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0_Scenes
1_Script
3_Prefab
TextMesh Pro.meta
TextMesh Pro

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using Cysharp.Threading.Tasks;
using System;
using System.Collections.Generic;
using UnityEngine;
public interface IAsyncState
{
UniTask Enter();
UniTask Execute();
UniTask Exit();
}
public class AsyncStateMachine
{
private IAsyncState currentState;
private Dictionary<IAsyncState, List<Transition>> transitions = new Dictionary<IAsyncState, List<Transition>>();
private List<Transition> globalTransitions = new List<Transition>();
public async UniTask ChangeState(IAsyncState newState)
{
if (newState == currentState)
{
return;
}
if (currentState != null)
{
await currentState.Exit();
}
currentState = newState;
if (currentState != null)
{
await currentState.Enter();
}
}
public async UniTask Update()
{
foreach (var transition in globalTransitions)
{
if (transition.Condition())
{
await ChangeState(transition.TargetState);
return;
}
}
if (currentState != null && transitions.ContainsKey(currentState))
{
foreach (var transition in transitions[currentState])
{
if (transition.Condition())
{
await ChangeState(transition.TargetState);
return;
}
}
}
if (currentState != null)
{
await currentState.Execute();
}
}
public void AddTransition(IAsyncState fromState, IAsyncState toState, Func<bool> condition)
{
if (!transitions.ContainsKey(fromState))
{
transitions[fromState] = new List<Transition>();
}
transitions[fromState].Add(new Transition(toState, condition));
}
public void AddGlobalTransition(IAsyncState toState, Func<bool> condition)
{
globalTransitions.Add(new Transition(toState, condition));
}
private class Transition
{
public IAsyncState TargetState { get; }
public Func<bool> Condition { get; }
public Transition(IAsyncState targetState, Func<bool> condition)
{
TargetState = targetState;
Condition = condition;
}
}
}

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using Cysharp.Threading.Tasks;
using System;
using System.Collections.Generic;
using UnityEngine;
public interface IAsyncState<T>
{
UniTask Enter(T context);
UniTask Execute(T context);
UniTask Exit(T context);
}
public class AsyncStateMachine<T>
{
private IAsyncState<T> currentState;
private Dictionary<IAsyncState<T>, List<Transition>> transitions = new Dictionary<IAsyncState<T>, List<Transition>>();
private List<Transition> globalTransitions = new List<Transition>();
public async UniTask ChangeState(IAsyncState<T> newState, T context)
{
if (newState == currentState)
{
return;
}
if (currentState != null)
{
await currentState.Exit(context);
}
//Debug.Log($"{context} -> {currentState} -> {newState}");
currentState = newState;
if (currentState != null)
{
await currentState.Enter(context);
}
}
public async UniTask Update(T context)
{
foreach (var transition in globalTransitions)
{
if (transition.Condition())
{
await ChangeState(transition.TargetState, context);
return;
}
}
if (currentState != null && transitions.ContainsKey(currentState))
{
foreach (var transition in transitions[currentState])
{
if (transition.Condition())
{
await ChangeState(transition.TargetState, context);
return;
}
}
}
if (currentState != null)
{
await currentState.Execute(context);
}
}
public void AddTransition(IAsyncState<T> fromState, IAsyncState<T> toState, Func<bool> condition)
{
if (!transitions.ContainsKey(fromState))
{
transitions[fromState] = new List<Transition>();
}
transitions[fromState].Add(new Transition(toState, condition));
}
public void AddGlobalTransition(IAsyncState<T> toState, Func<bool> condition)
{
globalTransitions.Add(new Transition(toState, condition));
}
/// <summary>
/// 상태머신 내부 데이터를 초기화합니다.
/// </summary>
public void Clear()
{
currentState = null;
transitions.Clear();
globalTransitions.Clear();
}
private class Transition
{
public IAsyncState<T> TargetState { get; }
public Func<bool> Condition { get; }
public Transition(IAsyncState<T> targetState, Func<bool> condition)
{
TargetState = targetState;
Condition = condition;
}
}
}

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@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class Singleton<T> where T : class, new()
{
private static readonly Lazy<T> instance = new Lazy<T>(() => new T(), true);
public static T Instance => instance.Value;
protected Singleton()
{
if (instance.IsValueCreated)
{
throw new InvalidOperationException("Singleton instance already created.");
}
}
}

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@ -8,17 +8,6 @@ public class Excel
private List<Sheet> datas; private List<Sheet> datas;
public List<Sheet> getDatas { get { return datas; } } public List<Sheet> getDatas { get { return datas; } }
// 좀더 고도화가 필요함.
//public Sheet findSheet(string sheetName) {
// int index = datas.FindIndex(n => n.name == sheetName);
// if(index == -1)
// {
// Debug.Log("null exception");
// return null;
// }
// return datas[index];
//}
#region Dynamic #region Dynamic
//이러한 형태로 사용할것 //이러한 형태로 사용할것
public Dynamic dynamic; public Dynamic dynamic;
@ -57,12 +46,11 @@ public class Excel
} }
#endregion #endregion
public Excel() public Excel(List<string> fileNames)
{ {
ExcelManager excel = new ExcelManager(); ExcelManager excel = new ExcelManager();
//Dynamic, Unit excel.Add(fileNames);
excel.Add("Datas.xlsx");
datas = excel.Play(); datas = excel.Play();
@ -116,10 +104,14 @@ public class Excel
_sheets = new List<Sheet>(); _sheets = new List<Sheet>();
readList = new List<string>(); readList = new List<string>();
} }
public void Add(string file)
public void Add(List<string> files)
{
foreach (string file in files)
{ {
readList.Add(path + file); readList.Add(path + file);
} }
}
public List<Sheet> Play() public List<Sheet> Play()
{ {

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@ -1,4 +1,5 @@
using UnityEngine; using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
public class GameManager : DontDestroy<GameManager> public class GameManager : DontDestroy<GameManager>
@ -11,7 +12,10 @@ public class GameManager : DontDestroy<GameManager>
{ {
Application.targetFrameRate = 120; Application.targetFrameRate = 120;
nowScene = eScene.Title; nowScene = eScene.Title;
excel = new Excel(); //Datas.xlsx
// Dynamic
// Unit
excel = new Excel(new List<string>() {"Datas.xlsx"});
//사용법 //사용법
//Debug.Log(excel.dynamic.selectVelue("maxSwingCount")); //Debug.Log(excel.dynamic.selectVelue("maxSwingCount"));

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@ -1,118 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.Networking;
/// <summary>
/// CSV 데이터를 다양한 소스에서 Pull 방식으로 로드할 수 있는 클래스입니다.
/// 호출 측에서 MoveNext()를 통해 처리 타이밍을 제어하세요.
/// </summary>
public static class CSVLoader
{
/// <summary>CSV 파싱 로직 정의</summary>
public interface IParser<T>
{
T Parse(string[] columns);
}
/// <summary>로딩 진행 상태 메타데이터</summary>
public struct Progress
{
public int TotalRows;
public int RowsLoaded;
}
/// <summary>URL(HTTP)로부터 다운로드하여 파싱</summary>
public static IEnumerator<Progress> Download<T>(string url,
IParser<T> parser,
List<T> outList)
{
using var uwr = UnityWebRequest.Get(url);
var operation = uwr.SendWebRequest();
// 요청이 완료될 때까지 대기 (Progress 타입 반환은 요청 상태 표시용)
while (!operation.isDone)
{
yield return new Progress { TotalRows = 0, RowsLoaded = 0 };
}
if (uwr.result != UnityWebRequest.Result.Success)
{
Logger.LogError($"CSVLoader: Download failed '{url}': {uwr.error}");
yield break;
}
string text = uwr.downloadHandler.text;
foreach (var prog in ProcessText(text, parser, outList))
yield return prog;
}
/// <summary>절대 경로의 파일을 읽어 파싱</summary>
public static IEnumerator<Progress> LoadFromFile<T>(string filePath,
IParser<T> parser,
List<T> outList)
{
if (!File.Exists(filePath))
{
Logger.LogError($"CSVLoader: File not found '{filePath}'");
yield break;
}
string text = File.ReadAllText(filePath);
foreach (var prog in ProcessText(text, parser, outList))
yield return prog;
}
/// <summary>StreamingAssets 내 상대 경로 또는 URL로부터 로드</summary>
public static IEnumerator<Progress> LoadFromStreamingAssets<T>(string relativePath,
IParser<T> parser,
List<T> outList)
{
string fullPath = Path.Combine(Application.streamingAssetsPath, relativePath);
if (fullPath.StartsWith("http", StringComparison.OrdinalIgnoreCase))
{
var downloadEnum = Download(fullPath, parser, outList);
while (downloadEnum.MoveNext())
yield return downloadEnum.Current;
}
else
{
var fileEnum = LoadFromFile(fullPath, parser, outList);
while (fileEnum.MoveNext())
yield return fileEnum.Current;
}
}
/// <summary>Resources 폴더 내 TextAsset로부터 로드</summary>
public static IEnumerator<Progress> LoadFromResources<T>(string resourcePath,
IParser<T> parser,
List<T> outList)
{
var ta = Resources.Load<TextAsset>(resourcePath);
if (ta == null)
{
Logger.LogError($"CSVLoader: Resource not found '{resourcePath}'");
yield break;
}
string text = ta.text;
foreach (var prog in ProcessText(text, parser, outList))
yield return prog;
}
/// <summary>텍스트를 실제 파싱하여 Progress를 반환하는 내부 모듈</summary>
static IEnumerable<Progress> ProcessText<T>(string text,
IParser<T> parser,
List<T> outList)
{
var lines = text.Split(new[] { '\n' }, StringSplitOptions.RemoveEmptyEntries);
int total = lines.Length;
// 첫 번째 줄은 헤더이므로 무시
// 두 번째 줄은 설명이므로 무시
for (int i = 2; i < total; i++)
{
var cols = lines[i].TrimEnd('\r').Split(',');
outList.Add(parser.Parse(cols));
yield return new Progress { TotalRows = total, RowsLoaded = i + 1 };
}
}
}

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@ -1,16 +0,0 @@
using UnityEngine;
public class ItemManager : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -1,16 +0,0 @@
using UnityEngine;
public class UnitManager : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
with Reserved Font Name Anton.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
with Reserved Font Name Bangers.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
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1) Neither the Font Software nor any of its individual components,
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contains the above copyright notice and this license. These can be
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in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
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presented to the users.
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must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
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Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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