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feature/ba
Author | SHA1 | Date |
---|---|---|
|
5db096060e |
Assets
0_Scenes
1_Script
Common
Map.metaMap
Play.metaPlay
Player.metaPlayer
PlayerAttack.csPlayerAttack.cs.metaPlayerContoller.csPlayerContoller.cs.metaPlayerManager.csPlayerManager.cs.metaPlayerSkill.csPlayerSkill.cs.meta
SO.metaSO
ScriptableObject.metaSystem.metaSystem
CSVLoader.csCSVLoader.cs.metaDontDestroy.csDontDestroy.cs.metaExcel.csExcel.cs.metaGameManager.csGameManager.cs.metaItemManager.csItemManager.cs.metaSingletonMonoBehaviour.csSingletonMonoBehaviour.cs.metaSoundBox.csSoundBox.cs.metaSoundManager.csSoundManager.cs.metaUnitManager.csUnitManager.cs.meta
UI.meta3_Prefab
TextMesh Pro.metaTextMesh Pro
Documentation.meta
Documentation
Examples & Extras.metaExamples & Extras
Fonts.meta
Fonts
Anton OFL.txtAnton OFL.txt.metaAnton.ttfAnton.ttf.metaBangers - OFL.txtBangers - OFL.txt.metaBangers.ttfBangers.ttf.metaElectronic Highway Sign.TTFElectronic Highway Sign.TTF.metaOswald-Bold - OFL.txtOswald-Bold - OFL.txt.metaOswald-Bold.ttfOswald-Bold.ttf.metaRoboto-Bold.ttfRoboto-Bold.ttf.meta
Materials.metaMaterials
Crate - Surface Shader Scene.matCrate - Surface Shader Scene.mat.metaGround - Logo Scene.matGround - Logo Scene.mat.metaGround - Surface Shader Scene.matGround - Surface Shader Scene.mat.metaSmall Crate_diffuse.matSmall Crate_diffuse.mat.meta
Prefabs.metaPrefabs
Text Popup.prefabText Popup.prefab.metaTextMeshPro - Prefab 1.prefabTextMeshPro - Prefab 1.prefab.metaTextMeshPro - Prefab 2.prefabTextMeshPro - Prefab 2.prefab.meta
Resources.metaResources
Color Gradient Presets.meta
Color Gradient Presets
File diff suppressed because it is too large
Load Diff
|
@ -1,94 +0,0 @@
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||||||
using Cysharp.Threading.Tasks;
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|
||||||
using System;
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||||||
using System.Collections.Generic;
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||||||
using UnityEngine;
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|
||||||
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||||||
|
|
||||||
public interface IAsyncState
|
|
||||||
{
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|
||||||
UniTask Enter();
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UniTask Execute();
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UniTask Exit();
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|
||||||
}
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|
||||||
|
|
||||||
public class AsyncStateMachine
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|
||||||
{
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private IAsyncState currentState;
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||||||
private Dictionary<IAsyncState, List<Transition>> transitions = new Dictionary<IAsyncState, List<Transition>>();
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||||||
private List<Transition> globalTransitions = new List<Transition>();
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||||||
|
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||||||
public async UniTask ChangeState(IAsyncState newState)
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|
||||||
{
|
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||||||
if (newState == currentState)
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|
||||||
{
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||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (currentState != null)
|
|
||||||
{
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||||||
await currentState.Exit();
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|
||||||
}
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currentState = newState;
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if (currentState != null)
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||||||
{
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await currentState.Enter();
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}
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|
||||||
}
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public async UniTask Update()
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{
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foreach (var transition in globalTransitions)
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{
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if (transition.Condition())
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{
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await ChangeState(transition.TargetState);
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return;
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}
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}
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if (currentState != null && transitions.ContainsKey(currentState))
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{
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foreach (var transition in transitions[currentState])
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{
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if (transition.Condition())
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{
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await ChangeState(transition.TargetState);
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return;
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}
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}
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}
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if (currentState != null)
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{
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await currentState.Execute();
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}
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}
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public void AddTransition(IAsyncState fromState, IAsyncState toState, Func<bool> condition)
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{
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if (!transitions.ContainsKey(fromState))
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{
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transitions[fromState] = new List<Transition>();
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}
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transitions[fromState].Add(new Transition(toState, condition));
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}
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||||||
public void AddGlobalTransition(IAsyncState toState, Func<bool> condition)
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||||||
{
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globalTransitions.Add(new Transition(toState, condition));
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||||||
}
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||||||
|
|
||||||
private class Transition
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|
||||||
{
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public IAsyncState TargetState { get; }
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|
||||||
public Func<bool> Condition { get; }
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|
||||||
|
|
||||||
public Transition(IAsyncState targetState, Func<bool> condition)
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|
||||||
{
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|
||||||
TargetState = targetState;
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|
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Condition = condition;
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|
||||||
}
|
|
||||||
}
|
|
||||||
}
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|
@ -1,103 +0,0 @@
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||||||
using Cysharp.Threading.Tasks;
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|
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using System;
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||||||
using System.Collections.Generic;
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|
||||||
using UnityEngine;
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|
||||||
public interface IAsyncState<T>
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|
||||||
{
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|
||||||
UniTask Enter(T context);
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|
||||||
UniTask Execute(T context);
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|
||||||
UniTask Exit(T context);
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|
||||||
}
|
|
||||||
|
|
||||||
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);
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|
||||||
}
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|
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||||||
//Debug.Log($"{context} -> {currentState} -> {newState}");
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|
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currentState = newState;
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|
||||||
|
|
||||||
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);
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|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (currentState != null && transitions.ContainsKey(currentState))
|
|
||||||
{
|
|
||||||
foreach (var transition in transitions[currentState])
|
|
||||||
{
|
|
||||||
if (transition.Condition())
|
|
||||||
{
|
|
||||||
await ChangeState(transition.TargetState, context);
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|
||||||
return;
|
|
||||||
}
|
|
||||||
}
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|
||||||
}
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|
||||||
|
|
||||||
if (currentState != null)
|
|
||||||
{
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|
||||||
await currentState.Execute(context);
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||||||
}
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|
||||||
}
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||||||
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||||||
public void AddTransition(IAsyncState<T> fromState, IAsyncState<T> toState, Func<bool> condition)
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{
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if (!transitions.ContainsKey(fromState))
|
|
||||||
{
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transitions[fromState] = new List<Transition>();
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|
||||||
}
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transitions[fromState].Add(new Transition(toState, condition));
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|
||||||
}
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|
||||||
|
|
||||||
public void AddGlobalTransition(IAsyncState<T> toState, Func<bool> condition)
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|
||||||
{
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||||||
globalTransitions.Add(new Transition(toState, condition));
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||||||
}
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||||||
/// <summary>
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/// 상태머신 내부 데이터를 초기화합니다.
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/// </summary>
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public void Clear()
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{
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currentState = null;
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transitions.Clear();
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globalTransitions.Clear();
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}
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|
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||||||
|
|
||||||
private class Transition
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|
||||||
{
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|
||||||
public IAsyncState<T> TargetState { get; }
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|
||||||
public Func<bool> Condition { get; }
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|
||||||
|
|
||||||
public Transition(IAsyncState<T> targetState, Func<bool> condition)
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|
||||||
{
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||||||
TargetState = targetState;
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Condition = condition;
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|
||||||
}
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|
||||||
}
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|
||||||
}
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@ -1,20 +0,0 @@
|
||||||
using System.Collections;
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|
||||||
using System.Collections.Generic;
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|
||||||
using UnityEngine;
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|
||||||
using System;
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|
||||||
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||||||
public class Singleton<T> where T : class, new()
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|
||||||
{
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|
||||||
private static readonly Lazy<T> instance = new Lazy<T>(() => new T(), true);
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|
||||||
|
|
||||||
public static T Instance => instance.Value;
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|
||||||
|
|
||||||
protected Singleton()
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|
||||||
{
|
|
||||||
if (instance.IsValueCreated)
|
|
||||||
{
|
|
||||||
throw new InvalidOperationException("Singleton instance already created.");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
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|
||||||
|
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|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: d9867a93428506e49a36d6ed9da583c5
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -1,5 +1,5 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 569493318424c974cb7bad6f56e8939d
|
guid: 36e847eb252a40b47a7a08ce6018325e
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
|
@ -1,5 +1,5 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: aee4acae4ce05834fbc77710825257f8
|
guid: 5d8307864ef5554429dd27fdad1d1f7b
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
|
@ -1,8 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 123d57e322871b541bd742e56c6fa53b
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -0,0 +1,118 @@
|
||||||
|
|
||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.IO;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Networking;
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||||||
|
/// <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 };
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -1,5 +1,5 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: ac1eb05af6d391b4eb0f4c070a99f1d0
|
guid: 1b37f2c717edfd748bf3173c734fee71
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
|
@ -8,6 +8,17 @@ 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;
|
||||||
|
@ -46,11 +57,12 @@ public class Excel
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
public Excel(List<string> fileNames)
|
public Excel()
|
||||||
{
|
{
|
||||||
ExcelManager excel = new ExcelManager();
|
ExcelManager excel = new ExcelManager();
|
||||||
|
|
||||||
excel.Add(fileNames);
|
//Dynamic, Unit
|
||||||
|
excel.Add("Datas.xlsx");
|
||||||
|
|
||||||
datas = excel.Play();
|
datas = excel.Play();
|
||||||
|
|
||||||
|
@ -104,13 +116,9 @@ 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()
|
|
@ -1,5 +1,4 @@
|
||||||
using System.Collections.Generic;
|
using UnityEngine;
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
public class GameManager : DontDestroy<GameManager>
|
public class GameManager : DontDestroy<GameManager>
|
||||||
|
@ -12,10 +11,7 @@ public class GameManager : DontDestroy<GameManager>
|
||||||
{
|
{
|
||||||
Application.targetFrameRate = 120;
|
Application.targetFrameRate = 120;
|
||||||
nowScene = eScene.Title;
|
nowScene = eScene.Title;
|
||||||
//Datas.xlsx
|
excel = new Excel();
|
||||||
// Dynamic
|
|
||||||
// Unit
|
|
||||||
excel = new Excel(new List<string>() {"Datas.xlsx"});
|
|
||||||
|
|
||||||
//사용법
|
//사용법
|
||||||
//Debug.Log(excel.dynamic.selectVelue("maxSwingCount"));
|
//Debug.Log(excel.dynamic.selectVelue("maxSwingCount"));
|
|
@ -0,0 +1,16 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
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public class ItemManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
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void Start()
|
||||||
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{
|
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|
}
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||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
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|
@ -1,5 +1,5 @@
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@ -0,0 +1,16 @@
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using UnityEngine;
|
||||||
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||||||
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public class UnitManager : MonoBehaviour
|
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||||||
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|
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void Start()
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||||||
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||||||
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|
void Update()
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||||||
|
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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||||||
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redistribute, and sell modified and unmodified copies of the Font
|
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|
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|
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|
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|
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||||||
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|
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||||||
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
|
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||||||
copyright statement(s).
|
|
||||||
|
|
||||||
"Original Version" refers to the collection of Font Software components as
|
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||||||
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
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Reference in New Issue