프로젝트 초기 세팅
This commit is contained in:
commit
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# 상위 디렉터리에서 .editorconfig 설정을 상속하려면 아래 행을 제거하세요.
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root = true
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||||
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# C# 파일
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[*.cs]
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#### 코어 EditorConfig 옵션 ####
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# 들여쓰기 및 간격
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indent_size = 4
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||||
indent_style = space
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tab_width = 4
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||||
|
||||
# 새 줄 기본 설정
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||||
end_of_line = crlf
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||||
insert_final_newline = false
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||||
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||||
#### .NET 코딩 규칙 ####
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||||
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||||
# Using 구성
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||||
dotnet_separate_import_directive_groups = false
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||||
dotnet_sort_system_directives_first = false
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||||
file_header_template = unset
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||||
|
||||
# this. 및 Me. 기본 설정
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||||
dotnet_style_qualification_for_event = false
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||||
dotnet_style_qualification_for_field = false
|
||||
dotnet_style_qualification_for_method = false
|
||||
dotnet_style_qualification_for_property = false
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||||
|
||||
# 언어 키워드 및 BCL 형식 기본 설정
|
||||
dotnet_style_predefined_type_for_locals_parameters_members = true
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||||
dotnet_style_predefined_type_for_member_access = true
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||||
|
||||
# 괄호 기본 설정
|
||||
dotnet_style_parentheses_in_arithmetic_binary_operators = always_for_clarity
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||||
dotnet_style_parentheses_in_other_binary_operators = always_for_clarity
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||||
dotnet_style_parentheses_in_other_operators = never_if_unnecessary
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||||
dotnet_style_parentheses_in_relational_binary_operators = always_for_clarity
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||||
|
||||
# 한정자 기본 설정
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||||
dotnet_style_require_accessibility_modifiers = for_non_interface_members
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||||
|
||||
# 식 수준 기본 설정
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||||
dotnet_style_coalesce_expression = true
|
||||
dotnet_style_collection_initializer = true
|
||||
dotnet_style_explicit_tuple_names = true
|
||||
dotnet_style_namespace_match_folder = true
|
||||
dotnet_style_null_propagation = true
|
||||
dotnet_style_object_initializer = true
|
||||
dotnet_style_operator_placement_when_wrapping = beginning_of_line
|
||||
dotnet_style_prefer_auto_properties = true
|
||||
dotnet_style_prefer_compound_assignment = true
|
||||
dotnet_style_prefer_conditional_expression_over_assignment = true
|
||||
dotnet_style_prefer_conditional_expression_over_return = true
|
||||
dotnet_style_prefer_inferred_anonymous_type_member_names = true
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||||
dotnet_style_prefer_inferred_tuple_names = true
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||||
dotnet_style_prefer_is_null_check_over_reference_equality_method = true
|
||||
dotnet_style_prefer_simplified_boolean_expressions = true
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||||
dotnet_style_prefer_simplified_interpolation = true
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||||
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# 필드 기본 설정
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dotnet_style_readonly_field = true
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|
||||
# 매개 변수 기본 설정
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||||
dotnet_code_quality_unused_parameters = all
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||||
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||||
# 비표시 오류(Suppression) 기본 설정
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||||
dotnet_remove_unnecessary_suppression_exclusions = none
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||||
|
||||
# 새 줄 기본 설정
|
||||
dotnet_style_allow_multiple_blank_lines_experimental = true
|
||||
dotnet_style_allow_statement_immediately_after_block_experimental = true
|
||||
|
||||
#### C# 코딩 규칙 ####
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||||
|
||||
# var 기본 설정
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||||
csharp_style_var_elsewhere = false
|
||||
csharp_style_var_for_built_in_types = false
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||||
csharp_style_var_when_type_is_apparent = false
|
||||
|
||||
# 식 본문 멤버
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csharp_style_expression_bodied_accessors = true
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||||
csharp_style_expression_bodied_constructors = false
|
||||
csharp_style_expression_bodied_indexers = true
|
||||
csharp_style_expression_bodied_lambdas = true
|
||||
csharp_style_expression_bodied_local_functions = false
|
||||
csharp_style_expression_bodied_methods = false
|
||||
csharp_style_expression_bodied_operators = false
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||||
csharp_style_expression_bodied_properties = true
|
||||
|
||||
# 패턴 일치 기본 설정
|
||||
csharp_style_pattern_matching_over_as_with_null_check = true
|
||||
csharp_style_pattern_matching_over_is_with_cast_check = true
|
||||
csharp_style_prefer_not_pattern = true
|
||||
csharp_style_prefer_pattern_matching = true
|
||||
csharp_style_prefer_switch_expression = true
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||||
|
||||
# Null 검사 기본 설정
|
||||
csharp_style_conditional_delegate_call = true
|
||||
|
||||
# 한정자 기본 설정
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||||
csharp_prefer_static_local_function = true
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||||
csharp_preferred_modifier_order = public,private,protected,internal,static,extern,new,virtual,abstract,sealed,override,readonly,unsafe,volatile,async
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|
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# 코드 블록 기본 설정
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csharp_prefer_braces = true
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csharp_prefer_simple_using_statement = true
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||||
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||||
# 식 수준 기본 설정
|
||||
csharp_prefer_simple_default_expression = true
|
||||
csharp_style_deconstructed_variable_declaration = true
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||||
csharp_style_implicit_object_creation_when_type_is_apparent = true
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||||
csharp_style_inlined_variable_declaration = true
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||||
csharp_style_pattern_local_over_anonymous_function = true
|
||||
csharp_style_prefer_index_operator = true
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||||
csharp_style_prefer_range_operator = true
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||||
csharp_style_throw_expression = true
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||||
csharp_style_unused_value_assignment_preference = discard_variable
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csharp_style_unused_value_expression_statement_preference = discard_variable
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# 'using' 지시문 기본 설정
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csharp_using_directive_placement = outside_namespace
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# 새 줄 기본 설정
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csharp_style_allow_blank_line_after_colon_in_constructor_initializer_experimental = true
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csharp_style_allow_blank_lines_between_consecutive_braces_experimental = true
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csharp_style_allow_embedded_statements_on_same_line_experimental = true
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#### C# 서식 설정 규칙 ####
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# 새 줄 기본 설정
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csharp_new_line_before_catch = true
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csharp_new_line_before_else = true
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csharp_new_line_before_finally = true
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csharp_new_line_before_members_in_anonymous_types = true
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csharp_new_line_before_members_in_object_initializers = true
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csharp_new_line_before_open_brace = all
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||||
csharp_new_line_between_query_expression_clauses = true
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||||
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||||
# 들여쓰기 기본 설정
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||||
csharp_indent_block_contents = true
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csharp_indent_braces = false
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csharp_indent_case_contents = true
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csharp_indent_case_contents_when_block = true
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csharp_indent_labels = one_less_than_current
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csharp_indent_switch_labels = true
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||||
# 공간 기본 설정
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csharp_space_after_cast = false
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||||
csharp_space_after_colon_in_inheritance_clause = true
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csharp_space_after_comma = true
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csharp_space_after_dot = false
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||||
csharp_space_after_keywords_in_control_flow_statements = true
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||||
csharp_space_after_semicolon_in_for_statement = true
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||||
csharp_space_around_binary_operators = before_and_after
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csharp_space_around_declaration_statements = false
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||||
csharp_space_before_colon_in_inheritance_clause = true
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csharp_space_before_comma = false
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csharp_space_before_dot = false
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||||
csharp_space_before_open_square_brackets = false
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||||
csharp_space_before_semicolon_in_for_statement = false
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||||
csharp_space_between_empty_square_brackets = false
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||||
csharp_space_between_method_call_empty_parameter_list_parentheses = false
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||||
csharp_space_between_method_call_name_and_opening_parenthesis = false
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||||
csharp_space_between_method_call_parameter_list_parentheses = false
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||||
csharp_space_between_method_declaration_empty_parameter_list_parentheses = false
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||||
csharp_space_between_method_declaration_name_and_open_parenthesis = false
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||||
csharp_space_between_method_declaration_parameter_list_parentheses = false
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csharp_space_between_parentheses = false
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csharp_space_between_square_brackets = false
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# 기본 설정 래핑
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csharp_preserve_single_line_blocks = true
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csharp_preserve_single_line_statements = true
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#### 명명 스타일 ####
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# 명명 규칙
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dotnet_naming_rule.interface_should_be_begins_with_i.severity = suggestion
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dotnet_naming_rule.interface_should_be_begins_with_i.symbols = interface
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dotnet_naming_rule.interface_should_be_begins_with_i.style = begins_with_i
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dotnet_naming_rule.types_should_be_pascal_case.severity = suggestion
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dotnet_naming_rule.types_should_be_pascal_case.symbols = types
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dotnet_naming_rule.types_should_be_pascal_case.style = pascal_case
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dotnet_naming_rule.non_field_members_should_be_pascal_case.severity = suggestion
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dotnet_naming_rule.non_field_members_should_be_pascal_case.symbols = non_field_members
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dotnet_naming_rule.non_field_members_should_be_pascal_case.style = pascal_case
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||||
# 기호 사양
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||||
dotnet_naming_symbols.interface.applicable_kinds = interface
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dotnet_naming_symbols.interface.applicable_accessibilities = public, internal, private, protected, protected_internal, private_protected
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||||
dotnet_naming_symbols.interface.required_modifiers =
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||||
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||||
dotnet_naming_symbols.types.applicable_kinds = class, struct, interface, enum
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||||
dotnet_naming_symbols.types.applicable_accessibilities = public, internal, private, protected, protected_internal, private_protected
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||||
dotnet_naming_symbols.types.required_modifiers =
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||||
dotnet_naming_symbols.non_field_members.applicable_kinds = property, event, method
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||||
dotnet_naming_symbols.non_field_members.applicable_accessibilities = public, internal, private, protected, protected_internal, private_protected
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dotnet_naming_symbols.non_field_members.required_modifiers =
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||||
# 명명 스타일
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||||
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||||
dotnet_naming_style.pascal_case.required_prefix =
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||||
dotnet_naming_style.pascal_case.required_suffix =
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||||
dotnet_naming_style.pascal_case.word_separator =
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||||
dotnet_naming_style.pascal_case.capitalization = pascal_case
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||||
|
||||
dotnet_naming_style.begins_with_i.required_prefix = I
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||||
dotnet_naming_style.begins_with_i.required_suffix =
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||||
dotnet_naming_style.begins_with_i.word_separator =
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||||
dotnet_naming_style.begins_with_i.capitalization = pascal_case
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||||
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||||
[*]
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charset = utf-8
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@ -0,0 +1,795 @@
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AudioListener:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 519420028}
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m_GameObject: {fileID: 519420028}
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m_Dithering: 0
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m_AllowHDROutput: 1
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m_UseScreenCoordOverride: 0
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m_ScreenSizeOverride: {x: 0, y: 0, z: 0, w: 0}
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m_ScreenCoordScaleBias: {x: 0, y: 0, z: 0, w: 0}
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m_RequiresDepthTexture: 0
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m_RequiresColorTexture: 0
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m_VarianceClampScale: 0.9
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--- !u!20 &519420031
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Camera:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 519420028}
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field of view: 34
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orthographic size: 5
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--- !u!4 &519420032
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--- !u!1660057539 &9223372036854775807
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,347 @@
|
|||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Callbacks;
|
||||
#if UNITY_ANDROID
|
||||
#elif UNITY_IOS
|
||||
using UnityEditor.iOS.Xcode;
|
||||
using UnityEditor.iOS.Xcode.Extensions;
|
||||
using Facebook.Unity.Settings;
|
||||
#endif
|
||||
using UnityEngine;
|
||||
|
||||
public static class AutoBuild
|
||||
{
|
||||
static void Common(BuildTargetGroup _btg, BuildTarget _bt)
|
||||
{
|
||||
PlayerSettings.applicationIdentifier = "com.fgb.randomgfgostop";
|
||||
EditorUserBuildSettings.SwitchActiveBuildTarget(_btg, _bt);
|
||||
|
||||
if (_bt == BuildTarget.Android)
|
||||
{
|
||||
PlayerSettings.Android.splitApplicationBinary = false;
|
||||
File.WriteAllText("Assets/Resources/VersionCode.txt", PlayerSettings.Android.bundleVersionCode.ToString());
|
||||
PlayerSettings.Android.targetArchitectures = AndroidArchitecture.ARMv7 | AndroidArchitecture.ARM64;
|
||||
}
|
||||
else
|
||||
{
|
||||
File.WriteAllText("Assets/Resources/VersionCode.txt", PlayerSettings.iOS.buildNumber);
|
||||
PlayerSettings.iOS.appleDeveloperTeamID = "788PYWMPC6"; // 필굿밴디츠
|
||||
//PlayerSettings.iOS.appleDeveloperTeamID = "A9997B8HR5"; // 나인탭
|
||||
PlayerSettings.iOS.appleEnableAutomaticSigning = true;
|
||||
PlayerSettings.iOS.sdkVersion = iOSSdkVersion.DeviceSDK;
|
||||
}
|
||||
|
||||
EditorUserBuildSettings.SwitchActiveBuildTargetAsync(_btg, _bt);
|
||||
}
|
||||
|
||||
static void Show_BuildFolder(BuildTarget _bt)
|
||||
{
|
||||
if (_bt == BuildTarget.Android) System.Diagnostics.Process.Start("AndroidData");
|
||||
else System.Diagnostics.Process.Start("IOSData");
|
||||
}
|
||||
static void BuildStart(string path, BuildTarget _bt)
|
||||
{
|
||||
BuildPipeline.BuildPlayer(EditorBuildSettings.scenes, path, _bt, BuildOptions.None);
|
||||
Show_BuildFolder(_bt);
|
||||
}
|
||||
#if UNITY_ANDROID
|
||||
[MenuItem("AutoBuild/EmptySymbol")]
|
||||
static void EmptySymbol()
|
||||
{
|
||||
PlayerSettings.SetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.Android, "");
|
||||
}
|
||||
[MenuItem("AutoBuild/Set_AndroidKeyStore")]
|
||||
static void Set_AndroidKeyStore()
|
||||
{
|
||||
PlayerSettings.Android.useCustomKeystore = true;
|
||||
PlayerSettings.Android.keystoreName = "AndroidData/RandomGFGoStop.keystore";
|
||||
PlayerSettings.Android.keyaliasName = "fgb";
|
||||
PlayerSettings.Android.keystorePass = PlayerSettings.Android.keyaliasPass = "fgb123!!";
|
||||
}
|
||||
[MenuItem("AutoBuild/Set_OneStoreKeyStore")]
|
||||
static void Set_OneStoreKeyStore()
|
||||
{
|
||||
PlayerSettings.Android.useCustomKeystore = true;
|
||||
PlayerSettings.Android.keystoreName = "AndroidData/RandomGFGoStop_One.keystore";
|
||||
PlayerSettings.Android.keyaliasName = "fgb";
|
||||
PlayerSettings.Android.keystorePass = PlayerSettings.Android.keyaliasPass = "fgb123!!";
|
||||
}
|
||||
[MenuItem("AutoBuild/Build APK with KeyStore")]
|
||||
static void Build_APK_with_KeyStore()
|
||||
{
|
||||
Common(BuildTargetGroup.Android, BuildTarget.Android);
|
||||
Set_AndroidKeyStore();
|
||||
//PlayerSettings.Android.minSdkVersion = AndroidSdkVersions.AndroidApiLevel23;
|
||||
|
||||
var curVer = PlayerSettings.bundleVersion;
|
||||
PlayerSettings.bundleVersion = "9.9.9";
|
||||
EditorUserBuildSettings.buildAppBundle = false;
|
||||
BuildStart("AndroidData/GoStop_Test_" + Application.version + "_(" + PlayerSettings.Android.bundleVersionCode + ").apk", BuildTarget.Android);
|
||||
PlayerSettings.bundleVersion = curVer;
|
||||
}
|
||||
[MenuItem("AutoBuild/Build APK with KeyStore (OneStore)")]
|
||||
static void Build_APK_OneStore()
|
||||
{
|
||||
Common(BuildTargetGroup.Android, BuildTarget.Android);
|
||||
Set_OneStoreKeyStore();
|
||||
//PlayerSettings.Android.minSdkVersion = AndroidSdkVersions.AndroidApiLevel23;
|
||||
|
||||
PlayerSettings.SetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.Android, "OneStore");
|
||||
EditorUserBuildSettings.buildAppBundle = false;
|
||||
BuildStart("AndroidData/GoStop_Test_" + Application.version + "_(" + PlayerSettings.Android.bundleVersionCode + ").apk", BuildTarget.Android);
|
||||
EmptySymbol();
|
||||
}
|
||||
[MenuItem("AutoBuild/Build Live AAB")]
|
||||
static void Build_AAB()
|
||||
{
|
||||
++PlayerSettings.Android.bundleVersionCode;
|
||||
Common(BuildTargetGroup.Android, BuildTarget.Android);
|
||||
Set_AndroidKeyStore();
|
||||
|
||||
PlayerSettings.SetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.Android, "");
|
||||
EditorUserBuildSettings.buildAppBundle = true;
|
||||
BuildStart("AndroidData/GoStop_Live_" + Application.version + "_(" + PlayerSettings.Android.bundleVersionCode + ").aab", BuildTarget.Android);
|
||||
EmptySymbol();
|
||||
//if (EditorUtility.DisplayDialog("라이브 빌드", "현재 버전 : " + PlayerSettings.bundleVersion + " " + PlayerSettings.Android.bundleVersionCode.ToString(), "OK", "Not Build"))
|
||||
// AppBundlePublisher.Build();
|
||||
}
|
||||
[MenuItem("AutoBuild/Build Live AAB (OneStore)")]
|
||||
static void Build_AAB_OneStore()
|
||||
{
|
||||
++PlayerSettings.Android.bundleVersionCode;
|
||||
Common(BuildTargetGroup.Android, BuildTarget.Android);
|
||||
Set_OneStoreKeyStore();
|
||||
|
||||
PlayerSettings.SetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.Android, "");
|
||||
EditorUserBuildSettings.buildAppBundle = true;
|
||||
BuildStart("AndroidData/GoStop_Live_OneStore" + Application.version + "_(" + PlayerSettings.Android.bundleVersionCode + ").aab", BuildTarget.Android);
|
||||
EmptySymbol();
|
||||
//if (EditorUtility.DisplayDialog("라이브 빌드", "현재 버전 : " + PlayerSettings.bundleVersion + " " + PlayerSettings.Android.bundleVersionCode.ToString(), "OK", "Not Build"))
|
||||
// AppBundlePublisher.Build();
|
||||
}
|
||||
#endif
|
||||
#if UNITY_IOS
|
||||
[MenuItem("AutoBuild/IOS Xcode")]
|
||||
static void Build_IOS_Xcode()
|
||||
{
|
||||
PlayerSettings.iOS.buildNumber = (int.Parse(PlayerSettings.iOS.buildNumber) + 1).ToString();
|
||||
PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.iOS, "FGB_LIVE");
|
||||
Common(BuildTargetGroup.iOS, BuildTarget.iOS);
|
||||
|
||||
BuildStart("IOSData/IOSXcodeLive_" + Application.version + "_" + PlayerSettings.iOS.buildNumber, BuildTarget.iOS);
|
||||
PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.iOS, "");
|
||||
}
|
||||
[MenuItem("AutoBuild/IOS Xcode Test")]
|
||||
static void Build_IOS_Xcode_Test()
|
||||
{
|
||||
PlayerSettings.iOS.buildNumber = (int.Parse(PlayerSettings.iOS.buildNumber) + 1).ToString();
|
||||
Common(BuildTargetGroup.iOS, BuildTarget.iOS);
|
||||
|
||||
BuildStart("IOSData/IOSSRDebugOn_" + Application.version + "_" + PlayerSettings.iOS.buildNumber, BuildTarget.iOS);
|
||||
}
|
||||
[MenuItem("AutoBuild/Test IOS Simulator")]
|
||||
static void Build_Test_IOS_Simulator()
|
||||
{
|
||||
Common(BuildTargetGroup.iOS, BuildTarget.iOS);
|
||||
PlayerSettings.iOS.sdkVersion = iOSSdkVersion.SimulatorSDK;
|
||||
|
||||
BuildStart("IOSData/IOSTestBuild_" + Application.version + "_" + PlayerSettings.iOS.buildNumber, BuildTarget.iOS);
|
||||
}
|
||||
#endif
|
||||
|
||||
[PostProcessBuild(1)]
|
||||
static void OnPostProcessBuild(BuildTarget buildTarget, string path)
|
||||
{
|
||||
if (buildTarget == BuildTarget.iOS)
|
||||
{
|
||||
#if UNITY_IOS
|
||||
Debug.Log("OnPostProcessBuild : " + path);
|
||||
|
||||
var plistPath = Path.Combine(path, "Info.plist");
|
||||
var plist = new PlistDocument();
|
||||
plist.ReadFromFile(plistPath);
|
||||
|
||||
PlistElementDict allowsDict = plist.root.CreateDict("NSAppTransportSecurity");
|
||||
allowsDict.SetBoolean("NSAllowsArbitraryLoads", true);
|
||||
PlistElementDict exceptionsDict = allowsDict.CreateDict("NSExceptionDomains");
|
||||
PlistElementDict domainDict = exceptionsDict.CreateDict("amazonaws.com");
|
||||
domainDict.SetBoolean("NSExceptionAllowsInsecureHTTPLoads", true);
|
||||
domainDict.SetBoolean("NSIncludesSubdomains", true);
|
||||
domainDict = exceptionsDict.CreateDict("inonotebook.iptime.org");
|
||||
domainDict.SetBoolean("NSExceptionAllowsInsecureHTTPLoads", true);
|
||||
domainDict.SetBoolean("NSIncludesSubdomains", true);
|
||||
|
||||
plist.root.SetBoolean("GADIsAdManagerApp", true);
|
||||
plist.root.SetBoolean("FirebaseMessagingAutoInitEnabled", false);
|
||||
plist.root.SetBoolean("FirebaseAppStoreReceiptURLCheckEnabled", false);
|
||||
plist.root.SetBoolean("ITSAppUsesNonExemptEncryption", false);
|
||||
plist.root.SetString("NSAdvertisingAttributionReportEndpoint", "https://appsflyer-skadnetwork.com/");
|
||||
|
||||
// Add string setting
|
||||
// SKAdNetwork IDs integration(for iOS14+)
|
||||
var arraySKAdNetworkItems = plist.root.CreateArray("SKAdNetworkItems");
|
||||
foreach (string id in SKAdNetworkIdentifiers)
|
||||
{
|
||||
var dict = arraySKAdNetworkItems.AddDict();
|
||||
dict.SetString("SKAdNetworkIdentifier", id);
|
||||
}
|
||||
|
||||
plist.root.SetString("FacebookAppID", FacebookSettings.AppId);
|
||||
plist.root.SetString("FacebookDisplayName", Application.productName);
|
||||
// Add URL Scheme
|
||||
var array = plist.root.CreateArray("CFBundleURLTypes");
|
||||
var urlDict = array.AddDict();
|
||||
urlDict.SetString("CFBundleURLName", Application.identifier);
|
||||
var urlInnerArray = urlDict.CreateArray("CFBundleURLSchemes");
|
||||
urlInnerArray.AddString("fb" + FacebookSettings.AppId);
|
||||
var googleiosurlscheme = urlDict.CreateArray("CFBundleURLSchemes");
|
||||
googleiosurlscheme.AddString("com.googleusercontent.apps.107333004578-n74n1eaap2bgtg2od6ia1vk4ls5c139j");
|
||||
|
||||
var fbArray = plist.root.CreateArray("LSApplicationQueriesSchemes");
|
||||
fbArray.AddString("fbapi");
|
||||
fbArray.AddString("fb-messenger-api");
|
||||
fbArray.AddString("fbauth2");
|
||||
fbArray.AddString("fbshareextension");
|
||||
|
||||
plist.WriteToFile(plistPath);
|
||||
|
||||
// get project info
|
||||
string pbxPath = PBXProject.GetPBXProjectPath(path);
|
||||
var proj = new PBXProject();
|
||||
proj.ReadFromFile(pbxPath);
|
||||
var guid = proj.GetUnityMainTargetGuid();
|
||||
var unitytest = proj.TargetGuidByName(PBXProject.GetUnityTestTargetName());
|
||||
var unityframework = proj.GetUnityFrameworkTargetGuid();
|
||||
|
||||
proj.AddBuildProperty(guid, "OTHER_LDFLAGS", "-lc++");
|
||||
proj.SetBuildProperty(guid, "ENABLE_BITCODE", "NO");
|
||||
proj.SetBuildProperty(guid, "ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES", "YES");
|
||||
proj.SetBuildProperty(unitytest, "ENABLE_BITCODE", "NO");
|
||||
proj.SetBuildProperty(unityframework, "ENABLE_BITCODE", "NO");
|
||||
proj.SetBuildProperty(unityframework, "ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES", "NO");
|
||||
|
||||
// Add Push framework
|
||||
proj.AddFrameworkToProject(guid, "UserNotifications.framework", false);
|
||||
|
||||
proj.WriteToFile(pbxPath);
|
||||
|
||||
// get entitlements path
|
||||
string[] idArray = Application.identifier.Split('.');
|
||||
var entitlementsPath = $"Unity-iPhone/{idArray[idArray.Length - 1]}.entitlements";
|
||||
|
||||
// create capabilities manager
|
||||
var capManager = new ProjectCapabilityManager(pbxPath, entitlementsPath, null, guid);
|
||||
|
||||
// Add necessary capabilities
|
||||
capManager.AddPushNotifications(true);
|
||||
capManager.AddSignInWithApple();
|
||||
capManager.AddBackgroundModes(BackgroundModesOptions.RemoteNotifications);
|
||||
|
||||
// Write to file
|
||||
capManager.WriteToFile();
|
||||
|
||||
Debug.Log("OnPostProcessBuild end");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
[PostProcessBuild(45)]//must be between 40 and 50 to ensure that it's not overriden by Podfile generation (40) and that it's added before "pod install" (50)
|
||||
public static void FixPodFile(BuildTarget buildTarget, string buildPath)
|
||||
{
|
||||
if (buildTarget != BuildTarget.iOS)
|
||||
{
|
||||
return;
|
||||
}
|
||||
Debug.Log("FixPodFile");
|
||||
using (StreamWriter sw = File.AppendText(buildPath + "/Podfile"))
|
||||
{
|
||||
sw.WriteLine("post_install do |installer|");
|
||||
sw.WriteLine("installer.generated_projects.each do |project|");
|
||||
sw.WriteLine("project.targets.each do |target|");
|
||||
sw.WriteLine("target.build_configurations.each do |config|");
|
||||
sw.WriteLine("config.build_settings[\"DEVELOPMENT_TEAM\"] = \"788PYWMPC6\"");
|
||||
sw.WriteLine("end\nend\nend\nend");
|
||||
}
|
||||
|
||||
//string podfilePath = Path.Combine(buildPath, "Podfile");
|
||||
//if (File.Exists(podfilePath))
|
||||
//{
|
||||
// string[] lines = File.ReadAllLines(podfilePath);
|
||||
// for (int i = 0; i < lines.Length; i++)
|
||||
// {
|
||||
// if (lines[i].Contains("Firebase/Auth"))
|
||||
// lines[i] = " pod 'Firebase/Auth', '10.28.1'";
|
||||
// else if (lines[i].Contains("GoogleSignIn"))
|
||||
// lines[i] = " pod 'GoogleSignIn', '5.0.0'";
|
||||
// else if (lines[i].Contains("GTMSessionFetcher/Core'"))
|
||||
// lines[i] = " pod 'GTMSessionFetcher/Core'', '2.1'";
|
||||
// }
|
||||
// File.WriteAllLines(podfilePath, lines);
|
||||
//}
|
||||
}
|
||||
|
||||
private static readonly string[] SKAdNetworkIdentifiers = new string[]
|
||||
{
|
||||
"v9wttpbfk9.skadnetwork",
|
||||
"n38lu8286q.skadnetwork",
|
||||
"su67r6k2v3.skadnetwork",
|
||||
"9t245vhmpl.skadnetwork",
|
||||
"m8dbw4sv7c.skadnetwork",
|
||||
"tl55sbb4fm.skadnetwork",
|
||||
"wzmmz9fp6w.skadnetwork",
|
||||
"4fzdc2evr5.skadnetwork",
|
||||
"294l99pt4k.skadnetwork",
|
||||
"4w7y6s5ca2.skadnetwork",
|
||||
"7ug5zh24hu.skadnetwork",
|
||||
"5l3tpt7t6e.skadnetwork",
|
||||
"t38b2kh725.skadnetwork",
|
||||
"c6k4g5qg8m.skadnetwork",
|
||||
"wg4vff78zm.skadnetwork",
|
||||
"v72qych5uu.skadnetwork",
|
||||
"mp6xlyr22a.skadnetwork",
|
||||
"cstr6suwn9.skadnetwork",
|
||||
"4pfyvq9l8r.skadnetwork",
|
||||
"w9q455wk68.skadnetwork",
|
||||
"44jx6755aq.skadnetwork",
|
||||
"k6y4y55b64.skadnetwork",
|
||||
"8s468mfl3y.skadnetwork",
|
||||
"mlmmfzh3r3.skadnetwork",
|
||||
"4dzt52r2t5.skadnetwork",
|
||||
"ydx93a7ass.skadnetwork",
|
||||
"3qy4746246.skadnetwork",
|
||||
"prcb7njmu6.skadnetwork",
|
||||
"v79kvwwj4g.skadnetwork",
|
||||
"glqzh8vgby.skadnetwork",
|
||||
"s39g8k73mm.skadnetwork",
|
||||
"238da6jt44.skadnetwork",
|
||||
"424m5254lk.skadnetwork",
|
||||
"5a6flpkh64.skadnetwork",
|
||||
"hs6bdukanm.skadnetwork",
|
||||
"x44k69ngh6.skadnetwork",
|
||||
"a8cz6cu7e5.skadnetwork",
|
||||
"488r3q3dtq.skadnetwork",
|
||||
"32z4fx6l9h.skadnetwork",
|
||||
"22mmun2rn5.skadnetwork",
|
||||
"3rd42ekr43.skadnetwork",
|
||||
"6yxyv74ff7.skadnetwork",
|
||||
"ppxm28t8ap.skadnetwork",
|
||||
"lr83yxwka7.skadnetwork",
|
||||
"578prtvx9j.skadnetwork",
|
||||
"a2p9lx4jpn.skadnetwork",
|
||||
"av6w8kgt66.skadnetwork",
|
||||
"4468km3ulz.skadnetwork",
|
||||
"9rd848q2bz.skadnetwork",
|
||||
"5lm9lj6jb7.skadnetwork",
|
||||
"f7s53z58qe.skadnetwork",
|
||||
"k674qkevps.skadnetwork",
|
||||
"kbd757ywx3.skadnetwork",
|
||||
"yclnxrl5pm.skadnetwork",
|
||||
"zq492l623r.skadnetwork",
|
||||
"zmvfpc5aq8.skadnetwork",
|
||||
"f73kdq92p3.skadnetwork",
|
||||
"f38h382jlk.skadnetwork",
|
||||
"2u9pt9hc89.skadnetwork",
|
||||
"5tjdwbrq8w.skadnetwork",
|
||||
"3sh42y64q3.skadnetwork",
|
||||
"9nlqeag3gk.skadnetwork"
|
||||
};
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e610698340b844348aba7969c0ee7ddb
|
||||
|
|
@ -0,0 +1,378 @@
|
|||
using TMPro;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public static class MyUIUtil
|
||||
{
|
||||
static string path_whitebg = "Assets/ResWork/UI_Image/Common/whitebg.png";
|
||||
|
||||
static void SetLayerRecursively(GameObject obj, string newLayer = "UI")
|
||||
{
|
||||
obj.layer = LayerMask.NameToLayer(newLayer);
|
||||
|
||||
foreach (Transform child in obj.transform)
|
||||
SetLayerRecursively(child.gameObject, newLayer); // 재귀 호출로 자식까지 처리
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/New Image &i")] // &i는 Alt + I를 의미
|
||||
static void CreateUIImage()
|
||||
{
|
||||
GameObject imageObject = new GameObject("New Image", typeof(Image));
|
||||
|
||||
// 생성된 오브젝트에 대한 Undo 기록 추가
|
||||
Undo.RegisterCreatedObjectUndo(imageObject, "New Image");
|
||||
|
||||
var img = imageObject.GetComponent<Image>();
|
||||
img.raycastTarget = false;
|
||||
img.sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path_whitebg);
|
||||
|
||||
if (Selection.activeGameObject != null)
|
||||
{
|
||||
imageObject.transform.SetParent(Selection.activeGameObject.transform, false);
|
||||
SetLayerRecursively(imageObject);
|
||||
|
||||
// 새로 생성된 오브젝트를 선택
|
||||
Selection.activeGameObject = imageObject;
|
||||
|
||||
// 씬 뷰에서 해당 오브젝트에 포커스 맞추기
|
||||
//SceneView.lastActiveSceneView.FrameSelected();
|
||||
}
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Text Only &t")] // &t는 Alt + T를 의미
|
||||
static void CreateUITextMeshPro()
|
||||
{
|
||||
GameObject textObject = new GameObject("New TMP", typeof(TextMeshProUGUI));
|
||||
|
||||
// 생성된 오브젝트에 대한 Undo 기록 추가
|
||||
Undo.RegisterCreatedObjectUndo(textObject, "New TMP");
|
||||
|
||||
var tm = textObject.GetComponent<TextMeshProUGUI>();
|
||||
tm.raycastTarget = false;
|
||||
tm.alignment = TextAlignmentOptions.Midline;
|
||||
tm.textWrappingMode = TextWrappingModes.NoWrap;
|
||||
if (Selection.activeGameObject != null)
|
||||
{
|
||||
textObject.transform.SetParent(Selection.activeGameObject.transform, false);
|
||||
SetLayerRecursively(textObject);
|
||||
|
||||
// 새로 생성된 오브젝트를 선택
|
||||
Selection.activeGameObject = textObject;
|
||||
|
||||
// 씬 뷰에서 해당 오브젝트에 포커스 맞추기
|
||||
//SceneView.lastActiveSceneView.FrameSelected();
|
||||
}
|
||||
}
|
||||
[MenuItem("GameObject/UI/Text - Local &y")]
|
||||
static void CreateUITextMeshProWithLocal()
|
||||
{
|
||||
GameObject textObject = new GameObject("Local TMP", typeof(TextMeshProUGUI));
|
||||
|
||||
// 생성된 오브젝트에 대한 Undo 기록 추가
|
||||
Undo.RegisterCreatedObjectUndo(textObject, "Local TMP");
|
||||
|
||||
var tm = textObject.GetComponent<TextMeshProUGUI>();
|
||||
tm.raycastTarget = false;
|
||||
tm.alignment = TextAlignmentOptions.Midline;
|
||||
tm.textWrappingMode = TextWrappingModes.NoWrap;
|
||||
if (Selection.activeGameObject != null)
|
||||
{
|
||||
textObject.transform.SetParent(Selection.activeGameObject.transform, false);
|
||||
SetLayerRecursively(textObject);
|
||||
|
||||
// 새로 생성된 오브젝트를 선택
|
||||
Selection.activeGameObject = textObject;
|
||||
|
||||
// 씬 뷰에서 해당 오브젝트에 포커스 맞추기
|
||||
//SceneView.lastActiveSceneView.FrameSelected();
|
||||
}
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Button &b")] // Alt + B: Button 생성 (Image, Button, PlayClickSound_Only 추가)
|
||||
static void CreateUIButton()
|
||||
{
|
||||
// 버튼 오브젝트 생성 (Image, Button 컴포넌트 포함)
|
||||
GameObject buttonObject = new GameObject("btn_");
|
||||
|
||||
// 생성된 오브젝트에 대한 Undo 기록 추가
|
||||
Undo.RegisterCreatedObjectUndo(buttonObject, "btn_");
|
||||
|
||||
buttonObject.AddComponent<Image>().sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path_whitebg);
|
||||
buttonObject.AddComponent<Button>();
|
||||
|
||||
// TextMeshPro-UGUI 생성 및 설정
|
||||
GameObject textObject = new GameObject("btnName", typeof(TextMeshProUGUI));
|
||||
TextMeshProUGUI tmp = textObject.GetComponent<TextMeshProUGUI>();
|
||||
tmp.text = "Button";
|
||||
tmp.alignment = TextAlignmentOptions.Midline;
|
||||
tmp.raycastTarget = false;
|
||||
|
||||
// Text 객체를 Button의 자식으로 설정
|
||||
textObject.transform.SetParent(buttonObject.transform, false);
|
||||
RectTransform textRect = textObject.GetComponent<RectTransform>();
|
||||
textRect.anchorMin = Vector2.zero;
|
||||
textRect.anchorMax = Vector2.one;
|
||||
textRect.offsetMin = Vector2.zero;
|
||||
textRect.offsetMax = Vector2.zero;
|
||||
|
||||
// 버튼 오브젝트의 부모 설정
|
||||
if (Selection.activeGameObject != null)
|
||||
{
|
||||
buttonObject.transform.SetParent(Selection.activeGameObject.transform, false);
|
||||
SetLayerRecursively(buttonObject);
|
||||
|
||||
// 새로 생성된 오브젝트를 선택
|
||||
Selection.activeGameObject = buttonObject;
|
||||
|
||||
// 씬 뷰에서 해당 오브젝트에 포커스 맞추기
|
||||
//SceneView.lastActiveSceneView.FrameSelected();
|
||||
}
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/My Slider &%#s")] // Alt + Shift + S: Slider 생성
|
||||
static void CreateUISlider()
|
||||
{
|
||||
GameObject sliderObject = new GameObject("Slider_", typeof(Slider));
|
||||
|
||||
// 생성된 오브젝트에 대한 Undo 기록 추가
|
||||
Undo.RegisterCreatedObjectUndo(sliderObject, "Slider_");
|
||||
|
||||
sliderObject.GetComponent<RectTransform>().sizeDelta = new Vector2(200f, 20f);
|
||||
Slider slider = sliderObject.GetComponent<Slider>();
|
||||
slider.value = 0.5f;
|
||||
|
||||
// Slider의 자식 오브젝트로 Background 이미지 추가
|
||||
GameObject backgroundObject = new GameObject("Background", typeof(Image));
|
||||
backgroundObject.transform.SetParent(sliderObject.transform, false);
|
||||
var img = backgroundObject.GetComponent<Image>();
|
||||
img.raycastTarget = false;
|
||||
img.sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path_whitebg);
|
||||
RectTransform bgRect = backgroundObject.GetComponent<RectTransform>();
|
||||
bgRect.anchorMin = new Vector2(0, 0);
|
||||
bgRect.anchorMax = new Vector2(1, 1);
|
||||
bgRect.offsetMin = new Vector2(0, 0); // Custom Stretch 적용
|
||||
bgRect.offsetMax = new Vector2(0, 0); // Custom Stretch 적용
|
||||
|
||||
// Fill Area 오브젝트 추가
|
||||
GameObject fillAreaObject = new GameObject("Fill Area", typeof(RectTransform));
|
||||
fillAreaObject.transform.SetParent(sliderObject.transform, false);
|
||||
RectTransform fillAreaRect = fillAreaObject.GetComponent<RectTransform>();
|
||||
fillAreaRect.anchorMin = new Vector2(0, 0);
|
||||
fillAreaRect.anchorMax = new Vector2(1, 1);
|
||||
fillAreaRect.offsetMin = new Vector2(0, 0); // Custom Stretch 적용
|
||||
fillAreaRect.offsetMax = new Vector2(0, 0); // Custom Stretch 적용
|
||||
|
||||
// Fill Area 자식으로 Fill 이미지 추가
|
||||
GameObject fillObject = new GameObject("Fill", typeof(Image));
|
||||
fillObject.transform.SetParent(fillAreaObject.transform, false);
|
||||
slider.targetGraphic = fillObject.GetComponent<Image>();
|
||||
slider.targetGraphic.color = Color.yellow;
|
||||
slider.targetGraphic.raycastTarget = false;
|
||||
(slider.targetGraphic as Image).sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path_whitebg);
|
||||
RectTransform fillRect = fillObject.GetComponent<RectTransform>();
|
||||
fillRect.anchorMin = new Vector2(0, 0);
|
||||
fillRect.anchorMax = new Vector2(1, 1);
|
||||
fillRect.offsetMin = new Vector2(0, 0);
|
||||
fillRect.offsetMax = new Vector2(0, 0); // Stretch left 적용
|
||||
|
||||
// Fill 이미지 설정
|
||||
slider.fillRect = fillRect;
|
||||
|
||||
if (Selection.activeGameObject != null)
|
||||
{
|
||||
sliderObject.transform.SetParent(Selection.activeGameObject.transform, false);
|
||||
SetLayerRecursively(sliderObject);
|
||||
|
||||
// 새로 생성된 오브젝트를 선택
|
||||
Selection.activeGameObject = sliderObject;
|
||||
|
||||
// 씬 뷰에서 해당 오브젝트에 포커스 맞추기
|
||||
//SceneView.lastActiveSceneView.FrameSelected();
|
||||
}
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/My CheckUI &%#c")]
|
||||
static void CreateUICheck()
|
||||
{
|
||||
// 0. "check_" GameObject 생성
|
||||
GameObject gocheck = new GameObject("check_");
|
||||
|
||||
// 생성된 오브젝트에 대한 Undo 기록 추가
|
||||
Undo.RegisterCreatedObjectUndo(gocheck, "check_");
|
||||
|
||||
gocheck.AddComponent<RectTransform>();
|
||||
|
||||
// 1. 자식으로 크기 27x27 Image 추가
|
||||
GameObject imageObject1 = new GameObject("checkbg", typeof(Image));
|
||||
imageObject1.GetComponent<Image>().sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path_whitebg);
|
||||
imageObject1.transform.SetParent(gocheck.transform, false); // gocheck의 자식으로 설정
|
||||
RectTransform image1Rect = imageObject1.GetComponent<RectTransform>();
|
||||
image1Rect.sizeDelta = new Vector2(50, 50); // 크기 설정
|
||||
// 버튼 및 버튼음 추가
|
||||
imageObject1.AddComponent<Button>();
|
||||
|
||||
// 2. 1 의 자식으로 크기 39x30 Image 추가
|
||||
GameObject imageObject2 = new GameObject("check", typeof(Image));
|
||||
imageObject2.GetComponent<Image>().sprite = AssetDatabase.LoadAssetAtPath<Sprite>("Assets/ResWork/UI/NewRes/bg/checkmark.png");
|
||||
imageObject2.transform.SetParent(imageObject1.transform, false); // imageObject1의 자식으로 설정
|
||||
RectTransform image2Rect = imageObject2.GetComponent<RectTransform>();
|
||||
image2Rect.sizeDelta = new Vector2(50, 37); // 크기 설정
|
||||
|
||||
// 3. 1의 오른쪽에 1과 같은 깊이로 TMP 추가
|
||||
GameObject textObject = new GameObject("checkName", typeof(TextMeshProUGUI));
|
||||
textObject.transform.SetParent(gocheck.transform, false); // gocheck의 자식으로 설정
|
||||
RectTransform textRect = textObject.GetComponent<RectTransform>();
|
||||
textRect.sizeDelta = new Vector2(100, 30); // TMP의 기본 크기 설정
|
||||
textRect.anchoredPosition = new Vector2(image1Rect.sizeDelta.x + 50, 0); // Image1의 오른쪽으로 배치
|
||||
|
||||
TextMeshProUGUI tmp = textObject.GetComponent<TextMeshProUGUI>();
|
||||
tmp.alignment = TextAlignmentOptions.MidlineLeft;
|
||||
tmp.text = "체크 UI";
|
||||
tmp.raycastTarget = false;
|
||||
|
||||
// 현재 선택된 오브젝트를 부모로 설정 (선택된 오브젝트가 있을 때만)
|
||||
if (Selection.activeGameObject != null)
|
||||
{
|
||||
gocheck.transform.SetParent(Selection.activeGameObject.transform, false);
|
||||
|
||||
// 새로 생성된 오브젝트를 선택
|
||||
Selection.activeGameObject = gocheck;
|
||||
|
||||
// 씬 뷰에서 해당 오브젝트에 포커스 맞추기
|
||||
//SceneView.lastActiveSceneView.FrameSelected();
|
||||
}
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/My Scroll &#v")] // Alt + Shift + V 단축키
|
||||
static void CreateUIScrollview()
|
||||
{
|
||||
// 0. "scrollview_" GameObject 생성
|
||||
GameObject go_sv = new GameObject("scrollview_");
|
||||
|
||||
// 생성된 오브젝트에 대한 Undo 기록 추가
|
||||
Undo.RegisterCreatedObjectUndo(go_sv, "scrollview_");
|
||||
|
||||
var img = go_sv.AddComponent<Image>();
|
||||
img.sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path_whitebg);
|
||||
var sr = go_sv.AddComponent<ScrollRect>();
|
||||
sr.horizontal = false;
|
||||
|
||||
// 1. 자식으로 Viewport 추가
|
||||
GameObject go_vp = new GameObject("Viewport", typeof(Image));
|
||||
go_vp.AddComponent<Mask>().showMaskGraphic = false;
|
||||
go_vp.transform.SetParent(go_sv.transform, false); // 자식으로 설정
|
||||
var rt_vp = go_vp.GetComponent<RectTransform>(); // 이미 추가된 RectTransform 가져오기
|
||||
rt_vp.anchorMin = Vector2.zero;
|
||||
rt_vp.anchorMax = Vector2.one;
|
||||
rt_vp.pivot = Vector2.up;
|
||||
rt_vp.offsetMin = Vector2.zero; // Left와 Bottom을 0으로 설정
|
||||
rt_vp.offsetMax = Vector2.zero; // Right와 Top을 0으로 설정
|
||||
var img_vp = go_vp.GetComponent<Image>();
|
||||
img_vp.sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path_whitebg);
|
||||
|
||||
// ScrollRect의 Viewport를 설정
|
||||
sr.viewport = rt_vp;
|
||||
|
||||
// 2. 1의 자식으로 Content 추가
|
||||
GameObject go_ct = new GameObject("Content");
|
||||
go_ct.transform.SetParent(go_vp.transform, false); // Content를 Viewport의 자식으로 설정
|
||||
go_ct.AddComponent<ContentSizeFitter>().verticalFit = ContentSizeFitter.FitMode.PreferredSize; // ContentSizeFitter 설정
|
||||
var rt_ct = go_ct.GetComponent<RectTransform>();
|
||||
rt_ct.anchorMin = Vector2.up;
|
||||
rt_ct.anchorMax = Vector2.one;
|
||||
rt_ct.pivot = Vector2.up;
|
||||
rt_ct.offsetMin = Vector2.zero; // Left와 Bottom을 0으로 설정
|
||||
rt_ct.offsetMax = Vector2.zero; // Right와 Top을 0으로 설정
|
||||
|
||||
// ScrollRect의 content 설정
|
||||
sr.content = rt_ct;
|
||||
|
||||
// 현재 선택된 오브젝트를 부모로 설정 (선택된 오브젝트가 있을 때만)
|
||||
if (Selection.activeGameObject != null)
|
||||
{
|
||||
go_sv.transform.SetParent(Selection.activeGameObject.transform, false);
|
||||
SetLayerRecursively(go_sv);
|
||||
|
||||
// 새로 생성된 오브젝트를 선택
|
||||
Selection.activeGameObject = go_sv;
|
||||
|
||||
// 씬 뷰에서 해당 오브젝트에 포커스 맞추기
|
||||
//SceneView.lastActiveSceneView.FrameSelected();
|
||||
}
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/TMP InputField &%#i")] // Alt + Ctrl + Shift + i 단축키
|
||||
static void CreateTMPInputField()
|
||||
{
|
||||
// 0. GameObject 생성
|
||||
GameObject go_if = new GameObject("inputfield_");
|
||||
|
||||
// 생성된 오브젝트에 대한 Undo 기록 추가
|
||||
Undo.RegisterCreatedObjectUndo(go_if, "inputfield_");
|
||||
|
||||
var img = go_if.AddComponent<Image>();
|
||||
img.sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path_whitebg);
|
||||
img.color = new Color32(175, 175, 175, 255);
|
||||
var tmp_if = go_if.AddComponent<TMP_InputField>();
|
||||
var rt_if = go_if.GetComponent<RectTransform>();
|
||||
rt_if.sizeDelta = new Vector2(160, 50);
|
||||
|
||||
// 1. 자식으로 Text Area 추가
|
||||
GameObject go_vp = new GameObject("Text Area", typeof(RectMask2D), typeof(RectTransform));
|
||||
go_vp.GetComponent<RectMask2D>().padding = new Vector4(-8, -5, -8, -5);
|
||||
go_vp.transform.SetParent(go_if.transform, false); // 자식으로 설정
|
||||
var rt_vp = go_vp.GetComponent<RectTransform>();
|
||||
Set_RectTransform_CenterStretch(rt_vp);
|
||||
tmp_if.textViewport = rt_vp;
|
||||
|
||||
// 2. 1의 자식으로 Placeholder 추가
|
||||
GameObject go_ph = new GameObject("Placeholder", typeof(RectTransform));
|
||||
go_ph.transform.SetParent(go_vp.transform, false); // 자식으로 설정
|
||||
var rt_ph = go_ph.GetComponent<RectTransform>();
|
||||
Set_RectTransform_CenterStretch(rt_ph);
|
||||
var text_ph = go_ph.AddComponent<TextMeshProUGUI>();
|
||||
text_ph.raycastTarget = false;
|
||||
text_ph.textWrappingMode = TextWrappingModes.NoWrap;
|
||||
text_ph.alignment = TextAlignmentOptions.Midline;
|
||||
text_ph.text = "";
|
||||
text_ph.color = Color.black;
|
||||
text_ph.fontSize = 30;
|
||||
tmp_if.placeholder = text_ph;
|
||||
go_ph.AddComponent<LayoutElement>().ignoreLayout = true;
|
||||
|
||||
// 3. 1의 자식으로 Text 추가
|
||||
GameObject go_txt = new GameObject("Text", typeof(RectTransform));
|
||||
go_txt.transform.SetParent(go_vp.transform, false); // 자식으로 설정
|
||||
var rt_txt = go_txt.GetComponent<RectTransform>();
|
||||
Set_RectTransform_CenterStretch(rt_txt);
|
||||
var text_txt = go_txt.AddComponent<TextMeshProUGUI>();
|
||||
text_txt.raycastTarget = false;
|
||||
text_txt.textWrappingMode = TextWrappingModes.NoWrap;
|
||||
text_txt.alignment = TextAlignmentOptions.Midline;
|
||||
text_txt.color = Color.black;
|
||||
tmp_if.textComponent = text_txt;
|
||||
tmp_if.pointSize = 30;
|
||||
|
||||
// 현재 선택된 오브젝트를 부모로 설정 (선택된 오브젝트가 있을 때만)
|
||||
if (Selection.activeGameObject != null)
|
||||
{
|
||||
go_if.transform.SetParent(Selection.activeGameObject.transform, false);
|
||||
SetLayerRecursively(go_if);
|
||||
|
||||
// 새로 생성된 오브젝트를 선택
|
||||
Selection.activeGameObject = go_if;
|
||||
|
||||
// 씬 뷰에서 해당 오브젝트에 포커스 맞추기
|
||||
//SceneView.lastActiveSceneView.FrameSelected();
|
||||
}
|
||||
}
|
||||
static void Set_RectTransform_CenterStretch(RectTransform rtf)
|
||||
{
|
||||
rtf.anchorMin = Vector2.zero;
|
||||
rtf.anchorMax = Vector2.one;
|
||||
rtf.pivot = new Vector2(0.5f, 0.5f);
|
||||
rtf.offsetMin = Vector2.zero;
|
||||
rtf.offsetMax = Vector2.zero;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7f3790e55fccf3141b617ee1479c4562
|
||||
|
|
@ -0,0 +1,72 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Diagnostics;
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
public class ScreenshotHelper : MonoBehaviour
|
||||
{
|
||||
public static void Capture()
|
||||
{
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
UnityEngine.Debug.LogWarning("플레이 모드에서만 가능합니다.");
|
||||
return;
|
||||
}
|
||||
|
||||
var go = new GameObject("ScreenshotHelper");
|
||||
go.hideFlags = HideFlags.HideAndDontSave;
|
||||
go.AddComponent<ScreenshotHelper>();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
StartCoroutine(CaptureCoroutine());
|
||||
}
|
||||
|
||||
private IEnumerator CaptureCoroutine()
|
||||
{
|
||||
yield return new WaitForEndOfFrame();
|
||||
|
||||
string projectRoot = Path.GetDirectoryName(Application.dataPath);
|
||||
string screenshotFolder = Path.Combine(projectRoot, "ScreenShot");
|
||||
if (!Directory.Exists(screenshotFolder))
|
||||
Directory.CreateDirectory(screenshotFolder);
|
||||
|
||||
string fileName = "Screenshot_" + DateTime.Now.ToString("yyyy-MM-dd_HHmmss") + ".png";
|
||||
string fullPath = Path.Combine(screenshotFolder, fileName);
|
||||
|
||||
Texture2D tex = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false);
|
||||
tex.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
|
||||
tex.Apply();
|
||||
|
||||
File.WriteAllBytes(fullPath, tex.EncodeToPNG());
|
||||
Destroy(tex);
|
||||
|
||||
UnityEngine.Debug.Log($"[ScreenshotTool] 스크린샷 저장됨: {fullPath}");
|
||||
|
||||
// Unity 다이얼로그 띄우기
|
||||
bool openFolder = EditorUtility.DisplayDialog(
|
||||
"스크린샷 저장 완료",
|
||||
$"{fileName}\n파일 위치를 여시겠습니까?",
|
||||
"예", "아니오");
|
||||
|
||||
if (openFolder)
|
||||
{
|
||||
// 윈도우 탐색기 열기
|
||||
Process.Start("explorer.exe", $"/select,\"{fullPath}\"");
|
||||
}
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public static class ScreenshotTool
|
||||
{
|
||||
[MenuItem("Tools/Take Screenshot (PlayMode) %#x")]
|
||||
public static void TakeScreenshotPlayMode()
|
||||
{
|
||||
ScreenshotHelper.Capture();
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ce84c8006dd9d5845ab4b1896b39284f
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4af1651ef61ae774cac7c52eb6bae5de
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,62 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Globalization;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
|
||||
public class InternetTime : MonoBehaviour
|
||||
{
|
||||
public static InternetTime Ins;
|
||||
private void Awake() { Ins = this; DontDestroyOnLoad(gameObject); }
|
||||
|
||||
public DateTime Time { get; private set; }
|
||||
|
||||
// 한국 표준시 = UTC+9
|
||||
private static readonly TimeSpan KSTOffset = TimeSpan.FromHours(9);
|
||||
|
||||
public void Start()
|
||||
{
|
||||
StartCoroutine(GetKSTTime());
|
||||
}
|
||||
|
||||
IEnumerator Co_1Sec()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
yield return new WaitForSeconds(1f);
|
||||
Time = Time.AddSeconds(1f);
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator GetKSTTime()
|
||||
{
|
||||
Time = DateTime.Now;
|
||||
using (UnityWebRequest req = UnityWebRequest.Get("https://google.com"))
|
||||
{
|
||||
yield return req.SendWebRequest();
|
||||
if (req.result == UnityWebRequest.Result.ConnectionError ||
|
||||
req.result == UnityWebRequest.Result.ProtocolError)
|
||||
{
|
||||
Time = DateTime.Now;
|
||||
}
|
||||
else
|
||||
{
|
||||
string dateHeader = req.GetResponseHeader("date");
|
||||
if (!string.IsNullOrEmpty(dateHeader))
|
||||
{
|
||||
// 서버가 준 시간은 UTC 기준
|
||||
DateTime utcTime = DateTime.ParseExact(
|
||||
dateHeader,
|
||||
"ddd, dd MMM yyyy HH:mm:ss 'GMT'",
|
||||
CultureInfo.InvariantCulture.DateTimeFormat,
|
||||
DateTimeStyles.AssumeUniversal
|
||||
);
|
||||
|
||||
Time = utcTime.ToUniversalTime() + KSTOffset;
|
||||
}
|
||||
}
|
||||
|
||||
StartCoroutine(Co_1Sec());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 900b18ab0d6b6a64aa829affd89f3f9c
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 888dc7350cfa35f44a0f4fc057985aa3
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,105 @@
|
|||
using UnityEngine;
|
||||
|
||||
public class CameraDragMove : MonoBehaviour
|
||||
{
|
||||
//public ShowPanel m_ShowPanel;
|
||||
public Camera cam; // 이동시킬 카메라
|
||||
public SpriteRenderer targetSprite; // 영역 기준이 되는 스프라이트
|
||||
public GameObject go_btnbg;
|
||||
public float dragSpeed = 1f;
|
||||
|
||||
private Vector3 lastTouchPos;
|
||||
Vector3 lastcamPos;
|
||||
private bool isDragging = false;
|
||||
|
||||
void Reset()
|
||||
{
|
||||
cam = Camera.main;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
#if UNITY_EDITOR || UNITY_STANDALONE
|
||||
if (Input.GetMouseButtonDown(0) || Input.GetMouseButton(0) || Input.GetMouseButtonUp(0))
|
||||
{
|
||||
ProcessInput(
|
||||
Input.GetMouseButtonDown(0),
|
||||
Input.GetMouseButton(0),
|
||||
Input.GetMouseButtonUp(0),
|
||||
Input.mousePosition
|
||||
);
|
||||
}
|
||||
#else
|
||||
if (Input.touchCount == 1)
|
||||
{
|
||||
Touch touch = Input.GetTouch(0);
|
||||
ProcessInput(
|
||||
touch.phase == TouchPhase.Began,
|
||||
touch.phase == TouchPhase.Moved,
|
||||
touch.phase == TouchPhase.Ended,
|
||||
touch.position
|
||||
);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void ProcessInput(bool began, bool moved, bool ended, Vector3 position)
|
||||
{
|
||||
//if (!m_ShowPanel.isFull) return;
|
||||
|
||||
if (began)
|
||||
{
|
||||
lastTouchPos = position;
|
||||
lastcamPos = cam.transform.position;
|
||||
isDragging = false;
|
||||
}
|
||||
else if (moved)
|
||||
{
|
||||
Vector3 deltaWorld = cam.ScreenToWorldPoint(position) - cam.ScreenToWorldPoint(lastTouchPos);
|
||||
deltaWorld.z = 0f;
|
||||
|
||||
cam.transform.position -= deltaWorld * dragSpeed;
|
||||
ClampCameraPosition();
|
||||
|
||||
lastTouchPos = position;
|
||||
|
||||
if (lastcamPos != cam.transform.position || Mathf.Abs(deltaWorld.x) >= 0.01f || Mathf.Abs(deltaWorld.y) >= 0.01f)
|
||||
isDragging = true;
|
||||
}
|
||||
else if (ended)
|
||||
{
|
||||
//if (!isDragging)
|
||||
// m_ShowPanel.OnClick_Btn(4);
|
||||
}
|
||||
}
|
||||
|
||||
void ClampCameraPosition()
|
||||
{
|
||||
if (targetSprite == null) return;
|
||||
|
||||
Bounds spriteBounds = targetSprite.bounds;
|
||||
float camHeight = cam.orthographicSize * 2f;
|
||||
float camWidth = camHeight * cam.aspect;
|
||||
|
||||
Vector3 pos = cam.transform.position;
|
||||
|
||||
// sprite가 카메라보다 작은 경우 → 카메라를 가운데 고정
|
||||
if (camWidth >= spriteBounds.size.x || camHeight >= spriteBounds.size.y)
|
||||
{
|
||||
pos.x = spriteBounds.center.x;
|
||||
pos.y = spriteBounds.center.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
float minX = spriteBounds.min.x + camWidth / 2f;
|
||||
float maxX = spriteBounds.max.x - camWidth / 2f;
|
||||
float minY = spriteBounds.min.y + camHeight / 2f;
|
||||
float maxY = spriteBounds.max.y - camHeight / 2f;
|
||||
|
||||
pos.x = Mathf.Clamp(pos.x, minX, maxX);
|
||||
pos.y = Mathf.Clamp(pos.y, minY, maxY);
|
||||
}
|
||||
|
||||
cam.transform.position = pos;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: dbe8556177032f2408f27fef45250179
|
||||
|
|
@ -0,0 +1,25 @@
|
|||
using UnityEngine;
|
||||
|
||||
public enum eUICardType { None, UI, NoTouch, }
|
||||
|
||||
public class CardBase : MonoBehaviour
|
||||
{
|
||||
public virtual void Set() { Set_Active(); }
|
||||
public virtual void Set(int _val) { Set_Active(); }
|
||||
public virtual void Set<T>(T _base, int iLoop = -1, int idata = -1) { Set_Active(); }
|
||||
void Set_Active()
|
||||
{
|
||||
if (!gameObject.activeInHierarchy)
|
||||
gameObject.SetActive(true);
|
||||
}
|
||||
public virtual void Set_UI() { }
|
||||
|
||||
public virtual void Set_Selected(bool active) { }
|
||||
|
||||
public virtual int Get_IntData() { return 0; }
|
||||
|
||||
protected eUICardType CardType = eUICardType.None;
|
||||
public virtual void Set_CardType(eUICardType _type) { CardType = _type; }
|
||||
public virtual void Set_CardEffectOrder(int _order) { }
|
||||
public virtual void Do_SomeThing() { }
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 333327cc3dc3e894d874741c133325de
|
||||
|
|
@ -0,0 +1,991 @@
|
|||
using UnityEngine;
|
||||
using System;
|
||||
using System.Text;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Diagnostics;
|
||||
using System.Security.Cryptography;
|
||||
using System.Runtime.Serialization.Formatters.Binary;
|
||||
using System.IO;
|
||||
using System.Text.RegularExpressions;
|
||||
using System.Reflection;
|
||||
using Random = UnityEngine.Random;
|
||||
using UnityEngine.AI;
|
||||
|
||||
|
||||
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
public delegate void VoidDelegate();
|
||||
|
||||
public static partial class DSUtil
|
||||
{
|
||||
// --------------------------------------------------------------------
|
||||
// 로그 관련 함수
|
||||
// String객체
|
||||
private static StringBuilder m_strBuilder = new StringBuilder(1024);
|
||||
public static StringBuilder DSString
|
||||
{
|
||||
get
|
||||
{
|
||||
m_strBuilder.Remove(0, m_strBuilder.Length);
|
||||
return m_strBuilder;
|
||||
}
|
||||
}
|
||||
|
||||
// String조립
|
||||
public static string Format(string strMessage, params object[] args)
|
||||
{
|
||||
StringBuilder strBuilder = DSString;
|
||||
strBuilder.AppendFormat(strMessage, args);
|
||||
return strBuilder.ToString();
|
||||
}
|
||||
// 로그 : 에러
|
||||
public static void LogError(string strMessage, params object[] args)
|
||||
{
|
||||
Verify(false, Format(strMessage, args));
|
||||
}
|
||||
|
||||
// 로그 : 워닝
|
||||
public static void LogWarning(string strMessage, params object[] args)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
UnityEngine.Debug.LogWarning(Format(strMessage, args));
|
||||
#endif
|
||||
}
|
||||
|
||||
// 로그 : 일반
|
||||
public static void Log(string strMessage, params object[] args)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
UnityEngine.Debug.Log(Format(strMessage, args));
|
||||
#endif
|
||||
}
|
||||
|
||||
// 서버로그 : 에러값
|
||||
public static void LogErrorToServer(int iErrorCode, string strMessage = "")
|
||||
{
|
||||
string strErrorMessage = string.Empty;
|
||||
switch (iErrorCode)
|
||||
{
|
||||
// MAP_CONST[5] = "Http 프로토콜 에러";
|
||||
// TimeOut 도 포함.
|
||||
case 5:
|
||||
//strErrorMessage = "Timed Out.. Please Retry..";
|
||||
strErrorMessage = "시간이 초과되었습니다. 다시 시도해주세요.";
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
// 메시지가 있으면 덮어 씀.
|
||||
if (false == string.IsNullOrEmpty(strMessage))
|
||||
{
|
||||
strErrorMessage = strMessage;
|
||||
}
|
||||
|
||||
DSUtil.LogError(strErrorMessage);
|
||||
}
|
||||
|
||||
// 예외 : try-Catch문에서 예외전달메시지
|
||||
public static System.ArgumentException GetExceptionMsg(string strMessage, params object[] args)
|
||||
{
|
||||
return new System.ArgumentException(Format(strMessage, args));
|
||||
}
|
||||
|
||||
// 예외 : 에러로그와 리턴값을 하나로 묶음( EX : return ErrorReturn<bool>(false, "{0} 예외야!!", "나쁜"); )
|
||||
public static T ErrorReturn<T>(T tReturnValue, string strMessage, params object[] args)
|
||||
{
|
||||
LogError(strMessage, args);
|
||||
return tReturnValue;
|
||||
}
|
||||
|
||||
// 정보 : 콜스택을 얻습니다.
|
||||
public static StackFrame[] GetCallStack()
|
||||
{
|
||||
StackTrace stackTrace = new StackTrace();
|
||||
return stackTrace.GetFrames();
|
||||
}
|
||||
|
||||
|
||||
// --------------------------------------------------------------------
|
||||
// 형 변환 관련
|
||||
// 형변환 : String을 Enum으로
|
||||
// Enum.Parse 엄청느립니다. 가급적 사용금지!!!
|
||||
public static T FormatStringToEnum<T>(string _strTypeName, params object[] args)
|
||||
{
|
||||
return StringToEnum<T>(Format(_strTypeName, args));
|
||||
}
|
||||
public static T StringToEnum<T>(string _strTypeName)
|
||||
{
|
||||
_strTypeName = _strTypeName.Replace(" ", "");
|
||||
if (true == string.IsNullOrEmpty(_strTypeName) || false == Enum.IsDefined(typeof(T), _strTypeName))
|
||||
{
|
||||
LogWarning("[Not Defined " + typeof(T) + " ] " + _strTypeName);
|
||||
return default(T);
|
||||
}
|
||||
|
||||
return (T)Enum.Parse(typeof(T), _strTypeName);
|
||||
}
|
||||
|
||||
public static T CheerSoundStringToEnum<T>(string _strTypeName)
|
||||
{
|
||||
_strTypeName = _strTypeName.Replace(" ", "");
|
||||
if (true == string.IsNullOrEmpty(_strTypeName) || false == Enum.IsDefined(typeof(T), _strTypeName))
|
||||
return default(T);
|
||||
|
||||
return (T)Enum.Parse(typeof(T), _strTypeName);
|
||||
}
|
||||
|
||||
// 형변환 : String을 Enum으로
|
||||
// Enum.Parse 엄청느립니다. 가급적 사용금지!!!
|
||||
public static T StringToEnum<T>(string strEnum, string strErrorLog)
|
||||
{
|
||||
strEnum = strEnum.Replace(" ", "");
|
||||
if (true == string.IsNullOrEmpty(strEnum) || false == Enum.IsDefined(typeof(T), strEnum))
|
||||
{
|
||||
LogError("{0}(Enum:{1})", strErrorLog, strEnum);
|
||||
}
|
||||
|
||||
// 없는 Enum이면 크래시되도록 놔두자!!
|
||||
return (T)Enum.Parse(typeof(T), strEnum);
|
||||
}
|
||||
|
||||
// 형변환 : Object을 String으로
|
||||
public static string ObjectToString(System.Object _cObject)
|
||||
{
|
||||
if (_cObject == null)
|
||||
return null;
|
||||
|
||||
var binaryFormatter = new BinaryFormatter();
|
||||
var memoryStream = new MemoryStream();
|
||||
binaryFormatter.Serialize(memoryStream, _cObject);
|
||||
|
||||
return Convert.ToBase64String(memoryStream.GetBuffer());
|
||||
}
|
||||
|
||||
// 형변환 : String을 Object로
|
||||
public static System.Object StringToObject(string _strValue)
|
||||
{
|
||||
if (true == string.IsNullOrEmpty(_strValue))
|
||||
return null;
|
||||
|
||||
var binaryFormatter = new BinaryFormatter();
|
||||
var memoryStream = new MemoryStream(Convert.FromBase64String(_strValue));
|
||||
System.Object obj = binaryFormatter.Deserialize(memoryStream);
|
||||
|
||||
return obj;
|
||||
}
|
||||
|
||||
|
||||
// --------------------------------------------------------------------
|
||||
// 컨테이너 관련
|
||||
// Foreach : Enum
|
||||
public static void ForeachToEnum<T>(Action<T> pLambda)
|
||||
{
|
||||
foreach (T eEnum in Enum.GetValues(typeof(T)))
|
||||
pLambda(eEnum);
|
||||
}
|
||||
|
||||
// Foreach : List
|
||||
public static void ForeachToList<T>(List<T> list, Action<T> pLambda)
|
||||
{
|
||||
if (null == list)
|
||||
return;
|
||||
|
||||
foreach (T tList in list)
|
||||
pLambda(tList);
|
||||
}
|
||||
|
||||
// Foreach : List
|
||||
public static void ForeachToListOfBreak<T>(List<T> list, bool bBreakCondition, Func<T, bool> pLambda)
|
||||
{
|
||||
if (null == list)
|
||||
return;
|
||||
|
||||
foreach (T tList in list)
|
||||
{
|
||||
if (bBreakCondition == pLambda(tList))
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Foreach Dictionary
|
||||
public static void ForeachToDic<TKey, TValue>(Dictionary<TKey, TValue> dic, Action<TKey, TValue> pLambda)
|
||||
{
|
||||
if (null == dic)
|
||||
return;
|
||||
|
||||
foreach (KeyValuePair<TKey, TValue> kvp in dic)
|
||||
pLambda(kvp.Key, kvp.Value);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// FirstKey
|
||||
// if (.NET 3.5) return dic.Keys.First();
|
||||
public static Key FirstKey<Key, Value>(Dictionary<Key, Value> dic, Key defaultVal)
|
||||
{
|
||||
foreach (var pair in dic)
|
||||
return pair.Key;
|
||||
return defaultVal;
|
||||
}
|
||||
|
||||
// dictionary 램덤키 뽑는다.
|
||||
public static Key RandomKey<Key, Value>(Dictionary<Key, Value> dic, Key defaultVal)
|
||||
{
|
||||
if (null == dic)
|
||||
return defaultVal;
|
||||
|
||||
if (0 == dic.Count)
|
||||
return defaultVal;
|
||||
|
||||
System.Random rand = new System.Random();
|
||||
var listKey = dic.ToList()[rand.Next(0, dic.Count)];
|
||||
return listKey.Key;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// test_code
|
||||
public static void TestRandomTrue()
|
||||
{
|
||||
List<bool> list = new List<bool>();
|
||||
var p = 0.3f;
|
||||
for (int i = 0; i < 1000; i++)
|
||||
list.Add(DSUtil.RandomTrue(p));
|
||||
|
||||
var countTrue = list.Count(e => e == true);
|
||||
var countTotal = list.Count();
|
||||
var ratio = (float)countTrue / (float)countTotal;
|
||||
Log(" RandomTrue(" + p + "); " +
|
||||
"result ratio [" + ratio + "], " +
|
||||
"true count [" + countTrue + "], " +
|
||||
"total count [" + countTotal + "]");
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// RandomTrue
|
||||
// 확률 P% 이하로 true 리턴. (단, 100% == 1.0f)
|
||||
public static bool RandomTrue(float p)
|
||||
{
|
||||
// 유니티 랜덤함수 직접 사용[blueasa / 2014-10-30]
|
||||
return p > UnityEngine.Random.Range(0f, 1f);
|
||||
}
|
||||
|
||||
public static bool RandomFalse(float p)
|
||||
{
|
||||
// 유니티 랜덤함수 직접 사용[blueasa / 2014-10-30]
|
||||
return RandomTrue(1.0f - p);
|
||||
}
|
||||
|
||||
public static bool RandomTrue(double p)
|
||||
{
|
||||
// 유니티 랜덤함수 직접 사용[blueasa / 2014-10-30]
|
||||
return p > UnityEngine.Random.Range(0f, 1f);
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// RandomW<T>
|
||||
// 가중치에 따라 랜덤하게 원소 선택
|
||||
public static T RandomW<T>(List<T> values, List<float> weights)
|
||||
{
|
||||
if ((null == values) || (0 == values.Count))
|
||||
return default(T);
|
||||
|
||||
if ((null == weights) || (0 == weights.Count))
|
||||
return RandomN(values);
|
||||
|
||||
// ex: weights = { 0.1, 0.3, 0.6};
|
||||
|
||||
// assert(weight.Sum > 0);
|
||||
var subsums = new List<float>(weights.Count);
|
||||
|
||||
var sum = weights.Aggregate(0.0f, (acc, f) =>
|
||||
{ acc += f; subsums.Add(acc); return acc; });
|
||||
// ex : subsums = {0.1, 0.4, 1.0}, sum = 1.0
|
||||
|
||||
var r = UnityEngine.Random.Range(0.0f, sum);
|
||||
// ex : r = 0.35
|
||||
|
||||
var index = subsums.FindIndex(f => (r < f));
|
||||
// ex : index = 1
|
||||
|
||||
// 2017. 08. 29. 정인호. 크래쉬 리포트(ArgumentOutOfRangeException: Argument is out of range.)에 의해 로그 추가
|
||||
if (values.Count <= index || index < 0)
|
||||
{
|
||||
string valuesvalue = "";
|
||||
for (int iLoop = 0; iLoop < values.Count; ++iLoop)
|
||||
valuesvalue += values[iLoop] + ", ";
|
||||
string weightsvalue = "";
|
||||
for (int iLoop = 0; iLoop < weights.Count; ++iLoop)
|
||||
weightsvalue += weights[iLoop] + ", ";
|
||||
Assert(false, Format("DSUtil RandomW Error : values : {0}, weights : {1}, index : {2}, ", valuesvalue, weightsvalue, index));
|
||||
}
|
||||
|
||||
return values[index];
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// RandomOneW<T>
|
||||
// 가중치에 따라 랜덤하게 원소 선택 ( 무조건 하나는 선택되도록 )
|
||||
// 가중치를 정규화해서 합이 1인 값으로 만들고, 의미없는 원소는 제거하여 RandomW처리
|
||||
public static T RandomOneW<T>(List<T> values, List<float> weights)
|
||||
{
|
||||
if ((null == values) || (0 == values.Count))
|
||||
return default(T);
|
||||
|
||||
if ((null == weights) || (0 == weights.Count))
|
||||
return RandomN(values);
|
||||
|
||||
// 전체 가중치 합
|
||||
float fSum = 0.0f;
|
||||
foreach (float fValue in weights)
|
||||
fSum += fValue;
|
||||
|
||||
// 예외처리 : 가중치 합이 0이면 선택할 원소가 없다...
|
||||
if (0.0f == fSum)
|
||||
return default(T);
|
||||
|
||||
// 데이터 복사용 변수
|
||||
List<T> CopyValues = new List<T>();
|
||||
List<float> CopyWeights = new List<float>();
|
||||
|
||||
// 가중치 정규화하면서 필요없는 원소는 제거
|
||||
for (int iLoop = 0; iLoop < weights.Count; ++iLoop)
|
||||
{
|
||||
if (0.0f == weights[iLoop])
|
||||
continue;
|
||||
|
||||
CopyValues.Add(values[iLoop]);
|
||||
CopyWeights.Add(weights[iLoop] / fSum);
|
||||
}
|
||||
|
||||
return RandomW(CopyValues, CopyWeights);
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// RandomN<T>
|
||||
// RandomW<T> 와 스팩은 동일하나, 모든 원소의 가중치가 동일한 경우로 제한함.
|
||||
public static T RandomN<T>(List<T> values)
|
||||
{
|
||||
if ((null == values) || (0 == values.Count))
|
||||
return default(T);
|
||||
|
||||
var index = (int)UnityEngine.Random.Range(0.0f, values.Count);
|
||||
if (index == values.Count)
|
||||
index = values.Count - 1;
|
||||
return values[index];
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// RandomRange
|
||||
// int일 경우, Max값도 나오도록 하기 위해 Max + 1을 함.
|
||||
public static int RandomRange(int _iMin, int _iMax)
|
||||
{
|
||||
if (_iMin == _iMax) return _iMin;
|
||||
return UnityEngine.Random.Range(_iMin, _iMax + 1);
|
||||
}
|
||||
public static float RandomRange(float _fMin, float _fMax)
|
||||
{
|
||||
if (_fMin == _fMax) return _fMin;
|
||||
return UnityEngine.Random.Range(_fMin, _fMax);
|
||||
}
|
||||
public static Vector3 RandomVector(float fMin, float fMax)
|
||||
{
|
||||
return RandomVector(fMin, fMax, fMin, fMax, fMin, fMax);
|
||||
}
|
||||
public static Vector3 RandomVector(float fMinX, float fMaxX, float fMinY, float fMaxY, float fMinZ, float fMaxZ)
|
||||
{
|
||||
return new Vector3(RandomRange(fMinX, fMaxX), RandomRange(fMinY, fMaxY), RandomRange(fMinZ, fMaxZ));
|
||||
}
|
||||
public static Vector3 RandomVector_Exception_y(float minX, float maxX, float y, float minZ, float maxZ)
|
||||
{
|
||||
return new Vector3(RandomRange(minX, maxX), y, RandomRange(minZ, maxZ));
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
//
|
||||
public static List<int> RandomIndex(int _iCount)
|
||||
{
|
||||
List<int> listResult = new List<int>();
|
||||
List<int> listCount = new List<int>();
|
||||
|
||||
for (int i = 0; i < _iCount; i++)
|
||||
listCount.Add(i);
|
||||
|
||||
while (0 < listCount.Count)
|
||||
{
|
||||
int iRand = UnityEngine.Random.Range(0, listCount.Count);
|
||||
listResult.Add(listCount[iRand]);
|
||||
listCount.RemoveAt(iRand);
|
||||
}
|
||||
|
||||
return listResult;
|
||||
}
|
||||
|
||||
//========================================================================
|
||||
// 폴링 함수 getter 를 이용해 이벤트 드리븐 함수 onChange 를 호출
|
||||
// prev - 이전값
|
||||
// getter - 폴링함수.
|
||||
// onChange := Action<PrevValue, CurrentValue> - 이벤트 함수.
|
||||
public static void PollingToEvent(float prev, Func<float> getter, Action<float, float> onChange)
|
||||
{
|
||||
// 값이 변했는지 검사. 다를 때만 호출
|
||||
var current = getter();
|
||||
if (prev != current)
|
||||
onChange(prev, current);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// GUID
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static string GetGUID()
|
||||
{
|
||||
System.Guid uid = System.Guid.NewGuid();
|
||||
return uid.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// UUID(이걸 사용)
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static string GetUUID()
|
||||
{
|
||||
return SystemInfo.deviceUniqueIdentifier;
|
||||
}
|
||||
|
||||
// 프리팹에 Component가 Missing된 것이 있는지 체크
|
||||
public static void CheckMissingComponent()
|
||||
{
|
||||
UnityEngine.Object[] pObjects = Resources.FindObjectsOfTypeAll(typeof(GameObject));
|
||||
foreach (UnityEngine.Object pObject in pObjects)
|
||||
{
|
||||
GameObject pGameObject = pObject as GameObject;
|
||||
if (null == pGameObject)
|
||||
continue;
|
||||
|
||||
Component[] pComponents = pGameObject.GetComponents<Component>();
|
||||
foreach (Component pComponent in pComponents)
|
||||
{
|
||||
if (null == pComponent)
|
||||
DSUtil.LogError("MissingComponent!!(GameObject{0})", pObject.name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 유니티 에디터의 Pause를 Toggle합니다.
|
||||
public static void EditorPauseOfToggle(bool bToggle)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
EditorApplication.isPaused = bToggle;
|
||||
#endif
|
||||
}
|
||||
|
||||
public static void ContainsDictionary<TKey, TValue>(Dictionary<TKey, TValue> dicContainer, TKey tKey)
|
||||
{
|
||||
if (false == dicContainer.ContainsKey(tKey))
|
||||
dicContainer[tKey] = default(TValue);
|
||||
}
|
||||
|
||||
// 클래스 Null체크
|
||||
/*
|
||||
* null for classes
|
||||
* null (empty) for Nullable<T>
|
||||
* zero/false/etc for other structs
|
||||
*/
|
||||
public static bool IsNull<T>(T value)
|
||||
{
|
||||
if (EqualityComparer<T>.Default.Equals(value, default(T)))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
*Assert 관련
|
||||
*/
|
||||
public static void Assert(bool condition)
|
||||
{
|
||||
// if (Debug.isDebugBuild && !condition) throw new Exception();
|
||||
if (!condition) throw new Exception();
|
||||
}
|
||||
|
||||
public static void Assert(bool condition, string log)
|
||||
{
|
||||
// if (Debug.isDebugBuild && !condition) {
|
||||
// Debug.Log (log);
|
||||
// throw new Exception ();
|
||||
// }
|
||||
if (!condition)
|
||||
{
|
||||
UnityEngine.Debug.LogError(log);
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
|
||||
public static void Assert(bool condition, string strMessage, params object[] args)
|
||||
{
|
||||
// if (Debug.isDebugBuild && !condition) {
|
||||
// Debug.Log (Format (strMessage, args));
|
||||
// throw new Exception ();
|
||||
// }
|
||||
if (!condition)
|
||||
{
|
||||
UnityEngine.Debug.Log(Format(strMessage, args));
|
||||
throw new Exception();
|
||||
}
|
||||
}
|
||||
|
||||
public static void Verify(bool condition)
|
||||
{
|
||||
if (!condition)
|
||||
{
|
||||
//EditorPauseOfToggle (true);
|
||||
}
|
||||
}
|
||||
|
||||
public static void Verify(bool condition, string log)
|
||||
{
|
||||
if (!condition)
|
||||
{
|
||||
UnityEngine.Debug.LogError(log);
|
||||
//EditorPauseOfToggle (true);
|
||||
}
|
||||
}
|
||||
|
||||
public static void Verify(bool condition, string strMessage, params object[] args)
|
||||
{
|
||||
if (!condition)
|
||||
{
|
||||
UnityEngine.Debug.LogError(Format(strMessage, args));
|
||||
//EditorPauseOfToggle (true);
|
||||
}
|
||||
}
|
||||
|
||||
public static void Search(string strPath, Action<FileInfo> pCallBack)
|
||||
{
|
||||
DirectoryInfo pDirInfo = new DirectoryInfo(strPath);
|
||||
SearchFiles(pDirInfo, pCallBack);
|
||||
SearchDirs(pDirInfo, pCallBack);
|
||||
}
|
||||
|
||||
static void SearchDirs(DirectoryInfo pDirInfo, Action<FileInfo> pCallBack)
|
||||
{
|
||||
DirectoryInfo[] pDirs = pDirInfo.GetDirectories();
|
||||
foreach (DirectoryInfo pDir in pDirs)
|
||||
{
|
||||
SearchFiles(pDir, pCallBack);
|
||||
SearchDirs(pDir, pCallBack);
|
||||
}
|
||||
}
|
||||
|
||||
static void SearchFiles(DirectoryInfo pDirInfo, Action<FileInfo> pCallBack)
|
||||
{
|
||||
FileInfo[] pFiles = pDirInfo.GetFiles();
|
||||
foreach (FileInfo pFile in pFiles)
|
||||
{
|
||||
pCallBack(pFile);
|
||||
}
|
||||
}
|
||||
|
||||
public static string Encrypt(string toEncrypt, string key = "12345678901234567890123456789012") /*key limit 32byte 12345678901234567890123456789012*/
|
||||
{
|
||||
byte[] keyArray = UTF8Encoding.UTF8.GetBytes(key);
|
||||
byte[] toEncryptArray = UTF8Encoding.UTF8.GetBytes(toEncrypt);
|
||||
RijndaelManaged rDel = new RijndaelManaged();
|
||||
rDel.Key = keyArray;
|
||||
rDel.Mode = CipherMode.ECB;
|
||||
rDel.Padding = PaddingMode.PKCS7;
|
||||
ICryptoTransform cTransform = rDel.CreateEncryptor();
|
||||
byte[] resultArray = cTransform.TransformFinalBlock(toEncryptArray, 0, toEncryptArray.Length);
|
||||
return Convert.ToBase64String(resultArray, 0, resultArray.Length);
|
||||
}
|
||||
public static string Decrypt(string toDecrypt, string key = "12345678901234567890123456789012") /*key limit 32byte 12345678901234567890123456789012*/
|
||||
{
|
||||
byte[] keyArray = UTF8Encoding.UTF8.GetBytes(key);
|
||||
byte[] toEncryptArray = Convert.FromBase64String(toDecrypt);
|
||||
RijndaelManaged rDel = new RijndaelManaged();
|
||||
rDel.Key = keyArray;
|
||||
rDel.Mode = CipherMode.ECB;
|
||||
rDel.Padding = PaddingMode.PKCS7;
|
||||
ICryptoTransform cTransform = rDel.CreateDecryptor();
|
||||
byte[] resultArray = cTransform.TransformFinalBlock(toEncryptArray, 0, toEncryptArray.Length);
|
||||
return UTF8Encoding.UTF8.GetString(resultArray);
|
||||
}
|
||||
|
||||
public static void Activate(GameObject _goTarget, bool _bActive)
|
||||
{
|
||||
if (null != _goTarget)
|
||||
{
|
||||
_goTarget.SetActive(_bActive);
|
||||
}
|
||||
}
|
||||
|
||||
public static void ActivateGameObjects(GameObject[] _gos, int _inactiveIndex = -1)
|
||||
{
|
||||
for (int iLoop = 0; iLoop < _gos.Length; ++iLoop)
|
||||
{
|
||||
if (_gos[iLoop] != null)
|
||||
_gos[iLoop].SetActive(true);
|
||||
}
|
||||
if (_inactiveIndex > -1 && _gos[_inactiveIndex] != null)
|
||||
_gos[_inactiveIndex].SetActive(false);
|
||||
}
|
||||
|
||||
public static void InActivateGameObjects(GameObject[] _gos, int _activeIndex = -1)
|
||||
{
|
||||
for (int iLoop = 0; iLoop < _gos.Length; ++iLoop)
|
||||
{
|
||||
if (_gos[iLoop] != null)
|
||||
_gos[iLoop].SetActive(false);
|
||||
}
|
||||
if (_activeIndex > -1 && _gos[_activeIndex] != null)
|
||||
_gos[_activeIndex].SetActive(true);
|
||||
}
|
||||
|
||||
public static void ActivateCollider(BoxCollider _collider, bool _bActive)
|
||||
{
|
||||
if (null != _collider)
|
||||
{
|
||||
_collider.enabled = _bActive;
|
||||
}
|
||||
}
|
||||
|
||||
private static Stopwatch m_cStopwatch = new Stopwatch();
|
||||
public static void StartStopWatch()
|
||||
{
|
||||
m_cStopwatch.Reset();
|
||||
m_cStopwatch.Start();
|
||||
}
|
||||
|
||||
public static TimeSpan StopStopWatch(bool debugtime)
|
||||
{
|
||||
m_cStopwatch.Stop();
|
||||
if (debugtime) Log("{0}", m_cStopwatch.Elapsed);
|
||||
return m_cStopwatch.Elapsed;
|
||||
}
|
||||
|
||||
public static int GetNumberLen(int iNum)
|
||||
{
|
||||
return iNum.ToString().Length;
|
||||
}
|
||||
|
||||
public static void Quit()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
EditorApplication.isPlaying = false;
|
||||
#else
|
||||
Application.Quit();
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 문자열에서 한글만 얻기
|
||||
/// </summary>
|
||||
/// <param name="_strText"></param>
|
||||
/// <returns></returns>
|
||||
public static string GetStringOnlyKorean(string _strText)
|
||||
{
|
||||
return Regex.Replace(_strText, @"[^가-힣]", "");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 문자열에서 영어만 얻기
|
||||
/// </summary>
|
||||
/// <param name="_strText"></param>
|
||||
/// <returns></returns>
|
||||
public static string GetStringOnlyEnglish(string _strText)
|
||||
{
|
||||
return Regex.Replace(_strText, @"[^a-zA-Z]", "");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 텍스트의 문자열이 영어 대소문자/숫자/한글인지 체크하는 정규식
|
||||
/// </summary>
|
||||
/// <param name="_strText">체크할 텍스트</param>
|
||||
/// <returns>유효 여부</returns>
|
||||
public static bool IsValidString(string _strText)
|
||||
{
|
||||
string strPattern = @"^[a-zA-Z0-9가-힣]*$";
|
||||
return Regex.IsMatch(_strText, strPattern);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// int -> 세자리마다 콤마가 있는 숫자
|
||||
/// </summary>
|
||||
public static string GetThousandCommaText(double data, bool _incluePercent = false)
|
||||
{
|
||||
if (_incluePercent) return Format("{0:#,##0}%", data);
|
||||
else return Format("{0:#,##0}", data);
|
||||
}
|
||||
public static string GetCommaText_N2(double data)
|
||||
{
|
||||
return Format("{0:#,##0.##}", data);
|
||||
}
|
||||
public static string GetCommaText_N4(double data)
|
||||
{
|
||||
return Format("{0:#,##0.####}", data);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 00:00:00 형식
|
||||
/// </summary>
|
||||
public static string Get_TimeText_HMS(DateTime _dt) { return Format("{0:00}:{1:00}:{2:00}", _dt.Hour, _dt.Minute, _dt.Second); }
|
||||
public static string Get_TimeText_HMS(TimeSpan _ts) { return Format("{0:00}:{1:00}:{2:00}", _ts.Hours, _ts.Minutes, _ts.Seconds); }
|
||||
public static string Get_TimeText_MS(TimeSpan _ts) { return Format("{0:00}:{1:00}", _ts.Minutes, _ts.Seconds); }
|
||||
public static string Get_TimeText_HMS(bool _text, double _totalseconds)
|
||||
{
|
||||
if (_text)
|
||||
return Format("{0:00}시간 {1:00}분 {2:00}초", _totalseconds / 60 / 60, _totalseconds / 60 % 60, _totalseconds % 60);
|
||||
return Format("{0:00}:{1:00}:{2:00}", _totalseconds / 60 / 60, _totalseconds / 60 % 60, _totalseconds % 60);
|
||||
}
|
||||
public static string Get_TimeText_HM(double _totalminutes) { return Format("{0:00}:{1:00}", (int)(_totalminutes / 60), (int)(_totalminutes % 60)); }
|
||||
public static string Get_TimeText_MS(double _totalseconds) { return Format("{0:00}:{1:00}", (int)(_totalseconds / 60), (int)(_totalseconds % 60)); }
|
||||
public static string Get_TimeText_MSms(double _tick)
|
||||
{
|
||||
var min = (int)(_tick / 60);
|
||||
var sec = (int)(_tick % 60);
|
||||
float ms = ((float)_tick - (int)_tick) * 100f;
|
||||
return Format("{0:00}분 {1:00}초 {2:00}", min, sec, Mathf.Approximately(ms, 100f) ? 0 : ms);
|
||||
}
|
||||
|
||||
public static bool IsUnityObjectDestroyed(object target)
|
||||
{
|
||||
if ((target is UnityEngine.Object) == false)
|
||||
return false;
|
||||
|
||||
if ((target is UnityEngine.Object) && (target.Equals(null)) == true)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
public static bool IsActionUnityObjectDestroyed(object target, MethodInfo method)
|
||||
{
|
||||
if (target == null && method == null)
|
||||
return true;
|
||||
|
||||
if (IsUnityObjectDestroyed(target))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
public static bool IsActionUnityObjectDestroyed(Action action)
|
||||
{
|
||||
if (action == null)
|
||||
return true;
|
||||
return IsActionUnityObjectDestroyed(action.Target, action.Method);
|
||||
}
|
||||
|
||||
public static bool IsActionUnityObjectDestroyed<T>(Action<T> action)
|
||||
{
|
||||
if (action == null)
|
||||
return true;
|
||||
return IsActionUnityObjectDestroyed(action.Target, action.Method);
|
||||
}
|
||||
|
||||
public static bool IsActionUnityObjectDestroyed<T1, T2>(Action<T1, T2> action)
|
||||
{
|
||||
if (action == null)
|
||||
return true;
|
||||
return IsActionUnityObjectDestroyed(action.Target, action.Method);
|
||||
}
|
||||
|
||||
public static void Set_Transform_withParent(Transform _tf, Transform _parent, Vector3? _pos = null, Vector3? _scale = null)
|
||||
{
|
||||
_tf.SetParent(_parent);
|
||||
_tf.localPosition = _pos == null ? Vector3.zero : (Vector3)_pos;
|
||||
_tf.localScale = _scale == null ? Vector3.one : (Vector3)_scale;
|
||||
_tf.localRotation = Quaternion.identity;
|
||||
}
|
||||
|
||||
public static GameObject Get_Clone(string _path, Transform _parent = null, Vector3? _pos = null, Vector3? _scale = null)
|
||||
{
|
||||
var temp = GameObject.Instantiate(Resources.Load(_path)) as GameObject;
|
||||
Set_Transform_withParent(temp.transform, _parent, _pos, _scale);
|
||||
return temp;
|
||||
}
|
||||
public static GameObject Get_Clone(GameObject _obj, Transform _parent = null, Vector3? _pos = null, Vector3? _scale = null)
|
||||
{
|
||||
var temp = GameObject.Instantiate(_obj);
|
||||
Set_Transform_withParent(temp.transform, _parent, _pos, _scale);
|
||||
return temp;
|
||||
}
|
||||
public static T Get_Clone<T>(GameObject _obj, Transform _parent = null, Vector3? _pos = null, Vector3? _scale = null)
|
||||
{
|
||||
var temp = GameObject.Instantiate(_obj);
|
||||
Set_Transform_withParent(temp.transform, _parent, _pos, _scale);
|
||||
return temp.GetComponent<T>();
|
||||
}
|
||||
public static T Get_Clone<T>(string _path, Transform _parent = null, Vector3? _pos = null, Vector3? _scale = null)
|
||||
{
|
||||
var res = Resources.Load(_path);
|
||||
if (res == null) UnityEngine.Debug.Log(Format("no exist res : {0}", _path));
|
||||
return Get_Clone<T>(res as GameObject, _parent, _pos, _scale);
|
||||
}
|
||||
|
||||
public static bool Check_ObjectInMainCamera(Transform _target)
|
||||
{
|
||||
var screenP = Camera.main.WorldToViewportPoint(_target.position);
|
||||
return screenP.z > 0 && screenP.x > 0 && screenP.x < 1 && screenP.y > 0 && screenP.y < 1;
|
||||
}
|
||||
|
||||
//public static DateTime Get_NextWeekMonday()
|
||||
//{
|
||||
// DateTime NextWeek;
|
||||
// switch (ServerInfo.ServerTime.DayOfWeek)
|
||||
// {
|
||||
// case DayOfWeek.Monday: NextWeek = ServerInfo.ServerTime.AddDays(7); break;
|
||||
// case DayOfWeek.Tuesday: NextWeek = ServerInfo.ServerTime.AddDays(6); break;
|
||||
// case DayOfWeek.Wednesday: NextWeek = ServerInfo.ServerTime.AddDays(5); break;
|
||||
// case DayOfWeek.Thursday: NextWeek = ServerInfo.ServerTime.AddDays(4); break;
|
||||
// case DayOfWeek.Friday: NextWeek = ServerInfo.ServerTime.AddDays(3); break;
|
||||
// case DayOfWeek.Saturday: NextWeek = ServerInfo.ServerTime.AddDays(2); break;
|
||||
// default: NextWeek = ServerInfo.ServerTime.AddDays(1); break;
|
||||
// }
|
||||
// return new DateTime(NextWeek.Year, NextWeek.Month, NextWeek.Day);
|
||||
//}
|
||||
|
||||
public static void ChangeLayersRecursively(Transform trans, string name)
|
||||
{
|
||||
trans.gameObject.layer = LayerMask.NameToLayer(name);
|
||||
foreach (Transform child in trans)
|
||||
{
|
||||
ChangeLayersRecursively(child, name);
|
||||
}
|
||||
}
|
||||
|
||||
public static Vector3 StringToVector3(string str)
|
||||
{
|
||||
string[] s = str.Split(',');
|
||||
return new Vector3(float.Parse(s[0]), float.Parse(s[1]), float.Parse(s[2]));
|
||||
}
|
||||
|
||||
public static int Get_RandomIndex<T>(List<T> probs) where T : struct, IConvertible
|
||||
{
|
||||
float total = 0f;
|
||||
foreach (var p in probs)
|
||||
total += Convert.ToSingle(p);
|
||||
|
||||
float randomPoint = Random.value * total;
|
||||
|
||||
for (int i = 0; i < probs.Count; i++)
|
||||
{
|
||||
float val = Convert.ToSingle(probs[i]);
|
||||
if (randomPoint < val)
|
||||
return i;
|
||||
randomPoint -= val;
|
||||
}
|
||||
return probs.Count - 1;
|
||||
}
|
||||
|
||||
public static Vector3 Get_RandomPos_onNavMesh(Vector3 origin, float minradius = 0f, float maxradius = 3f, int _trycount = 50)
|
||||
{
|
||||
// Set the parameters for the NavMesh.SamplePosition method
|
||||
NavMeshHit hit;
|
||||
Vector3 randomPoint = origin;
|
||||
int maxTries = _trycount;
|
||||
int currentTry = 0;
|
||||
minradius = Math.Max(0f, minradius);
|
||||
|
||||
// Try to find a random location on the NavMesh
|
||||
while (currentTry < maxTries)
|
||||
{
|
||||
Vector3 randomDirection = Random.insideUnitSphere * maxradius;
|
||||
randomDirection += origin;
|
||||
NavMesh.SamplePosition(randomDirection, out hit, maxradius, NavMesh.AllAreas);
|
||||
|
||||
// If a valid location is found, check if it is reachable and far enough
|
||||
if (hit.hit && Vector3.Distance(origin, hit.position) >= minradius)
|
||||
{
|
||||
NavMeshPath path = new NavMeshPath();
|
||||
if (NavMesh.CalculatePath(origin, hit.position, NavMesh.AllAreas, path))
|
||||
{
|
||||
// If a path can be found, return the random location
|
||||
randomPoint = hit.position;
|
||||
break;
|
||||
}
|
||||
}
|
||||
currentTry++;
|
||||
}
|
||||
|
||||
// Return the random reachable location on the NavMesh
|
||||
return randomPoint;
|
||||
}
|
||||
public static bool IsValidPos_onNaveMesh(Vector3 pos, float maxDistance = 0f)
|
||||
{
|
||||
NavMeshHit hit;
|
||||
// maxDistance 안에서 pos에 가장 가까운 NavMesh 위치 찾기
|
||||
if (NavMesh.SamplePosition(pos, out hit, maxDistance, NavMesh.AllAreas))
|
||||
{
|
||||
// 유효한 위치가 있고 너무 멀리 떨어지지 않았으면 true
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public static bool CheckNull(UnityEngine.Object obj)
|
||||
{
|
||||
return ReferenceEquals(obj, null) || obj.Equals(null);
|
||||
}
|
||||
public static bool CheckNull(object obj)
|
||||
{
|
||||
return ReferenceEquals(obj, null);
|
||||
}
|
||||
|
||||
public static float Get_SliderValue(float f) { return float.IsNaN(f) ? 0f : f; }
|
||||
|
||||
public static bool WithInDistance(Vector3 a, Vector3 b, float dist) { return Get_Distance(a, b) <= dist * dist; }
|
||||
public static float Get_Distance(Vector3 a, Vector3 b) { return (a - b).sqrMagnitude; }
|
||||
}
|
||||
|
||||
public class NumberFormatter
|
||||
{
|
||||
// 알파벳 시작값 (a = 97 in ASCII)
|
||||
private const char startChar = 'a';
|
||||
|
||||
public static string FormatNumber(double number)
|
||||
{
|
||||
if (number < 1000)
|
||||
return number.ToString("0.##"); // 1,000 미만은 그냥 숫자로 반환
|
||||
|
||||
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|
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while (number >= 1000)
|
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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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return $"{number:F2}{suffix}";
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|
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public struct ErrorString
|
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{
|
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public string error;
|
||||
public ErrorString(string str){error=str;}
|
||||
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|
||||
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|
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{
|
||||
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|
||||
|
||||
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using UnityEngine;
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using UnityEngine.UI;
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public GameObject go_card;
|
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|
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|
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protected CardBase m_SelectCard;
|
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void Awake()
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Init();
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}
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protected virtual void Init()
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{
|
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if (DSUtil.CheckNull(contentRt))
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{
|
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if (m_ScrollRect)
|
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contentRt = m_ScrollRect.content;
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else if (m_Content)
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contentRt = m_Content.GetComponent<RectTransform>();
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protected void CardBase_AllOff()
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{
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for (int i = 0; i < list_CardBase.Count; i++)
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list_CardBase[i].gameObject.SetActive(false);
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CardBase MakeCard(int i)
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{
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CardBase temp;
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if (list_CardBase.Count > i) temp = list_CardBase[i];
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else
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{
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temp = DSUtil.Get_Clone<CardBase>(go_card, contentRt);
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list_CardBase.Add(temp);
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}
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return temp;
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protected virtual void Set_ScrollView<T>(List<T> _lst, int idata = -1)
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{
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Init();
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CardBase_AllOff();
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for (int i = 0; i < _lst.Count; i++)
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MakeCard(i).Set(_lst[i], i, idata);
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{
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Init();
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for (int i = 0; i < _makecount; i++)
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{
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if (list_CardBase.Count > i) { }
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}
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CardBase_AllOff();
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protected void ScrollTo_XY(Transform target)
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{
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Canvas.ForceUpdateCanvases();
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contentRt.anchoredPosition = (Vector2)m_ScrollRect.transform.InverseTransformPoint(contentRt.position) - (Vector2)m_ScrollRect.transform.InverseTransformPoint(target.position);
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{
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Canvas.ForceUpdateCanvases();
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Vector2 offset = (Vector2)m_ScrollRect.transform.InverseTransformPoint(contentRt.position) - (Vector2)m_ScrollRect.transform.InverseTransformPoint(target.position);
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Reference in New Issue