[Assets] UI 애셋 및 TextMesh Pro 임포트

- Fantasy Warrior HUD 애셋 (Synty Studios)
- Interface Core 라이브러리
- TextMesh Pro 패키지
- UI_HealthBar 프리팹
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// Copyright (c) 2025 Synty Studios Limited. All rights reserved.
//
// Use of this software is subject to the terms and conditions of the End User Licence Agreement (EULA)
// of the store at which you purchased this asset.
//
// Synty assets are available at:
// https://www.syntystore.com
// https://assetstore.unity.com/publishers/5217
// https://www.fab.com/sellers/Synty%20Studios
//
// Sample scripts are included only as examples and are not intended as production-ready.
using UnityEngine;
using UnityEngine.EventSystems;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
// compile errors?
using UnityEngine.InputSystem.UI;
// compile errors?
// if you are getting a compile error here you likely need to import the Input System package (com.unity.inputsystem) in the package manager or change the input setting in player settings back to 'Input Manager (Old)'
#endif
namespace Synty.Interface.FantasyWarriorHUD.Samples
{
public enum UnifiedKey
{
None,
// Letters
A, B, C, D, E, F, G, H, I, J, K, L, M,
N, O, P, Q, R, S, T, U, V, W, X, Y, Z,
// Digits
Digit0, Digit1, Digit2, Digit3, Digit4,
Digit5, Digit6, Digit7, Digit8, Digit9,
// Numpad
Numpad0, Numpad1, Numpad2, Numpad3, Numpad4,
Numpad5, Numpad6, Numpad7, Numpad8, Numpad9,
// Arrows
UpArrow, DownArrow, LeftArrow, RightArrow,
// Function Keys
F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12,
// Controls
Space, Enter, Tab, Backspace, Escape,
LeftShift, RightShift, LeftCtrl, RightCtrl, LeftAlt, RightAlt,
}
public static class UnifiedKeyConverter
{
#if ENABLE_LEGACY_INPUT_MANAGER
public static KeyCode? ToKeyCode(this UnifiedKey key)
{
switch (key)
{
case UnifiedKey.A: return KeyCode.A;
case UnifiedKey.B: return KeyCode.B;
case UnifiedKey.C: return KeyCode.C;
case UnifiedKey.D: return KeyCode.D;
case UnifiedKey.E: return KeyCode.E;
case UnifiedKey.F: return KeyCode.F;
case UnifiedKey.G: return KeyCode.G;
case UnifiedKey.H: return KeyCode.H;
case UnifiedKey.I: return KeyCode.I;
case UnifiedKey.J: return KeyCode.J;
case UnifiedKey.K: return KeyCode.K;
case UnifiedKey.L: return KeyCode.L;
case UnifiedKey.M: return KeyCode.M;
case UnifiedKey.N: return KeyCode.N;
case UnifiedKey.O: return KeyCode.O;
case UnifiedKey.P: return KeyCode.P;
case UnifiedKey.Q: return KeyCode.Q;
case UnifiedKey.R: return KeyCode.R;
case UnifiedKey.S: return KeyCode.S;
case UnifiedKey.T: return KeyCode.T;
case UnifiedKey.U: return KeyCode.U;
case UnifiedKey.V: return KeyCode.V;
case UnifiedKey.W: return KeyCode.W;
case UnifiedKey.X: return KeyCode.X;
case UnifiedKey.Y: return KeyCode.Y;
case UnifiedKey.Z: return KeyCode.Z;
case UnifiedKey.Digit0: return KeyCode.Alpha0;
case UnifiedKey.Digit1: return KeyCode.Alpha1;
case UnifiedKey.Digit2: return KeyCode.Alpha2;
case UnifiedKey.Digit3: return KeyCode.Alpha3;
case UnifiedKey.Digit4: return KeyCode.Alpha4;
case UnifiedKey.Digit5: return KeyCode.Alpha5;
case UnifiedKey.Digit6: return KeyCode.Alpha6;
case UnifiedKey.Digit7: return KeyCode.Alpha7;
case UnifiedKey.Digit8: return KeyCode.Alpha8;
case UnifiedKey.Digit9: return KeyCode.Alpha9;
case UnifiedKey.Numpad0: return KeyCode.Keypad0;
case UnifiedKey.Numpad1: return KeyCode.Keypad1;
case UnifiedKey.Numpad2: return KeyCode.Keypad2;
case UnifiedKey.Numpad3: return KeyCode.Keypad3;
case UnifiedKey.Numpad4: return KeyCode.Keypad4;
case UnifiedKey.Numpad5: return KeyCode.Keypad5;
case UnifiedKey.Numpad6: return KeyCode.Keypad6;
case UnifiedKey.Numpad7: return KeyCode.Keypad7;
case UnifiedKey.Numpad8: return KeyCode.Keypad8;
case UnifiedKey.Numpad9: return KeyCode.Keypad9;
case UnifiedKey.UpArrow: return KeyCode.UpArrow;
case UnifiedKey.DownArrow: return KeyCode.DownArrow;
case UnifiedKey.LeftArrow: return KeyCode.LeftArrow;
case UnifiedKey.RightArrow: return KeyCode.RightArrow;
case UnifiedKey.F1: return KeyCode.F1;
case UnifiedKey.F2: return KeyCode.F2;
case UnifiedKey.F3: return KeyCode.F3;
case UnifiedKey.F4: return KeyCode.F4;
case UnifiedKey.F5: return KeyCode.F5;
case UnifiedKey.F6: return KeyCode.F6;
case UnifiedKey.F7: return KeyCode.F7;
case UnifiedKey.F8: return KeyCode.F8;
case UnifiedKey.F9: return KeyCode.F9;
case UnifiedKey.F10: return KeyCode.F10;
case UnifiedKey.F11: return KeyCode.F11;
case UnifiedKey.F12: return KeyCode.F12;
case UnifiedKey.Space: return KeyCode.Space;
case UnifiedKey.Enter: return KeyCode.Return;
case UnifiedKey.Tab: return KeyCode.Tab;
case UnifiedKey.Backspace: return KeyCode.Backspace;
case UnifiedKey.Escape: return KeyCode.Escape;
case UnifiedKey.LeftShift: return KeyCode.LeftShift;
case UnifiedKey.RightShift: return KeyCode.RightShift;
case UnifiedKey.LeftCtrl: return KeyCode.LeftControl;
case UnifiedKey.RightCtrl: return KeyCode.RightControl;
case UnifiedKey.LeftAlt: return KeyCode.LeftAlt;
case UnifiedKey.RightAlt: return KeyCode.RightAlt;
default: return null;
}
}
#endif
#if ENABLE_INPUT_SYSTEM
public static Key? ToInputSystemKey(this UnifiedKey key)
{
switch (key)
{
case UnifiedKey.A: return Key.A;
case UnifiedKey.B: return Key.B;
case UnifiedKey.C: return Key.C;
case UnifiedKey.D: return Key.D;
case UnifiedKey.E: return Key.E;
case UnifiedKey.F: return Key.F;
case UnifiedKey.G: return Key.G;
case UnifiedKey.H: return Key.H;
case UnifiedKey.I: return Key.I;
case UnifiedKey.J: return Key.J;
case UnifiedKey.K: return Key.K;
case UnifiedKey.L: return Key.L;
case UnifiedKey.M: return Key.M;
case UnifiedKey.N: return Key.N;
case UnifiedKey.O: return Key.O;
case UnifiedKey.P: return Key.P;
case UnifiedKey.Q: return Key.Q;
case UnifiedKey.R: return Key.R;
case UnifiedKey.S: return Key.S;
case UnifiedKey.T: return Key.T;
case UnifiedKey.U: return Key.U;
case UnifiedKey.V: return Key.V;
case UnifiedKey.W: return Key.W;
case UnifiedKey.X: return Key.X;
case UnifiedKey.Y: return Key.Y;
case UnifiedKey.Z: return Key.Z;
case UnifiedKey.Digit0: return Key.Digit0;
case UnifiedKey.Digit1: return Key.Digit1;
case UnifiedKey.Digit2: return Key.Digit2;
case UnifiedKey.Digit3: return Key.Digit3;
case UnifiedKey.Digit4: return Key.Digit4;
case UnifiedKey.Digit5: return Key.Digit5;
case UnifiedKey.Digit6: return Key.Digit6;
case UnifiedKey.Digit7: return Key.Digit7;
case UnifiedKey.Digit8: return Key.Digit8;
case UnifiedKey.Digit9: return Key.Digit9;
case UnifiedKey.Numpad0: return Key.Numpad0;
case UnifiedKey.Numpad1: return Key.Numpad1;
case UnifiedKey.Numpad2: return Key.Numpad2;
case UnifiedKey.Numpad3: return Key.Numpad3;
case UnifiedKey.Numpad4: return Key.Numpad4;
case UnifiedKey.Numpad5: return Key.Numpad5;
case UnifiedKey.Numpad6: return Key.Numpad6;
case UnifiedKey.Numpad7: return Key.Numpad7;
case UnifiedKey.Numpad8: return Key.Numpad8;
case UnifiedKey.Numpad9: return Key.Numpad9;
case UnifiedKey.UpArrow: return Key.UpArrow;
case UnifiedKey.DownArrow: return Key.DownArrow;
case UnifiedKey.LeftArrow: return Key.LeftArrow;
case UnifiedKey.RightArrow: return Key.RightArrow;
case UnifiedKey.F1: return Key.F1;
case UnifiedKey.F2: return Key.F2;
case UnifiedKey.F3: return Key.F3;
case UnifiedKey.F4: return Key.F4;
case UnifiedKey.F5: return Key.F5;
case UnifiedKey.F6: return Key.F6;
case UnifiedKey.F7: return Key.F7;
case UnifiedKey.F8: return Key.F8;
case UnifiedKey.F9: return Key.F9;
case UnifiedKey.F10: return Key.F10;
case UnifiedKey.F11: return Key.F11;
case UnifiedKey.F12: return Key.F12;
case UnifiedKey.Space: return Key.Space;
case UnifiedKey.Enter: return Key.Enter;
case UnifiedKey.Tab: return Key.Tab;
case UnifiedKey.Backspace: return Key.Backspace;
case UnifiedKey.Escape: return Key.Escape;
case UnifiedKey.LeftShift: return Key.LeftShift;
case UnifiedKey.RightShift: return Key.RightShift;
case UnifiedKey.LeftCtrl: return Key.LeftCtrl;
case UnifiedKey.RightCtrl: return Key.RightCtrl;
case UnifiedKey.LeftAlt: return Key.LeftAlt;
case UnifiedKey.RightAlt: return Key.RightAlt;
default: return null;
}
}
#endif
}
public static class UnifiedInput
{
public static bool WasPressedThisFrame(UnifiedKey unifiedKey)
{
#if ENABLE_INPUT_SYSTEM
var key = unifiedKey.ToInputSystemKey();
if(key.HasValue) return Keyboard.current[key.Value].wasPressedThisFrame;
#elif ENABLE_LEGACY_INPUT_MANAGER
var keyCode = unifiedKey.ToKeyCode();
if(keyCode.HasValue) return Input.GetKeyDown(keyCode.Value);
#else
Debug.LogWarning("No input system enabled in project settings.");
#endif
return false;
}
public static bool IsPressed(UnifiedKey unifiedKey)
{
#if ENABLE_INPUT_SYSTEM
var key = unifiedKey.ToInputSystemKey();
if (key.HasValue) return Keyboard.current[key.Value].isPressed;
#elif ENABLE_LEGACY_INPUT_MANAGER
var keyCode = unifiedKey.ToKeyCode();
if(keyCode.HasValue) return Input.GetKey(keyCode.Value);
#else
Debug.LogWarning("No input system enabled in project settings.");
#endif
return false;
}
}
/// <summary>
/// Sample script that helps automatically select the correct input event module depending on your project's settings.
/// </summary>
[ExecuteAlways]
[RequireComponent(typeof(EventSystem))]
public class SampleAutoInputModule : MonoBehaviour
{
void OnEnable()
{
UpdateInputModule();
}
void UpdateInputModule()
{
#if ENABLE_INPUT_SYSTEM
// New Input System only
if (GetComponent<InputSystemUIInputModule>() == null)
{
// Remove any existing modules
foreach (var module in GetComponents<BaseInputModule>())
{
DestroyImmediate(module);
}
gameObject.AddComponent<InputSystemUIInputModule>();
if(!Application.isPlaying) Debug.Log("Added InputSystemUIInputModule (new input system)");
}
#elif ENABLE_LEGACY_INPUT_MANAGER
// Old Input Manager only
if (GetComponent<StandaloneInputModule>() == null)
{
// Remove any existing modules
foreach (var module in GetComponents<BaseInputModule>())
{
DestroyImmediate(module);
}
gameObject.AddComponent<StandaloneInputModule>();
if(!Application.isPlaying) Debug.Log("Added StandaloneInputModule (old input manager)");
}
#else
Debug.LogWarning("No input system enabled in project settings.");
#endif
}
}
}