chore: Assets 디렉토리 구조 정리 및 네이밍 컨벤션 적용
- Assets/_Game/ 하위로 게임 에셋 통합 - External/ 패키지 벤더별 분류 (Synty, Animations, UI) - 에셋 네이밍 컨벤션 확립 및 적용 (Data_Skill_, Data_SkillEffect_, Prefab_, Anim_, Model_, BT_ 등) - pre-commit hook으로 네이밍 컨벤션 자동 검사 추가 - RESTRUCTURE_CHECKLIST.md 작성 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Assets/External/Models/SidekickCharacters/Scripts/Editor/UI/MenuBootstrapController.cs
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Assets/External/Models/SidekickCharacters/Scripts/Editor/UI/MenuBootstrapController.cs
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// Copyright (c) 2024 Synty Studios Limited. All rights reserved.
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//
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// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA)
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// available at: https://syntystore.com/pages/end-user-licence-agreement
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//
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// For additional details, see the LICENSE.MD file bundled with this software.
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEngine;
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namespace Synty.SidekickCharacters.UI
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{
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[InitializeOnLoad]
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public static class MenuBootstrapController
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{
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private const string _AUTO_OPEN_STATE = "syntySkAutoOpenState";
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private const string _PREFS_CHECK_NAME = "syntySKCheckDependencies";
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private static ModularCharacterWindow _sidekickCharacterWindow;
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private static bool _openWindowOnStart = true;
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static MenuBootstrapController()
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{
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EditorApplication.update += OpenWindowOnStartup;
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}
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/// <summary>
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/// Opens the Character Creator window when Unity starts or the plugin is added to a project.
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/// </summary>
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private static void OpenWindowOnStartup()
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{
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_openWindowOnStart = EditorPrefs.GetBool(_AUTO_OPEN_STATE, true);
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EditorApplication.update -= OpenWindowOnStartup;
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if (_openWindowOnStart)
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{
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if (!SessionState.GetBool("FirstInitDone", false))
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{
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ShowSidekickCharacterWindow();
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SessionState.SetBool("FirstInitDone", true);
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}
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}
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}
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/// <summary>
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/// Creates the Sidekick Character Creator window and adds it to the toolbar.
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/// </summary>
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[MenuItem("Synty/Sidekick Character Tool")]
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public static void ShowSidekickCharacterWindow()
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{
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FindSidekickCharacterWindow();
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_sidekickCharacterWindow.Show();
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}
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/// <summary>
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/// Find the existing Sidekick Character Creator window, or create one if it doesn't exist
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/// </summary>
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private static void FindSidekickCharacterWindow()
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{
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if (_sidekickCharacterWindow != null)
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{
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return;
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}
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_sidekickCharacterWindow = EditorWindow.GetWindow<ModularCharacterWindow>("Sidekick Character Tool");
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_sidekickCharacterWindow.minSize = new Vector2(600, 600);
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}
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}
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}
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#endif
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