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/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs
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Assets/External/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs
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using UnityEngine;
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using System.Collections;
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using UnityEngine.TextCore.LowLevel;
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namespace TMPro.Examples
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{
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public class Benchmark03 : MonoBehaviour
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{
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public enum BenchmarkType { TMP_SDF_MOBILE = 0, TMP_SDF__MOBILE_SSD = 1, TMP_SDF = 2, TMP_BITMAP_MOBILE = 3, TEXTMESH_BITMAP = 4 }
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public int NumberOfSamples = 100;
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public BenchmarkType Benchmark;
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public Font SourceFont;
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void Awake()
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{
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}
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void Start()
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{
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TMP_FontAsset fontAsset = null;
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// Create Dynamic Font Asset for the given font file.
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switch (Benchmark)
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{
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case BenchmarkType.TMP_SDF_MOBILE:
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fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic);
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break;
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case BenchmarkType.TMP_SDF__MOBILE_SSD:
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fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic);
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fontAsset.material.shader = Shader.Find("TextMeshPro/Mobile/Distance Field SSD");
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break;
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case BenchmarkType.TMP_SDF:
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fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic);
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fontAsset.material.shader = Shader.Find("TextMeshPro/Distance Field");
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break;
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case BenchmarkType.TMP_BITMAP_MOBILE:
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fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SMOOTH, 256, 256, AtlasPopulationMode.Dynamic);
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break;
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}
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for (int i = 0; i < NumberOfSamples; i++)
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{
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switch (Benchmark)
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{
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case BenchmarkType.TMP_SDF_MOBILE:
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case BenchmarkType.TMP_SDF__MOBILE_SSD:
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case BenchmarkType.TMP_SDF:
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case BenchmarkType.TMP_BITMAP_MOBILE:
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{
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GameObject go = new GameObject();
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go.transform.position = new Vector3(0, 1.2f, 0);
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TextMeshPro textComponent = go.AddComponent<TextMeshPro>();
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textComponent.font = fontAsset;
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textComponent.fontSize = 128;
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textComponent.text = "@";
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textComponent.alignment = TextAlignmentOptions.Center;
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textComponent.color = new Color32(255, 255, 0, 255);
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if (Benchmark == BenchmarkType.TMP_BITMAP_MOBILE)
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textComponent.fontSize = 132;
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}
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break;
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case BenchmarkType.TEXTMESH_BITMAP:
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{
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GameObject go = new GameObject();
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go.transform.position = new Vector3(0, 1.2f, 0);
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TextMesh textMesh = go.AddComponent<TextMesh>();
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textMesh.GetComponent<Renderer>().sharedMaterial = SourceFont.material;
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textMesh.font = SourceFont;
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textMesh.anchor = TextAnchor.MiddleCenter;
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textMesh.fontSize = 130;
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textMesh.color = new Color32(255, 255, 0, 255);
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textMesh.text = "@";
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}
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break;
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}
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}
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}
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}
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}
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