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/TextMeshSpawner.cs
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Assets/External/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs
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using UnityEngine;
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using System.Collections;
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namespace TMPro.Examples
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{
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public class TextMeshSpawner : MonoBehaviour
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{
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public int SpawnType = 0;
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public int NumberOfNPC = 12;
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public Font TheFont;
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private TextMeshProFloatingText floatingText_Script;
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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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for (int i = 0; i < NumberOfNPC; i++)
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{
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if (SpawnType == 0)
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{
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// TextMesh Pro Implementation
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//go.transform.localScale = new Vector3(2, 2, 2);
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GameObject go = new GameObject(); //"NPC " + i);
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go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f));
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//go.transform.position = new Vector3(0, 1.01f, 0);
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//go.renderer.castShadows = false;
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//go.renderer.receiveShadows = false;
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//go.transform.rotation = Quaternion.Euler(0, Random.Range(0, 360), 0);
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TextMeshPro textMeshPro = go.AddComponent<TextMeshPro>();
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//textMeshPro.FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont;
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//textMeshPro.anchor = AnchorPositions.Bottom;
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textMeshPro.fontSize = 96;
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textMeshPro.text = "!";
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textMeshPro.color = new Color32(255, 255, 0, 255);
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//textMeshPro.Text = "!";
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// Spawn Floating Text
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floatingText_Script = go.AddComponent<TextMeshProFloatingText>();
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floatingText_Script.SpawnType = 0;
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}
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else
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{
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// TextMesh Implementation
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GameObject go = new GameObject(); //"NPC " + i);
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go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f));
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//go.transform.position = new Vector3(0, 1.01f, 0);
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TextMesh textMesh = go.AddComponent<TextMesh>();
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textMesh.GetComponent<Renderer>().sharedMaterial = TheFont.material;
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textMesh.font = TheFont;
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textMesh.anchor = TextAnchor.LowerCenter;
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textMesh.fontSize = 96;
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textMesh.color = new Color32(255, 255, 0, 255);
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textMesh.text = "!";
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// Spawn Floating Text
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floatingText_Script = go.AddComponent<TextMeshProFloatingText>();
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floatingText_Script.SpawnType = 1;
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}
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}
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}
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}
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}
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