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/Tools/SyntyPackageHelper/Editor/SyntyPackageHelperConfig.cs
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Assets/External/Tools/SyntyPackageHelper/Editor/SyntyPackageHelperConfig.cs
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#if UNITY_EDITOR
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using UnityEngine;
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using UnityEditor;
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[CustomEditor(typeof(SyntyPackageHelperConfig))]
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public class ExamplePackConfigLoaderEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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SyntyPackageHelperConfig config = (SyntyPackageHelperConfig)target;
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if (GUILayout.Button("Install Packages"))
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{
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SyntyPackageHelper.ProcessConfigs(new SyntyPackageHelperConfig[] { config }, true);
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}
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}
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}
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[CreateAssetMenu(fileName = "SyntyPackageHelperConfig", menuName = "Scriptable Objects/SyntyPackageHelperConfig")]
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public class SyntyPackageHelperConfig : ScriptableObject
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{
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public string assetPackDisplayName;
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public string[] packageIds;
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public bool hasPromptedUser;
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}
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#endif
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