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/UI/InterfaceFantasyWarriorHUD/Samples/Scripts/SampleLoopAnimator.cs
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Assets/External/UI/InterfaceFantasyWarriorHUD/Samples/Scripts/SampleLoopAnimator.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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// Sample scripts are included only as examples and are not intended as production-ready.
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using System.Collections;
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using UnityEngine;
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namespace Synty.Interface.FantasyWarriorHUD.Samples
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{
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/// <summary>
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/// A simple animator that loops between two values.
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/// </summary>
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public class SampleLoopAnimator : MonoBehaviour
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{
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[Header("References")]
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public Animator animator;
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[Header("Parameters")]
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public string parameterName = "Health";
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public float inSpeed = 5f;
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public float outSpeed = 5f;
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public float startDelay;
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public float inDelay = 2.5f;
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public float outDelay = 2.5f;
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private void Awake()
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{
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if (animator == null)
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{
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animator = GetComponent<Animator>();
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}
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}
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private void Reset()
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{
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animator = GetComponent<Animator>();
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}
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private void OnEnable()
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{
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if (animator == null)
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{
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return;
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}
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StartCoroutine(C_TweenBackAndForth());
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}
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private IEnumerator C_TweenBackAndForth()
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{
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yield return new WaitForSeconds(startDelay);
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while (true)
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{
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yield return C_TweenFloat(0, 1, inSpeed);
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yield return new WaitForSeconds(outDelay);
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yield return C_TweenFloat(1, 0, outSpeed);
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yield return new WaitForSeconds(inDelay);
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}
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}
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private IEnumerator C_TweenFloat(float startValue, float endValue, float duration)
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{
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float time = 0f;
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while (time < 1f)
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{
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time += Time.deltaTime / duration;
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float currentValue = Mathf.Lerp(startValue, endValue, time);
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animator.SetFloat(parameterName, currentValue);
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yield return null;
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}
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}
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}
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}
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