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>
This commit is contained in:
2026-03-16 19:08:27 +09:00
parent 309bf5f48b
commit c265f980db
17251 changed files with 2630777 additions and 206 deletions

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// Copyright (c) 2024 Synty Studios Limited. All rights reserved.
//
// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA)
// available at: https://syntystore.com/pages/end-user-licence-agreement
//
// Sample scripts are included only as examples and are not intended as production-ready.
using System;
using System.Collections;
using TMPro;
using UnityEngine;
namespace Synty.Interface.FantasyWarriorHUD.Samples
{
/// <summary>
/// A simple time label that displays the current time.
/// </summary>
public class SampleTimeLabel : MonoBehaviour
{
[Header("References")]
public TMP_Text label;
[Header("Parameters")]
public bool is24Hour = true;
public float timeToRefreshInSeconds = 1;
private bool beat;
private void Awake()
{
if (label == null)
{
label = GetComponent<TMP_Text>();
}
}
private void OnEnable()
{
StartCoroutine(C_UpdateTime());
}
private void OnDisable()
{
StopCoroutine(C_UpdateTime());
}
public string GetCurrentTimeString()
{
if (!is24Hour)
{
return DateTime.Now.ToString("hh:mm tt");
}
if (beat)
{
return DateTime.Now.ToString("HH<color=#AAAAAA>:</color>mm");
}
return DateTime.Now.ToString("HH:mm");
}
[ContextMenu("Update Time")]
public void UpdateTime()
{
label.SetText(GetCurrentTimeString());
}
private IEnumerator C_UpdateTime()
{
while (true)
{
UpdateTime();
beat = !beat;
yield return new WaitForSecondsRealtime(timeToRefreshInSeconds);
}
}
}
}