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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using System;
using UnityEngine;
using Unity.Behavior;
using Unity.Properties;
using Condition = Unity.Behavior.Condition;
using Colosseum.Combat;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 타겟이 존재하고 살아있는지 확인합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "Has Target", story: "Has [Target]", category: "Combat")]
public partial class HasTargetCondition : Condition
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
public override bool IsTrue()
{
if (Target.Value == null || !Target.Value.activeInHierarchy)
{
return false;
}
// 타겟이 사망했는지 확인
IDamageable damageable = Target.Value.GetComponent<IDamageable>();
if (damageable != null && damageable.IsDead)
{
return false;
}
return true;
}
}
}

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fileFormatVersion: 2
guid: 5aba729f8b5ddea468304d6b1bf43dce

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using System;
using UnityEngine;
using Unity.Behavior;
using Unity.Properties;
using Condition = Unity.Behavior.Condition;
using Colosseum.Enemy;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 체력이 지정된 비율 이하인지 확인합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "Is Health Below", story: "Check if health is below [HealthPercent] percent", category: "Combat")]
public partial class IsHealthBelowCondition : Condition
{
[SerializeReference]
public BlackboardVariable<float> HealthPercent = new BlackboardVariable<float>(50f);
public override bool IsTrue()
{
EnemyBase enemy = GameObject.GetComponent<EnemyBase>();
if (enemy == null)
{
return false;
}
float currentHealthPercent = (enemy.CurrentHealth / enemy.MaxHealth) * 100f;
return currentHealthPercent <= HealthPercent.Value;
}
}
}

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fileFormatVersion: 2
guid: e03ad43d6a068dd44bef3d524d20a4c1

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using System;
using UnityEngine;
using Unity.Behavior;
using Unity.Properties;
using Condition = Unity.Behavior.Condition;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 타겟이 공격 사거리 내에 있는지 확인합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "Is In Attack Range", story: "Is [Target] within [Range]", category: "Combat")]
public partial class IsInAttackRangeCondition : Condition
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
[SerializeReference]
public BlackboardVariable<float> Range = new BlackboardVariable<float>(2f);
public override bool IsTrue()
{
if (Target.Value == null)
{
return false;
}
float distance = Vector3.Distance(
GameObject.transform.position,
Target.Value.transform.position
);
return distance <= Range.Value;
}
}
}

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fileFormatVersion: 2
guid: 10007872b79b2b641980c0d8dfd4f6a4

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using System;
using UnityEngine;
using Unity.Behavior;
using Unity.Properties;
using Condition = Unity.Behavior.Condition;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 타겟이 지정된 거리 내에 있는지 확인합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "Is In Range", story: "Is [Target] within [Range] distance", category: "Combat")]
public partial class IsInRangeCondition : Condition
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
[SerializeReference]
public BlackboardVariable<float> Range = new BlackboardVariable<float>(2f);
public override bool IsTrue()
{
if (Target.Value == null)
{
return false;
}
float distance = Vector3.Distance(GameObject.transform.position, Target.Value.transform.position);
return distance <= Range.Value;
}
}
}

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fileFormatVersion: 2
guid: 0035b82da5a602d44b552684970273a8

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using System;
using UnityEngine;
using Unity.Behavior;
using Unity.Properties;
using Condition = Unity.Behavior.Condition;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 무작위 확률로 성공/실패를 반환합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "Random Chance", story: "Random chance of [Chance] percent", category: "Utility")]
public partial class RandomChanceCondition : Condition
{
[SerializeReference]
public BlackboardVariable<float> Chance = new BlackboardVariable<float>(50f);
public override bool IsTrue()
{
float roll = UnityEngine.Random.Range(0f, 100f);
return roll <= Chance.Value;
}
}
}

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fileFormatVersion: 2
guid: 3abe3d08ab4653b43a5a1708770fd3a1