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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53
Assets/_Game/Scripts/Editor/ConnectionUIEditor.cs
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53
Assets/_Game/Scripts/Editor/ConnectionUIEditor.cs
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEngine;
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namespace Colosseum.UI.Editor
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{
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[CustomEditor(typeof(ConnectionUI))]
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public class ConnectionUIEditor : UnityEditor.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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EditorGUILayout.Space(10);
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EditorGUILayout.LabelField("Connection Controls", EditorStyles.boldLabel);
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ConnectionUI connectionUI = (ConnectionUI)target;
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EditorGUI.BeginDisabledGroup(!Application.isPlaying);
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using (new EditorGUILayout.HorizontalScope())
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{
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if (GUILayout.Button("Start Host", GUILayout.Height(30)))
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{
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connectionUI.StartHost();
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}
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if (GUILayout.Button("Start Client", GUILayout.Height(30)))
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{
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connectionUI.StartClient();
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}
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if (GUILayout.Button("Start Server", GUILayout.Height(30)))
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{
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connectionUI.StartServer();
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}
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}
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if (GUILayout.Button("Disconnect", GUILayout.Height(25)))
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{
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connectionUI.Disconnect();
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}
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EditorGUI.EndDisabledGroup();
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if (!Application.isPlaying)
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{
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EditorGUILayout.HelpBox("Play Mode에서만 연결할 수 있습니다.", MessageType.Info);
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}
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}
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}
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}
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#endif
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