fix: Sidekick 에디터 자동 실행 방지

- Sidekick Character Tool과 Downloader가 메뉴 실행 시에만 열리도록 수동 실행 플래그를 추가
- 데이터베이스 초기화 실패 및 로딩 상태 null 참조 방어 처리 추가
- TMP 한글 폰트 에셋의 글리프/문자 테이블 갱신
This commit is contained in:
2026-06-16 14:18:07 +09:00
parent 98b34af941
commit d45835facc
6 changed files with 813 additions and 97 deletions

View File

@@ -47,8 +47,9 @@ namespace Synty.SidekickCharacters
private const string _BLEND_MUSCLE_NAME = "defaultBuff";
private const string _BLEND_SHAPE_HEAVY_NAME = "defaultHeavy";
private const string _BLEND_SHAPE_SKINNY_NAME = "defaultSkinny";
private const string _AUTO_OPEN_STATE = "syntySkAutoOpenState";
private const string _OUTPUT_MODEL_NAME = "Combined Character";
private const string _AUTO_OPEN_STATE = "syntySkAutoOpenState";
private const string _MANUAL_OPEN_SESSION_KEY = "syntySkManualOpenRequested";
private const string _OUTPUT_MODEL_NAME = "Combined Character";
private const string _PART_COUNT_BODY = " parts in library";
private const string _TEXTURE_COLOR_NAME = "ColorMap.png";
private const string _TEXTURE_METALLIC_NAME = "MetallicMap.png";
@@ -181,27 +182,34 @@ namespace Synty.SidekickCharacters
}
/// <inheritdoc cref="OnDestroy" />
private void OnDestroy()
{
if (_useAutoSaveAndLoad)
{
SerializedCharacter savedCharacter = CreateSerializedCharacter(_OUTPUT_MODEL_NAME);
Serializer serializer = new Serializer();
private void OnDestroy()
{
if (_useAutoSaveAndLoad && _currentSpecies != null && _currentCharacter != null)
{
SerializedCharacter savedCharacter = CreateSerializedCharacter(_OUTPUT_MODEL_NAME);
Serializer serializer = new Serializer();
string serializedCharacter = serializer.Serialize(savedCharacter);
EditorPrefs.SetString(_AUTOSAVE_KEY, serializedCharacter);
}
// ensures we release the file lock on the database
_dbManager.CloseConnection();
}
// ensures we release the file lock on the database
_dbManager?.CloseConnection();
}
#if UNITY_EDITOR
/// <inheritdoc cref="OnEnable" />
private void OnEnable()
{
EditorApplication.playModeStateChanged += StateChange;
EditorApplication.update += AnimationUpdate;
}
private void OnEnable()
{
if (!SessionState.GetBool(_MANUAL_OPEN_SESSION_KEY, false))
{
_useAutoSaveAndLoad = false;
Close();
return;
}
EditorApplication.playModeStateChanged += StateChange;
EditorApplication.update += AnimationUpdate;
}
private void OnDisable()
{
@@ -211,7 +219,7 @@ namespace Synty.SidekickCharacters
/// <inheritdoc cref="Update" />
private void Update()
{
if (_loadingContent)
if (_loadingContent && _loadingImage != null)
{
Vector3 rotation = _loadingImage.transform.rotation.eulerAngles;
rotation += new Vector3(0, 0, 0.5f * Time.deltaTime);
@@ -461,6 +469,7 @@ namespace Synty.SidekickCharacters
public async void CreateGUI()
{
_loadingContent = true;
_loadingImage = null;
InitializeEditorWindow();
_root = rootVisualElement;
_root.Clear();
@@ -469,10 +478,23 @@ namespace Synty.SidekickCharacters
_root.styleSheets.Add(_editorStyle);
}
InitializeDatabase();
try
{
InitializeDatabase();
}
catch (Exception ex)
{
_loadingContent = false;
_dbManager?.CloseConnection();
_dbManager = null;
Debug.LogWarning($"Failed to initialize Sidekick database. Please check the database file.\n{ex.Message}");
return;
}
// if we still can't connect, something's gone wrong, don't keep building the GUI
if (_dbManager?.GetCurrentDbConnection() == null)
{
_loadingContent = false;
return;
}
@@ -804,6 +826,7 @@ namespace Synty.SidekickCharacters
}
catch
{
_loadingContent = false;
Debug.LogWarning("Failed to load tool data. Please try again.\nPlease note that data loading may take some time.");
}
}