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4 Commits

Author SHA1 Message Date
cf103baf57 chore: 외부 에셋 권한 및 줄바꿈 재기록 반영
- Assets/External 하위 샘플 및 서드파티 에셋 파일의 실행 비트 변경을 별도 커밋으로 분리
- PolygonGeneric, SidekickCharacters, Synty 도구 자산 전반의 줄바꿈 및 재직렬화 차이를 그대로 보존
- 프로젝트 고유 로직 변경과 분리해 이후 히스토리에서 외부 에셋 노이즈 범위를 식별하기 쉽게 정리
2026-04-06 14:04:09 +09:00
c8edf838fd docs: 보스 설계 문서와 Codex YAML 도구 추가
- 프로젝트 AGENTS 지침에 커밋 후 푸시 확인 규칙과 런타임 콘텐츠 에이전트 규칙을 보강
- 보스 설계 플레이북과 멀티플레이 보스 설계 철학 문서를 추가해 사람용 설계 기준을 정리
- Codex-Tools 디렉터리에 Markdown→YAML→검증 파이프라인 스크립트와 프롬프트, 스키마, 설정 파일을 추가
2026-04-06 14:03:49 +09:00
c48d1bee52 chore: 드로그 후속 자산 및 테스트 씬 정리
- 드로그 전용 무기 프리팹과 네트워크 프리팹 등록을 추가하고 관련 솔루션 및 패키지 잠금 파일을 갱신
- Drog 메인 씬 보정과 DrogSidekickAttackReview 테스트 씬을 추가해 후속 검증용 환경을 정리
- SpawnEffect가 BossBehaviorRuntimeState의 현재 대상을 참조하도록 맞추고 TMP 폰트 자산 재생성 결과를 반영
2026-04-06 14:03:27 +09:00
904bc88d36 feat: 드로그 보스 AI 및 런타임 상태 구조 재구성
- 드로그 전투 컨텍스트를 BossBehaviorRuntimeState 중심 구조로 정리하고 BossEnemy, 패턴 액션, 조건 노드가 마지막 실행 결과와 phase 상태를 직접 사용하도록 갱신
- BT_Drog와 재빌드 에디터 스크립트를 확장해 phase 전환, 집행 결과 분기, 거리/쿨타임 기반 패턴 선택을 드로그 전용 자산과 노드 파라미터로 재구성
- 드로그 패턴/스킬/이펙트/애니메이션 플레이스홀더 자산을 재생성하고 보스 프리팹이 새 런타임 상태 및 등록 클립 구성을 참조하도록 정리
2026-04-06 13:56:47 +09:00
335 changed files with 118044 additions and 20084 deletions

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@@ -14,7 +14,7 @@ Multiplayer arena game built with **Unity 6000.3.10f1** and **Unity Netcode for
Design docs are maintained in Obsidian Vault: `/mnt/smb/Obsidian Vault/Colosseum`
- Always use the shared Obsidian Vault at `/mnt/smb/Obsidian Vault/Colosseum` for project documentation updates.
- **Obsidian Vault 파일은 반드시 파일 도구(read/write/edit)로만 접근한다.** cmd, powershell, bash 등은 UNC 경로를 정상적으로 처리하지 못하므로 사용하지 않는다.
- 현재 환경에서 접근 가능한 셸(`bash`, `zsh` 등) 기준으로 Obsidian Vault 파일을 열고 수정해도 된다.
- Unless the user explicitly names another file, `체크리스트` means `/mnt/smb/Obsidian Vault/Colosseum/개발/프로토타입 체크리스트.md`.
- After completing work, always check whether the prototype checklist should be updated and reflect the new status when needed.
- If the work also changes a domain-specific checklist such as boss/player/combat, sync that checklist too.
@@ -337,6 +337,7 @@ public class NetworkedComponent : NetworkBehaviour
- After Unity-related edits, check the Unity console for errors before proceeding.
- For networked play tests, prefer a temporary non-conflicting test port when needed and restore the default port after validation.
- The user has a strong project preference that play mode must be stopped before edits because network ports can remain occupied otherwise.
- When the user requests a commit, create the commit and show the message, then **ask before pushing**. Only push after explicit confirmation.
- Commit messages should follow the recent project history style: use a type prefix such as `feat:`, `fix:`, or `chore:` and write the subject in Korean so the gameplay/UI/system change is clear from the log alone.
- When the change is substantial, include a blank line after the subject and add Korean bullet points that summarize the work by feature/purpose, similar to commit `0889bb0` (`feat: 드로그 집행 개시 패턴 및 낙인 디버프 추가`).
- Prefer the format `type: 한글 요약` for the subject, then `- 변경 사항` bullet lines for the body. Use `feat:` for feature work, `fix:` for bug fixes, and `chore:` for non-feature maintenance such as scene/prefab cleanup, asset reorganization, or other miscellaneous upkeep. The body should mention key implementation scope, affected systems/assets, and validation or rollback notes when relevant.
@@ -348,3 +349,19 @@ public class NetworkedComponent : NetworkBehaviour
- 프로젝트 용어로는 `필살기`보다 `고위력 기술`을 우선 사용한다.
- 보호막은 단일 값이 아니라 `타입별 독립 인스턴스`로 취급한다. 같은 타입은 자기 자신만 갱신되고, 서로 다른 타입은 공존하며, 흡수 순서는 적용 순서를 따른다.
- 보스 시그니처 전조는 가능한 한 정확한 진행 수치 UI보다 명확한 모션/VFX로 읽히게 한다. 차단 진행도나 정확한 누적 수치 노출은 명시 요청이 없으면 피한다.
# Runtime Content Agent Rules
Purpose:
Keep boss YAML compatible with game runtime expectations.
Always:
- validate boss YAML shape before commit
- preserve `boss_id` stability
- keep runtime field names machine-readable and snake_case
- prefer additive changes over destructive changes
Never:
- change mechanic intent to satisfy schema formatting
- silently rename IDs
- auto-fill required combat values without a design source

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@@ -2,7 +2,7 @@
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.18.0
// from Assets/Synty/AnimationBaseLocomotion/Samples/Scripts/InputSystem/Controls.inputactions
// from Assets/External/Animations/AnimationBaseLocomotion/Samples/Scripts/InputSystem/Controls.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
@@ -16,7 +16,7 @@ using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
/// <summary>
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/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/External/Animations/AnimationBaseLocomotion/Samples/Scripts/InputSystem/Controls.inputactions".
/// </summary>
/// <remarks>
/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.

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@@ -2,7 +2,7 @@
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.18.0
// from Assets/Synty/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.inputactions
// from Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
@@ -16,7 +16,7 @@ using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
/// <summary>
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/Synty/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.inputactions".
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.inputactions".
/// </summary>
/// <remarks>
/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.

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MonoBehaviour:
m_ObjectHideFlags: 11
@@ -176,7 +181,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
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version: 10
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MonoBehaviour:
m_ObjectHideFlags: 11

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@@ -8,16 +8,20 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: FantasyKnights_02
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322,
type: 3}
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322, type: 3}
m_Parent: {fileID: 0}
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m_ValidKeywords: []
m_InvalidKeywords: []
m_InvalidKeywords:
- _EMISSION
m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -164,6 +168,7 @@ Material:
- _Grey: {r: 0.59748423, g: 0.59748423, b: 0.59748423, a: 0}
- _SkinColor: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
m_AllowLocking: 1
--- !u!114 &7993738256033606102
MonoBehaviour:
m_ObjectHideFlags: 11
@@ -189,4 +194,4 @@ MonoBehaviour:
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m_Name:
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@@ -8,16 +8,20 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: FantasyKnights_03
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322,
type: 3}
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_InvalidKeywords:
- _EMISSION
m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -164,6 +168,7 @@ Material:
- _Grey: {r: 0.59748423, g: 0.59748423, b: 0.59748423, a: 0}
- _SkinColor: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
m_AllowLocking: 1
--- !u!114 &5122993062315569858
MonoBehaviour:
m_ObjectHideFlags: 11
@@ -176,7 +181,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
version: 5
version: 10
--- !u!114 &8780454250115516571
MonoBehaviour:
m_ObjectHideFlags: 11

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@@ -21,16 +21,20 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: FantasyKnights_04
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322,
type: 3}
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_InvalidKeywords:
- _EMISSION
m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -177,6 +181,7 @@ Material:
- _Grey: {r: 0.59748423, g: 0.59748423, b: 0.59748423, a: 0}
- _SkinColor: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
m_AllowLocking: 1
--- !u!114 &6809264838136373543
MonoBehaviour:
m_ObjectHideFlags: 11
@@ -189,4 +194,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
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@@ -25,7 +25,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
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--- !u!21 &2100000
Material:
serializedVersion: 8
@@ -34,16 +34,20 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: FantasyKnights_05
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322,
type: 3}
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_InvalidKeywords:
- _EMISSION
m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -190,3 +194,4 @@ Material:
- _Grey: {r: 0.59748423, g: 0.59748423, b: 0.59748423, a: 0}
- _SkinColor: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
m_AllowLocking: 1

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@@ -8,16 +8,20 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: FantasyKnights_06
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322,
type: 3}
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_InvalidKeywords:
- _EMISSION
m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -164,6 +168,7 @@ Material:
- _Grey: {r: 0.59748423, g: 0.59748423, b: 0.59748423, a: 0}
- _SkinColor: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
m_AllowLocking: 1
--- !u!114 &1513622437145775386
MonoBehaviour:
m_ObjectHideFlags: 11
@@ -176,7 +181,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
version: 5
version: 10
--- !u!114 &5488310361178818670
MonoBehaviour:
m_ObjectHideFlags: 11

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@@ -21,16 +21,20 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: HumanSpecies_01
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322,
type: 3}
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_InvalidKeywords:
- _EMISSION
m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -177,6 +181,7 @@ Material:
- _Grey: {r: 0.59748423, g: 0.59748423, b: 0.59748423, a: 0}
- _SkinColor: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
m_AllowLocking: 1
--- !u!114 &153752790335324610
MonoBehaviour:
m_ObjectHideFlags: 11
@@ -189,4 +194,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
m_Name:
m_EditorClassIdentifier:
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@@ -21,16 +21,20 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: HumanSpecies_02
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322,
type: 3}
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_InvalidKeywords:
- _EMISSION
m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -148,6 +152,7 @@ Material:
- _DirtAmount: 0.306
- _DstBlend: 0
- _EnvironmentReflections: 1
- _EyelinerAmount: 0
- _FeminieAmount: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
@@ -176,6 +181,7 @@ Material:
- _Grey: {r: 0.59748423, g: 0.59748423, b: 0.59748423, a: 0}
- _SkinColor: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
m_AllowLocking: 1
--- !u!114 &1793314631237679544
MonoBehaviour:
m_ObjectHideFlags: 11
@@ -188,4 +194,4 @@ MonoBehaviour:
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m_Name:
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@@ -21,16 +21,20 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: HumanSpecies_03
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322,
type: 3}
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_InvalidKeywords:
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m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -177,6 +181,7 @@ Material:
- _Grey: {r: 0.59748423, g: 0.59748423, b: 0.59748423, a: 0}
- _SkinColor: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
m_AllowLocking: 1
--- !u!114 &7804425326570313428
MonoBehaviour:
m_ObjectHideFlags: 11
@@ -189,4 +194,4 @@ MonoBehaviour:
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m_Name:
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@@ -21,16 +21,20 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: HumanSpecies_04
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322,
type: 3}
m_Shader: {fileID: -6465566751694194690, guid: db628544640279b41a4a7aa5d75c0322, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_InvalidKeywords:
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m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@@ -177,6 +181,7 @@ Material:
- _Grey: {r: 0.59748423, g: 0.59748423, b: 0.59748423, a: 0}
- _SkinColor: {r: 0, g: 0, b: 0, a: 0}
m_BuildTextureStacks: []
m_AllowLocking: 1
--- !u!114 &6958986610217973014
MonoBehaviour:
m_ObjectHideFlags: 11
@@ -189,4 +194,4 @@ MonoBehaviour:
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m_Name:
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View File

View File

@@ -121,7 +121,7 @@ namespace Synty.SidekickCharacters
private bool _showAllColourProperties = false;
private float _bodyTypeBlendValue;
private bool _loadingCharacter = false;
private bool _loadingContent = false;
private bool _loadingContent = true;
private Image _loadingImage;
private ObjectField _materialField;
private float _musclesBlendValue;
@@ -192,7 +192,7 @@ namespace Synty.SidekickCharacters
}
// ensures we release the file lock on the database
_dbManager?.CloseConnection();
_dbManager.CloseConnection();
}
#if UNITY_EDITOR
@@ -211,7 +211,7 @@ namespace Synty.SidekickCharacters
/// <inheritdoc cref="Update" />
private void Update()
{
if (_loadingContent && _loadingImage != null)
if (_loadingContent)
{
Vector3 rotation = _loadingImage.transform.rotation.eulerAngles;
rotation += new Vector3(0, 0, 0.5f * Time.deltaTime);
@@ -473,7 +473,6 @@ namespace Synty.SidekickCharacters
// if we still can't connect, something's gone wrong, don't keep building the GUI
if (_dbManager?.GetCurrentDbConnection() == null)
{
_loadingContent = false;
return;
}
@@ -1815,12 +1814,7 @@ namespace Synty.SidekickCharacters
documentationButton.clickable.clicked += delegate
{
string documentationPath = Path.Combine(DatabaseManager.GetPackageRootAbsolutePath() ?? string.Empty, "Documentation", "SidekickCharacters_UserGuide.pdf");
documentationPath = Path.GetFullPath(documentationPath);
if (File.Exists(documentationPath))
{
Application.OpenURL("file:" + documentationPath);
}
Application.OpenURL("file:Assets/Synty/SidekickCharacters/Documentation/SidekickCharacters_UserGuide.pdf");
};
Button storeButton = new Button
@@ -1925,8 +1919,7 @@ namespace Synty.SidekickCharacters
/// </summary>
private void SaveColorSet()
{
string baseColorSetPath = DatabaseManager.GetPackageAssetPath("Resources", "Species") ?? _BASE_COLOR_SET_PATH;
string path = Path.Combine(baseColorSetPath, _currentSpecies.Name);
string path = Path.Combine(_BASE_COLOR_SET_PATH, _currentSpecies.Name);
path = Path.Combine(path, _currentColorSet.Name.Replace(" ", "_"));
SaveTexturesToDisk(path);

View File

@@ -24,7 +24,7 @@ namespace Synty.SidekickCharacters
private const string _GIT_DB_URL = "https://github.com/SyntyStudios/SidekicksToolRelease/releases/latest/download/SidekicksDatabase.unitypackage";
private const string _PACKAGE_CACHE = "Assets/DownloadCache/Sidekicks.unitypackage";
private const string _DB_PACKAGE_CACHE = "Assets/DownloadCache/SidekicksDatabase.unitypackage";
private const string _VERSION_FILE_NAME = "version.txt";
private const string _VERSION_FILE = "Assets/External/Models/SidekickCharacters/Scripts/Editor/version.txt";
private const string _VERSION_TAG = "\"tag_name\":";
private const string _VERSION_KEY = "sk_current_tool_version";
private const string _SIDEKICK_TOOL_MENU_ITEM = "Synty/Sidekick Character Tool";
@@ -168,61 +168,19 @@ namespace Synty.SidekickCharacters
private void SaveCurrentInstalledVersion(string version)
{
string versionFilePath = GetVersionFilePath();
if (string.IsNullOrEmpty(versionFilePath))
{
Debug.LogWarning("Unable to resolve Sidekick version file path.");
return;
}
File.WriteAllText(versionFilePath, version);
File.WriteAllText(_VERSION_FILE, version);
}
private string LoadCurrentInstalledVersion()
{
string versionFilePath = GetVersionFilePath();
if (string.IsNullOrEmpty(versionFilePath))
if (File.Exists(_VERSION_FILE))
{
return null;
}
if (File.Exists(versionFilePath))
{
return File.ReadAllText(versionFilePath);
return File.ReadAllText(_VERSION_FILE);
}
return null;
}
private string GetVersionFilePath()
{
MonoScript currentScript = MonoScript.FromScriptableObject(this);
if (currentScript == null)
{
return null;
}
string scriptPath = AssetDatabase.GetAssetPath(currentScript);
if (string.IsNullOrEmpty(scriptPath))
{
return null;
}
string utilityDirectory = Path.GetDirectoryName(scriptPath);
if (string.IsNullOrEmpty(utilityDirectory))
{
return null;
}
string editorDirectory = Path.GetDirectoryName(utilityDirectory);
if (string.IsNullOrEmpty(editorDirectory))
{
return null;
}
return Path.GetFullPath(Path.Combine(editorDirectory, _VERSION_FILE_NAME));
}
private void DownloadLatestDBVersion()
{
WebClient client = new WebClient();

View File

@@ -1 +1 @@
1.0.37
1.0.38

View File

@@ -230,42 +230,6 @@ namespace Synty.SidekickCharacters.API
await runtime.PopulatePresetLibrary();
}
private static List<string> GetSidekickPartFiles()
{
string packageRootPath = DatabaseManager.GetPackageRootAbsolutePath();
if (!string.IsNullOrEmpty(packageRootPath))
{
string meshesRootPath = Path.Combine(packageRootPath, "Resources", "Meshes");
if (Directory.Exists(meshesRootPath))
{
return Directory
.GetFiles(meshesRootPath, "SK_*_*_*_*_*.fbx", SearchOption.AllDirectories)
.Select(ToAssetPath)
.ToList();
}
}
return Directory.GetFiles("Assets", "SK_*_*_*_*_*.fbx", SearchOption.AllDirectories).ToList();
}
private static string ToAssetPath(string fullPath)
{
if (string.IsNullOrWhiteSpace(fullPath))
{
return fullPath;
}
string normalizedFullPath = fullPath.Replace('\\', '/');
string normalizedAssetsPath = Application.dataPath.Replace('\\', '/');
if (!normalizedFullPath.StartsWith(normalizedAssetsPath, StringComparison.OrdinalIgnoreCase))
{
return normalizedFullPath;
}
return "Assets" + normalizedFullPath.Substring(normalizedAssetsPath.Length);
}
/// <summary>
/// Takes all the parts selected in the window, and combines them into a single model in the scene.
/// </summary>
@@ -548,7 +512,7 @@ namespace Synty.SidekickCharacters.API
_partOutfitToggleMap = new Dictionary<string, bool>();
_partCount = 0;
List<string> files = GetSidekickPartFiles();
List<string> files = Directory.GetFiles("Assets", "SK_*_*_*_*_*.fbx", SearchOption.AllDirectories).ToList();
foreach (CharacterPartType partType in Enum.GetValues(typeof(CharacterPartType)))
{
@@ -646,7 +610,7 @@ namespace Synty.SidekickCharacters.API
_speciesDictionary = new Dictionary<string, SidekickSpecies>();
_partCount = 0;
List<string> files = GetSidekickPartFiles();
List<string> files = Directory.GetFiles("Assets", "SK_*_*_*_*_*.fbx", SearchOption.AllDirectories).ToList();
Dictionary<string, string> filesOnDisk = new Dictionary<string, string>();
foreach (string file in files)
{

View File

@@ -154,18 +154,6 @@ namespace Synty.SidekickCharacters.Database.DTO
/// <returns>A color set with all DTO class properties set</returns>
private static void Decorate(DatabaseManager dbManager, SidekickColorSet set)
{
if (set == null)
{
return;
}
set.SourceColorPath = DatabaseManager.NormalizeLegacyAssetPath(set.SourceColorPath);
set.SourceMetallicPath = DatabaseManager.NormalizeLegacyAssetPath(set.SourceMetallicPath);
set.SourceSmoothnessPath = DatabaseManager.NormalizeLegacyAssetPath(set.SourceSmoothnessPath);
set.SourceReflectionPath = DatabaseManager.NormalizeLegacyAssetPath(set.SourceReflectionPath);
set.SourceEmissionPath = DatabaseManager.NormalizeLegacyAssetPath(set.SourceEmissionPath);
set.SourceOpacityPath = DatabaseManager.NormalizeLegacyAssetPath(set.SourceOpacityPath);
if (set.Species == null && set.PtrSpecies >= 0)
{
set.Species = SidekickSpecies.GetByID(dbManager, set.PtrSpecies);

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