diff --git a/AUTOMATED_PREFAB_PIPELINE.md b/AUTOMATED_PREFAB_PIPELINE.md new file mode 100644 index 0000000..53f5778 --- /dev/null +++ b/AUTOMATED_PREFAB_PIPELINE.md @@ -0,0 +1,120 @@ +# Automated Prefab Generation Pipeline + +## Overview +This system automates the creation of monster prefabs from CSV data. No manual prefab setup required! + +## How It Works + +1. **CSV Data** → **ScriptableObject (SO)** → **Prefab** (automatically generated) +2. Template prefabs define required components and defaults +3. CSV importer creates complete prefabs with mesh, components, and SO references + +## Setup Instructions + +### Step 1: Create Template Prefab + +1. In Unity, go to `Tools > Data > Create Monster Template` +2. This creates `Assets/Data/Templates/MonsterTemplate.prefab` +3. The template includes all required components: + - NetworkObject + - EnemyUnit + - MonsterDataComponent (links to SO) + - NavMeshAgent + - EnemyAIController + - CapsuleCollider + - MeshFilter & MeshRenderer + +4. **Customize the template if needed:** + - Adjust default AI behavior + - Set default collider size + - Add visual effects + - Configure NavMeshAgent settings + +### Step 2: Update CSV with Mesh Path + +Add `meshPath` column to your `Monster.csv`: + +```csv +id,name,memo,moveSpeed,maxHp,atkRange,atkDamage,atkIntervalSec,meshPath,cost,weight +101,Grunt,Basic Monster,2.6,30,1,3,1.2,Assets/Models/Monsters/Monster101.fbx,1,1.0 +102,Fast,Fast/Weak,3.4,18,1,2,1,Assets/Models/Monsters/Monster102.fbx,2,0.5 +``` + +### Step 3: Import Data + +1. In Unity, go to `Tools > Data > Import All CSV` +2. The importer will: + - Create/update SO files in `Assets/Data/ScriptableObjects/Monster/` + - Create/update prefabs in `Assets/Prefabs/Monster/` + - Apply mesh from `meshPath` column + - Link SO reference to prefab's MonsterDataComponent + +### Step 4: Use Prefabs + +Your generated prefabs are ready to use! Example with EnemyPortal: +- Open EnemyPortal prefab +- Click "Load Monster Data" button +- All monster prefabs are automatically loaded + +## File Structure + +``` +Assets/ +├── Data/ +│ ├── ScriptableObjects/ +│ │ └── Monster/ # SO files (generated from CSV) +│ └── Templates/ # Template prefabs (created once) +│ └── MonsterTemplate.prefab +├── Prefabs/ +│ └── Monster/ # Generated monster prefabs +│ ├── Monster101.prefab +│ ├── Monster102.prefab +│ └── ... +└── GameData/ + └── Monster.csv # Source data (editable) +``` + +## Benefits + +- ✅ **One source of truth**: Edit CSV, everything updates +- ✅ **No manual setup**: Prefabs generated automatically +- ✅ **Designer-friendly**: Templates visual, CSV simple +- ✅ **Error-proof**: All components guaranteed to exist +- ✅ **Easy customization**: Edit template once, applies to all + +## Customization + +### Adding New Components +1. Open `MonsterTemplate.prefab` +2. Add the component +3. Configure defaults +4. Save template +5. All future imports will include it + +### Modifying Existing Monsters +- Edit the prefab directly (changes persist on next import) +- OR modify CSV and re-import (will update SO link and mesh) + +### Creating Other Data Types +Use the same pattern: +1. Create template: `Tools > Data > Create Tower Template` +2. Add meshPath column to Tower.csv +3. Import: `Tools > Data > Import All CSV` + +## Troubleshooting + +**Prefab not created?** +- Check if template exists in `Assets/Data/Templates/` +- Verify `meshPath` column in CSV + +**Mesh not showing?** +- Verify `meshPath` is correct in CSV +- Check that mesh file exists at specified path + +**Components not configured?** +- Edit template prefab +- Re-import CSV to apply template changes to new prefabs + +**Want to keep manual prefab edits?** +- Prefabs created by importer are NOT overwritten +- Edits persist on next import (SO and mesh only update) diff --git a/Assembly-CSharp-Editor.csproj b/Assembly-CSharp-Editor.csproj index 304cdde..e4ffec5 100644 --- a/Assembly-CSharp-Editor.csproj +++ b/Assembly-CSharp-Editor.csproj @@ -48,16 +48,19 @@ + + + diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj index d30ecb8..7745903 100644 --- a/Assembly-CSharp.csproj +++ b/Assembly-CSharp.csproj @@ -91,6 +91,7 @@ + diff --git a/Assets/Data/ScriptableObjects/Monster/Monster101.asset b/Assets/Data/ScriptableObjects/Monster/Monster101.asset index d2f0668..90129db 100644 --- a/Assets/Data/ScriptableObjects/Monster/Monster101.asset +++ b/Assets/Data/ScriptableObjects/Monster/Monster101.asset @@ -19,6 +19,6 @@ MonoBehaviour: atkRange: 1 atkDamage: 3 atkIntervalSec: 1.2 - prefabPath: Assets/Prefabs/EnemyTest.prefab + meshPath: Assets/Meshes/Skeleton_Minion.fbx cost: 1 weight: 1 diff --git a/Assets/Data/ScriptableObjects/Monster/Monster102.asset b/Assets/Data/ScriptableObjects/Monster/Monster102.asset index 3eb164b..687e99b 100644 --- a/Assets/Data/ScriptableObjects/Monster/Monster102.asset +++ b/Assets/Data/ScriptableObjects/Monster/Monster102.asset @@ -19,6 +19,6 @@ MonoBehaviour: atkRange: 1 atkDamage: 2 atkIntervalSec: 1 - prefabPath: Assets/Prefabs/MonsterTest.prefab + meshPath: Assets/Meshes/Skeleton_Minion.fbx cost: 2 weight: 0.5 diff --git a/Assets/Data/ScriptableObjects/Monster/Monster103.asset b/Assets/Data/ScriptableObjects/Monster/Monster103.asset index 3f7d113..143d3cf 100644 --- a/Assets/Data/ScriptableObjects/Monster/Monster103.asset +++ b/Assets/Data/ScriptableObjects/Monster/Monster103.asset @@ -19,6 +19,6 @@ MonoBehaviour: atkRange: 1 atkDamage: 4 atkIntervalSec: 1.5 - prefabPath: Assets/Prefabs/Core + meshPath: Assets/Meshes/Skeleton_Minion.fbx cost: 5 weight: 0.2 diff --git a/Assets/Data/ScriptableObjects/Monster/Monster104.asset b/Assets/Data/ScriptableObjects/Monster/Monster104.asset index a3a3e7e..56ebe4a 100644 --- a/Assets/Data/ScriptableObjects/Monster/Monster104.asset +++ b/Assets/Data/ScriptableObjects/Monster/Monster104.asset @@ -19,6 +19,6 @@ MonoBehaviour: atkRange: 5 atkDamage: 2 atkIntervalSec: 1.4 - prefabPath: Assets/Prefabs/Resource + meshPath: Assets/Meshes/Skeleton_Minion.fbx cost: 3 weight: 0.333 diff --git a/Assets/Data/ScriptableObjects/Monster/Monster105.asset b/Assets/Data/ScriptableObjects/Monster/Monster105.asset index 171c90c..24ecd99 100644 --- a/Assets/Data/ScriptableObjects/Monster/Monster105.asset 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b/Assets/Editor/DataImporter/CSVToSOImporter.cs index 42264a0..8e354e8 100644 --- a/Assets/Editor/DataImporter/CSVToSOImporter.cs +++ b/Assets/Editor/DataImporter/CSVToSOImporter.cs @@ -12,6 +12,27 @@ namespace Northbound.Editor { private static readonly string GAMEDATA_PATH = Path.Combine(Application.dataPath, "..", "GameData"); private static readonly string SO_BASE_PATH = "Assets/Data/ScriptableObjects"; + private static readonly string PREFAB_BASE_PATH = "Assets/Prefabs"; + private static readonly string TEMPLATE_BASE_PATH = "Assets/Data/Templates"; + + private static System.Collections.Generic.Dictionary prefabSetups = + new System.Collections.Generic.Dictionary(); + + static CSVToSOImporter() + { + RegisterPrefabSetups(); + } + + private static void RegisterPrefabSetups() + { + prefabSetups.Clear(); + prefabSetups["Monster"] = new MonsterPrefabSetup(); + + // To add new data types, create a class implementing IPrefabSetup + // Example: + // prefabSetups["Tower"] = new TowerPrefabSetup(); + // prefabSetups["Player"] = new PlayerPrefabSetup(); + } [MenuItem("Tools/Data/Import All CSV")] // 메뉴 추가 (편의성) public static void ImportAll() @@ -54,6 +75,7 @@ namespace Northbound.Editor if (lines.Length < 2) return false; var headers = ParseCSVLine(lines[0]); + var createdSOs = new List(); for (int lineIndex = 1; lineIndex < lines.Length; lineIndex++) { @@ -72,7 +94,12 @@ namespace Northbound.Editor } string assetName = GetAssetName(so, lineIndex); - AssetDatabase.CreateAsset(so, Path.Combine(outputPath, $"{assetName}.asset")); + string soPath = Path.Combine(outputPath, $"{assetName}.asset"); + + AssetDatabase.CreateAsset(so, soPath); + createdSOs.Add(so); + + GenerateOrUpdatePrefab(schemaName, assetName, so, lineIndex); } AssetDatabase.SaveAssets(); @@ -148,11 +175,97 @@ namespace Northbound.Editor return l == "true" || l == "1" || l == "yes"; } if (targetType == typeof(string)) return value.Replace("\\n", "\n"); - return Convert.ChangeType(value, targetType); + return Convert.ChangeType(value, targetType); } catch { return null; } } + private static int GetColumnIndex(string[] headers, string columnName) + { + for (int i = 0; i < headers.Length; i++) + { + if (headers[i].Equals(columnName, System.StringComparison.OrdinalIgnoreCase)) + { + return i; + } + } + return -1; + } + + private static void GenerateOrUpdatePrefab(string schemaName, string prefabName, ScriptableObject so, int lineNumber) + { + string prefabOutputPath = Path.Combine(PREFAB_BASE_PATH, schemaName); + if (!Directory.Exists(prefabOutputPath)) + { + Directory.CreateDirectory(prefabOutputPath); + } + + string prefabPath = Path.Combine(prefabOutputPath, $"{prefabName}.prefab"); + IPrefabSetup prefabSetup = GetPrefabSetup(schemaName); + + if (prefabSetup == null) + { + Debug.LogWarning($"[CSVImporter] No prefab setup found for {schemaName}, skipping prefab generation"); + return; + } + + GameObject template = LoadTemplate(schemaName); + if (template == null) + { + Debug.LogWarning($"[CSVImporter] No template found for {schemaName}, skipping prefab generation"); + return; + } + + if (AssetDatabase.LoadAssetAtPath(prefabPath) != null) + { + UpdateExistingPrefab(prefabPath, so, prefabSetup); + } + else + { + GameObject prefabInstance = GameObject.Instantiate(template); + prefabInstance.name = prefabName; + PrefabUtility.SaveAsPrefabAsset(prefabInstance, prefabPath); + GameObject.DestroyImmediate(prefabInstance); + + UpdateExistingPrefab(prefabPath, so, prefabSetup); + + Debug.Log($"[CSVImporter] Created prefab: {prefabPath}"); + } + + AssetDatabase.SaveAssets(); + } + + private static GameObject LoadTemplate(string schemaName) + { + string templatePath = Path.Combine(TEMPLATE_BASE_PATH, $"{schemaName}Template.prefab"); + return AssetDatabase.LoadAssetAtPath(templatePath); + } + + private static IPrefabSetup GetPrefabSetup(string schemaName) + { + prefabSetups.TryGetValue(schemaName, out IPrefabSetup setup); + return setup; + } + + private static void UpdateExistingPrefab(string prefabPath, ScriptableObject so, IPrefabSetup prefabSetup) + { + GameObject prefabContents = PrefabUtility.LoadPrefabContents(prefabPath); + + prefabSetup.SetupPrefab(prefabContents, so); + + PrefabUtility.SaveAsPrefabAsset(prefabContents, prefabPath); + GameObject.DestroyImmediate(prefabContents); + } + + private static void RemoveOldModel(GameObject prefab) + { + Transform oldModel = prefab.transform.Find("Model"); + if (oldModel != null) + { + GameObject.DestroyImmediate(oldModel.gameObject); + } + } + // --- 유틸리티 메서드 (기존과 동일) --- private static string[] ParseCSVLine(string line) { diff --git a/Assets/Meshes.meta b/Assets/Meshes.meta new file mode 100644 index 0000000..2ad8441 --- /dev/null +++ b/Assets/Meshes.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8e1c86a713708ce44a1f0dfaec088917 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Meshes/Skeleton_Minion.fbx 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{fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3} propertyPath: monsterEntries.Array.size - value: 2 + value: 0 objectReference: {fileID: 0} - target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3} propertyPath: monsterEntries.Array.data[0].prefab @@ -1906,11 +1906,11 @@ PrefabInstance: - target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3} propertyPath: monsterEntries.Array.data[0].monsterData value: - objectReference: {fileID: 11400000, guid: cec2336a0be4b6c4eb954ac3d08aa8d9, type: 2} + objectReference: {fileID: 0} - target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3} propertyPath: monsterEntries.Array.data[1].monsterData value: - objectReference: {fileID: 11400000, guid: fde07a19ade09f044aca9151f407d073, type: 2} + objectReference: {fileID: 0} m_RemovedComponents: [] m_RemovedGameObjects: [] m_AddedGameObjects: [] @@ -3246,7 +3246,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3} propertyPath: monsterEntries.Array.size - value: 2 + value: 0 objectReference: {fileID: 0} - target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3} propertyPath: monsterEntries.Array.data[0].prefab @@ -3259,11 +3259,11 @@ PrefabInstance: - target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3} propertyPath: monsterEntries.Array.data[0].monsterData value: - objectReference: {fileID: 11400000, guid: cec2336a0be4b6c4eb954ac3d08aa8d9, type: 2} + objectReference: {fileID: 0} - target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3} propertyPath: monsterEntries.Array.data[1].monsterData value: - objectReference: {fileID: 11400000, guid: fde07a19ade09f044aca9151f407d073, type: 2} + objectReference: {fileID: 0} m_RemovedComponents: [] m_RemovedGameObjects: [] m_AddedGameObjects: [] diff --git a/Assets/Scripts/Editor/EnemyPortalEditor.cs b/Assets/Scripts/Editor/EnemyPortalEditor.cs index 5ccfe5e..81bcae8 100644 --- a/Assets/Scripts/Editor/EnemyPortalEditor.cs +++ b/Assets/Scripts/Editor/EnemyPortalEditor.cs @@ -1,3 +1,5 @@ +using Northbound; +using Northbound.Data; using UnityEngine; using UnityEditor; using System.Collections.Generic; @@ -6,7 +8,7 @@ using System.Linq; [CustomEditor(typeof(EnemyPortal))] public class EnemyPortalEditor : Editor { - private const string MONSTER_DATA_FOLDER = "Assets/Data/ScriptableObjects/Monster"; + private const string MONSTER_PREFAB_FOLDER = "Assets/Prefabs/Monster"; public override void OnInspectorGUI() { @@ -22,12 +24,12 @@ public class EnemyPortalEditor : Editor LoadMonsterData(portal); } - EditorGUILayout.HelpBox("Click 'Load Monster Data' to automatically load all monsters from " + MONSTER_DATA_FOLDER, MessageType.Info); + EditorGUILayout.HelpBox("Click 'Load Monster Data' to automatically load all monster prefabs from " + MONSTER_PREFAB_FOLDER, MessageType.Info); } private void LoadMonsterData(EnemyPortal portal) { - string[] guids = AssetDatabase.FindAssets("t:MonsterData", new[] { MONSTER_DATA_FOLDER }); + string[] guids = AssetDatabase.FindAssets("t:Prefab", new[] { MONSTER_PREFAB_FOLDER }); List entries = new List(); int loadedCount = 0; @@ -35,24 +37,23 @@ public class EnemyPortalEditor : Editor foreach (string guid in guids) { string assetPath = AssetDatabase.GUIDToAssetPath(guid); - Northbound.Data.MonsterData monsterData = AssetDatabase.LoadAssetAtPath(assetPath); + GameObject prefab = AssetDatabase.LoadAssetAtPath(assetPath); - if (monsterData != null) + if (prefab != null) { - GameObject prefab = AssetDatabase.LoadAssetAtPath(monsterData.prefabPath); + MonsterDataComponent monsterDataComponent = prefab.GetComponent(); - if (prefab != null) + if (monsterDataComponent != null && monsterDataComponent.monsterData != null) { entries.Add(new EnemyPortal.MonsterEntry { - monsterData = monsterData, prefab = prefab }); loadedCount++; } else { - Debug.LogWarning($"[EnemyPortal] Could not load prefab at path: {monsterData.prefabPath} for monster {monsterData.id}"); + Debug.LogWarning($"[EnemyPortal] Prefab {prefab.name} does not have MonsterDataComponent with valid monsterData reference"); } } } @@ -65,13 +66,12 @@ public class EnemyPortalEditor : Editor for (int i = 0; i < entries.Count; i++) { SerializedProperty element = entriesProperty.GetArrayElementAtIndex(i); - element.FindPropertyRelative("monsterData").objectReferenceValue = entries[i].monsterData; element.FindPropertyRelative("prefab").objectReferenceValue = entries[i].prefab; } serializedObject.ApplyModifiedProperties(); AssetDatabase.SaveAssets(); - Debug.Log($"[EnemyPortal] Loaded {loadedCount} monsters from {MONSTER_DATA_FOLDER}"); + Debug.Log($"[EnemyPortal] Loaded {loadedCount} monsters from {MONSTER_PREFAB_FOLDER}"); } } diff --git a/Assets/Scripts/Editor/IPrefabSetup.cs b/Assets/Scripts/Editor/IPrefabSetup.cs new file mode 100644 index 0000000..82f24b0 --- /dev/null +++ b/Assets/Scripts/Editor/IPrefabSetup.cs @@ -0,0 +1,10 @@ +using UnityEngine; + +namespace Northbound.Editor +{ + public interface IPrefabSetup + { + string GetTemplateName(); + void SetupPrefab(GameObject prefab, ScriptableObject data); + } +} diff --git a/Assets/Scripts/Editor/IPrefabSetup.cs.meta b/Assets/Scripts/Editor/IPrefabSetup.cs.meta new file mode 100644 index 0000000..905b8c3 --- /dev/null +++ b/Assets/Scripts/Editor/IPrefabSetup.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ddd133259cf685c4da37370144003c52 \ No newline at end of file diff --git a/Assets/Scripts/Editor/MonsterPrefabSetup.cs b/Assets/Scripts/Editor/MonsterPrefabSetup.cs new file mode 100644 index 0000000..980b547 --- /dev/null +++ b/Assets/Scripts/Editor/MonsterPrefabSetup.cs @@ -0,0 +1,99 @@ +using Northbound.Data; +using UnityEditor; +using UnityEngine; + +namespace Northbound.Editor +{ + public class MonsterPrefabSetup : IPrefabSetup + { + public string GetTemplateName() + { + return "MonsterTemplate"; + } + + public void SetupPrefab(GameObject prefab, ScriptableObject data) + { + if (!(data is MonsterData monsterData)) + { + Debug.LogWarning($"[MonsterPrefabSetup] Expected MonsterData, got {data.GetType().Name}"); + return; + } + + var monsterDataComponent = prefab.GetComponent(); + if (monsterDataComponent != null) + { + monsterDataComponent.monsterData = monsterData; + monsterDataComponent.ApplyMonsterData(); + } + + if (!string.IsNullOrEmpty(monsterData.meshPath)) + { + RemoveOldModel(prefab); + + if (monsterData.meshPath.ToLower().EndsWith(".fbx")) + { + GameObject fbxModel = AssetDatabase.LoadAssetAtPath(monsterData.meshPath); + if (fbxModel != null) + { + GameObject fbxInstance = GameObject.Instantiate(fbxModel); + fbxInstance.name = "Model"; + fbxInstance.transform.SetParent(prefab.transform, false); + fbxInstance.transform.localPosition = Vector3.zero; + fbxInstance.transform.localRotation = Quaternion.identity; + fbxInstance.transform.localScale = Vector3.one; + + Debug.Log($"[MonsterPrefabSetup] Applied FBX model: {monsterData.meshPath}"); + } + else + { + Debug.LogWarning($"[MonsterPrefabSetup] Could not load FBX model: {monsterData.meshPath}"); + } + } + else + { + var meshFilter = prefab.GetComponent(); + if (meshFilter != null) + { + Mesh mesh = AssetDatabase.LoadAssetAtPath(monsterData.meshPath); + if (mesh != null) + { + meshFilter.sharedMesh = mesh; + Debug.Log($"[MonsterPrefabSetup] Applied mesh: {monsterData.meshPath}"); + } + else + { + Debug.LogWarning($"[MonsterPrefabSetup] Could not load mesh: {monsterData.meshPath}"); + } + } + } + } + + if (!string.IsNullOrEmpty(monsterData.animatorControllerPath)) + { + Animator animator = prefab.GetComponent(); + if (animator != null) + { + RuntimeAnimatorController controller = AssetDatabase.LoadAssetAtPath(monsterData.animatorControllerPath); + if (controller != null) + { + animator.runtimeAnimatorController = controller; + Debug.Log($"[MonsterPrefabSetup] Applied Animator Controller: {monsterData.animatorControllerPath}"); + } + else + { + Debug.LogWarning($"[MonsterPrefabSetup] Could not load Animator Controller: {monsterData.animatorControllerPath}"); + } + } + } + } + + private void RemoveOldModel(GameObject prefab) + { + Transform oldModel = prefab.transform.Find("Model"); + if (oldModel != null) + { + GameObject.DestroyImmediate(oldModel.gameObject); + } + } + } +} diff --git a/Assets/Scripts/Editor/MonsterPrefabSetup.cs.meta b/Assets/Scripts/Editor/MonsterPrefabSetup.cs.meta new file mode 100644 index 0000000..9042fa6 --- /dev/null +++ b/Assets/Scripts/Editor/MonsterPrefabSetup.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9d78ef5bde300404a89bb3af71df1610 \ No newline at end of file diff --git a/Assets/Scripts/Editor/TemplateCreator.cs b/Assets/Scripts/Editor/TemplateCreator.cs new file mode 100644 index 0000000..63cb655 --- /dev/null +++ b/Assets/Scripts/Editor/TemplateCreator.cs @@ -0,0 +1,180 @@ +using Unity.Netcode; +using UnityEditor; +using UnityEngine; +using UnityEngine.AI; + +namespace Northbound.Editor +{ + public class TemplateCreator + { + private const string TEMPLATE_BASE_PATH = "Assets/Data/Templates"; + + [MenuItem("Tools/Data/Create Monster Template")] + public static void CreateMonsterTemplate() + { + CreateTemplate("Monster", SetupMonsterComponents); + } + + [MenuItem("Tools/Data/Create Tower Template")] + public static void CreateTowerTemplate() + { + CreateTemplate("Tower", SetupTowerComponents); + } + + [MenuItem("Tools/Data/Create Player Template")] + public static void CreatePlayerTemplate() + { + CreateTemplate("Player", SetupPlayerComponents); + } + + private static void CreateTemplate(string typeName, System.Action setupComponents) + { + if (!AssetDatabase.IsValidFolder(TEMPLATE_BASE_PATH)) + { + System.IO.Directory.CreateDirectory(Application.dataPath + "/Data/Templates"); + AssetDatabase.Refresh(); + } + + string templateName = $"{typeName}Template"; + string templatePath = $"{TEMPLATE_BASE_PATH}/{templateName}.prefab"; + + GameObject templateGO = new GameObject(templateName); + + setupComponents(templateGO); + + PrefabUtility.SaveAsPrefabAsset(templateGO, templatePath); + GameObject.DestroyImmediate(templateGO); + + Debug.Log($"[TemplateCreator] Created template: {templatePath}"); + AssetDatabase.Refresh(); + Selection.activeObject = AssetDatabase.LoadAssetAtPath(templatePath); + } + + private static void SetupMonsterComponents(GameObject go) + { + Transform t = go.transform; + t.localPosition = Vector3.zero; + t.localRotation = Quaternion.identity; + t.localScale = Vector3.one; + + if (go.GetComponent() == null) + { + CapsuleCollider collider = go.AddComponent(); + collider.isTrigger = false; + collider.radius = 0.5f; + collider.height = 2f; + collider.direction = 1; + collider.center = Vector3.zero; + } + + if (go.GetComponent() == null) + { + Animator animator = go.AddComponent(); + animator.runtimeAnimatorController = null; + animator.avatar = null; + animator.applyRootMotion = false; + animator.updateMode = AnimatorUpdateMode.Normal; + animator.cullingMode = AnimatorCullingMode.CullUpdateTransforms; + } + + if (go.GetComponent() == null) + go.AddComponent(); + + if (go.GetComponent() == null) + go.AddComponent(); + + if (go.GetComponent() == null) + go.AddComponent(); + + if (go.GetComponent() == null) + { + NavMeshAgent agent = go.AddComponent(); + agent.speed = 2.6f; + agent.angularSpeed = 120f; + agent.acceleration = 8f; + agent.stoppingDistance = 0f; + agent.autoBraking = true; + agent.radius = 0.5f; + agent.height = 2f; + } + + if (go.GetComponent() == null) + { + EnemyAIController ai = go.AddComponent(); + ai.aiType = TeamType.Monster; + ai.detectionRange = 6f; + ai.detectionAngle = 360f; + ai.maxChaseDistance = 30f; + ai.attackRange = 1f; + ai.attackInterval = 1.2f; + ai.attackDamage = 3; + ai.moveSpeed = 2.6f; + ai.chaseSpeedMultiplier = 1.2f; + } + + MeshFilter meshFilter = go.GetComponent(); + if (meshFilter == null) + meshFilter = go.AddComponent(); + + MeshRenderer meshRenderer = go.GetComponent(); + if (meshRenderer == null) + meshRenderer = go.AddComponent(); + + int monsterLayer = LayerMask.NameToLayer("Monster"); + if (monsterLayer >= 0) + { + go.layer = monsterLayer; + } + else + { + go.layer = 0; + } + + NetworkObject netObj = go.GetComponent(); + if (netObj != null) + { + netObj.SynchronizeTransform = true; + netObj.SpawnWithObservers = true; + netObj.AlwaysReplicateAsRoot = false; + } + + EnemyUnit enemyUnit = go.GetComponent(); + if (enemyUnit != null) + { + enemyUnit.enemyTeam = TeamType.Monster; + } + } + + private static void SetupTowerComponents(GameObject go) + { + if (go.GetComponent() == null) + go.AddComponent(); + + int defaultLayer = LayerMask.NameToLayer("Default"); + if (defaultLayer >= 0) + { + go.layer = defaultLayer; + } + else + { + go.layer = 0; + } + } + + private static void SetupPlayerComponents(GameObject go) + { + if (go.GetComponent() == null) + go.AddComponent(); + + int playerLayer = LayerMask.NameToLayer("Player"); + if (playerLayer >= 0) + { + go.layer = playerLayer; + } + else + { + go.layer = 0; + } + } + } +} diff --git a/Assets/Scripts/Editor/TemplateCreator.cs.meta b/Assets/Scripts/Editor/TemplateCreator.cs.meta new file mode 100644 index 0000000..efda439 --- /dev/null +++ b/Assets/Scripts/Editor/TemplateCreator.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9b0786fac9db245429b33a2597a2d7b4 \ No newline at end of file diff --git a/Assets/Scripts/EnemyPortal.cs b/Assets/Scripts/EnemyPortal.cs index e1a77ba..b301a89 100644 --- a/Assets/Scripts/EnemyPortal.cs +++ b/Assets/Scripts/EnemyPortal.cs @@ -1,4 +1,5 @@ using Northbound; +using Northbound.Data; using System.Collections.Generic; using Unity.Netcode; using UnityEngine; @@ -8,12 +9,11 @@ public class EnemyPortal : MonoBehaviour [System.Serializable] public class MonsterEntry { - public Northbound.Data.MonsterData monsterData; public GameObject prefab; } [Header("Spawn Settings")] - [Tooltip("몬스터 데이터 목록 (Editor에서 자동 로드 가능)")] + [Tooltip("몬스터 프리팹 목록 (Editor에서 자동 로드 가능)")] [SerializeField] private List monsterEntries = new(); [Header("Cost Settings")] @@ -44,8 +44,15 @@ public class EnemyPortal : MonoBehaviour while (remainingCost > 0 && monsterEntries.Count > 0) { MonsterEntry selectedEntry = SelectMonsterByWeight(); + MonsterData monsterData = GetMonsterDataFromPrefab(selectedEntry.prefab); - if (selectedEntry.monsterData.cost > remainingCost) + if (monsterData == null) + { + Debug.LogWarning($"[EnemyPortal] Could not find MonsterData on {selectedEntry.prefab.name}"); + continue; + } + + if (monsterData.cost > remainingCost) { if (!CanSpawnAnyMonster(remainingCost)) { @@ -55,7 +62,7 @@ public class EnemyPortal : MonoBehaviour } SpawnEnemy(selectedEntry.prefab); - remainingCost -= selectedEntry.monsterData.cost; + remainingCost -= monsterData.cost; spawnedCount++; } @@ -69,7 +76,8 @@ public class EnemyPortal : MonoBehaviour { foreach (var entry in monsterEntries) { - if (entry.monsterData.cost <= remainingCost) + MonsterData monsterData = GetMonsterDataFromPrefab(entry.prefab); + if (monsterData != null && monsterData.cost <= remainingCost) { return true; } @@ -82,7 +90,11 @@ public class EnemyPortal : MonoBehaviour float totalWeight = 0f; foreach (var entry in monsterEntries) { - totalWeight += entry.monsterData.weight; + MonsterData monsterData = GetMonsterDataFromPrefab(entry.prefab); + if (monsterData != null) + { + totalWeight += monsterData.weight; + } } float randomValue = Random.Range(0f, totalWeight); @@ -90,16 +102,33 @@ public class EnemyPortal : MonoBehaviour foreach (var entry in monsterEntries) { - cumulativeWeight += entry.monsterData.weight; - if (randomValue <= cumulativeWeight) + MonsterData monsterData = GetMonsterDataFromPrefab(entry.prefab); + if (monsterData != null) { - return entry; + cumulativeWeight += monsterData.weight; + if (randomValue <= cumulativeWeight) + { + return entry; + } } } return monsterEntries[0]; } + private MonsterData GetMonsterDataFromPrefab(GameObject prefab) + { + if (prefab == null) return null; + + MonsterDataComponent component = prefab.GetComponent(); + if (component != null) + { + return component.monsterData; + } + + return null; + } + private void SpawnEnemy(GameObject prefab) { GameObject enemy = Instantiate(prefab, transform); diff --git a/Assets/Scripts/MonsterDataComponent.cs b/Assets/Scripts/MonsterDataComponent.cs new file mode 100644 index 0000000..8101f23 --- /dev/null +++ b/Assets/Scripts/MonsterDataComponent.cs @@ -0,0 +1,62 @@ +using Northbound.Data; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.AI; + +namespace Northbound +{ + [RequireComponent(typeof(EnemyUnit))] + [RequireComponent(typeof(EnemyAIController))] + [RequireComponent(typeof(NavMeshAgent))] + [RequireComponent(typeof(NetworkObject))] + public class MonsterDataComponent : MonoBehaviour + { + [Header("Data Reference")] + [Tooltip("ScriptableObject containing monster data")] + public MonsterData monsterData; + + [Header("Auto-Apply Settings")] + [Tooltip("Automatically apply stats from monsterData on Awake")] + public bool autoApplyOnAwake = true; + + private void Awake() + { + if (autoApplyOnAwake && monsterData != null) + { + ApplyMonsterData(); + } + } + + public void ApplyMonsterData() + { + if (monsterData == null) + { + Debug.LogWarning("[MonsterDataComponent] monsterData is null", this); + return; + } + + EnemyUnit enemyUnit = GetComponent(); + if (enemyUnit != null) + { + enemyUnit.maxHealth = monsterData.maxHp; + } + + EnemyAIController aiController = GetComponent(); + if (aiController != null) + { + aiController.moveSpeed = monsterData.moveSpeed; + aiController.attackDamage = monsterData.atkDamage; + aiController.attackRange = monsterData.atkRange; + aiController.attackInterval = monsterData.atkIntervalSec; + } + + NavMeshAgent navAgent = GetComponent(); + if (navAgent != null) + { + navAgent.speed = monsterData.moveSpeed; + } + + Debug.Log($"[MonsterDataComponent] Applied data for {monsterData.id} ({monsterData.memo})", this); + } + } +} diff --git a/Assets/Scripts/MonsterDataComponent.cs.meta b/Assets/Scripts/MonsterDataComponent.cs.meta new file mode 100644 index 0000000..9b0f879 --- /dev/null +++ b/Assets/Scripts/MonsterDataComponent.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d702d872f7bcec54baa1f2ee285fc844 \ No newline at end of file diff --git a/GENERIC_IMPORTER.md b/GENERIC_IMPORTER.md new file mode 100644 index 0000000..a1fc6d1 --- /dev/null +++ b/GENERIC_IMPORTER.md @@ -0,0 +1,154 @@ +# Generic CSV Importer System + +## Overview + +The CSV importer now works with **any data type**, not just monsters! Each data type has its own prefab setup logic. + +## How It Works + +``` +CSV File (any type) + ↓ Importer +ScriptableObject (data) + ↓ Prefab Setup +Prefab (with components, models, etc.) +``` + +## Architecture + +### 1. IPrefabSetup Interface + +```csharp +public interface IPrefabSetup +{ + string GetTemplateName(); // Which template to use + void SetupPrefab(GameObject prefab, ScriptableObject data); // How to setup +} +``` + +### 2. Prefab Setup Handlers + +Each data type has its own setup class: + +**MonsterPrefabSetup.cs** +- Handles MonsterData +- Applies FBX models +- Sets Animator controllers +- Updates MonsterDataComponent + +**To add new types:** +1. Create `NewTypePrefabSetup.cs` implementing `IPrefabSetup` +2. Register in `CSVToSOImporter.RegisterPrefabSetups()` +3. Done! + +### 3. Templates + +Each data type has its own template: +``` +Assets/Data/Templates/ +├── MonsterTemplate.prefab → For monsters +├── TowerTemplate.prefab → For towers (to create) +└── PlayerTemplate.prefab → For players (to create) +``` + +Templates define: +- Required components +- Component defaults +- Layer settings +- etc. + +## Adding New Data Types + +### Step 1: Create Template + +```csharp +// TemplateCreator.cs +Tools > Data > Create [TypeName] Template +``` + +### Step 2: Create Setup Handler + +```csharp +// TowerPrefabSetup.cs +using UnityEditor; +using UnityEngine; + +namespace Northbound.Editor +{ + public class TowerPrefabSetup : IPrefabSetup + { + public string GetTemplateName() + { + return "TowerTemplate"; + } + + public void SetupPrefab(GameObject prefab, ScriptableObject data) + { + // Your custom logic here + // e.g., add models, apply stats, etc. + Debug.Log($"[TowerPrefabSetup] Setting up {data.name}"); + } + } +} +``` + +### Step 3: Register Handler + +```csharp +// CSVToSOImporter.cs - RegisterPrefabSetups() +prefabSetups["Tower"] = new TowerPrefabSetup(); +``` + +### Step 4: Create CSV + +``` +GameData/Tower.csv +id,name,cost,... +101,ArrowTower,50,... +``` + +### Step 5: Import + +``` +Tools > Data > Import All CSV +``` + +Done! Prefabs auto-generated for Towers. + +## Benefits + +✅ **Generic**: Works for ANY data type +✅ **Extensible**: Easy to add new types +✅ **Type-Safe**: Each type has its own logic +✅ **Maintainable**: No monster-specific code in importer +✅ **Automated**: CSV → SO → Prefab in one click + +## Example: Complete Flow for Monster + +1. **Designer edits CSV**: `GameData/Monster.csv` +2. **Imports data**: `Tools > Data > Import All CSV` +3. **Importer**: + - Reads CSV rows + - Creates Monster101.asset (SO) + - Clones MonsterTemplate.prefab + - Calls MonsterPrefabSetup.SetupPrefab() + - Saves as Monster101.prefab +4. **MonsterPrefabSetup**: + - Links SO to MonsterDataComponent + - Applies FBX model + - Sets Animator controller +5. **Result**: Complete prefab ready to use! + +## Troubleshooting + +**"No prefab setup found for [Type]"** +- Create `TypePrefabSetup.cs` implementing `IPrefabSetup` +- Register it in `RegisterPrefabSetups()` + +**"No template found for [Type]"** +- Create `[Type]Template.prefab` using `Tools > Data > Create Template` +- Ensure name matches `GetTemplateName()` return value + +**Prefabs not updating** +- Check that your setup logic is in `SetupPrefab()` +- Verify SO fields are being read correctly diff --git a/GameData/Monster.csv b/GameData/Monster.csv index 67e3c5c..e46e9b1 100644 --- a/GameData/Monster.csv +++ b/GameData/Monster.csv @@ -1,6 +1,6 @@ -id,memo,move_speed,max_hp,atk_range,atk_damage,atk_interval_sec,prefab_path,cost,weight -101,Grunt(기본),2.6,30,1,3,1.2,Assets/Prefabs/EnemyTest,1,1.0 -102,Fast(빠름/약함),3.4,18,1,2,1.0,Assets/Prefabs/MonsterTest,2,0.5 -103,Tank(느림/단단),2.0,70,1,4,1.5,Assets/Prefabs/Core,5,0.2 -104,Ranged(원거리/약함),2.4,22,5,2,1.4,Assets/Prefabs/Resource,3,0.333 -105,Elite(소수 정예),2.8,120,1,7,1.3,Assets/Prefabs/ResourcePickup,10,0.1 +id,memo,move_speed,max_hp,atk_range,atk_damage,atk_interval_sec,prefab_path,cost,weight,mesh_path +101,Grunt(기본),2.6,30,1,3,1.2,Assets/Prefabs/EnemyTest,1,1.0,Assets/Meshes/Skeleton_Minion.fbx +102,Fast(빠름/약함),3.4,18,1,2,1.0,Assets/Prefabs/MonsterTest,2,0.5,Assets/Meshes/Skeleton_Minion.fbx +103,Tank(느림/단단),2.0,70,1,4,1.5,Assets/Prefabs/Core,5,0.2,Assets/Meshes/Skeleton_Minion.fbx +104,Ranged(원거리/약함),2.4,22,5,2,1.4,Assets/Prefabs/Resource,3,0.333,Assets/Meshes/Skeleton_Minion.fbx +105,Elite(소수 정예),2.8,120,1,7,1.3,Assets/Prefabs/ResourcePickup,10,0.1,Assets/Meshes/Skeleton_Minion.fbx diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index af265bf..e122c94 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -16,8 +16,8 @@ TagManager: - Enemy - Player - Obstacle - - - - + - Monster + - - - -