데이터 파이프라인 개선 및 포탈 로직 생성

csv import 시 자동으로 완전한 프리팹이 생성될 수 있도록 함.
This commit is contained in:
2026-02-01 00:29:22 +09:00
parent b54e016283
commit 2593b6dd37
48 changed files with 11897 additions and 45 deletions

View File

@@ -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<EnemyPortal.MonsterEntry> entries = new List<EnemyPortal.MonsterEntry>();
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<Northbound.Data.MonsterData>(assetPath);
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
if (monsterData != null)
if (prefab != null)
{
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(monsterData.prefabPath);
MonsterDataComponent monsterDataComponent = prefab.GetComponent<MonsterDataComponent>();
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}");
}
}