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

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# 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)

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@@ -48,16 +48,19 @@
<Analyzer Include="C:\Program Files\Unity\Hub\Editor\6000.3.5f2\Editor\Data\Tools\BuildPipeline\Unity.SourceGenerators\Unity.UIToolkit.SourceGenerator.dll" /> <Analyzer Include="C:\Program Files\Unity\Hub\Editor\6000.3.5f2\Editor\Data\Tools\BuildPipeline\Unity.SourceGenerators\Unity.UIToolkit.SourceGenerator.dll" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Compile Include="Assets\Scripts\Editor\MonsterPrefabSetup.cs" />
<Compile Include="Assets\FlatKit\[Render Pipeline] URP\Water\Editor\Tooltips.cs" /> <Compile Include="Assets\FlatKit\[Render Pipeline] URP\Water\Editor\Tooltips.cs" />
<Compile Include="Assets\Scripts\Editor\EnemyPortalEditor.cs" /> <Compile Include="Assets\Scripts\Editor\EnemyPortalEditor.cs" />
<Compile Include="Assets\Editor\DataImporter\ImporterWindow.cs" /> <Compile Include="Assets\Editor\DataImporter\ImporterWindow.cs" />
<Compile Include="Assets\Scripts\Editor\ObstacleSpawnerEditor.cs" /> <Compile Include="Assets\Scripts\Editor\ObstacleSpawnerEditor.cs" />
<Compile Include="Assets\Editor\DataImporter\CSVDebugger.cs" /> <Compile Include="Assets\Editor\DataImporter\CSVDebugger.cs" />
<Compile Include="Assets\Scripts\Editor\IPrefabSetup.cs" />
<Compile Include="Assets\FlatKit\[Render Pipeline] URP\Water\Editor\WaterEditor.cs" /> <Compile Include="Assets\FlatKit\[Render Pipeline] URP\Water\Editor\WaterEditor.cs" />
<Compile Include="Assets\Editor\DataImporter\CSVToSOImporter.cs" /> <Compile Include="Assets\Editor\DataImporter\CSVToSOImporter.cs" />
<Compile Include="Assets\FlatKit\Shaders\Editor\ObjectOutlineEditorUtils.cs" /> <Compile Include="Assets\FlatKit\Shaders\Editor\ObjectOutlineEditorUtils.cs" />
<Compile Include="Assets\FlatKit\Demos\Common\Scripts\Motion\Editor\LinearMotionEditor.cs" /> <Compile Include="Assets\FlatKit\Demos\Common\Scripts\Motion\Editor\LinearMotionEditor.cs" />
<Compile Include="Assets\FlatKit\Shaders\GradientSkybox\Editor\GradientSkyboxEditor.cs" /> <Compile Include="Assets\FlatKit\Shaders\GradientSkybox\Editor\GradientSkyboxEditor.cs" />
<Compile Include="Assets\Scripts\Editor\TemplateCreator.cs" />
<Compile Include="Assets\FlatKit\Shaders\Editor\Tooltips.cs" /> <Compile Include="Assets\FlatKit\Shaders\Editor\Tooltips.cs" />
<Compile Include="Assets\FlatKit\Shaders\Editor\StylizedSurfaceEditor.cs" /> <Compile Include="Assets\FlatKit\Shaders\Editor\StylizedSurfaceEditor.cs" />
<Compile Include="Assets\Scripts\Editor\FogOfWarVisibilitySetup.cs" /> <Compile Include="Assets\Scripts\Editor\FogOfWarVisibilitySetup.cs" />

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@@ -91,6 +91,7 @@
<Compile Include="Assets\Scripts\BuildingManager.cs" /> <Compile Include="Assets\Scripts\BuildingManager.cs" />
<Compile Include="Assets\Scripts\GhostMaterialTest.cs" /> <Compile Include="Assets\Scripts\GhostMaterialTest.cs" />
<Compile Include="Assets\Scripts\BuildingPlacement.cs" /> <Compile Include="Assets\Scripts\BuildingPlacement.cs" />
<Compile Include="Assets\Scripts\MonsterDataComponent.cs" />
<Compile Include="Assets\Scripts\Core.cs" /> <Compile Include="Assets\Scripts\Core.cs" />
<Compile Include="Assets\Scripts\EnemyPortal.cs" /> <Compile Include="Assets\Scripts\EnemyPortal.cs" />
<Compile Include="Assets\FlatKit\Demos\Common\Scripts\Motion\LinearMotion.cs" /> <Compile Include="Assets\FlatKit\Demos\Common\Scripts\Motion\LinearMotion.cs" />

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@@ -19,6 +19,6 @@ MonoBehaviour:
atkRange: 1 atkRange: 1
atkDamage: 3 atkDamage: 3
atkIntervalSec: 1.2 atkIntervalSec: 1.2
prefabPath: Assets/Prefabs/EnemyTest.prefab meshPath: Assets/Meshes/Skeleton_Minion.fbx
cost: 1 cost: 1
weight: 1 weight: 1

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@@ -19,6 +19,6 @@ MonoBehaviour:
atkRange: 1 atkRange: 1
atkDamage: 2 atkDamage: 2
atkIntervalSec: 1 atkIntervalSec: 1
prefabPath: Assets/Prefabs/MonsterTest.prefab meshPath: Assets/Meshes/Skeleton_Minion.fbx
cost: 2 cost: 2
weight: 0.5 weight: 0.5

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@@ -19,6 +19,6 @@ MonoBehaviour:
atkRange: 1 atkRange: 1
atkDamage: 4 atkDamage: 4
atkIntervalSec: 1.5 atkIntervalSec: 1.5
prefabPath: Assets/Prefabs/Core meshPath: Assets/Meshes/Skeleton_Minion.fbx
cost: 5 cost: 5
weight: 0.2 weight: 0.2

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@@ -19,6 +19,6 @@ MonoBehaviour:
atkRange: 5 atkRange: 5
atkDamage: 2 atkDamage: 2
atkIntervalSec: 1.4 atkIntervalSec: 1.4
prefabPath: Assets/Prefabs/Resource meshPath: Assets/Meshes/Skeleton_Minion.fbx
cost: 3 cost: 3
weight: 0.333 weight: 0.333

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@@ -19,6 +19,6 @@ MonoBehaviour:
atkRange: 1 atkRange: 1
atkDamage: 7 atkDamage: 7
atkIntervalSec: 1.3 atkIntervalSec: 1.3
prefabPath: Assets/Prefabs/ResourcePickup meshPath: Assets/Meshes/Skeleton_Minion.fbx
cost: 10 cost: 10
weight: 0.1 weight: 0.1

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@@ -24,8 +24,10 @@ namespace Northbound.Data
public int atkDamage; public int atkDamage;
/// <summary>공격 주기</summary> /// <summary>공격 주기</summary>
public float atkIntervalSec; public float atkIntervalSec;
/// <summary>프리팹/리소스 경로</summary> /// <summary>메시 경로</summary>
public string prefabPath; public string meshPath;
/// <summary>애니메이터 컨트롤러 경로</summary>
public string animatorControllerPath;
/// <summary>몬스터 난이도 점수</summary> /// <summary>몬스터 난이도 점수</summary>
public int cost; public int cost;
/// <summary>등장 가중치</summary> /// <summary>등장 가중치</summary>

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SourceHashToOverride: 0 SourceHashToOverride: 0
OverridingTargetPrefab: {fileID: 0} OverridingTargetPrefab: {fileID: 0}
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@@ -12,6 +12,27 @@ namespace Northbound.Editor
{ {
private static readonly string GAMEDATA_PATH = Path.Combine(Application.dataPath, "..", "GameData"); 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 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<string, IPrefabSetup> prefabSetups =
new System.Collections.Generic.Dictionary<string, IPrefabSetup>();
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) [MenuItem("Tools/Data/Import All CSV")] // 메뉴 추가 (편의성)
public static void ImportAll() public static void ImportAll()
@@ -54,6 +75,7 @@ namespace Northbound.Editor
if (lines.Length < 2) return false; if (lines.Length < 2) return false;
var headers = ParseCSVLine(lines[0]); var headers = ParseCSVLine(lines[0]);
var createdSOs = new List<ScriptableObject>();
for (int lineIndex = 1; lineIndex < lines.Length; lineIndex++) for (int lineIndex = 1; lineIndex < lines.Length; lineIndex++)
{ {
@@ -72,7 +94,12 @@ namespace Northbound.Editor
} }
string assetName = GetAssetName(so, lineIndex); 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(); AssetDatabase.SaveAssets();
@@ -148,11 +175,97 @@ namespace Northbound.Editor
return l == "true" || l == "1" || l == "yes"; return l == "true" || l == "1" || l == "yes";
} }
if (targetType == typeof(string)) return value.Replace("\\n", "\n"); if (targetType == typeof(string)) return value.Replace("\\n", "\n");
return Convert.ChangeType(value, targetType); return Convert.ChangeType(value, targetType);
} }
catch { return null; } 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($"[CSVImporter] No template found for {schemaName}, skipping prefab generation");
return;
}
if (AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath) != null)
{
UpdateExistingPrefab(prefabPath, so, prefabSetup);
}
else
{
GameObject prefabInstance = GameObject.Instantiate(template);
prefabInstance.name = prefabName;
PrefabUtility.SaveAsPrefabAsset(prefabInstance, prefabPath);
GameObject.DestroyImmediate(prefabInstance);
UpdateExistingPrefab(prefabPath, so, prefabSetup);
Debug.Log($"[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<GameObject>(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) --- // --- 유틸리티 메서드 (기존과 동일) ---
private static string[] ParseCSVLine(string line) private static string[] ParseCSVLine(string line)
{ {

8
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animationPositionError: 0.5
animationScaleError: 0.5
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meshes:
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meshCompression: 0
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legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
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importAnimation: 1
humanDescription:
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human: []
skeleton: []
armTwist: 0.5
foreArmTwist: 0.5
upperLegTwist: 0.5
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armStretch: 0.05
legStretch: 0.05
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serializedVersion: 24200
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materials:
materialImportMode: 2
materialName: 0
materialSearch: 1
materialLocation: 1
animations:
legacyGenerateAnimations: 4
bakeSimulation: 0
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optimizeGameObjects: 0
removeConstantScaleCurves: 0
motionNodeName:
animationImportErrors:
animationImportWarnings:
animationRetargetingWarnings:
animationDoRetargetingWarnings: 0
importAnimatedCustomProperties: 0
importConstraints: 0
animationCompression: 1
animationRotationError: 0.5
animationPositionError: 0.5
animationScaleError: 0.5
animationWrapMode: 0
extraExposedTransformPaths: []
extraUserProperties: []
clipAnimations: []
isReadable: 0
meshes:
lODScreenPercentages: []
globalScale: 1
meshCompression: 0
addColliders: 0
useSRGBMaterialColor: 1
sortHierarchyByName: 1
importPhysicalCameras: 1
importVisibility: 1
importBlendShapes: 1
importCameras: 1
importLights: 1
nodeNameCollisionStrategy: 1
fileIdsGeneration: 2
swapUVChannels: 0
generateSecondaryUV: 0
useFileUnits: 1
keepQuads: 0
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optimizeBones: 1
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meshLodGenerationFlags: 0
maximumMeshLod: -1
meshOptimizationFlags: -1
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secondaryUVAngleDistortion: 8
secondaryUVAreaDistortion: 15.000001
secondaryUVHardAngle: 88
secondaryUVMarginMethod: 1
secondaryUVMinLightmapResolution: 40
secondaryUVMinObjectScale: 1
secondaryUVPackMargin: 4
useFileScale: 1
strictVertexDataChecks: 0
tangentSpace:
normalSmoothAngle: 60
normalImportMode: 0
tangentImportMode: 3
normalCalculationMode: 4
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
blendShapeNormalImportMode: 1
normalSmoothingSource: 0
referencedClips: []
importAnimation: 1
humanDescription:
serializedVersion: 3
human: []
skeleton: []
armTwist: 0.5
foreArmTwist: 0.5
upperLegTwist: 0.5
legTwist: 0.5
armStretch: 0.05
legStretch: 0.05
feetSpacing: 0
globalScale: 1
rootMotionBoneName:
hasTranslationDoF: 0
hasExtraRoot: 0
skeletonHasParents: 1
lastHumanDescriptionAvatarSource: {instanceID: 0}
autoGenerateAvatarMappingIfUnspecified: 1
animationType: 2
humanoidOversampling: 1
avatarSetup: 0
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
importBlendShapeDeformPercent: 1
remapMaterialsIfMaterialImportModeIsNone: 0
additionalBone: 0
userData:
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: a685391aa8ab5b94a9930a3b11bdb4e4
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -49,7 +49,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d5a57f767e5e46a458fc5d3c628d0cbb, type: 3} m_Script: {fileID: 11500000, guid: d5a57f767e5e46a458fc5d3c628d0cbb, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.NetworkObject m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.NetworkObject
GlobalObjectIdHash: 3777549664 GlobalObjectIdHash: 2325681781
InScenePlacedSourceGlobalObjectIdHash: 190018048 InScenePlacedSourceGlobalObjectIdHash: 190018048
DeferredDespawnTick: 0 DeferredDespawnTick: 0
Ownership: 1 Ownership: 1
@@ -77,7 +77,6 @@ MonoBehaviour:
ShowTopMostFoldoutHeaderGroup: 1 ShowTopMostFoldoutHeaderGroup: 1
enemyTeam: 2 enemyTeam: 2
maxHealth: 100 maxHealth: 100
visionRange: 0
damageEffectPrefab: {fileID: 0} damageEffectPrefab: {fileID: 0}
destroyEffectPrefab: {fileID: 0} destroyEffectPrefab: {fileID: 0}
--- !u!195 &3722870329869553245 --- !u!195 &3722870329869553245

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 01eaba87f2878e2419105e30e0b9e572
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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fileFormatVersion: 2
guid: eccdace7a7b21a446891da5739b1549f
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 4ee9b364dfe9d0949a23374e660d3e13
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 9cac250ebe8d420469bd4da3ab8cfd86
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: ff2924ffa397a8e44925625790831d25
PrefabImporter:
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userData:
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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: e8d09b814275ad745a427433c28dd53f
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userData:
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 9f4ee65fec2f6ff439a564550b072221
folderAsset: yes
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: e2baea03a27214c4fb8085788c5b7443
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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View File

@@ -1893,7 +1893,7 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3} - target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3}
propertyPath: monsterEntries.Array.size propertyPath: monsterEntries.Array.size
value: 2 value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3} - target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3}
propertyPath: monsterEntries.Array.data[0].prefab propertyPath: monsterEntries.Array.data[0].prefab
@@ -1906,11 +1906,11 @@ PrefabInstance:
- target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3} - target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3}
propertyPath: monsterEntries.Array.data[0].monsterData propertyPath: monsterEntries.Array.data[0].monsterData
value: value:
objectReference: {fileID: 11400000, guid: cec2336a0be4b6c4eb954ac3d08aa8d9, type: 2} objectReference: {fileID: 0}
- target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3} - target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3}
propertyPath: monsterEntries.Array.data[1].monsterData propertyPath: monsterEntries.Array.data[1].monsterData
value: value:
objectReference: {fileID: 11400000, guid: fde07a19ade09f044aca9151f407d073, type: 2} objectReference: {fileID: 0}
m_RemovedComponents: [] m_RemovedComponents: []
m_RemovedGameObjects: [] m_RemovedGameObjects: []
m_AddedGameObjects: [] m_AddedGameObjects: []
@@ -3246,7 +3246,7 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3} - target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3}
propertyPath: monsterEntries.Array.size propertyPath: monsterEntries.Array.size
value: 2 value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3} - target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3}
propertyPath: monsterEntries.Array.data[0].prefab propertyPath: monsterEntries.Array.data[0].prefab
@@ -3259,11 +3259,11 @@ PrefabInstance:
- target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3} - target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3}
propertyPath: monsterEntries.Array.data[0].monsterData propertyPath: monsterEntries.Array.data[0].monsterData
value: value:
objectReference: {fileID: 11400000, guid: cec2336a0be4b6c4eb954ac3d08aa8d9, type: 2} objectReference: {fileID: 0}
- target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3} - target: {fileID: 6859825394817103090, guid: 11e3760dda2c0164abf759c18d918893, type: 3}
propertyPath: monsterEntries.Array.data[1].monsterData propertyPath: monsterEntries.Array.data[1].monsterData
value: value:
objectReference: {fileID: 11400000, guid: fde07a19ade09f044aca9151f407d073, type: 2} objectReference: {fileID: 0}
m_RemovedComponents: [] m_RemovedComponents: []
m_RemovedGameObjects: [] m_RemovedGameObjects: []
m_AddedGameObjects: [] m_AddedGameObjects: []

View File

@@ -1,3 +1,5 @@
using Northbound;
using Northbound.Data;
using UnityEngine; using UnityEngine;
using UnityEditor; using UnityEditor;
using System.Collections.Generic; using System.Collections.Generic;
@@ -6,7 +8,7 @@ using System.Linq;
[CustomEditor(typeof(EnemyPortal))] [CustomEditor(typeof(EnemyPortal))]
public class EnemyPortalEditor : Editor 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() public override void OnInspectorGUI()
{ {
@@ -22,12 +24,12 @@ public class EnemyPortalEditor : Editor
LoadMonsterData(portal); 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) 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>(); List<EnemyPortal.MonsterEntry> entries = new List<EnemyPortal.MonsterEntry>();
int loadedCount = 0; int loadedCount = 0;
@@ -35,24 +37,23 @@ public class EnemyPortalEditor : Editor
foreach (string guid in guids) foreach (string guid in guids)
{ {
string assetPath = AssetDatabase.GUIDToAssetPath(guid); 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 entries.Add(new EnemyPortal.MonsterEntry
{ {
monsterData = monsterData,
prefab = prefab prefab = prefab
}); });
loadedCount++; loadedCount++;
} }
else 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++) for (int i = 0; i < entries.Count; i++)
{ {
SerializedProperty element = entriesProperty.GetArrayElementAtIndex(i); SerializedProperty element = entriesProperty.GetArrayElementAtIndex(i);
element.FindPropertyRelative("monsterData").objectReferenceValue = entries[i].monsterData;
element.FindPropertyRelative("prefab").objectReferenceValue = entries[i].prefab; element.FindPropertyRelative("prefab").objectReferenceValue = entries[i].prefab;
} }
serializedObject.ApplyModifiedProperties(); serializedObject.ApplyModifiedProperties();
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
Debug.Log($"[EnemyPortal] Loaded {loadedCount} monsters from {MONSTER_DATA_FOLDER}"); Debug.Log($"[EnemyPortal] Loaded {loadedCount} monsters from {MONSTER_PREFAB_FOLDER}");
} }
} }

View File

@@ -0,0 +1,10 @@
using UnityEngine;
namespace Northbound.Editor
{
public interface IPrefabSetup
{
string GetTemplateName();
void SetupPrefab(GameObject prefab, ScriptableObject data);
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ddd133259cf685c4da37370144003c52

View File

@@ -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($"[MonsterPrefabSetup] Expected MonsterData, got {data.GetType().Name}");
return;
}
var monsterDataComponent = prefab.GetComponent<MonsterDataComponent>();
if (monsterDataComponent != null)
{
monsterDataComponent.monsterData = monsterData;
monsterDataComponent.ApplyMonsterData();
}
if (!string.IsNullOrEmpty(monsterData.meshPath))
{
RemoveOldModel(prefab);
if (monsterData.meshPath.ToLower().EndsWith(".fbx"))
{
GameObject fbxModel = AssetDatabase.LoadAssetAtPath<GameObject>(monsterData.meshPath);
if (fbxModel != null)
{
GameObject fbxInstance = GameObject.Instantiate(fbxModel);
fbxInstance.name = "Model";
fbxInstance.transform.SetParent(prefab.transform, false);
fbxInstance.transform.localPosition = Vector3.zero;
fbxInstance.transform.localRotation = Quaternion.identity;
fbxInstance.transform.localScale = Vector3.one;
Debug.Log($"[MonsterPrefabSetup] Applied FBX model: {monsterData.meshPath}");
}
else
{
Debug.LogWarning($"[MonsterPrefabSetup] Could not load FBX model: {monsterData.meshPath}");
}
}
else
{
var meshFilter = prefab.GetComponent<MeshFilter>();
if (meshFilter != null)
{
Mesh mesh = AssetDatabase.LoadAssetAtPath<Mesh>(monsterData.meshPath);
if (mesh != null)
{
meshFilter.sharedMesh = mesh;
Debug.Log($"[MonsterPrefabSetup] Applied mesh: {monsterData.meshPath}");
}
else
{
Debug.LogWarning($"[MonsterPrefabSetup] Could not load mesh: {monsterData.meshPath}");
}
}
}
}
if (!string.IsNullOrEmpty(monsterData.animatorControllerPath))
{
Animator animator = prefab.GetComponent<Animator>();
if (animator != null)
{
RuntimeAnimatorController controller = AssetDatabase.LoadAssetAtPath<RuntimeAnimatorController>(monsterData.animatorControllerPath);
if (controller != null)
{
animator.runtimeAnimatorController = controller;
Debug.Log($"[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);
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9d78ef5bde300404a89bb3af71df1610

View File

@@ -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<GameObject> 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<GameObject>(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<CapsuleCollider>() == null)
{
CapsuleCollider collider = go.AddComponent<CapsuleCollider>();
collider.isTrigger = false;
collider.radius = 0.5f;
collider.height = 2f;
collider.direction = 1;
collider.center = Vector3.zero;
}
if (go.GetComponent<Animator>() == null)
{
Animator animator = go.AddComponent<Animator>();
animator.runtimeAnimatorController = null;
animator.avatar = null;
animator.applyRootMotion = false;
animator.updateMode = AnimatorUpdateMode.Normal;
animator.cullingMode = AnimatorCullingMode.CullUpdateTransforms;
}
if (go.GetComponent<NetworkObject>() == null)
go.AddComponent<NetworkObject>();
if (go.GetComponent<EnemyUnit>() == null)
go.AddComponent<EnemyUnit>();
if (go.GetComponent<MonsterDataComponent>() == null)
go.AddComponent<MonsterDataComponent>();
if (go.GetComponent<NavMeshAgent>() == null)
{
NavMeshAgent agent = go.AddComponent<NavMeshAgent>();
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<EnemyAIController>() == null)
{
EnemyAIController ai = go.AddComponent<EnemyAIController>();
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<MeshFilter>();
if (meshFilter == null)
meshFilter = go.AddComponent<MeshFilter>();
MeshRenderer meshRenderer = go.GetComponent<MeshRenderer>();
if (meshRenderer == null)
meshRenderer = go.AddComponent<MeshRenderer>();
int monsterLayer = LayerMask.NameToLayer("Monster");
if (monsterLayer >= 0)
{
go.layer = monsterLayer;
}
else
{
go.layer = 0;
}
NetworkObject netObj = go.GetComponent<NetworkObject>();
if (netObj != null)
{
netObj.SynchronizeTransform = true;
netObj.SpawnWithObservers = true;
netObj.AlwaysReplicateAsRoot = false;
}
EnemyUnit enemyUnit = go.GetComponent<EnemyUnit>();
if (enemyUnit != null)
{
enemyUnit.enemyTeam = TeamType.Monster;
}
}
private static void SetupTowerComponents(GameObject go)
{
if (go.GetComponent<NetworkObject>() == null)
go.AddComponent<NetworkObject>();
int defaultLayer = LayerMask.NameToLayer("Default");
if (defaultLayer >= 0)
{
go.layer = defaultLayer;
}
else
{
go.layer = 0;
}
}
private static void SetupPlayerComponents(GameObject go)
{
if (go.GetComponent<NetworkObject>() == null)
go.AddComponent<NetworkObject>();
int playerLayer = LayerMask.NameToLayer("Player");
if (playerLayer >= 0)
{
go.layer = playerLayer;
}
else
{
go.layer = 0;
}
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9b0786fac9db245429b33a2597a2d7b4

View File

@@ -1,4 +1,5 @@
using Northbound; using Northbound;
using Northbound.Data;
using System.Collections.Generic; using System.Collections.Generic;
using Unity.Netcode; using Unity.Netcode;
using UnityEngine; using UnityEngine;
@@ -8,12 +9,11 @@ public class EnemyPortal : MonoBehaviour
[System.Serializable] [System.Serializable]
public class MonsterEntry public class MonsterEntry
{ {
public Northbound.Data.MonsterData monsterData;
public GameObject prefab; public GameObject prefab;
} }
[Header("Spawn Settings")] [Header("Spawn Settings")]
[Tooltip("몬스터 데이터 목록 (Editor에서 자동 로드 가능)")] [Tooltip("몬스터 프리팹 목록 (Editor에서 자동 로드 가능)")]
[SerializeField] private List<MonsterEntry> monsterEntries = new(); [SerializeField] private List<MonsterEntry> monsterEntries = new();
[Header("Cost Settings")] [Header("Cost Settings")]
@@ -44,8 +44,15 @@ public class EnemyPortal : MonoBehaviour
while (remainingCost > 0 && monsterEntries.Count > 0) while (remainingCost > 0 && monsterEntries.Count > 0)
{ {
MonsterEntry selectedEntry = SelectMonsterByWeight(); 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)) if (!CanSpawnAnyMonster(remainingCost))
{ {
@@ -55,7 +62,7 @@ public class EnemyPortal : MonoBehaviour
} }
SpawnEnemy(selectedEntry.prefab); SpawnEnemy(selectedEntry.prefab);
remainingCost -= selectedEntry.monsterData.cost; remainingCost -= monsterData.cost;
spawnedCount++; spawnedCount++;
} }
@@ -69,7 +76,8 @@ public class EnemyPortal : MonoBehaviour
{ {
foreach (var entry in monsterEntries) foreach (var entry in monsterEntries)
{ {
if (entry.monsterData.cost <= remainingCost) MonsterData monsterData = GetMonsterDataFromPrefab(entry.prefab);
if (monsterData != null && monsterData.cost <= remainingCost)
{ {
return true; return true;
} }
@@ -82,7 +90,11 @@ public class EnemyPortal : MonoBehaviour
float totalWeight = 0f; float totalWeight = 0f;
foreach (var entry in monsterEntries) 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); float randomValue = Random.Range(0f, totalWeight);
@@ -90,16 +102,33 @@ public class EnemyPortal : MonoBehaviour
foreach (var entry in monsterEntries) foreach (var entry in monsterEntries)
{ {
cumulativeWeight += entry.monsterData.weight; MonsterData monsterData = GetMonsterDataFromPrefab(entry.prefab);
if (randomValue <= cumulativeWeight) if (monsterData != null)
{ {
return entry; cumulativeWeight += monsterData.weight;
if (randomValue <= cumulativeWeight)
{
return entry;
}
} }
} }
return monsterEntries[0]; return monsterEntries[0];
} }
private MonsterData GetMonsterDataFromPrefab(GameObject prefab)
{
if (prefab == null) return null;
MonsterDataComponent component = prefab.GetComponent<MonsterDataComponent>();
if (component != null)
{
return component.monsterData;
}
return null;
}
private void SpawnEnemy(GameObject prefab) private void SpawnEnemy(GameObject prefab)
{ {
GameObject enemy = Instantiate(prefab, transform); GameObject enemy = Instantiate(prefab, transform);

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@@ -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<EnemyUnit>();
if (enemyUnit != null)
{
enemyUnit.maxHealth = monsterData.maxHp;
}
EnemyAIController aiController = GetComponent<EnemyAIController>();
if (aiController != null)
{
aiController.moveSpeed = monsterData.moveSpeed;
aiController.attackDamage = monsterData.atkDamage;
aiController.attackRange = monsterData.atkRange;
aiController.attackInterval = monsterData.atkIntervalSec;
}
NavMeshAgent navAgent = GetComponent<NavMeshAgent>();
if (navAgent != null)
{
navAgent.speed = monsterData.moveSpeed;
}
Debug.Log($"[MonsterDataComponent] Applied data for {monsterData.id} ({monsterData.memo})", this);
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d702d872f7bcec54baa1f2ee285fc844

154
GENERIC_IMPORTER.md Normal file
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@@ -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

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@@ -1,6 +1,6 @@
id,memo,move_speed,max_hp,atk_range,atk_damage,atk_interval_sec,prefab_path,cost,weight 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,1,1.0 101,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,2,0.5 102,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,5,0.2 103,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,3,0.333 104,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,10,0.1 105,Elite(소수 정예),2.8,120,1,7,1.3,Assets/Prefabs/ResourcePickup,10,0.1,Assets/Meshes/Skeleton_Minion.fbx
1 id memo move_speed max_hp atk_range atk_damage atk_interval_sec prefab_path cost weight mesh_path
2 101 Grunt(기본) 2.6 30 1 3 1.2 Assets/Prefabs/EnemyTest 1 1.0 Assets/Meshes/Skeleton_Minion.fbx
3 102 Fast(빠름/약함) 3.4 18 1 2 1.0 Assets/Prefabs/MonsterTest 2 0.5 Assets/Meshes/Skeleton_Minion.fbx
4 103 Tank(느림/단단) 2.0 70 1 4 1.5 Assets/Prefabs/Core 5 0.2 Assets/Meshes/Skeleton_Minion.fbx
5 104 Ranged(원거리/약함) 2.4 22 5 2 1.4 Assets/Prefabs/Resource 3 0.333 Assets/Meshes/Skeleton_Minion.fbx
6 105 Elite(소수 정예) 2.8 120 1 7 1.3 Assets/Prefabs/ResourcePickup 10 0.1 Assets/Meshes/Skeleton_Minion.fbx

View File

@@ -16,8 +16,8 @@ TagManager:
- Enemy - Enemy
- Player - Player
- Obstacle - Obstacle
- - Monster
- -
- -
- -
- -