포탈이 글로벌 타이머 사이클에 맞춰 웨이브를 소환하도록 함
시작 코스트 4, 웨이브당 증가량 10%
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77
Assets/Scripts/Editor/EnemyPortalEditor.cs
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77
Assets/Scripts/Editor/EnemyPortalEditor.cs
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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using System.Linq;
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[CustomEditor(typeof(EnemyPortal))]
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public class EnemyPortalEditor : Editor
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{
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private const string MONSTER_DATA_FOLDER = "Assets/Data/ScriptableObjects/Monster";
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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EnemyPortal portal = (EnemyPortal)target;
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Monster Data Loader", EditorStyles.boldLabel);
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if (GUILayout.Button("Load Monster Data"))
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{
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LoadMonsterData(portal);
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}
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EditorGUILayout.HelpBox("Click 'Load Monster Data' to automatically load all monsters from " + MONSTER_DATA_FOLDER, MessageType.Info);
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}
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private void LoadMonsterData(EnemyPortal portal)
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{
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string[] guids = AssetDatabase.FindAssets("t:MonsterData", new[] { MONSTER_DATA_FOLDER });
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List<EnemyPortal.MonsterEntry> entries = new List<EnemyPortal.MonsterEntry>();
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int loadedCount = 0;
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foreach (string guid in guids)
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{
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string assetPath = AssetDatabase.GUIDToAssetPath(guid);
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Northbound.Data.MonsterData monsterData = AssetDatabase.LoadAssetAtPath<Northbound.Data.MonsterData>(assetPath);
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if (monsterData != null)
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{
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GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(monsterData.prefabPath);
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if (prefab != null)
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{
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entries.Add(new EnemyPortal.MonsterEntry
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{
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monsterData = monsterData,
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prefab = prefab
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});
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loadedCount++;
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}
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else
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{
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Debug.LogWarning($"[EnemyPortal] Could not load prefab at path: {monsterData.prefabPath} for monster {monsterData.id}");
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}
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}
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}
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serializedObject.Update();
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SerializedProperty entriesProperty = serializedObject.FindProperty("monsterEntries");
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entriesProperty.ClearArray();
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entriesProperty.arraySize = entries.Count;
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for (int i = 0; i < entries.Count; i++)
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{
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SerializedProperty element = entriesProperty.GetArrayElementAtIndex(i);
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element.FindPropertyRelative("monsterData").objectReferenceValue = entries[i].monsterData;
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element.FindPropertyRelative("prefab").objectReferenceValue = entries[i].prefab;
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}
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serializedObject.ApplyModifiedProperties();
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AssetDatabase.SaveAssets();
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Debug.Log($"[EnemyPortal] Loaded {loadedCount} monsters from {MONSTER_DATA_FOLDER}");
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}
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}
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2
Assets/Scripts/Editor/EnemyPortalEditor.cs.meta
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2
Assets/Scripts/Editor/EnemyPortalEditor.cs.meta
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fileFormatVersion: 2
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guid: 70cde0c89ff88c149b6535cc2e9903b3
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