포탈이 글로벌 타이머 사이클에 맞춰 웨이브를 소환하도록 함

시작 코스트 4, 웨이브당 증가량 10%
This commit is contained in:
2026-01-31 21:36:56 +09:00
parent d055591dcc
commit b54e016283
12 changed files with 252 additions and 55 deletions

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

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fileFormatVersion: 2
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