업그레이드 데이터 입력 로직 및 기능 추가

캐릭터 스탯을 PlayerStats 컴포넌트에서 모아서 관리하도록 변경
코드에서도 마찬가지
This commit is contained in:
2026-02-23 00:21:44 +09:00
parent b34254137f
commit cc475bce3e
54 changed files with 1402 additions and 98 deletions

View File

@@ -1,3 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
@@ -45,12 +46,12 @@ namespace Northbound.Editor
}
Debug.Log($"<color=green>[CSVToSOImporter] Import complete: {successCount} succeeded, {failCount} failed</color>");
if (towerImported)
{
AutoConfigureBuildingManager();
}
AssetDatabase.Refresh();
}
@@ -61,7 +62,8 @@ namespace Northbound.Editor
{ "Monster", new MonsterPrefabSetup() },
{ "Creep", new CreepPrefabSetup() },
{ "Tower", new TowerPrefabSetup() },
{ "Player", new PlayerPrefabSetup() }
{ "Player", new PlayerPrefabSetup() },
{ "Upgrade", new UpgradePrefabSetup() }
};
}
@@ -82,14 +84,19 @@ namespace Northbound.Editor
}
IPrefabSetup prefabSetup = prefabSetups[typeName];
string templateName = prefabSetup.GetTemplateName();
string templatePath = $"Assets/Data/Templates/{templateName}.prefab";
GameObject template = AssetDatabase.LoadAssetAtPath<GameObject>(templatePath);
if (template == null)
// Upgrade는 템플릿이 필요 없음
GameObject template = null;
if (typeName != "Upgrade")
{
Debug.LogError($"[CSVToSOImporter] Template not found: {templatePath}");
return false;
string templateName = prefabSetup.GetTemplateName();
string templatePath = $"Assets/Data/Templates/{templateName}.prefab";
template = AssetDatabase.LoadAssetAtPath<GameObject>(templatePath);
if (template == null)
{
Debug.LogError($"[CSVToSOImporter] Template not found: {templatePath}");
return false;
}
}
string[] csvLines = File.ReadAllLines(csvPath);
@@ -123,7 +130,6 @@ namespace Northbound.Editor
Debug.Log($"[CSVToSOImporter] {typeName}: {successCount} prefabs created/updated");
}
// If towers were imported, auto-configure BuildingManager
if (typeName == "Tower")
{
Debug.Log($"<color=cyan>[CSVToSOImporter] Tower import complete!</color>");
@@ -134,8 +140,19 @@ namespace Northbound.Editor
private static bool CreatePrefabFromRow(string typeName, string[] headers, string[] values, GameObject template, IPrefabSetup prefabSetup)
{
string soPath = $"Assets/Data/ScriptableObjects/{typeName}";
Directory.CreateDirectory(Path.Combine(Application.dataPath, $"ScriptableObjects/{typeName}"));
string soPath;
if (typeName == "Upgrade")
{
// Upgrade는 Resources 폴더에 저장 (런타임 자동 로드용)
soPath = "Assets/Resources/Data/ScriptableObjects/Upgrade";
Directory.CreateDirectory(Path.Combine(Application.dataPath, "Resources/Data/ScriptableObjects/Upgrade"));
}
else
{
soPath = $"Assets/Data/ScriptableObjects/{typeName}";
Directory.CreateDirectory(Path.Combine(Application.dataPath, $"ScriptableObjects/{typeName}"));
}
int id = 0;
for (int i = 0; i < headers.Length && i < values.Length; i++)
@@ -188,6 +205,11 @@ namespace Northbound.Editor
PlayerPrefabSetup.UpdatePlayerPrefab((PlayerData)data);
prefabObj = null;
}
else if (typeName == "Upgrade")
{
// Upgrade는 프리팹이 필요 없음
prefabObj = null;
}
else
{
string prefabPath = $"Assets/Prefabs/{typeName}/{typeName}{id}.prefab";
@@ -219,7 +241,6 @@ namespace Northbound.Editor
EditorUtility.SetDirty(data);
}
// Force save assets to disk
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
@@ -236,7 +257,6 @@ namespace Northbound.Editor
return;
}
// Load TowerData
string[] towerDataGuids = AssetDatabase.FindAssets("t:TowerData", new[] { "Assets/Data/ScriptableObjects" });
List<TowerData> allTowers = new List<TowerData>();
@@ -302,6 +322,26 @@ namespace Northbound.Editor
return type.IsValueType ? System.Activator.CreateInstance(type) : null;
}
// List<T> 타입 처리 (세미콜론 구분)
if (type.IsGenericType && type.GetGenericTypeDefinition() == typeof(List<>))
{
System.Type elementType = type.GetGenericArguments()[0];
var elements = value.Split(';').Select(s => s.Trim()).Where(s => !string.IsNullOrEmpty(s)).ToList();
IList list = (IList)System.Activator.CreateInstance(type);
foreach (string element in elements)
{
object elementValue = ParseValue(element, elementType);
if (elementValue != null)
{
list.Add(elementValue);
}
}
return list;
}
if (type == typeof(int))
{
int result;

View File

@@ -45,52 +45,38 @@ namespace Northbound.Editor
private static void SetupPrefabComponents(GameObject prefab, PlayerData playerData)
{
var networkController = prefab.GetComponent<NetworkPlayerController>();
if (networkController != null)
// PlayerStats에 모든 스탯 설정
var playerStats = prefab.GetComponent<PlayerStats>();
if (playerStats != null)
{
SerializedObject so = new SerializedObject(networkController);
so.FindProperty("moveSpeed").floatValue = playerData.moveSpeed;
so.FindProperty("maxHealth").intValue = playerData.maxHp;
SerializedObject so = new SerializedObject(playerStats);
so.FindProperty("baseMaxHp").intValue = playerData.maxHp;
so.FindProperty("baseDamage").intValue = playerData.atkDamage;
so.FindProperty("baseCapacity").intValue = playerData.capacity;
so.FindProperty("baseManpower").floatValue = playerData.manpower;
so.FindProperty("baseMoveSpeed").floatValue = playerData.moveSpeed;
so.FindProperty("baseSight").floatValue = playerData.sight;
so.FindProperty("baseAttackRange").floatValue = playerData.atkRange;
so.ApplyModifiedProperties();
Debug.Log($"[PlayerPrefabSetup] Updated NetworkPlayerController: moveSpeed={playerData.moveSpeed}, maxHealth={playerData.maxHp}");
Debug.Log($"[PlayerPrefabSetup] Updated PlayerStats: " +
$"maxHp={playerData.maxHp}, damage={playerData.atkDamage}, " +
$"capacity={playerData.capacity}, manpower={playerData.manpower}, " +
$"moveSpeed={playerData.moveSpeed}, sight={playerData.sight}, " +
$"attackRange={playerData.atkRange}");
}
else
{
Debug.LogWarning($"[PlayerPrefabSetup] PlayerStats component not found on prefab!");
}
// AttackAction의 attackCooldown은 별도 설정 (스탯이 아님)
var attackAction = prefab.GetComponent<AttackAction>();
if (attackAction != null)
{
SerializedObject so = new SerializedObject(attackAction);
so.FindProperty("attackRange").intValue = playerData.atkRange;
so.FindProperty("attackDamage").intValue = playerData.atkDamage;
so.FindProperty("attackCooldown").floatValue = playerData.atkIntervalSec;
so.ApplyModifiedProperties();
Debug.Log($"[PlayerPrefabSetup] Updated AttackAction: attackRange={playerData.atkRange}, attackDamage={playerData.atkDamage}, attackCooldown={playerData.atkIntervalSec}");
}
var visionProvider = prefab.GetComponent<PlayerVisionProvider>();
if (visionProvider != null)
{
SerializedObject so = new SerializedObject(visionProvider);
so.FindProperty("visionRange").floatValue = playerData.sight;
so.ApplyModifiedProperties();
Debug.Log($"[PlayerPrefabSetup] Updated PlayerVisionProvider: visionRange={playerData.sight}");
}
var resourceInventory = prefab.GetComponent<PlayerResourceInventory>();
if (resourceInventory != null)
{
SerializedObject so = new SerializedObject(resourceInventory);
so.FindProperty("maxResourceCapacity").intValue = playerData.capacity;
so.ApplyModifiedProperties();
Debug.Log($"[PlayerPrefabSetup] Updated PlayerResourceInventory: maxResourceCapacity={playerData.capacity}");
}
var playerInteraction = prefab.GetComponent<PlayerInteraction>();
if (playerInteraction != null)
{
SerializedObject so = new SerializedObject(playerInteraction);
so.FindProperty("workPower").floatValue = playerData.manpower;
so.ApplyModifiedProperties();
Debug.Log($"[PlayerPrefabSetup] Updated PlayerInteraction: workPower={playerData.manpower}");
Debug.Log($"[PlayerPrefabSetup] Updated AttackAction: attackCooldown={playerData.atkIntervalSec}");
}
EditorUtility.SetDirty(prefab);

View File

@@ -0,0 +1,23 @@
using Northbound.Data;
using UnityEditor;
using UnityEngine;
namespace Northbound.Editor
{
/// <summary>
/// Upgrade 타입은 프리팹이 필요 없으므로 빈 구현
/// </summary>
public class UpgradePrefabSetup : IPrefabSetup
{
public string GetTemplateName()
{
return ""; // 템플릿 필요 없음
}
public void SetupPrefab(GameObject prefab, ScriptableObject data)
{
// Upgrade는 프리팹이 필요 없음
Debug.LogWarning($"[UpgradePrefabSetup] Upgrade 타입은 프리팹이 필요하지 않습니다.");
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f33f085cffff92c489c74fc11a89fa49