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