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2 Commits

Author SHA1 Message Date
4200288fae 건설 인터랙션 관련 버그 수정 및 건설 데이터 구조 개선
건설 인터랙션 시 움직이지 못하는 문제 수정
2개로 분리되어 있던 타워 데이터를 하나로 통합
 - 대신 타워가 아닌 건물도 공격력 등을 정의할 수 있음
2026-02-01 16:09:57 +09:00
7927dab72f 카메라 설정 변경
45도 y:18 z:-18 로 설정
z축만 follow하는 컨트롤러도 사용해봤으나 별로여서 코드만 남겨둠.
2026-02-01 14:36:02 +09:00
28 changed files with 388 additions and 437 deletions

View File

@@ -59,6 +59,7 @@
<Compile Include="Assets\Scripts\TeamType.cs" />
<Compile Include="Assets\Scripts\CoreResourceManager.cs" />
<Compile Include="Assets\Scripts\Building.cs" />
<Compile Include="Assets\Scripts\SimpleCameraZFollow.cs" />
<Compile Include="Assets\Scripts\GameResourceUI.cs" />
<Compile Include="Assets\Scripts\FogOfWarRenderer.cs" />
<Compile Include="Assets\Scripts\ResourcePickup.cs" />
@@ -71,8 +72,6 @@
<Compile Include="Assets\Data\Scripts\DataClasses\PlayerData.cs" />
<Compile Include="Assets\Scripts\TeamManager.cs" />
<Compile Include="Assets\Scripts\TeamGate.cs" />
<Compile Include="Assets\Scripts\BuildingData.cs" />
<Compile Include="Assets\Scripts\TowerDataComponent.cs" />
<Compile Include="Assets\Scripts\Resource.cs" />
<Compile Include="Assets\Scripts\AutoTargetSystem.cs" />
<Compile Include="Assets\Scripts\BuildingSlotButton.cs" />

View File

@@ -15,38 +15,21 @@ MonoBehaviour:
buildingName: "\uD0C0\uC6CC"
prefab: {fileID: 8512676738329978770, guid: 3f7838db2c2fc424d9bd9a0d243b43be, type: 3}
icon: {fileID: 0}
width: 3
length: 3
height: 3
placementOffset: {x: 0, y: 0, z: 0}
allowRotation: 1
requiredWorkAmount: 10
workPerInteraction: 10
interactionCooldown: 1
constructionAnimationTrigger: Build
constructionEquipment:
socketName: RightHand
equipmentPrefab: {fileID: 0}
attachOnStart: 1
detachOnEnd: 1
keepEquipped: 0
attachDelay: 0
detachDelay: 0
maxHealth: 50
isIndestructible: 0
autoRegenerate: 0
regenPerSecond: 1
providesVision: 1
visionRange: 10
id: 1
memo: "\uD0C0\uC6CC"
mana: 25
manpower: 10
sizeX: 3
sizeY: 3
sizeZ: 3
placementOffset: {x: 0, y: 0, z: 0}
allowRotation: 1
manpower: 10
maxHp: 50
isIndestructible: 0
autoRegenerate: 0
regenPerSecond: 1
atkRange: 10
providesVision: 1
atkDamage: 5
atkIntervalSec: 2
modelPath: Assets/Models/building_tower_B_blue.fbx

View File

@@ -15,38 +15,21 @@ MonoBehaviour:
buildingName: "\uBCBD"
prefab: {fileID: 3671057791414486316, guid: ae9a9b515e1792a45887f0d967b943d6, type: 3}
icon: {fileID: 0}
width: 2
length: 2
height: 1
placementOffset: {x: 0, y: 0, z: 0}
allowRotation: 1
requiredWorkAmount: 5
workPerInteraction: 10
interactionCooldown: 1
constructionAnimationTrigger: Build
constructionEquipment:
socketName: RightHand
equipmentPrefab: {fileID: 0}
attachOnStart: 1
detachOnEnd: 1
keepEquipped: 0
attachDelay: 0
detachDelay: 0
maxHealth: 30
isIndestructible: 0
autoRegenerate: 0
regenPerSecond: 1
providesVision: 1
visionRange: 0
id: 2
memo: "\uBCBD"
mana: 5
sizeX: 4
sizeY: 3
sizeZ: 2
placementOffset: {x: 0, y: 0, z: 0}
allowRotation: 1
manpower: 5
sizeX: 2
sizeY: 2
sizeZ: 1
maxHp: 30
isIndestructible: 0
autoRegenerate: 0
regenPerSecond: 1
atkRange: 0
providesVision: 1
atkDamage: 0
atkIntervalSec: 0
modelPath: Assets/Models/wall_straight.fbx

View File

@@ -1,72 +1,83 @@
// 이 파일은 자동 생성되었습니다. 직접 수정하지 마세요!
// 생성 스크립트: DataTools/generate_csharp_classes.py
using UnityEngine;
using System.Collections.Generic; // 리스트 지원을 위해 추가
using Northbound;
namespace Northbound.Data
{
[CreateAssetMenu(fileName = "TowerData", menuName = "Northbound/Tower Data")]
public class TowerData : BuildingData
public class TowerData : ScriptableObject
{
[Header("기본 정보")]
/// <summary>고유 ID</summary>
[Header("Building Info")]
public string buildingName;
public GameObject prefab;
[Tooltip("UI에 표시될 건물 아이콘")]
public Sprite icon;
[Header("Basic Info")]
[Tooltip("고유 ID")]
public int id;
/// <summary>기획 메모</summary>
[Tooltip("기획 메모")]
public string memo;
/// <summary>건설 비용 (mana=20) (mana=50; iron=10)</summary>
[Tooltip("건설 비용")]
public int mana;
/// <summary>건설 노동량</summary>
public float manpower;
/// <summary>X 그리드 차지 공간</summary>
public int sizeX;
/// <summary>Y 그리드 차지 공간</summary>
public int sizeY;
/// <summary>Z 차지 공간</summary>
public int sizeZ;
/// <summary>체력</summary>
public int maxHp;
/// <summary>사정거리</summary>
public int atkRange;
/// <summary>데미지</summary>
public int atkDamage;
/// <summary>공격 주기</summary>
public float atkIntervalSec;
/// <summary>모델 경로</summary>
[Header("Grid Size")]
[Tooltip("X 그리드 차지 공간")]
public int sizeX = 1;
[Tooltip("Y 그리드 차지 공간")]
public int sizeY = 1;
[Tooltip("Z 차지 공간")]
public int sizeZ = 2;
[Header("Placement Settings")]
[Tooltip("Offset from grid position")]
public Vector3 placementOffset = Vector3.zero;
[Tooltip("Can rotate this building?")]
public bool allowRotation = true;
[Header("Construction Settings")]
[Tooltip("건설 완료에 필요한 총 작업량")]
public float manpower = 100f;
[Header("Health Settings")]
[Tooltip("체력")]
public int maxHp = 100;
[Tooltip("Can this building be damaged?")]
public bool isIndestructible = false;
[Tooltip("Auto-regenerate health over time")]
public bool autoRegenerate = false;
[Tooltip("Health regeneration per second")]
public int regenPerSecond = 1;
[Header("Vision Settings")]
[Tooltip("사정거리")]
public int atkRange = 15;
[Tooltip("Does this building provide vision?")]
public bool providesVision = true;
[Header("Attack Settings")]
[Tooltip("데미지")]
public int atkDamage = 10;
[Tooltip("공격 주기")]
public float atkIntervalSec = 1f;
[Header("Model Settings")]
[Tooltip("모델 경로")]
public string modelPath;
private bool fieldsSynced = false;
[Header("Properties for convenience")]
public int width => sizeX;
public int length => sizeY;
public float height => sizeZ;
public int maxHealth => maxHp;
public float visionRange => atkRange;
public float requiredWorkAmount => manpower;
private void Awake()
public Vector3 GetSize(int rotation)
{
SyncFields();
}
private void SyncFields()
{
if (fieldsSynced) return;
fieldsSynced = true;
// Map TowerData fields to BuildingData fields
if (string.IsNullOrEmpty(base.buildingName))
{
base.buildingName = memo;
}
base.width = sizeX;
base.length = sizeY;
base.height = sizeZ;
base.maxHealth = maxHp;
base.visionRange = atkRange;
base.requiredWorkAmount = manpower;
base.workPerInteraction = 10f;
base.interactionCooldown =1f;
base.providesVision = true;
}
public void EnsureSynced()
{
SyncFields();
// Rotation 0,180 = normal, 90,270 = swap width/length
bool isRotated = (rotation == 1 || rotation == 3);
float w = isRotated ? length : width;
float l = isRotated ? width : length;
return new Vector3(w, height, l);
}
}
}

View File

@@ -46,7 +46,7 @@ MonoBehaviour:
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m_Name:
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Ownership: 1
@@ -75,6 +75,15 @@ MonoBehaviour:
buildingData: {fileID: 11400000, guid: 23c12a82ea534b34299700b86fffd524, type: 2}
gridPosition: {x: 0, y: 0, z: 0}
rotation: 0
constructionAnimationTrigger: Mining
constructionEquipment:
socketName: handslot.r
equipmentPrefab: {fileID: 919132149155446097, guid: 804d477fc7f114c498aa6f95452be893, type: 3}
attachOnStart: 1
detachOnEnd: 1
keepEquipped: 0
attachDelay: 0
detachDelay: 0
foundationVisual: {fileID: 2851644658348875061}
progressBarPrefab: {fileID: 0}
--- !u!1001 &3121692064363536484

View File

@@ -195,7 +195,6 @@ GameObject:
- component: {fileID: 100877884298911200}
- component: {fileID: 8485093670801034058}
- component: {fileID: 7262612124217315611}
- component: {fileID: 3089566480349729}
m_Layer: 0
m_Name: Tower1
m_TagString: Untagged
@@ -327,16 +326,3 @@ MonoBehaviour:
minHeightForDistantVisibility: 3
useExploredMaterial: 0
exploredMaterial: {fileID: 0}
--- !u!114 &3089566480349729
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
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m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 56c4536effc49fe47af593bf9d17e979, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::Northbound.TowerDataComponent
towerData: {fileID: 11400000, guid: 3e2e145df85a3ee4eb615f87efba4554, type: 2}

View File

@@ -14,7 +14,6 @@ GameObject:
- component: {fileID: 2615519446934682856}
- component: {fileID: 3203720634638459019}
- component: {fileID: 3906797260079127802}
- component: {fileID: 3692219876976097854}
m_Layer: 0
m_Name: Tower2
m_TagString: Untagged
@@ -82,8 +81,8 @@ BoxCollider:
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
m_Size: {x: 2, y: 1, z: 2}
m_Center: {x: 0, y: 0.5, z: 0}
m_Size: {x: 4, y: 2, z: 3}
m_Center: {x: 0, y: 1, z: 0}
--- !u!208 &2615519446934682856
NavMeshObstacle:
m_ObjectHideFlags: 0
@@ -94,11 +93,11 @@ NavMeshObstacle:
m_Enabled: 1
serializedVersion: 3
m_Shape: 1
m_Extents: {x: 1, y: 0.5, z: 1}
m_Extents: {x: 2, y: 1, z: 1.5}
m_MoveThreshold: 0.1
m_Carve: 0
m_CarveOnlyStationary: 1
m_Center: {x: 0, y: 0.5, z: 0}
m_Center: {x: 0, y: 1, z: 0}
m_TimeToStationary: 0.5
--- !u!114 &3203720634638459019
MonoBehaviour:
@@ -146,19 +145,6 @@ MonoBehaviour:
minHeightForDistantVisibility: 3
useExploredMaterial: 0
exploredMaterial: {fileID: 0}
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m_ObjectHideFlags: 0
@@ -187,7 +173,7 @@ Transform:
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 2, y: 1, z: 2}
m_LocalScale: {x: 4, y: 2, z: 3}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 1657799771882240}

View File

@@ -149,7 +149,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children:
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m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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@@ -596,7 +596,7 @@ Camera:
height: 1
near clip plane: 0.3
far clip plane: 1000
field of view: 45
field of view: 60
orthographic: 0
orthographic size: 5
m_Depth: -1
@@ -622,8 +622,8 @@ Transform:
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m_LocalRotation: {x: 0.38268346, y: -0.00000022436977, z: 0.000000092937015, w: 0.92387956}
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m_LocalScale: {x: 1, y: 1, z: 1}
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@@ -1633,6 +1633,101 @@ Transform:
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@@ -1,13 +1,14 @@
using System;
using Unity.Netcode;
using UnityEngine;
using Northbound.Data;
namespace Northbound
{
public class Building : NetworkBehaviour, IDamageable, IVisionProvider, ITeamMember
{
[Header("References")]
public BuildingData buildingData;
public TowerData buildingData;
[Header("Runtime Info")]
public Vector3Int gridPosition;
@@ -152,7 +153,7 @@ namespace Northbound
/// <summary>
/// 건물 초기화 (BuildingManager가 동적 생성 시 호출)
/// </summary>
public void Initialize(BuildingData data, Vector3Int gridPos, int rot, ulong ownerId, TeamType team = TeamType.Player)
public void Initialize(TowerData data, Vector3Int gridPos, int rot, ulong ownerId, TeamType team = TeamType.Player)
{
buildingData = data;
gridPosition = gridPos;
@@ -462,7 +463,7 @@ namespace Northbound
#region Grid Bounds
/// <summary>
/// Gets the grid-based bounds (from BuildingData width/length/height)
/// Gets the grid-based bounds (from TowerData width/length/height)
/// This is used for placement validation, NOT the actual collider bounds
/// Bounds are slightly shrunk to allow adjacent buildings to touch
/// </summary>

View File

@@ -1,65 +0,0 @@
using UnityEngine;
namespace Northbound
{
[CreateAssetMenu(fileName = "NewBuilding", menuName = "Northbound/Building Data")]
public class BuildingData : ScriptableObject
{
[Header("Building Info")]
public string buildingName;
public GameObject prefab;
[Tooltip("UI에 표시될 건물 아이콘")]
public Sprite icon;
[Header("Grid Size")]
[Tooltip("Width in grid units")]
public int width = 1;
[Tooltip("Length in grid units")]
public int length = 1;
[Tooltip("Height for placement validation")]
public float height = 2f;
[Header("Placement Settings")]
[Tooltip("Offset from grid position")]
public Vector3 placementOffset = Vector3.zero;
[Tooltip("Can rotate this building?")]
public bool allowRotation = true;
[Header("Construction Settings")]
[Tooltip("건설 완료에 필요한 총 작업량")]
public float requiredWorkAmount = 100f;
[Tooltip("1회 상호작용당 작업량")]
public float workPerInteraction = 10f;
[Tooltip("상호작용 쿨다운 (초)")]
public float interactionCooldown = 1f;
[Tooltip("건설 시 플레이어가 재생할 애니메이션 트리거 (예: Build, Hammer, Construct)")]
public string constructionAnimationTrigger = "Build";
[Tooltip("건설 시 사용할 도구 (선택사항)")]
public EquipmentData constructionEquipment;
[Header("Health Settings")]
[Tooltip("Maximum health of the building")]
public int maxHealth = 100;
[Tooltip("Can this building be damaged?")]
public bool isIndestructible = false;
[Tooltip("Auto-regenerate health over time")]
public bool autoRegenerate = false;
[Tooltip("Health regeneration per second")]
public int regenPerSecond = 1;
[Header("Vision Settings")]
[Tooltip("Does this building provide vision?")]
public bool providesVision = true;
[Tooltip("Vision range in world units")]
public float visionRange = 15f;
public Vector3 GetSize(int rotation)
{
// Rotation 0,180 = normal, 90,270 = swap width/length
bool isRotated = (rotation == 1 || rotation == 3);
float w = isRotated ? length : width;
float l = isRotated ? width : length;
return new Vector3(w, height, l);
}
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 937e64980d44d6b46acb35b8046adf34

View File

@@ -1,6 +1,7 @@
using System;
using Unity.Netcode;
using UnityEngine;
using Northbound.Data;
namespace Northbound
{
@@ -9,11 +10,19 @@ namespace Northbound
/// </summary>
public class BuildingFoundation : NetworkBehaviour, IInteractable, ITeamMember
{
[Header("Building Info")]
public BuildingData buildingData;
[Header("Target Building")]
public TowerData buildingData;
public Vector3Int gridPosition;
public int rotation;
[Header("Construction Settings")]
[Tooltip("상호작용 쿨다운 (초)")]
public float interactionCooldown = 1f;
[Tooltip("건설 시 플레이어가 재생할 애니메이션 트리거")]
public string constructionAnimationTrigger = "Build";
[Tooltip("건설 시 사용할 도구 (선택사항)")]
public EquipmentData constructionEquipment;
[Header("Visual")]
public GameObject foundationVisual;
public GameObject progressBarPrefab;
@@ -73,7 +82,7 @@ namespace Northbound
/// <summary>
/// 토대 초기화
/// </summary>
public void Initialize(BuildingData data, Vector3Int pos, int rot, ulong ownerId, TeamType team)
public void Initialize(TowerData data, Vector3Int pos, int rot, ulong ownerId, TeamType team)
{
if (!IsServer) return;
@@ -84,7 +93,7 @@ namespace Northbound
_team.Value = team;
_currentProgress.Value = 0f;
// BuildingData의 크기를 기반으로 스케일 설정
// TowerData의 크기를 기반으로 스케일 설정
Vector3 size = data.GetSize(rot);
// foundationVisual의 스케일만 조정 (토대 자체의 pivot은 중앙에 유지)
@@ -127,12 +136,6 @@ namespace Northbound
public bool CanInteract(ulong playerId)
{
if (buildingData == null)
{
Debug.LogWarning($"[BuildingFoundation] buildingData is null");
return false;
}
// 이미 완성됨
if (_currentProgress.Value >= buildingData.requiredWorkAmount)
{
@@ -140,6 +143,12 @@ namespace Northbound
return false;
}
// 쿨다운 확인
if (Time.time - _lastInteractionTime < interactionCooldown)
{
return false;
}
// 같은 팀만 건설 가능 - 플레이어의 팀을 가져와서 비교
TeamType playerTeam = GetPlayerTeam(playerId);
if (playerTeam != _team.Value)
@@ -153,17 +162,20 @@ namespace Northbound
public void Interact(ulong playerId)
{
if (!IsServer || buildingData == null) return;
if (!IsServer) return;
if (!CanInteract(playerId))
return;
_lastInteractionTime = Time.time;
// 건설 진행
_currentProgress.Value += buildingData.workPerInteraction;
// 플레이어의 작업량 가져오기
float playerWorkPower = GetPlayerWorkPower(playerId);
Debug.Log($"<color=green>[BuildingFoundation] 건설 진행: {_currentProgress.Value}/{buildingData.requiredWorkAmount} ({(_currentProgress.Value / buildingData.requiredWorkAmount * 100f):F1}%)</color>");
// 건설 진행
_currentProgress.Value += playerWorkPower;
Debug.Log($"<color=green>[BuildingFoundation] 건설 진행: {_currentProgress.Value}/{buildingData.requiredWorkAmount} ({(_currentProgress.Value / buildingData.requiredWorkAmount * 100f):F1}%) - 작업량: {playerWorkPower}</color>");
// 완성 체크
if (_currentProgress.Value >= buildingData.requiredWorkAmount)
@@ -174,34 +186,19 @@ namespace Northbound
public string GetInteractionPrompt()
{
if (buildingData == null)
return "[E] 건설하기";
string buildingName = buildingData != null ? buildingData.buildingName : "건물";
float percentage = (_currentProgress.Value / buildingData.requiredWorkAmount) * 100f;
return $"[E] {buildingData.buildingName} 건설 ({percentage:F0}%)";
return $"[E] {buildingName} 건설 ({percentage:F0}%)";
}
public string GetInteractionAnimation()
{
// BuildingData에서 애니메이션 트리거 가져오기
if (buildingData != null && !string.IsNullOrEmpty(buildingData.constructionAnimationTrigger))
{
return buildingData.constructionAnimationTrigger;
}
// 기본값: 빈 문자열 (애니메이션 없음)
return "";
return constructionAnimationTrigger;
}
public EquipmentData GetEquipmentData()
{
// BuildingData에 건설 도구가 정의되어 있으면 반환
if (buildingData != null && buildingData.constructionEquipment != null)
{
return buildingData.constructionEquipment;
}
return null; // 특별한 도구 불필요
return constructionEquipment;
}
public Transform GetTransform()
@@ -251,6 +248,32 @@ namespace Northbound
return TeamType.Player;
}
/// <summary>
/// 플레이어의 작업량 가져오기 (PlayerData.manpower)
/// </summary>
private float GetPlayerWorkPower(ulong playerId)
{
// PlayerInteraction 컴포넌트에서 workPower 가져오기
if (NetworkManager.Singleton != null && NetworkManager.Singleton.SpawnManager != null)
{
if (NetworkManager.Singleton.ConnectedClients.TryGetValue(playerId, out var client))
{
if (client.PlayerObject != null)
{
var playerInteraction = client.PlayerObject.GetComponent<PlayerInteraction>();
if (playerInteraction != null)
{
return playerInteraction.WorkPower;
}
}
}
}
// 기본값: 10
Debug.LogWarning($"[BuildingFoundation] 플레이어 {playerId}의 workPower를 찾을 수 없어 기본값 10을 사용합니다.");
return 10f;
}
private void CompleteConstruction()
{
if (!IsServer) return;
@@ -301,16 +324,13 @@ namespace Northbound
private void OnProgressValueChanged(float oldValue, float newValue)
{
if (buildingData != null)
{
OnProgressChanged?.Invoke(newValue, buildingData.requiredWorkAmount);
}
OnProgressChanged?.Invoke(newValue, buildingData.requiredWorkAmount);
UpdateProgressBar();
}
private void UpdateProgressBar()
{
if (_progressBarInstance == null || buildingData == null) return;
if (_progressBarInstance == null) return;
// 진행바 UI 업데이트 (BuildingHealthBar와 유사한 구조 사용 가능)
var progressBar = _progressBarInstance.GetComponent<BuildingHealthBar>();

View File

@@ -1,6 +1,7 @@
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using Northbound.Data;
namespace Northbound
{
@@ -13,7 +14,7 @@ namespace Northbound
public LayerMask groundLayer;
[Header("Building Database")]
public List<BuildingData> availableBuildings = new List<BuildingData>();
public List<TowerData> availableBuildings = new List<TowerData>();
[Header("Foundation Settings")]
public GameObject foundationPrefab; // 토대 프리팹 (Inspector에서 할당)
@@ -58,7 +59,7 @@ namespace Northbound
);
}
public bool IsValidPlacement(BuildingData data, Vector3 position, int rotation, out Vector3 groundPosition)
public bool IsValidPlacement(TowerData data, Vector3 position, int rotation, out Vector3 groundPosition)
{
groundPosition = position;
@@ -71,7 +72,7 @@ namespace Northbound
Vector3 snappedPosition = SnapToGrid(groundPosition);
groundPosition = snappedPosition; // Update groundPosition to snapped value
// Overlap check using GRID SIZE from BuildingData (not actual colliders)
// Overlap check using GRID SIZE from TowerData (not actual colliders)
Vector3 gridSize = data.GetSize(rotation);
// 프리팹의 실제 배치 위치 계산 (placementOffset 포함)
@@ -130,7 +131,7 @@ namespace Northbound
/// Get the grid bounds for a building at a given position
/// Useful for preview visualization
/// </summary>
public Bounds GetPlacementBounds(BuildingData data, Vector3 position, int rotation)
public Bounds GetPlacementBounds(TowerData data, Vector3 position, int rotation)
{
Vector3 gridSize = data.GetSize(rotation);
// position은 이미 placementOffset이 적용된 위치
@@ -183,7 +184,7 @@ namespace Northbound
return;
}
BuildingData data = availableBuildings[buildingIndex];
TowerData data = availableBuildings[buildingIndex];
// 보안 검증 3: 건물 데이터 유효성 확인
if (data == null || data.prefab == null)
@@ -335,7 +336,7 @@ namespace Northbound
return;
}
BuildingData data = availableBuildings[buildingIndex];
TowerData data = availableBuildings[buildingIndex];
// 보안 검증 3: 건물 데이터 유효성 확인
if (data == null)
@@ -427,8 +428,8 @@ namespace Northbound
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
public void SpawnCompletedBuildingServerRpc(string buildingDataName, Vector3Int gridPosition, int rotation, ulong ownerId, TeamType team)
{
// BuildingData 찾기
BuildingData data = availableBuildings.Find(b => b.name == buildingDataName);
// TowerData 찾기
TowerData data = availableBuildings.Find(b => b.name == buildingDataName);
if (data == null || data.prefab == null)
{
Debug.LogError($"<color=red>[BuildingManager] 건물 데이터를 찾을 수 없습니다: {buildingDataName}</color>");

View File

@@ -3,6 +3,7 @@ using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.EventSystems;
using Northbound.Data;
namespace Northbound
{
@@ -248,20 +249,20 @@ namespace Northbound
return;
}
BuildingData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
TowerData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
if (data == null)
{
Debug.LogError($"[BuildingPlacement] BuildingData is NULL at index {selectedBuildingIndex}");
Debug.LogError($"[BuildingPlacement] TowerData is NULL at index {selectedBuildingIndex}");
return;
}
if (data.prefab == null)
{
Debug.LogError($"[BuildingPlacement] BuildingData.prefab is NULL at index {selectedBuildingIndex}. Run 'Northbound > Diagnose Tower System'");
Debug.LogError($"[BuildingPlacement] TowerData.prefab is NULL at index {selectedBuildingIndex}. Run 'Northbound > Diagnose Tower System'");
return;
}
Debug.Log($"<color=green>[BuildingPlacement] BuildingData: {data.buildingName}, Prefab: {data.prefab.name}</color>");
Debug.Log($"<color=green>[BuildingPlacement] TowerData: {data.buildingName}, Prefab: {data.prefab.name}</color>");
Debug.Log($"<color=green>[BuildingPlacement] Prefab scale: {data.prefab.transform.localScale}</color>");
// 완성 건물 프리팹으로 프리뷰 생성 (사용자가 완성 모습을 볼 수 있도록)
@@ -319,7 +320,7 @@ namespace Northbound
if (selectedBuildingIndex < 0 || selectedBuildingIndex >= BuildingManager.Instance.availableBuildings.Count)
return;
BuildingData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
TowerData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
if (data == null || data.prefab == null)
return;
@@ -444,10 +445,10 @@ namespace Northbound
return;
}
BuildingData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
TowerData data = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
if (data == null || data.prefab == null)
{
Debug.LogError($"[BuildingPlacement] BuildingData or prefab is null at index {selectedBuildingIndex}. Please run 'Northbound > Populate Towers from Prefabs' and update BuildingManager.");
Debug.LogError($"[BuildingPlacement] TowerData or prefab is null at index {selectedBuildingIndex}. Please run 'Northbound > Populate Towers from Prefabs' and update BuildingManager.");
return;
}
@@ -516,7 +517,7 @@ namespace Northbound
}
}
private List<Vector3> CalculateDragBuildingPositions(Vector3 start, Vector3 end, BuildingData data)
private List<Vector3> CalculateDragBuildingPositions(Vector3 start, Vector3 end, TowerData data)
{
List<Vector3> positions = new List<Vector3>();
@@ -566,7 +567,7 @@ namespace Northbound
return;
}
BuildingData selectedData = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
TowerData selectedData = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
int successCount = 0;
foreach (var position in dragBuildingPositions)
@@ -606,7 +607,7 @@ namespace Northbound
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
if (Physics.Raycast(ray, out RaycastHit hit, maxPlacementDistance, groundLayer))
{
BuildingData selectedData = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
TowerData selectedData = BuildingManager.Instance.availableBuildings[selectedBuildingIndex];
if (BuildingManager.Instance.IsValidPlacement(selectedData, hit.point, currentRotation, out Vector3 groundPosition))
{

View File

@@ -3,6 +3,7 @@ using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;
using TMPro;
using Northbound.Data;
namespace Northbound
{
@@ -196,7 +197,7 @@ namespace Northbound
/// <summary>
/// 개별 슬롯 버튼 생성
/// </summary>
private void CreateSlot(BuildingData buildingData, int index)
private void CreateSlot(TowerData buildingData, int index)
{
GameObject slotObj = Instantiate(slotButtonPrefab, slotContainer);
BuildingSlotButton slotButton = slotObj.GetComponent<BuildingSlotButton>();

View File

@@ -2,6 +2,7 @@ using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using TMPro;
using Northbound.Data;
namespace Northbound
{
@@ -23,7 +24,7 @@ namespace Northbound
[SerializeField] private Color selectedColor = new Color(0.3f, 0.6f, 0.3f, 1f);
[SerializeField] private Color hoverColor = new Color(0.3f, 0.3f, 0.3f, 1f);
private BuildingData buildingData;
private TowerData buildingData;
private int slotIndex;
private BuildingQuickslotUI quickslotUI;
private bool isSelected = false;
@@ -42,7 +43,7 @@ namespace Northbound
/// <summary>
/// 슬롯 초기화
/// </summary>
public void Initialize(BuildingData data, int index, BuildingQuickslotUI ui)
public void Initialize(TowerData data, int index, BuildingQuickslotUI ui)
{
buildingData = data;
slotIndex = index;

View File

@@ -123,10 +123,9 @@ namespace Northbound.Editor
}
// If towers were imported, auto-configure BuildingManager
// TowerData now extends BuildingData, so it can be used directly!
if (typeName == "Tower")
{
Debug.Log($"<color=cyan>[CSVToSOImporter] Tower import complete, TowerData extends BuildingData now!</color>");
Debug.Log($"<color=cyan>[CSVToSOImporter] Tower import complete!</color>");
}
return true;
@@ -203,10 +202,10 @@ namespace Northbound.Editor
}
// Now set the prefab reference on data
if (data is BuildingData buildingData)
if (data is TowerData towerData)
{
buildingData.prefab = prefabObj;
Debug.Log($"[CSVToSOImporter] Set prefab reference: {buildingData.name} -> {prefabObj.name}");
towerData.prefab = prefabObj;
Debug.Log($"[CSVToSOImporter] Set prefab reference: {towerData.name} -> {prefabObj.name}");
}
// Save data asset
@@ -236,9 +235,9 @@ namespace Northbound.Editor
return;
}
// Load TowerData (which extends BuildingData)
// Load TowerData
string[] towerDataGuids = AssetDatabase.FindAssets("t:TowerData", new[] { "Assets/Data/ScriptableObjects" });
List<BuildingData> allTowers = new List<BuildingData>();
List<TowerData> allTowers = new List<TowerData>();
Debug.Log($"<color=cyan>[CSVToSOImporter] Found {towerDataGuids.Length} TowerData assets</color>");

View File

@@ -84,6 +84,15 @@ namespace Northbound.Editor
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}");
}
EditorUtility.SetDirty(prefab);
PrefabUtility.SavePrefabAsset(prefab);
Debug.Log($"[PlayerPrefabSetup] Player prefab updated successfully from {playerData.name}");

View File

@@ -159,9 +159,6 @@ namespace Northbound.Editor
if (go.GetComponent<Building>() == null)
go.AddComponent<Building>();
if (go.GetComponent<TowerDataComponent>() == null)
go.AddComponent<TowerDataComponent>();
if (go.GetComponent<BoxCollider>() == null)
{
BoxCollider collider = go.AddComponent<BoxCollider>();

View File

@@ -30,10 +30,10 @@ namespace Northbound.Editor
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
TowerDataComponent tower = prefab?.GetComponent<TowerDataComponent>();
string towerStatus = tower != null && tower.towerData != null ? "<color=green>✓</color>" : "<color=red>✗</color>";
string towerDataName = tower?.towerData?.name ?? "MISSING";
Debug.Log($" {towerStatus} {prefab.name} - TowerDataComponent: {tower != null}, TowerData: {towerDataName}");
Building building = prefab?.GetComponent<Building>();
string towerStatus = building != null && building.buildingData != null ? "<color=green>✓</color>" : "<color=red>✗</color>";
string towerDataName = building?.buildingData?.name ?? "MISSING";
Debug.Log($" {towerStatus} {prefab.name} - Building: {building != null}, TowerData: {towerDataName}");
}
}

View File

@@ -20,24 +20,9 @@ namespace Northbound.Editor
return;
}
var towerDataComponent = prefab.GetComponent<TowerDataComponent>();
if (towerDataComponent == null)
{
towerDataComponent = prefab.AddComponent<TowerDataComponent>();
Debug.Log($"[TowerPrefabSetup] Added TowerDataComponent component");
}
if (towerDataComponent != null)
{
towerDataComponent.towerData = towerData;
}
// TowerData now extends BuildingData, so set prefab reference
// Set prefab reference
towerData.prefab = prefab;
// Ensure TowerData fields are synced to BuildingData
towerData.EnsureSynced();
Transform modelTransform = null;
if (!string.IsNullOrEmpty(towerData.modelPath))

View File

@@ -12,6 +12,7 @@ namespace Northbound
[Header("Interaction Settings")]
public float interactionRange = 3f;
public LayerMask interactableLayer = ~0;
public float workPower = 10f;
[Header("Detection")]
public Transform rayOrigin;
@@ -41,6 +42,7 @@ namespace Northbound
// 다른 컴포넌트가 이동 차단 여부를 확인할 수 있도록 public 프로퍼티 제공
public bool IsInteracting => _isInteracting;
public float WorkPower => workPower;
public override void OnNetworkSpawn()
{
@@ -71,6 +73,17 @@ namespace Northbound
private void Update()
{
if (!IsOwner) return;
// Check if current interactable is no longer valid (e.g., building completed)
if (_isInteracting && _currentInteractable != null)
{
if (!_currentInteractable.CanInteract(OwnerClientId))
{
Debug.Log("[PlayerInteraction] Interactable no longer valid - ending interaction");
EndInteraction();
}
}
DetectInteractable();
}
@@ -243,6 +256,16 @@ namespace Northbound
}
}
private void EndInteraction()
{
_isInteracting = false;
if (_interactionTimeoutCoroutine != null)
{
StopCoroutine(_interactionTimeoutCoroutine);
_interactionTimeoutCoroutine = null;
}
}
private void OnGUI()
{
if (!IsOwner || _currentInteractable == null) return;

View File

@@ -0,0 +1,49 @@
using UnityEngine;
public class SimpleCameraZFollow : MonoBehaviour
{
[Header("Camera Settings")]
[SerializeField] private float fixedXPosition = 0f;
[SerializeField] private float fixedYPosition = 10f;
[SerializeField] private float zOffset = -10f;
[SerializeField] private float smoothSpeed = 5f;
[SerializeField] private bool lockRotation = true;
private Transform target;
private void Start()
{
FindPlayerTarget();
}
private void FindPlayerTarget()
{
var players = FindObjectsByType<NetworkPlayerController>(FindObjectsSortMode.None);
foreach (var player in players)
{
if (player.IsOwner)
{
target = player.transform;
Debug.Log($"<color=green>[Camera] Target found: {player.name}</color>");
return;
}
}
Invoke(nameof(FindPlayerTarget), 0.5f);
}
private void LateUpdate()
{
if (target == null) return;
Vector3 targetPos = target.position;
Vector3 desiredPosition = new Vector3(fixedXPosition, fixedYPosition, targetPos.z + zOffset);
transform.position = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed * Time.deltaTime);
if (!lockRotation)
{
transform.LookAt(target);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b3f3be10d36619c4f8bc25eeb8a91829

View File

@@ -1,26 +0,0 @@
using Northbound.Data;
using Unity.Netcode;
using UnityEngine;
namespace Northbound
{
[RequireComponent(typeof(Building))]
[RequireComponent(typeof(NetworkObject))]
public class TowerDataComponent : MonoBehaviour
{
[Header("Data Reference")]
[Tooltip("ScriptableObject containing tower data")]
public TowerData towerData;
private void Awake()
{
// TowerData now extends BuildingData, so just pass it directly
Building building = GetComponent<Building>();
if (building != null && towerData != null)
{
building.buildingData = towerData;
building.initialTeam = TeamType.Player;
}
}
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 56c4536effc49fe47af593bf9d17e979

View File

@@ -1,3 +1,3 @@
id,memo,mana,manpower,size_x,size_y,size_z,max_hp,atk_range,atk_damage,atk_interval_sec,model_path
1,타워,25,10,3,3,3,50,10,5,2,Assets/Models/building_tower_B_blue.fbx
2,,5,5,2,2,1,30,0,0,0,Assets/Models/wall_straight.fbx
2,,5,5,4,3,2,30,0,0,0,Assets/Models/wall_straight.fbx
1 id memo mana manpower size_x size_y size_z max_hp atk_range atk_damage atk_interval_sec model_path
2 1 타워 25 10 3 3 3 50 10 5 2 Assets/Models/building_tower_B_blue.fbx
3 2 5 5 2 4 2 3 1 2 30 0 0 0 Assets/Models/wall_straight.fbx

View File

@@ -21,6 +21,6 @@ Step 4: Excel등에서 csv파일의 데이터 입력/수정
Step 5: Unity 에디터 상단의 Northbound 탭 => Data Importer 메뉴 실행
Step 6: Unity ScriptableObject(프리팹, 애셋) 생성 (자동)
Step 6: Unity ScriptableObject(프리팹, 애셋) 및 사용 가능한 프리팹 자동 생성
Step 7: 수정한 csv 파일과 생성된 SO 파일을 모두 commit & push