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46 Commits

Author SHA1 Message Date
2eec0f497d 각종 경고 수정 2026-01-22 18:13:20 +09:00
24e362a0ad 데이터 파이프라인 프로토타입 완성 2026-01-22 17:19:24 +09:00
6a94377c3a 데이터 파이프라인 git hook 테스트 2026-01-22 16:28:31 +09:00
3e6e5f0043 데이터 파이프라인 구축 2026-01-22 16:28:09 +09:00
88a3f4c4e0 디렉토리 구조 정리 2026-01-22 14:59:52 +09:00
59246a67bd 지하 최적화
블록 프리팹 단위 -> 블록 청크 단위 스폰
기타 건설, 조준 관련 사이드이펙트 버그 수정
2026-01-21 21:34:05 +09:00
db5db4b106 코드 리팩토링
재사용성 및 확장성을 고려하여 코드 전반을 리팩토링함
2026-01-21 01:45:15 +09:00
b4ac8f600f 전장의 안개 로직 개선
미탐험지역은 검게 덮음. 탐험된 지역은 어두운 색, 보고 있는 블록은 밝은색
2026-01-18 23:37:43 +09:00
733ea30631 연속 액션 기능 및 관련 설정 기능 추가 2026-01-18 21:40:29 +09:00
a3b27f08c9 장비 개념 추가 및 Kaykit 애셋 추가 2026-01-18 20:44:10 +09:00
bbd156ac03 인벤토리/퀵슬롯 시스템 개발 2026-01-18 15:54:42 +09:00
9b13f439e3 액션 및 인터랙션 정의 및 기존 인터랙션 및 채광 코드 구조 개선 2026-01-17 22:53:29 +09:00
8369e4d42f Mineable 블록에 대해 전장의 안개 추가
그림자 안나오는 문제도 해결
2026-01-17 20:14:12 +09:00
443942f6ca 아이템 드랍 및 인벤토리 기능 구현 2026-01-17 15:58:42 +09:00
616120b7c5 조준 시스템 개선
다른 블록에 의해 경로가 막힐 경우, 막은 블록을 하이라이트
+ 조준과 공격 대상 선정 로직이 같아졌기 때문에 로직 통합
2026-01-17 14:39:29 +09:00
11b9112739 블록 조준 시스템 제작
및 기본 에디터 자동 호스트화
2026-01-17 14:32:05 +09:00
b6822691b6 멀티플레이어 카메라 대응
카메라 각도 변경
2026-01-17 00:19:04 +09:00
1ba1d2c03c 지하 생성 및 터널 구조 개선 2026-01-17 00:13:38 +09:00
d6292b6879 멀티플레이어 지원
이동, 건설, 인터랙션, 공격 등
2026-01-16 19:30:26 +09:00
5d37aedc93 Idle, Run 애니메이션 루핑 설정 2026-01-16 16:34:10 +09:00
565f2e043b 기본 애니메이션 및 컨트롤러 추가
kaykit 애셋 일부 적용
2026-01-16 01:11:13 +09:00
81929d5da9 Kaykit 애셋 추가 2026-01-16 01:10:46 +09:00
394bbe64a2 터널 연장 로직 개선 2026-01-15 22:46:40 +09:00
2e57fe09ce 터널 제약 조건 추가
다른 터널과 반드시 이어질 것
2026-01-15 17:10:36 +09:00
2ea5a089e1 meta파일 추가 및 gitignore에서 제거 2026-01-15 16:57:55 +09:00
b8ecb9a24c 인터랙션 시스템 및 터널 기능 생성 2026-01-15 16:45:14 +09:00
f70223a4aa 매니페스트 누락 파일 추가 2026-01-15 16:44:51 +09:00
9cbd9073d9 패키지 매니페스트 추가 2026-01-15 16:43:16 +09:00
f83d5d234b 타워 건설 로직 및 구조 변경
타워 건설 시 바닥과의 높이 정렬을 코드로 자동화 함
타워 건설 시 프로그레스 바가 타워 크기에 영향을 받지 않도록 함
프로그레스 바를 직사각형으로 변경
2026-01-15 14:54:51 +09:00
ea9b357399 프로젝트 이름 변경
MD -> DM
2026-01-15 13:48:38 +09:00
43fe5428c4 플레이어 캐릭터 메쉬 변경 2026-01-14 11:34:52 +09:00
96de63dd47 타워 기능 추가 및 개선 2026-01-14 11:33:18 +09:00
745166803c 타워 공격 기능 추가
각 타워 외형 변경 및 투사체 생성
2026-01-14 01:45:59 +09:00
b346bd0d7b UI Text 출력에 필요한 애셋 추가 2026-01-13 19:35:43 +09:00
01106fe34c 공격 및 추적 로직 버그 수정 및 개선
DefenceScene 내 메쉬 변경
카메라 각도 수정
2026-01-13 19:35:30 +09:00
3b22d26865 PolygonPrototype 애셋 추가 작업 2026-01-13 16:33:34 +09:00
343999413b PolygonPrototype 애셋 추가 2026-01-13 16:16:00 +09:00
f54c4b35b9 Enemy의 이동 및 공격 로직 개선
포탈 추가
2026-01-13 11:24:32 +09:00
022bc48bc5 타워 선택 건설 및 몹 웨이브 생성
Defence용 Scene 별도 생성
2026-01-13 01:20:44 +09:00
5a9fc719de Merge branch 'main' of http://192.168.10.102:30008/dal4segno/ProjectMD 2026-01-12 17:21:16 +09:00
c75c5bd868 건물 건설 모드 및 건설 인터랙션 2026-01-12 17:21:07 +09:00
qhdyd1122
a0ec96737a stringTable stringKey 컬럼 자료형 변경
- stringKey 컬럼 자료형을 n => vc로 변경
2026-01-12 15:37:57 +09:00
qhdyd1122
87340317ab Merge branch 'main' of http://192.168.10.102:30008/dal4segno/ProjectMD 2026-01-12 15:14:08 +09:00
qhdyd1122
f957f369ea stringTable 추가
- projectMD/Assets/Datas 폴더 내에 xlsx, csv 폴더 추가
- 게임 내 스트링 편집 및 적용 용도 데이터 파일 추가
1. stringTable_edit.xlsx : 편집 및 자동 번역용 파일 (번역 함수 적용)
2. stringTable.xlsx : 데이터 확인 및 csv 추출용 값 복사 파일
3. stringTable.csv : xlsx파일을 CSV UTF-8 유니코드로 내보내기 한 파일

* 노션 링크 : https://www.notion.so/2e694d45b1a380e3a89cf301f91d65ba
2026-01-12 15:13:43 +09:00
37cfdd2220 포탈 생성 2026-01-12 13:17:47 +09:00
91a74bef5a 누락된 Material 변경 사항 추가 2026-01-12 13:17:38 +09:00
2974 changed files with 379486 additions and 1660 deletions

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@@ -149,7 +149,6 @@ StyleCopReport.xml
*_p.c *_p.c
*_h.h *_h.h
*.ilk *.ilk
*.meta
*.obj *.obj
*.iobj *.iobj
*.pch *.pch
@@ -275,7 +274,6 @@ PublishScripts/
# NuGet Symbol Packages # NuGet Symbol Packages
*.snupkg *.snupkg
# The packages folder can be ignored because of Package Restore # The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target. # except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/ !**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed # Uncomment if necessary however generally it will be regenerated when needed
@@ -475,3 +473,19 @@ FodyWeavers.xsd
# JetBrains Rider # JetBrains Rider
*.sln.iml *.sln.iml
# .gitignore 파일 생성
@"
# Excel 임시 파일
~$*.xlsx
*.tmp
# 백업 폴더 (로컬만)
GameData/Backups/
# Python
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*.pyc
DataTools/*.log
# Unity (기존 내용 유지)
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// Assets/Editor/DataImporter/CLIImporter.cs
using UnityEngine;
using UnityEditor;
namespace DigAndDefend.Editor
{
public static class CLIImporter
{
public static void ImportAllDataCLI()
{
Debug.Log("=== CLI Import 시작 ===");
try
{
CSVToSOImporter.ImportAll();
Debug.Log("=== CLI Import 성공 ===");
EditorApplication.Exit(0);
}
catch (System.Exception e)
{
Debug.LogError($"=== CLI Import 실패 ===");
Debug.LogException(e);
EditorApplication.Exit(1);
}
}
}
}

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// Assets/Editor/DataImporter/CSVDebugger.cs
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Text;
namespace DigAndDefend.Editor
{
public static class CSVDebugger
{
[MenuItem("DigAndDefend/Debug CSV Files")]
public static void DebugCSVFiles()
{
string gameDataPath = Path.Combine(Application.dataPath, "..", "GameData");
var csvFiles = Directory.GetFiles(gameDataPath, "*.csv");
Debug.Log("=== CSV 파일 디버그 ===\n");
foreach (var csvPath in csvFiles)
{
string fileName = Path.GetFileName(csvPath);
if (fileName.StartsWith("."))
continue;
Debug.Log($"📄 파일: {fileName}");
// 파일 크기
FileInfo fileInfo = new FileInfo(csvPath);
Debug.Log($" 📊 크기: {fileInfo.Length} bytes");
// 인코딩 테스트
try
{
// UTF-8로 읽기
var lines = File.ReadAllLines(csvPath, Encoding.UTF8);
Debug.Log($" ✅ UTF-8 읽기 성공: {lines.Length}줄");
// ⭐ 모든 줄 출력
for (int i = 0; i < lines.Length; i++)
{
string line = lines[i];
Debug.Log($" 📋 [{i}] 길이:{line.Length} | 내용: '{line}'");
// 특수문자 확인
if (string.IsNullOrWhiteSpace(line))
{
Debug.Log($" ⚠️ 빈 줄 또는 공백만 있음");
}
// 바이트 출력 (첫 20바이트만)
byte[] bytes = Encoding.UTF8.GetBytes(line);
string byteStr = "";
for (int j = 0; j < Mathf.Min(bytes.Length, 20); j++)
{
byteStr += $"{bytes[j]:X2} ";
}
if (bytes.Length > 20) byteStr += "...";
Debug.Log($" 바이트: {byteStr}");
}
// BOM 체크
byte[] fileBytes = File.ReadAllBytes(csvPath);
if (fileBytes.Length >= 3 && fileBytes[0] == 0xEF && fileBytes[1] == 0xBB && fileBytes[2] == 0xBF)
{
Debug.Log($" UTF-8 BOM 있음");
}
else
{
Debug.Log($" BOM 없음");
}
// 전체 파일 바이트 (처음 100바이트만)
string fileBytesStr = "";
for (int i = 0; i < Mathf.Min(fileBytes.Length, 100); i++)
{
fileBytesStr += $"{fileBytes[i]:X2} ";
if ((i + 1) % 20 == 0) fileBytesStr += "\n ";
}
Debug.Log($" 📦 파일 바이트 (처음 100):\n {fileBytesStr}");
}
catch (System.Exception e)
{
Debug.LogError($" ❌ 읽기 실패: {e.Message}");
}
Debug.Log("");
}
Debug.Log("=== 디버그 완료 ===");
}
}
}

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// Assets/Editor/DataImporter/CSVToSOImporter.cs
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Reflection;
using System.Collections.Generic;
namespace DigAndDefend.Editor
{
public static class CSVToSOImporter
{
private static readonly string GAMEDATA_PATH = Path.Combine(
Application.dataPath,
"..", "GameData"
);
private static readonly string SO_BASE_PATH = "Assets/Data/ScriptableObjects";
public static void ImportAll()
{
Debug.Log("=== 전체 데이터 Import 시작 ===");
var csvFiles = Directory.GetFiles(GAMEDATA_PATH, "*.csv");
int totalSuccess = 0;
int totalFail = 0;
foreach (var csvPath in csvFiles)
{
if (csvPath.Contains("Backups"))
continue;
string schemaName = Path.GetFileNameWithoutExtension(csvPath);
if (schemaName.StartsWith("."))
continue;
Debug.Log($"\n📋 {schemaName} Import 시작...");
if (ImportSchema(schemaName))
{
totalSuccess++;
}
else
{
totalFail++;
}
}
Debug.Log("\n" + new string('=', 60));
Debug.Log($"🎉 전체 Import 완료: 성공 {totalSuccess}개, 실패 {totalFail}개");
Debug.Log(new string('=', 60));
}
public static bool ImportSchema(string schemaName)
{
string csvPath = Path.Combine(GAMEDATA_PATH, $"{schemaName}.csv");
string outputPath = Path.Combine(SO_BASE_PATH, schemaName);
if (!File.Exists(csvPath))
{
Debug.LogError($"❌ CSV 파일을 찾을 수 없습니다: {csvPath}");
return false;
}
if (!Directory.Exists(outputPath))
{
Directory.CreateDirectory(outputPath);
}
string className = schemaName + "Data";
Type dataType = FindScriptableObjectType(className);
if (dataType == null)
{
Debug.LogError($"❌ ScriptableObject 클래스를 찾을 수 없습니다: {className}");
Debug.LogError($"💡 generate_csharp_classes.py를 먼저 실행하세요.");
return false;
}
Debug.Log($" ✅ 클래스 발견: {dataType.FullName}");
int importCount = 0;
try
{
var lines = File.ReadAllLines(csvPath, System.Text.Encoding.UTF8);
if (lines.Length < 2)
{
Debug.LogError("❌ CSV 파일에 데이터가 없습니다.");
return false;
}
var headers = ParseCSVLine(lines[0]);
Debug.Log($" 📊 {lines.Length - 1}개 행, {headers.Length}개 컬럼");
for (int lineIndex = 1; lineIndex < lines.Length; lineIndex++)
{
string line = lines[lineIndex].Trim();
if (string.IsNullOrEmpty(line))
continue;
try
{
var values = ParseCSVLine(line);
if (values.Length != headers.Length)
{
Debug.LogWarning($" ⚠️ 행 {lineIndex + 1}: 컬럼 개수 불일치");
continue;
}
var so = ScriptableObject.CreateInstance(dataType);
for (int col = 0; col < headers.Length; col++)
{
string fieldName = headers[col];
if (string.IsNullOrEmpty(fieldName))
continue;
string camelFieldName = ToCamelCase(fieldName);
Debug.Log(" 🔍 필드 매핑: " + camelFieldName);
FieldInfo field = dataType.GetField(camelFieldName, BindingFlags.Public | BindingFlags.Instance);
if (field == null)
{
if (lineIndex == 1)
{
Debug.LogWarning($" ⚠️ 필드를 찾을 수 없습니다: {camelFieldName}");
}
continue;
}
string cellValue = values[col];
SetFieldValue(so, field, cellValue);
}
string assetName = GetAssetName(so, lineIndex);
string fileName = assetName + ".asset";
string assetPath = Path.Combine(outputPath, fileName);
AssetDatabase.CreateAsset(so, assetPath);
importCount++;
Debug.Log($" ✅ {assetName}");
}
catch (Exception e)
{
Debug.LogError($" ❌ 행 {lineIndex + 1} Import 실패: {e.Message}");
}
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log($" 🎉 {schemaName} Import 완료: {importCount}개");
return true;
}
catch (Exception e)
{
Debug.LogError($"❌ {schemaName} Import 실패: {e.Message}");
Debug.LogException(e);
return false;
}
}
private static string[] ParseCSVLine(string line)
{
var result = new List<string>();
bool inQuotes = false;
string currentValue = "";
for (int i = 0; i < line.Length; i++)
{
char c = line[i];
if (c == '"')
{
inQuotes = !inQuotes;
}
else if (c == ',' && !inQuotes)
{
result.Add(currentValue.Trim());
currentValue = "";
}
else
{
currentValue += c;
}
}
result.Add(currentValue.Trim());
return result.ToArray();
}
private static Type FindScriptableObjectType(string className)
{
string fullName = $"DigAndDefend.Data.{className}";
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
{
Type type = assembly.GetType(fullName);
if (type != null && type.IsSubclassOf(typeof(ScriptableObject)))
{
return type;
}
}
return null;
}
private static string ToCamelCase(string snakeCase)
{
if (string.IsNullOrEmpty(snakeCase))
return snakeCase;
var parts = snakeCase.Split('_');
if (parts.Length == 1)
return snakeCase;
string result = parts[0];
for (int i = 1; i < parts.Length; i++)
{
if (parts[i].Length > 0)
{
result += char.ToUpper(parts[i][0]) + parts[i].Substring(1);
}
}
return result;
}
private static void SetFieldValue(object obj, FieldInfo field, string value)
{
if (string.IsNullOrWhiteSpace(value))
{
field.SetValue(obj, null);
return;
}
Type fieldType = field.FieldType;
if (fieldType.IsGenericType && fieldType.GetGenericTypeDefinition() == typeof(Nullable<>))
{
Type underlyingType = Nullable.GetUnderlyingType(fieldType);
object convertedValue = ConvertValue(value, underlyingType);
field.SetValue(obj, convertedValue);
}
else
{
object convertedValue = ConvertValue(value, fieldType);
field.SetValue(obj, convertedValue);
}
}
private static object ConvertValue(string value, Type targetType)
{
if (string.IsNullOrWhiteSpace(value))
return null;
if (targetType == typeof(int))
{
if (int.TryParse(value, out int result))
return result;
return 0;
}
else if (targetType == typeof(float))
{
if (float.TryParse(value, out float result))
return result;
return 0f;
}
else if (targetType == typeof(double))
{
if (double.TryParse(value, out double result))
return result;
return 0.0;
}
else if (targetType == typeof(bool))
{
string lower = value.ToLower();
return lower == "true" || lower == "1" || lower == "yes";
}
else if (targetType == typeof(string))
{
// ⭐ 이스케이프된 줄바꿈 복원
return value.Replace("\\n", "\n");
}
return value;
}
private static string GetAssetName(object so, int lineNumber)
{
Type type = so.GetType();
// ⭐ 1순위: id 필드 찾기
FieldInfo idField = type.GetField("id", BindingFlags.Public | BindingFlags.Instance);
if (idField != null)
{
var idValue = idField.GetValue(so);
if (idValue != null)
{
// 스키마 이름 추출 (TowersData → Towers, TowerData → Tower)
string typeName = type.Name;
if (typeName.EndsWith("Data"))
{
typeName = typeName.Substring(0, typeName.Length - 4);
}
// Tower1, Enemy5 형식
return $"{typeName}{idValue:D3}";
}
}
// ⭐ 2순위: name 필드 찾기
FieldInfo nameField = type.GetField("name", BindingFlags.Public | BindingFlags.Instance);
if (nameField != null)
{
var nameValue = nameField.GetValue(so);
if (nameValue != null && !string.IsNullOrWhiteSpace(nameValue.ToString()))
{
string name = nameValue.ToString();
name = name.Replace(" ", "");
name = System.Text.RegularExpressions.Regex.Replace(name, @"[^a-zA-Z0-9_가-힣]", "");
return name;
}
}
// 3순위: 행 번호 사용
return $"Data_Row{lineNumber}";
}
}
}

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// Assets/Editor/DataImporter/ImporterWindow.cs
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Linq;
namespace DigAndDefend.Editor
{
public class ImporterWindow : EditorWindow
{
private Vector2 scrollPosition;
[MenuItem("DigAndDefend/Data Importer")]
public static void ShowWindow()
{
var window = GetWindow<ImporterWindow>("Data Importer");
window.minSize = new Vector2(400, 300);
}
private void OnGUI()
{
GUILayout.Label("CSV → ScriptableObject Importer", EditorStyles.boldLabel);
GUILayout.Space(10);
EditorGUILayout.HelpBox(
"GameData 폴더의 CSV 파일을 ScriptableObject로 변환합니다.\n" +
"자동 생성된 C# 클래스를 사용합니다.",
MessageType.Info
);
GUILayout.Space(10);
scrollPosition = GUILayout.BeginScrollView(scrollPosition);
string gameDataPath = Path.Combine(Application.dataPath, "..", "GameData");
if (!Directory.Exists(gameDataPath))
{
EditorGUILayout.HelpBox(
"GameData 폴더를 찾을 수 없습니다.",
MessageType.Warning
);
}
else
{
var csvFiles = Directory.GetFiles(gameDataPath, "*.csv")
.Where(f => !f.Contains("Backups") && !Path.GetFileName(f).StartsWith("."))
.ToArray();
if (csvFiles.Length == 0)
{
EditorGUILayout.HelpBox(
"CSV 파일이 없습니다.\n" +
"sync-from-notion.ps1을 먼저 실행하세요.",
MessageType.Warning
);
}
else
{
GUILayout.Label("발견된 CSV 파일:", EditorStyles.boldLabel);
GUILayout.Space(5);
foreach (var filePath in csvFiles)
{
string fileName = Path.GetFileNameWithoutExtension(filePath);
GUILayout.BeginHorizontal();
GUILayout.Label($"📊 {fileName}", GUILayout.Width(200));
if (GUILayout.Button("Import", GUILayout.Width(100)))
{
ImportSingle(fileName);
}
GUILayout.EndHorizontal();
}
}
}
GUILayout.EndScrollView();
GUILayout.Space(20);
GUI.backgroundColor = Color.green;
if (GUILayout.Button("Import All Data", GUILayout.Height(50)))
{
if (EditorUtility.DisplayDialog(
"전체 데이터 Import",
"모든 CSV 파일을 읽어서 ScriptableObject를 생성합니다.\n" +
"기존 파일은 덮어씌워집니다.",
"Import All",
"Cancel"))
{
CSVToSOImporter.ImportAll();
}
}
GUI.backgroundColor = Color.white;
GUILayout.Space(10);
EditorGUILayout.HelpBox(
"Import 후 Assets/Data/ScriptableObjects 폴더를 확인하세요.",
MessageType.None
);
}
private void ImportSingle(string schemaName)
{
if (EditorUtility.DisplayDialog(
$"{schemaName} Import",
$"{schemaName}.csv를 읽어서 ScriptableObject를 생성합니다.\n" +
"기존 파일은 덮어씌워집니다.",
"Import",
"Cancel"))
{
CSVToSOImporter.ImportSchema(schemaName);
}
}
}
}

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