Merge branch 'DO-32-코인-서버-연동' of https://github.com/Degulleo/DegullMok-Client into DO-32-코인-서버-연동
This commit is contained in:
commit
9ab68d8e2b
4
Assets/Plugins/Android/gradleTemplate.properties
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4
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@ -0,0 +1,4 @@
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org.gradle.jvmargs=-Xmx**JVM_HEAP_SIZE**M
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org.gradle.parallel=true
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unityStreamingAssets=**STREAMING_ASSETS**
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**ADDITIONAL_PROPERTIES**
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apply plugin: 'com.android.library'
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**APPLY_PLUGINS**
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dependencies {
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implementation fileTree(dir: 'libs', include: ['*.jar'])
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**DEPS**}
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android {
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namespace "com.unity3d.player"
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ndkPath "**NDKPATH**"
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compileSdkVersion **APIVERSION**
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targetCompatibility JavaVersion.VERSION_11
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defaultConfig {
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minSdkVersion **MINSDKVERSION**
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targetSdkVersion **TARGETSDKVERSION**
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ndk {
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abiFilters **ABIFILTERS**
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versionCode **VERSIONCODE**
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versionName '**VERSIONNAME**'
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consumerProguardFiles 'proguard-unity.txt'**USER_PROGUARD**
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}
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lintOptions {
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}**PACKAGING_OPTIONS**
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}
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**IL_CPP_BUILD_SETUP**
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**SOURCE_BUILD_SETUP**
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**EXTERNAL_SOURCES**
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Assets/Plugins/Android/mainTemplate.gradle.meta
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m_Pivot: {x: 1, y: 0}
|
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m_Pivot: {x: 1, y: 0.5}
|
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--- !u!1 &5273637481048279427
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GameObject:
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||||
m_ObjectHideFlags: 0
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@ -1633,19 +1668,19 @@ RectTransform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8214827650714712775}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children:
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- {fileID: 4790269285780218839}
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m_Father: {fileID: 8942070830740152784}
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m_Father: {fileID: 451599240785790819}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 1, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchorMin: {x: 1, y: 0.5}
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m_AnchorMax: {x: 1, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 540, y: 120}
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m_Pivot: {x: 1, y: 1}
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m_Pivot: {x: 1, y: 0.5}
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--- !u!222 &4536082858370354248
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||||
CanvasRenderer:
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m_ObjectHideFlags: 0
|
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@ -1684,6 +1719,43 @@ MonoBehaviour:
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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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m_PixelsPerUnitMultiplier: 1
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--- !u!1 &8622821704889965313
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 451599240785790819}
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m_Layer: 5
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m_Name: Indicator Div
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!224 &451599240785790819
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RectTransform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8622821704889965313}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children:
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- {fileID: 1250546304786973426}
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- {fileID: 2039662309230983458}
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m_Father: {fileID: 8942070830740152784}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: -300, y: 120}
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m_Pivot: {x: 0.5, y: 1}
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--- !u!1001 &4056566997434591085
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PrefabInstance:
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m_ObjectHideFlags: 0
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|
File diff suppressed because it is too large
Load Diff
22
Assets/Script/Game/CameraController.cs
Normal file
22
Assets/Script/Game/CameraController.cs
Normal file
@ -0,0 +1,22 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Camera))]
|
||||
public class CameraController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private float widthUnit = 6f;
|
||||
|
||||
private Camera _camera;
|
||||
void Start()
|
||||
{
|
||||
_camera = GetComponent<Camera>();
|
||||
_camera.orthographicSize = widthUnit / _camera.aspect / 2;
|
||||
}
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
11
Assets/Script/Game/CameraController.cs.meta
Normal file
11
Assets/Script/Game/CameraController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a98355720bed2234fb32d55fc1b0cce6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
3
Assets/Script/Utilty.meta
Normal file
3
Assets/Script/Utilty.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d8268e93b195495ebd68dffa2b3b5aaa
|
||||
timeCreated: 1741935635
|
357
Assets/Script/Utilty/FioChildColorEditor.cs
Normal file
357
Assets/Script/Utilty/FioChildColorEditor.cs
Normal file
@ -0,0 +1,357 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using System.Linq;
|
||||
#endif
|
||||
|
||||
// 하위 요소들의 색상을 인스펙터에서 수정할 수 있게 해주는 컴포넌트
|
||||
public class FioChildColorEditor : MonoBehaviour
|
||||
{
|
||||
// 인스펙터에서 수정할 색상 정보
|
||||
[System.Serializable]
|
||||
public class ColorSettings
|
||||
{
|
||||
public GameObject targetObject; // 직접 오브젝트 참조
|
||||
public string componentType; // 컴포넌트 타입 (읽기 전용)
|
||||
public Color color = Color.white; // 적용할 색상
|
||||
public bool applyToChildren = false; // 해당 요소의 모든 하위 요소에도 적용할지 여부
|
||||
|
||||
[HideInInspector]
|
||||
public Component colorableComponent; // 색상을 적용할 컴포넌트 참조
|
||||
}
|
||||
|
||||
// 인스펙터에서 편집할 색상 목록
|
||||
public List<ColorSettings> colorSettings = new List<ColorSettings>();
|
||||
|
||||
// 자동 감지 옵션
|
||||
public bool autoDetectChildren = true;
|
||||
|
||||
// 지원되는 컴포넌트 유형들
|
||||
private static readonly System.Type[] supportedTypes = new System.Type[]
|
||||
{
|
||||
typeof(Renderer),
|
||||
typeof(SpriteRenderer),
|
||||
typeof(UnityEngine.UI.Image),
|
||||
typeof(UnityEngine.UI.RawImage),
|
||||
typeof(UnityEngine.UI.Text),
|
||||
typeof(TMP_Text)
|
||||
};
|
||||
|
||||
// 초기화 시 하위 요소 자동 감지
|
||||
private void OnValidate()
|
||||
{
|
||||
if (autoDetectChildren)
|
||||
{
|
||||
DetectChildComponents();
|
||||
}
|
||||
|
||||
// 모든 항목에 대해 컴포넌트 타입 업데이트
|
||||
UpdateComponentTypes();
|
||||
}
|
||||
|
||||
// 하위 요소 자동 감지
|
||||
public void DetectChildComponents()
|
||||
{
|
||||
// 현재 목록을 유지할 오브젝트들
|
||||
HashSet<GameObject> existingObjects = new HashSet<GameObject>();
|
||||
foreach (var setting in colorSettings)
|
||||
{
|
||||
if (setting.targetObject != null)
|
||||
{
|
||||
existingObjects.Add(setting.targetObject);
|
||||
}
|
||||
}
|
||||
|
||||
// 모든 자식 오브젝트 검색
|
||||
List<ColorSettings> newSettings = new List<ColorSettings>();
|
||||
foreach (Transform child in transform)
|
||||
{
|
||||
// 이미 목록에 있는 오브젝트는 건너뛰기
|
||||
if (existingObjects.Contains(child.gameObject))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// 지원되는 컴포넌트 찾기
|
||||
Component colorableComponent = FindColorableComponent(child.gameObject);
|
||||
if (colorableComponent != null)
|
||||
{
|
||||
ColorSettings setting = new ColorSettings
|
||||
{
|
||||
targetObject = child.gameObject,
|
||||
colorableComponent = colorableComponent,
|
||||
color = GetCurrentColor(colorableComponent)
|
||||
};
|
||||
newSettings.Add(setting);
|
||||
}
|
||||
}
|
||||
|
||||
// 새로운 항목 추가 (기존 항목은 유지)
|
||||
colorSettings.AddRange(newSettings);
|
||||
|
||||
// 컴포넌트 타입 업데이트
|
||||
UpdateComponentTypes();
|
||||
}
|
||||
|
||||
// 컴포넌트 타입 문자열 업데이트
|
||||
private void UpdateComponentTypes()
|
||||
{
|
||||
foreach (var setting in colorSettings)
|
||||
{
|
||||
if (setting.targetObject != null)
|
||||
{
|
||||
// 컴포넌트 찾기
|
||||
Component comp = setting.colorableComponent;
|
||||
if (comp == null)
|
||||
{
|
||||
comp = FindColorableComponent(setting.targetObject);
|
||||
setting.colorableComponent = comp;
|
||||
}
|
||||
|
||||
if (comp != null)
|
||||
{
|
||||
setting.componentType = GetComponentTypeName(comp);
|
||||
}
|
||||
else
|
||||
{
|
||||
setting.componentType = "지원되지 않음";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
setting.componentType = "없음";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 컴포넌트 타입 이름 얻기
|
||||
private string GetComponentTypeName(Component component)
|
||||
{
|
||||
if (component is Renderer) return "Renderer";
|
||||
if (component is SpriteRenderer) return "SpriteRenderer";
|
||||
if (component is UnityEngine.UI.Image) return "Image";
|
||||
if (component is UnityEngine.UI.RawImage) return "RawImage";
|
||||
if (component is UnityEngine.UI.Text) return "Text";
|
||||
if (component is TMP_Text) return "TMP_Text";
|
||||
return component.GetType().Name;
|
||||
}
|
||||
|
||||
// 색상을 적용할 수 있는 컴포넌트 찾기
|
||||
private Component FindColorableComponent(GameObject obj)
|
||||
{
|
||||
foreach (var type in supportedTypes)
|
||||
{
|
||||
Component comp = obj.GetComponent(type);
|
||||
if (comp != null)
|
||||
{
|
||||
return comp;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// 현재 색상 가져오기
|
||||
private Color GetCurrentColor(Component component)
|
||||
{
|
||||
if (component is Renderer renderer)
|
||||
{
|
||||
return renderer.material.color;
|
||||
}
|
||||
else if (component is SpriteRenderer spriteRenderer)
|
||||
{
|
||||
return spriteRenderer.color;
|
||||
}
|
||||
else if (component is UnityEngine.UI.Graphic graphic)
|
||||
{
|
||||
return graphic.color;
|
||||
}
|
||||
else if (component is TMP_Text tmpText)
|
||||
{
|
||||
return tmpText.color;
|
||||
}
|
||||
|
||||
return Color.white;
|
||||
}
|
||||
|
||||
// 색상을 적용하는 함수
|
||||
public void ApplyColors()
|
||||
{
|
||||
foreach (var setting in colorSettings)
|
||||
{
|
||||
if (setting.targetObject != null)
|
||||
{
|
||||
ApplyColorToObject(setting.targetObject, setting.color, setting.applyToChildren);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 특정 오브젝트에 색상 적용
|
||||
private void ApplyColorToObject(GameObject obj, Color color, bool applyToChildren)
|
||||
{
|
||||
// 렌더러
|
||||
Renderer renderer = obj.GetComponent<Renderer>();
|
||||
if (renderer != null)
|
||||
{
|
||||
renderer.material.color = color;
|
||||
}
|
||||
|
||||
// 스프라이트 렌더러
|
||||
SpriteRenderer spriteRenderer = obj.GetComponent<SpriteRenderer>();
|
||||
if (spriteRenderer != null)
|
||||
{
|
||||
spriteRenderer.color = color;
|
||||
}
|
||||
|
||||
// UI 이미지
|
||||
UnityEngine.UI.Image image = obj.GetComponent<UnityEngine.UI.Image>();
|
||||
if (image != null)
|
||||
{
|
||||
image.color = color;
|
||||
}
|
||||
|
||||
// UI 로우 이미지
|
||||
UnityEngine.UI.RawImage rawImage = obj.GetComponent<UnityEngine.UI.RawImage>();
|
||||
if (rawImage != null)
|
||||
{
|
||||
rawImage.color = color;
|
||||
}
|
||||
|
||||
// UI 텍스트
|
||||
UnityEngine.UI.Text text = obj.GetComponent<UnityEngine.UI.Text>();
|
||||
if (text != null)
|
||||
{
|
||||
text.color = color;
|
||||
}
|
||||
|
||||
// TextMeshPro 텍스트
|
||||
TMP_Text tmpText = obj.GetComponent<TMP_Text>();
|
||||
if (tmpText != null)
|
||||
{
|
||||
tmpText.color = color;
|
||||
}
|
||||
|
||||
// 하위 요소에도 재귀적으로 색상 적용
|
||||
if (applyToChildren)
|
||||
{
|
||||
foreach (Transform child in obj.transform)
|
||||
{
|
||||
ApplyColorToObject(child.gameObject, color, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// 에디터 인스펙터 커스터마이징
|
||||
[CustomEditor(typeof(FioChildColorEditor))]
|
||||
public class ChildColorEditorInspector : Editor
|
||||
{
|
||||
private SerializedProperty colorSettingsProperty;
|
||||
private SerializedProperty autoDetectChildrenProperty;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
colorSettingsProperty = serializedObject.FindProperty("colorSettings");
|
||||
autoDetectChildrenProperty = serializedObject.FindProperty("autoDetectChildren");
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
serializedObject.Update();
|
||||
|
||||
FioChildColorEditor colorEditor = (FioChildColorEditor)target;
|
||||
|
||||
// 자동 감지 옵션
|
||||
EditorGUILayout.PropertyField(autoDetectChildrenProperty, new GUIContent("자동 하위 요소 감지"));
|
||||
|
||||
// 새로고침 버튼
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("하위 요소 새로 감지", GUILayout.Height(30)))
|
||||
{
|
||||
colorEditor.DetectChildComponents();
|
||||
serializedObject.Update();
|
||||
}
|
||||
|
||||
if (GUILayout.Button("목록 초기화", GUILayout.Height(30)))
|
||||
{
|
||||
colorSettingsProperty.ClearArray();
|
||||
colorEditor.DetectChildComponents();
|
||||
serializedObject.Update();
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// 구분선 추가
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
|
||||
|
||||
// 목록 타이틀
|
||||
EditorGUILayout.LabelField("하위 요소 색상 설정", EditorStyles.boldLabel);
|
||||
|
||||
// 각 항목 표시
|
||||
for (int i = 0; i < colorSettingsProperty.arraySize; i++)
|
||||
{
|
||||
SerializedProperty itemProperty = colorSettingsProperty.GetArrayElementAtIndex(i);
|
||||
SerializedProperty targetObjectProperty = itemProperty.FindPropertyRelative("targetObject");
|
||||
SerializedProperty componentTypeProperty = itemProperty.FindPropertyRelative("componentType");
|
||||
SerializedProperty colorProperty = itemProperty.FindPropertyRelative("color");
|
||||
SerializedProperty applyToChildrenProperty = itemProperty.FindPropertyRelative("applyToChildren");
|
||||
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
// 왼쪽에 오브젝트 선택 필드, 오른쪽에 컴포넌트 타입 표시
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.PropertyField(targetObjectProperty, GUIContent.none, GUILayout.ExpandWidth(true));
|
||||
|
||||
GUI.enabled = false;
|
||||
EditorGUILayout.TextField(componentTypeProperty.stringValue, GUILayout.Width(100));
|
||||
GUI.enabled = true;
|
||||
|
||||
if (GUILayout.Button("✕", GUILayout.Width(20)))
|
||||
{
|
||||
colorSettingsProperty.DeleteArrayElementAtIndex(i);
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
break;
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// 색상과 하위 요소 적용 옵션
|
||||
EditorGUILayout.PropertyField(colorProperty);
|
||||
EditorGUILayout.PropertyField(applyToChildrenProperty, new GUIContent("하위 요소에도 적용"));
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
|
||||
// 항목 추가 버튼
|
||||
if (GUILayout.Button("항목 추가"))
|
||||
{
|
||||
colorSettingsProperty.arraySize++;
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
|
||||
// 구분선 추가
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// 색상 적용 버튼 추가
|
||||
if (GUILayout.Button("모든 색상 적용하기", GUILayout.Height(40)))
|
||||
{
|
||||
colorEditor.ApplyColors();
|
||||
|
||||
// 씬 변경 사항 저장
|
||||
EditorUtility.SetDirty(target);
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
|
||||
}
|
||||
}
|
||||
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
}
|
||||
#endif
|
11
Assets/Script/Utilty/FioChildColorEditor.cs.meta
Normal file
11
Assets/Script/Utilty/FioChildColorEditor.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2eb8d899eaaa7614cbb7b1fdb98d0dd7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
4
ProjectSettings/GvhProjectSettings.xml
Normal file
4
ProjectSettings/GvhProjectSettings.xml
Normal file
@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<projectSettings>
|
||||
<projectSetting name="GooglePlayServices.UseJetifier" value="True" />
|
||||
</projectSettings>
|
Loading…
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Reference in New Issue
Block a user