Merge remote-tracking branch 'origin/develop' into develop

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lsm 2025-08-18 18:38:40 +09:00
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# Unity 6000.1.0f1 + URP 프로젝트 규칙
## 기술 스택
- Unity 버전: 6000.1.0f1
- 렌더링 파이프라인: Universal Render Pipeline (URP)
## 코딩 원칙
### 1. 아키텍처 설계
- 모듈화된 컴포넌트 기반 아키텍처 적용
- MVVM 패턴 적극 활용
- GameState, GameEvent, GameFlow, GameFramework 구조 활용
- Restaurant 관련 시스템 모듈화 (RestaurantState, RestaurantEvent, RestaurantCharacter 등)
- 레이어 간 의존성 최소화
### 2. 종속성 관리
- 인터페이스 기반 설계 우선
- 구체 클래스보다 추상화 선호
- Dependency Injection 패턴 활용
- 강한 결합도 지양, 느슨한 결합도 지향
### 3. 유지보수성
- SOLID 원칙 준수
- 단일 책임 원칙 (SRP) 엄격 적용
- 개방-폐쇄 원칙 (OCP) 준수
- 코드 재사용성 극대화
### 4. 확장성
- 플러그인 아키텍처 패턴 적용
- 이벤트 기반 시스템 활용
- 모듈화된 컴포넌트 설계
- 새로운 기능 추가 시 기존 코드 수정 최소화
### 5. 명명 규칙 (Naming Conventions)
- **변수명**: 의미있는 단어 사용, 줄임말 지양
- ❌ `btn`, `txt`, `obj`, `go`, `ui`, `mg`, `ctrl`, 'kvp' (kvp같은 경우 key 또는 value가 무엇인지 알 수 있는 변수명 사용)
- ✅ `button`, `text`, `object`, `gameObject`, `userInterface`, `manager`, `controller`
- ✅ `keyValuePair`, `tabValueButton`, `enumValueTabButton` (구체적인 의미 표현)
- **함수명**: 동사로 시작하는 명확한 의미 표현
- ❌ `Init()`, `Setup()`, `Get()`, `Set()`
- ✅ `Initialize()`, `SetupComponents()`, `GetPlayerData()`, `SetPlayerHealth()`
### 6. 코드 스타일
- **논리 연산자**: `!` 키워드 대신 `== false` 사용
- ❌ `if (!isActive)`, `if (!hasComponent)`
- ✅ `if (isActive == false)`, `if (hasComponent == false)`
- **문자열**: 리터럴보다 상수 사용 권장
- **컬렉션 타입**: 성능상 우월한 경우가 아닌 이상 `List<>` 사용 권장
- ❌ `int[]`, `string[]`, `GameObject[]` (일반적인 경우)
- ✅ `List<int>`, `List<string>`, `List<GameObject>` (일반적인 경우)
- ⚠️ `int[]` (고정 크기, 성능이 중요한 경우만)
## Unity 특화 규칙
### URP 최적화
- URP 렌더링 파이프라인 최적화 우선
- Shader Graph 활용 권장
- Volume 시스템 적극 활용
- 렌더링 성능 모니터링
### 성능 고려사항
- Object Pooling 패턴 적용
- 메모리 할당 최소화
- 적절한 Update/LateUpdate 사용
- Addressables 시스템 활용
## 프로젝트 구조
- Assets/_DDD: 프로젝트 핵심 시스템 (프로젝트명)
- Assets/_ScriptAssets: 스크립트 에셋 및 ScriptableObject
- Assets/_Scripts: 모듈화된 스크립트 시스템들
- GameFramework: 게임 프레임워크 핵심
- GameState: 게임 상태 관리
- GameEvent: 게임 이벤트 시스템
- GameFlow: 게임 플로우 제어
- Restaurant*: 레스토랑 시뮬레이션 관련 시스템
- InputSystem: 입력 시스템
- Audio: 오디오 시스템
- 각 폴더별 명확한 책임 분리
## 프레임워크 활용
- 기존 프레임워크와의 통합 방법
- 커스텀 프레임워크 확장 방법

3
.gitignore vendored
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.autosave/ .autosave/
Assets/AddressableAssetsData/ */Assets/AddressableAssetsData/*
ProjectSettings/Packages/com.unity.probuilder/Settings.json ProjectSettings/Packages/com.unity.probuilder/Settings.json
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using System.Collections.Generic;
using System.Threading.Tasks;
using Sirenix.OdinInspector;
using UnityEditor;
using UnityEngine;
namespace DDD
{
[CreateAssetMenu(menuName = "DDD/Project Setup Config", fileName = "ProjectDDD_Setup")]
public sealed class ProjectDDD_Setup : ScriptableObject
{
// 로그 프리픽스는 상수로 관리
private const string LogPrefix = "[DDD]";
public List<DefaultAsset> DefaultAssets = new();
public GoogleSheetManager GoogleSheetManager;
[Button("프로젝트 동기화")]
public async Task SyncProject()
{
Debug.Log($"{LogPrefix} 프로젝트 동기화 시작");
foreach (var asset in DefaultAssets)
{
// 해당 폴더 reimport 하고 완료될 때까지 대기
if (asset != null)
{
string assetPath = AssetDatabase.GetAssetPath(asset);
Debug.Log($"{LogPrefix} 에셋 재임포트 시작: {asset.name}");
// 폴더의 경우 수동 Reimport와 동일하게 재귀 옵션을 추가하고
// 동기식 강제 임포트로 Import가 완료될 때까지 대기하도록 처리
var importOptions = ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport;
if (AssetDatabase.IsValidFolder(assetPath))
{
importOptions |= ImportAssetOptions.ImportRecursive;
}
AssetDatabase.ImportAsset(assetPath, importOptions);
Debug.Log($"{LogPrefix} 에셋 재임포트 완료: {asset.name}");
}
}
Debug.Log($"{LogPrefix} Google Sheet 동기화 시작");
if (GoogleSheetManager != null)
{
await GoogleSheetManager.SyncSoOnlyFromCurrentJson();
}
else
{
Debug.LogWarning($"{LogPrefix} GoogleSheetManager가 설정되어 있지 않습니다. Google Sheet 동기화를 건너뜁니다.");
}
Debug.Log($"{LogPrefix} Google Sheet 동기화 완료");
// 에셋 데이터베이스 최신화 보장 (수동 Reimport 후 상태와 유사하게 유지)
AssetDatabase.Refresh();
Debug.Log($"{LogPrefix} 프로젝트 동기화 완료");
}
}
}

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using System.Linq;
using UnityEditor;
using UnityEngine;
namespace DDD
{
public static class ProjectSetupMenu
{
[MenuItem("ProjectDDD/Project Setup", priority = 0)]
public static void OpenSetupByType()
{
var guids = AssetDatabase.FindAssets("t:" + nameof(ProjectDDD_Setup));
if (guids == null || guids.Length == 0)
{
EditorUtility.DisplayDialog(
"Project Setup",
$"타입 '{nameof(ProjectDDD_Setup)}'의 자산을 찾을 수 없습니다.\n" +
"아래 메뉴로 새 자산을 생성하고 원하는 위치에 보관하세요:\n" +
$"Create > {GetCreateMenuName()}",
"확인");
return;
}
var path = AssetDatabase.GUIDToAssetPath(guids.First());
var asset = AssetDatabase.LoadAssetAtPath<ProjectDDD_Setup>(path);
Selection.activeObject = asset;
EditorGUIUtility.PingObject(asset);
}
private static string GetCreateMenuName()
{
var attributes = typeof(ProjectDDD_Setup).GetCustomAttributes(typeof(CreateAssetMenuAttribute), false);
if (attributes != null && attributes.Length > 0)
{
var attr = (CreateAssetMenuAttribute)attributes[0];
return string.IsNullOrEmpty(attr.menuName) ? typeof(ProjectDDD_Setup).Name : attr.menuName;
}
return typeof(ProjectDDD_Setup).Name;
}
}
}

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@ -45,7 +45,7 @@ Material:
m_TexEnvs: m_TexEnvs:
- _BaseMap: - _BaseMap:
m_Texture: {fileID: 2800000, guid: 8fba16e0e5e499649a3908a4a94a7b30, type: 3} m_Texture: {fileID: 2800000, guid: 8fba16e0e5e499649a3908a4a94a7b30, type: 3}
m_Scale: {x: 12, y: 4} m_Scale: {x: 5.17, y: 2.4}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _BumpMap: - _BumpMap:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
@ -120,6 +120,7 @@ Material:
- _AddPrecomputedVelocity: 0 - _AddPrecomputedVelocity: 0
- _AlphaClip: 0 - _AlphaClip: 0
- _AlphaToMask: 0 - _AlphaToMask: 0
- _ApplyGI: 1
- _Blend: 0 - _Blend: 0
- _BlendModePreserveSpecular: 1 - _BlendModePreserveSpecular: 1
- _BumpScale: 1 - _BumpScale: 1
@ -134,6 +135,7 @@ Material:
- _DstBlendAlpha: 0 - _DstBlendAlpha: 0
- _EMISSION: 0 - _EMISSION: 0
- _EnvironmentReflections: 1 - _EnvironmentReflections: 1
- _GlobalIlluminationIntensity: 1
- _GlossMapScale: 0 - _GlossMapScale: 0
- _Glossiness: 0 - _Glossiness: 0
- _GlossyReflections: 0 - _GlossyReflections: 0

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@ -28,7 +28,7 @@ Transform:
serializedVersion: 2 serializedVersion: 2
m_LocalRotation: {x: 0.7071068, y: 0, z: 0, w: 0.7071068} m_LocalRotation: {x: 0.7071068, y: 0, z: 0, w: 0.7071068}
m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 11, y: 5, z: 2} m_LocalScale: {x: 7.64698, y: 5, z: 2}
m_ConstrainProportionsScale: 0 m_ConstrainProportionsScale: 0
m_Children: [] m_Children: []
m_Father: {fileID: 0} m_Father: {fileID: 0}

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@ -8,6 +8,18 @@ PrefabInstance:
serializedVersion: 3 serializedVersion: 3
m_TransformParent: {fileID: 0} m_TransformParent: {fileID: 0}
m_Modifications: m_Modifications:
- target: {fileID: 2204914584875671904, guid: 1d634c3376e4a4684bc984ced9134847, type: 3}
propertyPath: m_LocalScale.x
value: 4
objectReference: {fileID: 0}
- target: {fileID: 2204914584875671904, guid: 1d634c3376e4a4684bc984ced9134847, type: 3}
propertyPath: m_LocalScale.y
value: 4
objectReference: {fileID: 0}
- target: {fileID: 2204914584875671904, guid: 1d634c3376e4a4684bc984ced9134847, type: 3}
propertyPath: m_LocalScale.z
value: 4
objectReference: {fileID: 0}
- target: {fileID: 2204914584875671904, guid: 1d634c3376e4a4684bc984ced9134847, type: 3} - target: {fileID: 2204914584875671904, guid: 1d634c3376e4a4684bc984ced9134847, type: 3}
propertyPath: m_LocalPosition.x propertyPath: m_LocalPosition.x
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