빌드 스크립트 추가
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8
Gameton-06/Assets/Editor.meta
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8
Gameton-06/Assets/Editor.meta
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fileFormatVersion: 2
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guid: 0520addb815e26946a4b893500a08374
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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49
Gameton-06/Assets/Editor/BuildScript.cs
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49
Gameton-06/Assets/Editor/BuildScript.cs
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using System;
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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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using UnityEditor;
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using UnityEditor.Build.Reporting;
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using UnityEngine;
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namespace TON
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{
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public class BuildScript
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{
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static string[] SCENES = FindEnabledEditorScenes();
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static string APP_NAME = "TestBuild"; //앱이름 입력
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static string TARGET_DIR = "E:/Build/"; //빌드경로 입력
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[MenuItem("Build/Build Android")]
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static void PerformAndroidBuild()
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{
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string target_dir = APP_NAME + ".apk";
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PlayerSettings.keystorePass = "dlrhahdla"; //키스토어 비번 입력
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PlayerSettings.keyaliasPass = "dlrhahdla"; //키스토어 비번 입력
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GenericBuild(SCENES, TARGET_DIR + "/" + target_dir, BuildTargetGroup.Android, BuildTarget.Android, BuildOptions.None);
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}
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private static string[] FindEnabledEditorScenes()
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{
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List<string> EditorScenes = new List<string>();
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foreach (EditorBuildSettingsScene scene in EditorBuildSettings.scenes)
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{
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if (!scene.enabled) continue;
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EditorScenes.Add(scene.path);
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}
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return EditorScenes.ToArray();
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}
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static void GenericBuild(string[] scenes, string target_dir, BuildTargetGroup build_target_group, BuildTarget build_target, BuildOptions build_options)
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{
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EditorUserBuildSettings.SwitchActiveBuildTarget(build_target_group, build_target);
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string res = BuildPipeline.BuildPlayer(scenes, target_dir, build_target, build_options).ToString();
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if (res.Length < 0)
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{
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throw new Exception("BuildPlayer failure: " + res);
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}
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}
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}
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}
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11
Gameton-06/Assets/Editor/BuildScript.cs.meta
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11
Gameton-06/Assets/Editor/BuildScript.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 5b41a1a0b12f28d4c9b65acaefd7c1f2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -8,6 +8,7 @@ namespace TON
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public class RoulettePresenter : MonoBehaviour
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{
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private PlayerDataManager playerDataManager;
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// ReactiveProperty
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private void Awake()
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{
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@@ -18,6 +19,8 @@ namespace TON
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{
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Debug.LogError("PlayerDataManager가 초기화되지 않았습니다.");
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}
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// Todo : UI 바인딩
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}
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// 재화 획득 메서드
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@@ -5,12 +5,14 @@ using UnityEngine.UI;
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namespace TON
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{
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// View
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public class RouletteSpin : MonoBehaviour
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{
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[SerializeField] private Roulette roulette;
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[SerializeField] private Button buttonSpin;
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private PlayerDataManager playerDataManager;
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// Todo : Presenter 변수
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private void Awake()
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{
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@@ -27,6 +29,8 @@ namespace TON
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buttonSpin.interactable = false;
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roulette.Spin(EndOfSpin);
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});
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// Presenter 생성
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}
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private void EndOfSpin(RoulettePieceData selectedData)
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