Developer One
2024-05-28
20240528
@fd90b645c9b1166f8f2c807deb11c284517fb79c
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--- VRTK/Assets/00.MAINSTREAM/Scenes/PlayScene.unity
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--- VRTK/Assets/00.MAINSTREAM/Scripts/Manager/LoadManager.cs
... | ... | @@ -1,196 +0,0 @@ |
1 | -/* ================================================================================================================================================================ | |
2 | - * 이 코드는 (주)메타모션 임직원에 의해 작성되었으며, 이 코드와 관련한 모든 권리는 (주)메타모션에 귀속됩니다. | |
3 | - * Copyright © MetaMotion Inc. All rights reserved. | |
4 | - * ================================================================================================================================================================ */ | |
5 | -using Oculus.Platform.Models; | |
6 | -using Oculus.Platform; | |
7 | -using System.Collections; | |
8 | -using System.Collections.Generic; | |
9 | -using UnityEngine; | |
10 | -using UnityEngine.SceneManagement; | |
11 | -using System.Linq; | |
12 | -using TMPro; | |
13 | - | |
14 | -/// <summary> | |
15 | -/// 로드 및 패칭을 담당하는 클래스 | |
16 | -/// </summary> | |
17 | -public class LoadManager : MonoBehaviour | |
18 | -{ | |
19 | - public string nextScene; // 불러야 할 다음 씬의 이름 | |
20 | - public string[] requiredAssetBundles; // 받아야 하는 에셋번들의 이름 String Array | |
21 | - public TMPro.TMP_Text nowPresentTxt; // 현재 진행 사항을 표시할 텍스트 | |
22 | - public LoadingImg loadingImg; // 로딩 이미지 오브젝트 | |
23 | - public TMP_Text debugTxt; // 디버그용 텍스트 오브젝트 | |
24 | - | |
25 | - /// <summary> | |
26 | - /// 클래스 내 변수 초기화 및 데이터 로드 명령 | |
27 | - /// </summary> | |
28 | - /// <param name="sceneName"> 호출할 다음 신 이름 </param> | |
29 | - public void LoadData(string sceneName) | |
30 | - { | |
31 | - nextScene = sceneName; | |
32 | - Init(); | |
33 | - } | |
34 | - | |
35 | - /// <summary> | |
36 | - /// 클래스 내 변수 초기화 메소드 | |
37 | - /// </summary> | |
38 | - private void Init() | |
39 | - { | |
40 | - requiredAssetBundles = null; | |
41 | - loadingImg.StartLoadingImg(); | |
42 | - nowPresentTxt.gameObject.SetActive(false); | |
43 | - | |
44 | - StartCoroutine(StartQueueLoading()); | |
45 | - } | |
46 | - | |
47 | - /// <summary> | |
48 | - /// 필요한 에셋번들이 전부 에셋파일로 다운받아졌는지 확인하는 메소드 | |
49 | - /// </summary> | |
50 | - /// <returns> 필요한 에셋번들이 전부 존재하면 True </returns> | |
51 | - private bool AssetBundleAllExist() | |
52 | - { | |
53 | - if (AppDataRepo.Instance.CheckDeveloperMode()) return true; | |
54 | - | |
55 | - int totalRequired = requiredAssetBundles.Length; | |
56 | - debugTxt.text += $"START #: {totalRequired}\n"; | |
57 | - List<AssetFileUnitForm> assetList_ = AppDataRepo.Instance.GetAssetFileList(); | |
58 | - foreach (AssetFileUnitForm af in assetList_) | |
59 | - { | |
60 | - debugTxt.text += $"FILE: {af.fileName}\n"; | |
61 | - if (requiredAssetBundles.Contains(af.fileName)) { totalRequired--; } | |
62 | - debugTxt.text += $"#: {totalRequired}\n"; | |
63 | - } | |
64 | - debugTxt.text += $"END #: {totalRequired}\n"; | |
65 | - return (totalRequired <= 0); | |
66 | - } | |
67 | - | |
68 | - /// <summary> | |
69 | - /// 에셋번들명 리스트를 받아서 해당 에셋파일이 있는지 확인 후 로딩 실시 | |
70 | - /// </summary> | |
71 | - /// <returns> yield return </returns> | |
72 | - IEnumerator StartQueueLoading() | |
73 | - { | |
74 | - nowPresentTxt.gameObject.SetActive(true); | |
75 | - loadingImg.gameObject.SetActive(true); | |
76 | - | |
77 | - nowPresentTxt.text = "Checking File Integrity..."; | |
78 | - List<AssetBundleNameUnit> abNameList_ = AppDataRepo.Instance.GetAssetBundleNameList().datalist; | |
79 | - foreach (AssetBundleNameUnit ab in abNameList_) | |
80 | - { | |
81 | - if (ab.scene.CompareTo(nextScene) == 0) | |
82 | - { | |
83 | - requiredAssetBundles = ab.bundleName; | |
84 | - break; | |
85 | - } | |
86 | - } | |
87 | - if (requiredAssetBundles == null || !AssetBundleAllExist()) | |
88 | - { | |
89 | - debugTxt.text += "ERROR ENTERED!"; | |
90 | - Debug.LogError("REQUIRED FILES LOADING ERROR. PLEASE REINSTALL THE APP."); | |
91 | -#if !UNITY_EDITOR | |
92 | - // UnityEngine.Application.Quit(); | |
93 | -#endif | |
94 | - } | |
95 | - | |
96 | - nowPresentTxt.text = "Loading Files..."; | |
97 | - foreach (string str in requiredAssetBundles) | |
98 | - { | |
99 | - debugTxt.text += $"{str}\n"; | |
100 | - yield return StartCoroutine(MMHelper.AsyncLoader(str)); | |
101 | - } | |
102 | - | |
103 | - debugTxt.text += $"VRUI #: {AssetBundleRepo.Instance.GetAssetBundleList(1).Count}\n"; | |
104 | - debugTxt.text += $"VROBJ #: {AssetBundleRepo.Instance.GetAssetBundleList(2).Count}\n"; | |
105 | - debugTxt.text += $"VRMAP #: {AssetBundleRepo.Instance.GetAssetBundleList(3).Count}\n"; | |
106 | - debugTxt.text += $"VRTAEKWONDO #: {AssetBundleRepo.Instance.GetAssetBundleList(4).Count}\n"; | |
107 | - debugTxt.text += $"PARTICLE #: {AssetBundleRepo.Instance.GetAssetBundleList(5).Count}\n"; | |
108 | - | |
109 | - nowPresentTxt.text = "Loading Complete!"; | |
110 | - | |
111 | - // StartCoroutine(StartLoadingScene(nextScene)); | |
112 | - } | |
113 | - | |
114 | - // 씬 호출 코루틴 | |
115 | - IEnumerator StartLoadingScene(string sceneName) | |
116 | - { | |
117 | - | |
118 | - AsyncOperation op_ = SceneManager.LoadSceneAsync(sceneName); | |
119 | - | |
120 | - // 장면이 준비된 즉시 장면이 활성화되는 것을 허용하는 옵션 활성화 | |
121 | - op_.allowSceneActivation = false; | |
122 | - | |
123 | - | |
124 | - // 동작이 완료될 때까지 반복한다. | |
125 | - while (!op_.isDone) | |
126 | - { | |
127 | - yield return null; | |
128 | - | |
129 | - if (0.9f <= op_.progress) | |
130 | - { | |
131 | - op_.allowSceneActivation = true; | |
132 | - } | |
133 | - } | |
134 | - } | |
135 | - | |
136 | - | |
137 | - /// <summary> | |
138 | - /// AssetBundleDLC | |
139 | - /// | |
140 | - /// 파일 이름을 받아서 해당 파일 에셋을 다운로드 처리 | |
141 | - /// </summary> | |
142 | - /// <param name="fileName"></param> | |
143 | - private void DownloadAssetFile(string fileName) | |
144 | - { | |
145 | - int tempAssetIndex_ = AppDataRepo.Instance.GetAssetFileList().FindIndex(a => a.fileName == fileName); | |
146 | - | |
147 | - //debugTxt.text += $"path : {File.Exists(Define.FULL_FILE_PATH + AppDataRepo.Instance.assetBundleDataList[tempInt_].fileName)}\n"; | |
148 | - | |
149 | - AssetFile.DownloadById(AppDataRepo.Instance.GetAssetFileList()[tempAssetIndex_].assetId).OnComplete(GetDownloadByIdCallBack); | |
150 | - } | |
151 | - | |
152 | - /// <summary> | |
153 | - /// GetDownloadByIdCallBack | |
154 | - /// | |
155 | - /// message를 받아서 관련 에셋 파일을 다운받는 함수 | |
156 | - /// </summary> | |
157 | - /// <param name="msg"></param> | |
158 | - private void GetDownloadByIdCallBack(Message<AssetFileDownloadResult> msg) | |
159 | - { | |
160 | - | |
161 | - if (msg.IsError) | |
162 | - { | |
163 | - return; | |
164 | - } | |
165 | - | |
166 | - // 에셋 파일의 다운로드 진행 사황을 나타내기 위해서 사용 | |
167 | - AssetFile.SetDownloadUpdateNotificationCallback(call => | |
168 | - { | |
169 | - AssetFileDownloadUpdate downloadUpdate = call.GetAssetFileDownloadUpdate(); | |
170 | - | |
171 | - | |
172 | - if (downloadUpdate != null) | |
173 | - { | |
174 | - //debugTxt.text += $"{downloadUpdate.AssetId} trans {downloadUpdate.BytesTransferred} total {downloadUpdate.BytesTotal}"; | |
175 | - | |
176 | - // 에셋 파일의 다운로드가 완료되었다면 실행 | |
177 | - if (downloadUpdate.Completed) | |
178 | - { | |
179 | - // 경로에 파일이 생겼으니 로드하여 사용한다. | |
180 | - | |
181 | - //AssetFileDownloadResult assetInfo_ = msg.GetAssetFileDownloadResult(); | |
182 | - //debugTxt.text += $"DownloadAsset : {assetInfo_.Filepath} {assetInfo_.AssetId}" + | |
183 | - //$" AssetFileDownloadResult : {File.Exists(assetInfo_.Filepath)}" + | |
184 | - //$" path : {File.Exists(Define.FULL_FILE_PATH + AppDataRepo.Instance.assetBundleDataList.Find(x => x.fileName == "TAEKWONDO_initList_DLC.json").fileName)}\n"; | |
185 | - } | |
186 | - } | |
187 | - else | |
188 | - { | |
189 | - //debugTxt.text += "SetDownloadUpdateNotificationCallback null"; | |
190 | - } | |
191 | - }); | |
192 | - | |
193 | - } | |
194 | - | |
195 | -} | |
196 | - |
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Manager/PlayUIManager.cs
... | ... | @@ -0,0 +1,18 @@ |
1 | +// INCOMPLETE CODE!!! | |
2 | + | |
3 | +/* ================================================================================================================================================================ | |
4 | + * 이 코드는 (주)메타모션 임직원에 의해 작성되었으며, 이 코드와 관련한 모든 권리는 (주)메타모션에 귀속됩니다. | |
5 | + * Copyright © MetaMotion Inc. All rights reserved. | |
6 | + * ================================================================================================================================================================ */ | |
7 | + | |
8 | +using UnityEngine; | |
9 | + | |
10 | +public class PlayUIManager : MonoBehaviour | |
11 | +{ | |
12 | + private float spawnDistance; | |
13 | + | |
14 | + private void Start() | |
15 | + { | |
16 | + spawnDistance = 0.7f; | |
17 | + } | |
18 | +} |
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Manager/PlayUIManager.cs.meta
... | ... | @@ -0,0 +1,11 @@ |
1 | +fileFormatVersion: 2 | |
2 | +guid: afa3cb6dd2d3538429b04a7c73d4ab4a | |
3 | +MonoImporter: | |
4 | + externalObjects: {} | |
5 | + serializedVersion: 2 | |
6 | + defaultReferences: [] | |
7 | + executionOrder: 0 | |
8 | + icon: {instanceID: 0} | |
9 | + userData: | |
10 | + assetBundleName: | |
11 | + assetBundleVariant: |
--- VRTK/Assets/00.MAINSTREAM/Scripts/Manager/PrepAppRecordManager.cs
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Manager/PrepAppRecordManager.cs
... | ... | @@ -19,12 +19,16 @@ |
19 | 19 |
/// </summary> |
20 | 20 |
public class PrepAppRecordManager : MonoBehaviour |
21 | 21 |
{ |
22 |
- public GameObject metamotionUI; // 회사 로고 오브젝트 |
|
23 |
- public GameObject appUI; // 스텝마스터 앱 로고 오브젝트 |
|
24 |
- public GameObject pressTxtObj; // PRESS ANY KEY 라인 오브젝트 |
|
25 |
- public InputActionProperty anyKeyInput = new(); // 키를 받아주는 프로퍼티 |
|
26 |
- public LoadManager loadManager; // 로드와 패치를 담당하는 Manager |
|
27 |
- public TMP_Text debugTxt; // 디버그용 텍스트 오브젝트 |
|
22 |
+ [SerializeField] |
|
23 |
+ private GameObject metamotionUI; // 회사 로고 오브젝트 |
|
24 |
+ [SerializeField] |
|
25 |
+ private GameObject appUI; // 스텝마스터 앱 로고 오브젝트 |
|
26 |
+ [SerializeField] |
|
27 |
+ private GameObject pressTxtObj; // PRESS ANY KEY 라인 오브젝트 |
|
28 |
+ [SerializeField] |
|
29 |
+ private InputActionProperty anyKeyInput = new(); // 키를 받아주는 프로퍼티 |
|
30 |
+ [SerializeField] |
|
31 |
+ private PrepLoadManager loadManager; // 로드와 패치를 담당하는 Manager |
|
28 | 32 |
private bool oneClick; // 한 번만 클릭을 하게끔 제어하는 변수 |
29 | 33 |
private bool oneLoad; // 한 번만 로드 Manager를 부르게끔 제어하는 변수 |
30 | 34 |
|
... | ... | @@ -53,10 +57,10 @@ |
53 | 57 |
AppDataRepo.Instance.Builder(); |
54 | 58 |
AssetBundleRepo.Instance.Builder(); |
55 | 59 |
#if UNITY_EDITOR |
56 |
- AppDataRepo.Instance.SetDeveloperMode(); |
|
60 |
+ AppDataRepo.Instance.IsDeveloperMode = true; |
|
57 | 61 |
#endif |
58 |
- AppDataRepo.Instance.SetTaekwonDataList(JsonUtility.FromJson<TaekwonDataList>(tkInstContentTxt)); |
|
59 |
- AppDataRepo.Instance.SetAssetBundleNameList(JsonUtility.FromJson<AssetBundleNameList>(sceneABNameTxt)); |
|
62 |
+ AppDataRepo.Instance.TaekwonDataList = JsonUtility.FromJson<TaekwonDataList>(tkInstContentTxt); |
|
63 |
+ AppDataRepo.Instance.AssetBundleNameList = JsonUtility.FromJson<AssetBundleNameList>(sceneABNameTxt); |
|
60 | 64 |
try |
61 | 65 |
{ |
62 | 66 |
AssetFile.GetList().OnComplete(GetAssetBundleCallBack); |
... | ... | @@ -108,9 +112,9 @@ |
108 | 112 |
} |
109 | 113 |
|
110 | 114 |
/// <summary> |
111 |
- /// 앱의 에셋파일 리스트를 각각 파싱하여 파일명을 찾고, AppDataRepo의 리스트 구성 |
|
115 |
+ /// 앱의 에셋파일 리스트를 각각 파싱하여 파일명을 찾고, AppDataRepo의 assetFileList 구성 |
|
112 | 116 |
/// </summary> |
113 |
- /// <param name="msg"> Callback 메세지 </param> |
|
117 |
+ /// <param name="msg"></param> |
|
114 | 118 |
private void GetAssetBundleCallBack(Message<AssetDetailsList> msg) |
115 | 119 |
{ |
116 | 120 |
if (msg.IsError) |
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Manager/PrepLoadManager.cs
... | ... | @@ -0,0 +1,126 @@ |
1 | +/* ================================================================================================================================================================ | |
2 | + * 이 코드는 (주)메타모션 임직원에 의해 작성되었으며, 이 코드와 관련한 모든 권리는 (주)메타모션에 귀속됩니다. | |
3 | + * Copyright © MetaMotion Inc. All rights reserved. | |
4 | + * ================================================================================================================================================================ */ | |
5 | +using System.Collections; | |
6 | +using System.Collections.Generic; | |
7 | +using UnityEngine; | |
8 | +using UnityEngine.SceneManagement; | |
9 | +using System.Linq; | |
10 | +using TMPro; | |
11 | + | |
12 | +/// <summary> | |
13 | +/// 로드 및 패칭을 담당하는 클래스 | |
14 | +/// </summary> | |
15 | +public class PrepLoadManager : MonoBehaviour | |
16 | +{ | |
17 | + [SerializeField] | |
18 | + private string nextScene; // 불러야 할 다음 씬의 이름 | |
19 | + [SerializeField] | |
20 | + private string[] requiredAssetBundles; // 받아야 하는 에셋번들의 이름 String Array | |
21 | + [SerializeField] | |
22 | + private TMPro.TMP_Text nowPresentTxt; // 현재 진행 사항을 표시할 텍스트 | |
23 | + [SerializeField] | |
24 | + private LoadingImg loadingImg; // 로딩 이미지 오브젝트 | |
25 | + [SerializeField] | |
26 | + private TMP_Text debugTxt; // 디버그용 텍스트 오브젝트 | |
27 | + | |
28 | + /// <summary> | |
29 | + /// 클래스 내 변수 초기화 및 데이터 로드 명령 | |
30 | + /// </summary> | |
31 | + /// <param name="sceneName"> 호출할 다음 씬 이름 </param> | |
32 | + public void LoadData(string sceneName) | |
33 | + { | |
34 | + nextScene = sceneName; | |
35 | + Init(); | |
36 | + } | |
37 | + | |
38 | + /// <summary> | |
39 | + /// 클래스 내 변수 초기화 후 로딩 스타트 명령 | |
40 | + /// </summary> | |
41 | + private void Init() | |
42 | + { | |
43 | + requiredAssetBundles = null; | |
44 | + loadingImg.StartLoadingImg(); | |
45 | + nowPresentTxt.gameObject.SetActive(false); | |
46 | + | |
47 | + StartCoroutine(StartQueueLoading()); | |
48 | + } | |
49 | + | |
50 | + /// <summary> | |
51 | + /// 필요한 에셋번들이 전부 에셋파일로 다운받아졌는지 확인하는 메소드 | |
52 | + /// </summary> | |
53 | + /// <returns> 필요한 에셋번들이 전부 존재하면 True </returns> | |
54 | + private bool AssetBundleAllExist() | |
55 | + { | |
56 | + if (AppDataRepo.Instance.IsDeveloperMode) return true; | |
57 | + | |
58 | + int totalRequired = requiredAssetBundles.Length; | |
59 | + List<AssetFileUnitForm> assetList_ = AppDataRepo.Instance.GetAssetFileList(); | |
60 | + foreach (AssetFileUnitForm af in assetList_) | |
61 | + { | |
62 | + if (requiredAssetBundles.Contains(af.fileName)) { totalRequired--; } | |
63 | + } | |
64 | + return totalRequired <= 0; | |
65 | + } | |
66 | + | |
67 | + /// <summary> | |
68 | + /// 에셋번들명 리스트를 받아서 해당 에셋파일이 있는지 확인 후 로딩 실시 | |
69 | + /// </summary> | |
70 | + /// <returns> 에셋번들의 비동기 로딩을 위한 yield return </returns> | |
71 | + IEnumerator StartQueueLoading() | |
72 | + { | |
73 | + nowPresentTxt.gameObject.SetActive(true); | |
74 | + loadingImg.gameObject.SetActive(true); | |
75 | + | |
76 | + nowPresentTxt.text = "Checking File Integrity..."; | |
77 | + List<AssetBundleNameUnit> abNameList_ = AppDataRepo.Instance.AssetBundleNameList.datalist; | |
78 | + foreach (AssetBundleNameUnit ab in abNameList_) | |
79 | + { | |
80 | + if (ab.scene.CompareTo(nextScene) == 0) | |
81 | + { | |
82 | + requiredAssetBundles = ab.bundleName; | |
83 | + break; | |
84 | + } | |
85 | + } | |
86 | + if (requiredAssetBundles == null || !AssetBundleAllExist()) | |
87 | + { | |
88 | + Debug.LogError("REQUIRED FILES LOADING ERROR. PLEASE REINSTALL THE APP."); | |
89 | +#if !UNITY_EDITOR | |
90 | + UnityEngine.Application.Quit(); | |
91 | +#endif | |
92 | + } | |
93 | + | |
94 | + nowPresentTxt.text = "Loading Files..."; | |
95 | + foreach (string str in requiredAssetBundles) | |
96 | + { | |
97 | + debugTxt.text += $"{str}\n"; | |
98 | + yield return StartCoroutine(MMHelper.AsyncLoader(str)); | |
99 | + } | |
100 | + nowPresentTxt.text = "Loading Complete!"; | |
101 | + | |
102 | + StartCoroutine(StartLoadingScene(nextScene)); | |
103 | + } | |
104 | + | |
105 | + /// <summary> | |
106 | + /// 90% 이상 씬 로딩이 완료되었을 때 그 다음 씬으로 이동해주는 메소드 | |
107 | + /// </summary> | |
108 | + /// <param name="sceneName"> 호출할 다음 씬 이름 </param> | |
109 | + /// <returns> IEnumerator 타입으로 인한 null값 yield return </returns> | |
110 | + IEnumerator StartLoadingScene(string sceneName) | |
111 | + { | |
112 | + AsyncOperation op_ = SceneManager.LoadSceneAsync(sceneName); | |
113 | + | |
114 | + op_.allowSceneActivation = false; | |
115 | + while (!op_.isDone) | |
116 | + { | |
117 | + yield return null; | |
118 | + | |
119 | + if (0.9f <= op_.progress) | |
120 | + { | |
121 | + op_.allowSceneActivation = true; | |
122 | + } | |
123 | + } | |
124 | + } | |
125 | +} | |
126 | + |
--- VRTK/Assets/00.MAINSTREAM/Scripts/Manager/LoadManager.cs.meta
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Manager/PrepLoadManager.cs.meta
No changes |
--- VRTK/Assets/00.MAINSTREAM/Scripts/Repo/AppDataRepo.cs
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Repo/AppDataRepo.cs
... | ... | @@ -30,16 +30,31 @@ |
30 | 30 |
} |
31 | 31 |
|
32 | 32 |
/// <summary> |
33 |
- /// JSON 파일에서 추출한 태권도 데이터리스트를 받아옴 |
|
33 |
+ /// taekwonDataList 변수를 사용하는 프로퍼티 |
|
34 | 34 |
/// </summary> |
35 |
- /// <returns> 태권도 데이터 인스턴스 ( TaekwonDataList ) </returns> |
|
36 |
- public TaekwonDataList GetTaekwonDataList() { return taekwonDataList; } |
|
35 |
+ public TaekwonDataList TaekwonDataList |
|
36 |
+ { |
|
37 |
+ get { return taekwonDataList; } |
|
38 |
+ set { taekwonDataList = value; } |
|
39 |
+ } |
|
37 | 40 |
|
38 | 41 |
/// <summary> |
39 |
- /// JSON 파일에서 추출한 에셋번들명 데이터리스트를 받아옴 |
|
42 |
+ /// assetBundleNameList 변수를 사용하는 프로퍼티 |
|
40 | 43 |
/// </summary> |
41 |
- /// <returns> 에셋번들명 데이터 인스턴스 </returns> |
|
42 |
- public AssetBundleNameList GetAssetBundleNameList() { return assetBundleNameList; } |
|
44 |
+ public AssetBundleNameList AssetBundleNameList |
|
45 |
+ { |
|
46 |
+ get { return assetBundleNameList; } |
|
47 |
+ set { assetBundleNameList = value; } |
|
48 |
+ } |
|
49 |
+ |
|
50 |
+ /// <summary> |
|
51 |
+ /// isDeveloperMode 변수를 사용하는 프로퍼티 |
|
52 |
+ /// </summary> |
|
53 |
+ public bool IsDeveloperMode |
|
54 |
+ { |
|
55 |
+ get { return isDeveloperMode; } |
|
56 |
+ set { isDeveloperMode = value; } |
|
57 |
+ } |
|
43 | 58 |
|
44 | 59 |
/// <summary> |
45 | 60 |
/// 에셋 정보 리스트를 받아옴 |
... | ... | @@ -52,23 +67,6 @@ |
52 | 67 |
/// </summary> |
53 | 68 |
/// <returns> 구매항목 리스트 ( List<PurchaseListForm> ) </returns> |
54 | 69 |
public List<PurchaseListForm> GetPurchaseList() { return purchaseList; } |
55 |
- |
|
56 |
- /// <summary> |
|
57 |
- /// 이 인스턴스의 태권도 데이터리스트 변수에 값을 저장 |
|
58 |
- /// </summary> |
|
59 |
- /// <param name="tkDataList"> JsonUtility.FromJson을 통해 받은 값 </param> |
|
60 |
- public void SetTaekwonDataList(TaekwonDataList tkDataList) { this.taekwonDataList = tkDataList; } |
|
61 |
- |
|
62 |
- /// <summary> |
|
63 |
- /// 이 인스턴스의 에셋번들명 데이터리스트 변수에 값을 저장 |
|
64 |
- /// </summary> |
|
65 |
- /// <param name="abNameList"> JsonUtility.FromJson을 통해 받은 값 </param> |
|
66 |
- public void SetAssetBundleNameList(AssetBundleNameList abNameList) { this.assetBundleNameList = abNameList; } |
|
67 |
- |
|
68 |
- /// <summary> |
|
69 |
- /// 개발자 모드를 지정해줌 ( True로 변환 ) |
|
70 |
- /// </summary> |
|
71 |
- public void SetDeveloperMode() { this.isDeveloperMode = true; } |
|
72 | 70 |
|
73 | 71 |
/// <summary> |
74 | 72 |
/// 에셋 정보 리스트에 한 데이터를 추가하게 해주는 메소드 |
... | ... | @@ -112,9 +110,4 @@ |
112 | 110 |
/// <returns> 모든 리스트가 로드되었는지 체크 ( bool ) </returns> |
113 | 111 |
public bool CheckLoadComplete() { return assetFileListLoaded && purchaseListLoaded; } |
114 | 112 |
|
115 |
- /// <summary> |
|
116 |
- /// 개발자 모드를 나타내는 flag 값을 리턴하는 메소드 |
|
117 |
- /// </summary> |
|
118 |
- /// <returns> 개발자 모드를 체크 ( bool; T:개발자 모드 ) </returns> |
|
119 |
- public bool CheckDeveloperMode() { return isDeveloperMode; } |
|
120 | 113 |
} |
--- VRTK/Assets/00.MAINSTREAM/Scripts/Repo/AssetBundleRepo.cs
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Repo/AssetBundleRepo.cs
... | ... | @@ -29,7 +29,7 @@ |
29 | 29 |
/// 매개변수에 따라 케이스에 맞는 에셋번들 리스트를 반환하는 메소드 |
30 | 30 |
/// </summary> |
31 | 31 |
/// <param name="bundleNum"> 케이스를 알려주는 매개변수 ( MMDefine assetBundleConvetion 리전 참조 ) </param> |
32 |
- /// <returns></returns> |
|
32 |
+ /// <returns> 각 케이스에 맞는 에셋번들 리스트 ( List<AssetBundle> ) </returns> |
|
33 | 33 |
public List<AssetBundle> GetAssetBundleList (int bundleNum) |
34 | 34 |
{ |
35 | 35 |
if (bundleNum == 1) { return vruiBundles; } |
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Repo/UserDataRepo.cs
... | ... | @@ -0,0 +1,44 @@ |
1 | +// INCOMPLETE CODE!!! | |
2 | + | |
3 | +/* ================================================================================================================================================================ | |
4 | + * 이 코드는 (주)메타모션 임직원에 의해 작성되었으며, 이 코드와 관련한 모든 권리는 (주)메타모션에 귀속됩니다. | |
5 | + * Copyright © MetaMotion Inc. All rights reserved. | |
6 | + * ================================================================================================================================================================ */ | |
7 | +using UnityEngine; | |
8 | + | |
9 | +public class UserDataRepo : MMSingleton<UserDataRepo> | |
10 | +{ | |
11 | + private Transform userTrans; | |
12 | + private Transform userHeadTrans; | |
13 | + private GameObject controllerUI; | |
14 | + | |
15 | + /// <summary> | |
16 | + /// 이 인스턴스를 생성하며 클래스 변수를 초기화함 | |
17 | + /// </summary> | |
18 | + public override void Builder() | |
19 | + { | |
20 | + GameObject tempPlayerObj_ = GameObject.FindWithTag(Define.PLAYER_TAG); | |
21 | + userTrans = tempPlayerObj_.transform; | |
22 | + userHeadTrans = GameObject.FindWithTag(Define.MAIN_CAMERA_TAG).transform; | |
23 | + } | |
24 | + | |
25 | + /// <summary> | |
26 | + /// 유저의 트랜스폼 정보를 가져오는 프로퍼티 | |
27 | + /// </summary> | |
28 | + /// <returns> User Transform 오브젝트 </returns> | |
29 | + public Transform UserTransform | |
30 | + { | |
31 | + get { return userTrans; } | |
32 | + set { userTrans = value; } | |
33 | + } | |
34 | + | |
35 | + /// <summary> | |
36 | + /// 유저 머리의 트랜스폼 정보를 가져오는 프로퍼티 | |
37 | + /// </summary> | |
38 | + public Transform UserHeadTrans | |
39 | + { | |
40 | + get { return userHeadTrans; } | |
41 | + set { userHeadTrans = value; } | |
42 | + } | |
43 | + | |
44 | +} |
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Repo/UserDataRepo.cs.meta
... | ... | @@ -0,0 +1,11 @@ |
1 | +fileFormatVersion: 2 | |
2 | +guid: 850adad42a21eb74b8b0cfd3396bade2 | |
3 | +MonoImporter: | |
4 | + externalObjects: {} | |
5 | + serializedVersion: 2 | |
6 | + defaultReferences: [] | |
7 | + executionOrder: 0 | |
8 | + icon: {instanceID: 0} | |
9 | + userData: | |
10 | + assetBundleName: | |
11 | + assetBundleVariant: |
--- VRTK/Assets/00.MAINSTREAM/Scripts/Utils/MMHelper.cs
+++ VRTK/Assets/00.MAINSTREAM/Scripts/Utils/MMHelper.cs
... | ... | @@ -1,7 +1,11 @@ |
1 | 1 |
using System.Collections; |
2 |
-using System.Collections.Generic; |
|
2 |
+using Oculus.Platform; |
|
3 |
+using Oculus.Platform.Models; |
|
3 | 4 |
using UnityEngine; |
4 | 5 |
|
6 |
+/// <summary> |
|
7 |
+/// 여러 유틸리티형 헬퍼 메소드를 저장해두는 곳 |
|
8 |
+/// </summary> |
|
5 | 9 |
public static class MMHelper |
6 | 10 |
{ |
7 | 11 |
/// <summary> |
... | ... | @@ -36,4 +40,56 @@ |
36 | 40 |
|
37 | 41 |
AssetBundleRepo.Instance.AddAssetBundle(caseNum, req_.assetBundle); |
38 | 42 |
} |
43 |
+ |
|
44 |
+ /// <summary> |
|
45 |
+ /// 파일 이름을 받아서 해당 파일 에셋을 다운로드 처리 |
|
46 |
+ /// </summary> |
|
47 |
+ /// <param name="fileName"> 다운로드 받을 파일명 </param> |
|
48 |
+ public static void DownloadAssetFile(string fileName) |
|
49 |
+ { |
|
50 |
+ int tempAssetIndex_ = AppDataRepo.Instance.GetAssetFileList().FindIndex(a => a.fileName == fileName); |
|
51 |
+ AssetFile.DownloadById(AppDataRepo.Instance.GetAssetFileList()[tempAssetIndex_].assetId).OnComplete(GetDownloadByIdCallBack); |
|
52 |
+ } |
|
53 |
+ |
|
54 |
+ /// <summary> |
|
55 |
+ /// message를 받아서 관련 에셋 파일을 다운받는 함수 |
|
56 |
+ /// </summary> |
|
57 |
+ /// <param name="msg"> 콜백 메세지 </param> |
|
58 |
+ private static void GetDownloadByIdCallBack(Message<AssetFileDownloadResult> msg) |
|
59 |
+ { |
|
60 |
+ if (msg.IsError) |
|
61 |
+ { |
|
62 |
+ return; |
|
63 |
+ } |
|
64 |
+ |
|
65 |
+ // 에셋 파일의 다운로드 진행 사황을 나타내기 위해서 사용 |
|
66 |
+ AssetFile.SetDownloadUpdateNotificationCallback(call => |
|
67 |
+ { |
|
68 |
+ AssetFileDownloadUpdate downloadUpdate = call.GetAssetFileDownloadUpdate(); |
|
69 |
+ |
|
70 |
+ |
|
71 |
+ if (downloadUpdate != null) |
|
72 |
+ { |
|
73 |
+ //debugTxt.text += $"{downloadUpdate.AssetId} trans {downloadUpdate.BytesTransferred} total {downloadUpdate.BytesTotal}"; |
|
74 |
+ |
|
75 |
+ // 에셋 파일의 다운로드가 완료되었다면 실행 |
|
76 |
+ if (downloadUpdate.Completed) |
|
77 |
+ { |
|
78 |
+ // 경로에 파일이 생겼으니 로드하여 사용한다. |
|
79 |
+ |
|
80 |
+ //AssetFileDownloadResult assetInfo_ = msg.GetAssetFileDownloadResult(); |
|
81 |
+ //debugTxt.text += $"DownloadAsset : {assetInfo_.Filepath} {assetInfo_.AssetId}" + |
|
82 |
+ //$" AssetFileDownloadResult : {File.Exists(assetInfo_.Filepath)}" + |
|
83 |
+ //$" path : {File.Exists(Define.FULL_FILE_PATH + AppDataRepo.Instance.assetBundleDataList.Find(x => x.fileName == "TAEKWONDO_initList_DLC.json").fileName)}\n"; |
|
84 |
+ } |
|
85 |
+ } |
|
86 |
+ else |
|
87 |
+ { |
|
88 |
+ //debugTxt.text += "SetDownloadUpdateNotificationCallback null"; |
|
89 |
+ } |
|
90 |
+ }); |
|
91 |
+ |
|
92 |
+ } |
|
93 |
+ |
|
94 |
+ |
|
39 | 95 |
} |
--- VRTK/Assets/01.Junil/Script/Lobby/UIManager.cs
+++ VRTK/Assets/01.Junil/Script/Lobby/UIManager.cs
... | ... | @@ -1,10 +1,6 @@ |
1 | 1 |
using BNG; |
2 |
-using System.CodeDom; |
|
3 | 2 |
using System.Collections; |
4 | 3 |
using System.Collections.Generic; |
5 |
-using System.Reflection; |
|
6 |
-using System.Runtime.Remoting.Metadata.W3cXsd2001; |
|
7 |
-using Unity.VisualScripting; |
|
8 | 4 |
using UnityEngine; |
9 | 5 |
using UnityEngine.InputSystem; |
10 | 6 |
using UnityEngine.SceneManagement; |
... | ... | @@ -74,7 +70,6 @@ |
74 | 70 |
|
75 | 71 |
private void Start() |
76 | 72 |
{ |
77 |
- |
|
78 | 73 |
UIPointer rightUIPointer = playerTrans.GetComponentInChildren<UIPointer>(); |
79 | 74 |
vrPointer = rightUIPointer.GetCursorTrans(); |
80 | 75 |
|
--- VRTK/Assets/AK Studio Art/A Window to the World/Built-in Extract Me.unitypackage.meta
... | ... | @@ -1,7 +0,0 @@ |
1 | -fileFormatVersion: 2 | |
2 | -guid: 6de2376e65099f444a28838f0680698c | |
3 | -DefaultImporter: | |
4 | - externalObjects: {} | |
5 | - userData: | |
6 | - assetBundleName: | |
7 | - assetBundleVariant: |
--- VRTK/Assets/AK Studio Art/A Window to the World/HDRP Extract Me.unitypackage.meta
... | ... | @@ -1,7 +0,0 @@ |
1 | -fileFormatVersion: 2 | |
2 | -guid: 1b6c7ae25096da94c80f88cd848cbaa6 | |
3 | -DefaultImporter: | |
4 | - externalObjects: {} | |
5 | - userData: | |
6 | - assetBundleName: | |
7 | - assetBundleVariant: |
--- VRTK/Assets/AK Studio Art/A Window to the World/URP Extract Me.unitypackage.meta
... | ... | @@ -1,7 +0,0 @@ |
1 | -fileFormatVersion: 2 | |
2 | -guid: 8677a4874e38f7d4ca95f9e1bb483ed1 | |
3 | -DefaultImporter: | |
4 | - externalObjects: {} | |
5 | - userData: | |
6 | - assetBundleName: | |
7 | - assetBundleVariant: |
--- VRTK/Assets/Oculus/OculusProjectConfig.asset
+++ VRTK/Assets/Oculus/OculusProjectConfig.asset
... | ... | @@ -39,5 +39,5 @@ |
39 | 39 |
systemSplashScreen: {fileID: 0} |
40 | 40 |
systemSplashScreenType: 0 |
41 | 41 |
_systemLoadingScreenBackground: 0 |
42 |
- ovrPluginMd5Win64: e2f96821b9509a5aaf6b44cbb1768183dcf6585d00a514cfab689de64e2bfba1 |
|
43 |
- ovrPluginMd5Android: b11c9996e5f49cf2c13b34f2f4bb8d16838c34c63c266e4bbbf0b4a12e198fd6 |
|
42 |
+ ovrPluginMd5Win64: e2f96821b9509a5aaf6b44cbb176818306dace256e4d98eb0e780341e5755f29 |
|
43 |
+ ovrPluginMd5Android: b11c9996e5f49cf2c13b34f2f4bb8d1643791d49c52235f37c8dac58ecba1a7a |
--- VRTK/Assets/Plugins/Easy Save 3/Editor/ES3Asmdefs.unitypackage.meta
... | ... | @@ -1,7 +0,0 @@ |
1 | -fileFormatVersion: 2 | |
2 | -guid: de41a70ead12af544a4e99a925b269d2 | |
3 | -DefaultImporter: | |
4 | - externalObjects: {} | |
5 | - userData: | |
6 | - assetBundleName: | |
7 | - assetBundleVariant: |
--- VRTK/Assets/VRRes/VRUI/00.Prefab/VRUI_TK.prefab
+++ VRTK/Assets/VRRes/VRUI/00.Prefab/VRUI_TK.prefab
... | ... | @@ -2874,7 +2874,7 @@ |
2874 | 2874 |
m_AnchorMin: {x: 0, y: 1} |
2875 | 2875 |
m_AnchorMax: {x: 1, y: 1} |
2876 | 2876 |
m_AnchoredPosition: {x: 0, y: -34} |
2877 |
- m_SizeDelta: {x: -132, y: 10} |
|
2877 |
+ m_SizeDelta: {x: 0, y: 10} |
|
2878 | 2878 |
m_Pivot: {x: 0.5, y: 0.5} |
2879 | 2879 |
--- !u!114 &2780127531708879027 |
2880 | 2880 |
MonoBehaviour: |
... | ... | @@ -4132,9 +4132,9 @@ |
4132 | 4132 |
m_Children: [] |
4133 | 4133 |
m_Father: {fileID: 4970028659873707464} |
4134 | 4134 |
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} |
4135 |
- m_AnchorMin: {x: 0, y: 1} |
|
4136 |
- m_AnchorMax: {x: 0, y: 1} |
|
4137 |
- m_AnchoredPosition: {x: 32, y: -3.5} |
|
4135 |
+ m_AnchorMin: {x: 0, y: 0} |
|
4136 |
+ m_AnchorMax: {x: 0, y: 0} |
|
4137 |
+ m_AnchoredPosition: {x: 0, y: 0} |
|
4138 | 4138 |
m_SizeDelta: {x: 4, y: 3} |
4139 | 4139 |
m_Pivot: {x: 0.5, y: 0.5} |
4140 | 4140 |
--- !u!222 &2254038616595606165 |
... | ... | @@ -10233,7 +10233,7 @@ |
10233 | 10233 |
m_AnchorMin: {x: 0, y: 0} |
10234 | 10234 |
m_AnchorMax: {x: 1, y: 1} |
10235 | 10235 |
m_AnchoredPosition: {x: 0, y: 0} |
10236 |
- m_SizeDelta: {x: -196, y: 0} |
|
10236 |
+ m_SizeDelta: {x: 0, y: 0} |
|
10237 | 10237 |
m_Pivot: {x: 0, y: 1} |
10238 | 10238 |
--- !u!114 &2573464572870084736 |
10239 | 10239 |
MonoBehaviour: |
... | ... | @@ -12767,9 +12767,9 @@ |
12767 | 12767 |
m_Children: [] |
12768 | 12768 |
m_Father: {fileID: 4970028659873707464} |
12769 | 12769 |
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} |
12770 |
- m_AnchorMin: {x: 0, y: 1} |
|
12771 |
- m_AnchorMax: {x: 0, y: 1} |
|
12772 |
- m_AnchoredPosition: {x: 22, y: -3.5} |
|
12770 |
+ m_AnchorMin: {x: 0, y: 0} |
|
12771 |
+ m_AnchorMax: {x: 0, y: 0} |
|
12772 |
+ m_AnchoredPosition: {x: 0, y: 0} |
|
12773 | 12773 |
m_SizeDelta: {x: 4, y: 3} |
12774 | 12774 |
m_Pivot: {x: 0.5, y: 0.5} |
12775 | 12775 |
--- !u!222 &5286596100322440974 |
... | ... | @@ -13391,7 +13391,7 @@ |
13391 | 13391 |
m_Icon: {fileID: 0} |
13392 | 13392 |
m_NavMeshLayer: 0 |
13393 | 13393 |
m_StaticEditorFlags: 0 |
13394 |
- m_IsActive: 0 |
|
13394 |
+ m_IsActive: 1 |
|
13395 | 13395 |
--- !u!224 &823620997772934530 |
13396 | 13396 |
RectTransform: |
13397 | 13397 |
m_ObjectHideFlags: 0 |
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