feat: SongCreator 씬 완성 — Beat Sage URL 지원, info.dat 메타데이터 자동 추출

- BeatSageUploader: audio_url 지원(UploadFromUrl), PollAndDownload 공통화, ZIP 500 오류 3회 재시도
- BeatSageConverter: info.dat 파싱(SongMetadata), BPM 자동 감지 → 노트 타이밍 변환에 적용
- SongCreatorManager: title/BPM 필수 입력 제거, 난이도 4개 자동 선택, GenerateFlowFromUrl 버그 수정
- NasPublisher: audioPath null 허용(URL 흐름에서 로컬 파일 없는 경우 스킵)
- .gitignore/.gitattributes 초기 설정

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-05-21 23:37:34 +09:00
commit 4dad9e5d5b
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using UnityEngine;
using System;
using VRSDK.Events;
namespace VRSDK
{
[RequireComponent(typeof(CharacterController))]
public class VR_CharacterController : MonoBehaviour, ISpeed
{
public Transform forwardTransform = null;
/// <summary>
/// The rate acceleration during movement.
/// </summary>
public float Acceleration = 0.1f;
public float AirSpeedControl = 0.5f;
/// <summary>
/// The rate of damping on movement.
/// </summary>
public float Damping = 0.3f;
/// <summary>
/// The rate of additional damping when moving sideways or backwards.
/// </summary>
public float BackAndSideDampen = 0.5f;
/// <summary>
/// The force applied to the character when jumping.
/// </summary>
public float JumpForce = 0.3f;
/// <summary>
/// The rate of rotation when using a gamepad.
/// </summary>
public float RotationAmount = 1.5f;
/// <summary>
/// The rate of rotation when using the keyboard.
/// </summary>
public float RotationRatchet = 45.0f;
/// <summary>
/// The player will rotate in fixed steps if Snap Rotation is enabled.
/// </summary>
[Tooltip("The player will rotate in fixed steps if Snap Rotation is enabled.")]
public bool SnapRotation = true;
/// <summary>
/// How many fixed speeds to use with linear movement? 0=linear control
/// </summary>
[Tooltip("How many fixed speeds to use with linear movement? 0=linear control")]
public int FixedSpeedSteps;
#if SDK_OCOLUS
/// <summary>
/// If true, reset the initial yaw of the player controller when the Hmd pose is recentered.
/// </summary>
public bool HmdResetsY = true;
/// <summary>
/// If true, tracking data from a child OVRCameraRig will update the direction of movement.
/// </summary>
public bool HmdRotatesY = true;
#endif
/// <summary>
/// Modifies the strength of gravity.
/// </summary>
public float GravityModifier = 0.379f;
#if SDK_OCULUS
/// <summary>
/// If true, each OVRPlayerController will use the player's physical height.
/// </summary>
public bool useProfileData = true;
#endif
/// <summary>
/// The CameraHeight is the actual height of the HMD and can be used to adjust the height of the character controller, which will affect the
/// ability of the character to move into areas with a low ceiling.
/// </summary>
[NonSerialized]
public float CameraHeight;
/// <summary>
/// This event is raised after the character controller is moved. This is used by the OVRAvatarLocomotion script to keep the avatar transform synchronized
/// with the OVRPlayerController.
/// </summary>
public event Action<Transform> TransformUpdated;
/// <summary>
/// This bool is set to true whenever the player controller has been teleported. It is reset after every frame. Some systems, such as
/// CharacterCameraConstraint, test this boolean in order to disable logic that moves the character controller immediately
/// following the teleport.
/// </summary>
[NonSerialized] // This doesn't need to be visible in the inspector.
public bool Teleported;
/// <summary>
/// This event is raised immediately after the camera transform has been updated, but before movement is updated.
/// </summary>
public event Action CameraUpdated;
/// <summary>
/// This event is raised right before the character controller is actually moved in order to provide other systems the opportunity to
/// move the character controller in response to things other than user input, such as movement of the HMD. See CharacterCameraConstraint.cs
/// for an example of this.
/// </summary>
public event Action PreCharacterMove;
/// <summary>
/// When true, user input will be applied to linear movement. Set this to false whenever the player controller needs to ignore input for
/// linear movement.
/// </summary>
public bool EnableLinearMovement = true;
/// <summary>
/// When true, user input will be applied to rotation. Set this to false whenever the player controller needs to ignore input for rotation.
/// </summary>
public bool EnableRotation { get; set; }
public Vector3 Velocity { get { return velocity; }
set
{
velocity = value;
}
}
#if SDK_OCULUS
public bool HmdRotatesY = true;
public bool HmdResetsY = true;
#endif
[SerializeField] private OnValueChangeEvent onPlayerRotation = null;
protected CharacterController Controller = null;
#if SDK_OCULUS
protected OVRCameraRig CameraRig = null;
private OVRPose? InitialPose;
private bool prevHatLeft = false;
private bool prevHatRight = false;
private bool HaltUpdateMovement = false;
#endif
private VR_Controller rightController = null;
private VR_Controller leftController = null;
private float MoveScale = 1.0f;
private Vector3 MoveThrottle = Vector3.zero;
private float FallSpeed = 0.0f;
public bool StopSimulation = false;
public float InitialYRotation { get; private set; }
public OnValueChangeEvent OnPlayerRotation { get { return onPlayerRotation; } }
public float Speed
{
get
{
return speed;
//return Acceleration * leftController.Input.GetJoystickInput().sqrMagnitude * Time.deltaTime;
}
}
private float MoveScaleMultiplier = 1.0f;
private float RotationScaleMultiplier = 1.0f;
private bool SkipMouseRotation = true; // It is rare to want to use mouse movement in VR, so ignore the mouse by default.
private float SimulationRate = 60f;
private float buttonRotation = 0f;
private bool ReadyToSnapTurn; // Set to true when a snap turn has occurred, code requires one frame of centered thumbstick to enable another snap turn.
private bool playerControllerEnabled = false;
private float moveInfluence = 0.0f;
public Vector3 lastPosition = Vector3.zero;
private Vector3 velocity = Vector3.zero;
private float originalGravity = 0.0f;
void Start()
{
#if SDK_OCULUS
// Add eye-depth as a camera offset from the player controller
var p = CameraRig.transform.localPosition;
p.z = OVRManager.profile.eyeDepth;
CameraRig.transform.localPosition = p;
#endif
originalGravity = GravityModifier;
}
void Awake()
{
EnableRotation = true;
Controller = gameObject.GetComponent<CharacterController>();
if (Controller == null)
Debug.LogWarning("VR_CharacterController: No CharacterController attached.");
#if SDK_OCULUS
// We use OVRCameraRig to set rotations to cameras,
// and to be influenced by rotation
OVRCameraRig[] CameraRigs = gameObject.GetComponentsInChildren<OVRCameraRig>();
if (CameraRigs.Length == 0)
Debug.LogWarning("OVRPlayerController: No OVRCameraRig attached.");
else if (CameraRigs.Length > 1)
Debug.LogWarning("OVRPlayerController: More then 1 OVRCameraRig attached.");
else
CameraRig = CameraRigs[0];
#endif
InitialYRotation = transform.rotation.eulerAngles.y;
rightController = VR_Manager.instance.Player.RightController;
leftController = VR_Manager.instance.Player.LeftController;
}
void OnEnable()
{
}
void OnDisable()
{
#if SDK_OCULUS
if (playerControllerEnabled)
{
OVRManager.display.RecenteredPose -= ResetOrientation;
if (CameraRig != null)
{
CameraRig.UpdatedAnchors -= UpdateTransform;
}
playerControllerEnabled = false;
}
#endif
}
float speed = 0.0f;
void Update()
{
if (StopSimulation)
{
lastPosition = transform.position;
FallSpeed = 0.0f;
return;
}
speed = Vector3.Distance(transform.position, lastPosition) / Time.deltaTime;
velocity = (transform.position - lastPosition) / Time.deltaTime;
lastPosition = transform.position;
#if SDK_OCULUS
if (!playerControllerEnabled)
{
if (OVRManager.OVRManagerinitialized)
{
OVRManager.display.RecenteredPose += ResetOrientation;
if (CameraRig != null)
{
CameraRig.UpdatedAnchors += UpdateTransform;
}
playerControllerEnabled = true;
}
else
return;
}
#endif
#if !UNITY_XR
//Use keys to ratchet rotation
if (Input.GetKeyDown(KeyCode.Q))
buttonRotation -= RotationRatchet;
if (Input.GetKeyDown(KeyCode.E))
buttonRotation += RotationRatchet;
#endif
#if SDK_OCULUS
UpdateController();
#endif
}
#if SDK_STEAM_VR || UNITY_XR
private void LateUpdate()
{
UpdateController();
}
#endif
private Vector3 moveDirection;
protected virtual void UpdateController()
{
#if SDK_OCULUS
if (useProfileData)
{
if (InitialPose == null)
{
// Save the initial pose so it can be recovered if useProfileData
// is turned off later.
InitialPose = new OVRPose()
{
position = CameraRig.transform.localPosition,
orientation = CameraRig.transform.localRotation
};
}
var p = CameraRig.transform.localPosition;
if (OVRManager.instance.trackingOriginType == OVRManager.TrackingOrigin.EyeLevel)
{
p.y = OVRManager.profile.eyeHeight - (0.5f * Controller.height) + Controller.center.y;
}
else if (OVRManager.instance.trackingOriginType == OVRManager.TrackingOrigin.FloorLevel)
{
p.y = -(0.5f * Controller.height) + Controller.center.y;
}
CameraRig.transform.localPosition = p;
}
else if (InitialPose != null)
{
// Return to the initial pose if useProfileData was turned off at runtime
CameraRig.transform.localPosition = InitialPose.Value.position;
CameraRig.transform.localRotation = InitialPose.Value.orientation;
InitialPose = null;
}
CameraHeight = CameraRig.centerEyeAnchor.localPosition.y;
#endif
if (CameraUpdated != null)
{
CameraUpdated();
}
UpdateMovement();
moveDirection = Vector3.zero;
float motorDamp = (1.0f + (Damping * SimulationRate * Time.deltaTime));
MoveThrottle.x /= motorDamp;
MoveThrottle.y = (MoveThrottle.y > 0.0f) ? (MoveThrottle.y / motorDamp) : MoveThrottle.y;
MoveThrottle.z /= motorDamp;
moveDirection += MoveThrottle * SimulationRate * Time.deltaTime;
// Gravity
if (Controller.isGrounded && FallSpeed <= 0)
FallSpeed = ((Physics.gravity.y * (GravityModifier * 0.002f)));
else
FallSpeed += ((Physics.gravity.y * (GravityModifier * 0.002f)) * SimulationRate * Time.deltaTime);
moveDirection.y += FallSpeed * SimulationRate * Time.deltaTime;
if (Controller.isGrounded && MoveThrottle.y <= transform.lossyScale.y * 0.001f)
{
// Offset correction for uneven ground
float bumpUpOffset = Mathf.Max(Controller.stepOffset, new Vector3(moveDirection.x, 0, moveDirection.z).magnitude);
moveDirection -= bumpUpOffset * Vector3.up;
}
if (PreCharacterMove != null)
{
PreCharacterMove();
Teleported = false;
}
Vector3 predictedXZ = Vector3.Scale((Controller.transform.localPosition + moveDirection), new Vector3(1, 0, 1));
// Move contoller
lastSpeed = moveDirection;
Controller.Move(moveDirection);
Vector3 actualXZ = Vector3.Scale(Controller.transform.localPosition, new Vector3(1, 0, 1));
if (predictedXZ != actualXZ)
MoveThrottle += (actualXZ - predictedXZ) / (SimulationRate * Time.deltaTime);
}
public Vector3 lastSpeed;
public virtual void UpdateMovement()
{
#if SDK_OCULUS
if (HaltUpdateMovement)
return;
#endif
if (EnableLinearMovement)
{
bool moveForward = false;
bool moveLeft = false;
bool moveRight = false;
bool moveBack = false;
#if !UNITY_XR
moveForward = Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow);
moveLeft = Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow);
moveRight = Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow);
moveBack = Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow);
#endif
bool dpad_move = false;
MoveScale = 1.0f;
if ((moveForward && moveLeft) || (moveForward && moveRight) || (moveBack && moveLeft) || (moveBack && moveRight))
MoveScale = 0.70710678f;
// No positional movement if we are in the air
if (!Controller.isGrounded)
MoveScale *= AirSpeedControl;
MoveScale *= SimulationRate * Time.deltaTime;
// Compute this for key movement
moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier;
// Run!
#if !UNITY_XR
if (dpad_move || Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
moveInfluence *= 2.0f;
#endif
Quaternion ort = forwardTransform.rotation;
Vector3 ortEuler = ort.eulerAngles;
ortEuler.z = ortEuler.x = 0f;
ort = Quaternion.Euler(ortEuler);
if (moveForward)
MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * Vector3.forward);
if (moveBack)
MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * BackAndSideDampen * Vector3.back);
if (moveLeft)
MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.left);
if (moveRight)
MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.right);
moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier;
#if !UNITY_ANDROID // LeftTrigger not avail on Android game pad
moveInfluence *= 1.0f + (leftController.Input.GetButtonDown(VR_InputButton.TumbstickPress) ? 1.0f : 0.0f);
#endif
Vector2 primaryAxis = leftController.enabled? leftController.Input.GetJoystick() : Vector2.zero;
//Vector2 primaryAxis = new Vector2( Input.GetAxis("Horizontal") , Input.GetAxis("Vertical") );
if (primaryAxis.magnitude < 0.1f)
{
primaryAxis = Vector2.zero;
moveInfluence = 0.0f;
}
// If speed quantization is enabled, adjust the input to the number of fixed speed steps.
if (FixedSpeedSteps > 0)
{
primaryAxis.y = Mathf.Round(primaryAxis.y * FixedSpeedSteps) / FixedSpeedSteps;
primaryAxis.x = Mathf.Round(primaryAxis.x * FixedSpeedSteps) / FixedSpeedSteps;
}
if (primaryAxis.y > 0.0f)
MoveThrottle += ort * (primaryAxis.y * transform.lossyScale.z * moveInfluence * Vector3.forward);
if (primaryAxis.y < 0.0f)
MoveThrottle += ort * (Mathf.Abs(primaryAxis.y) * transform.lossyScale.z * moveInfluence *
BackAndSideDampen * Vector3.back);
if (primaryAxis.x < 0.0f)
MoveThrottle += ort * (Mathf.Abs(primaryAxis.x) * transform.lossyScale.x * moveInfluence *
BackAndSideDampen * Vector3.left);
if (primaryAxis.x > 0.0f)
MoveThrottle += ort * (primaryAxis.x * transform.lossyScale.x * moveInfluence * BackAndSideDampen *
Vector3.right);
}
if (rightController.Input.GetButtonDown(VR_InputButton.Primary))
Jump();
if (EnableRotation)
{
Vector3 euler = transform.rotation.eulerAngles;
float rotateInfluence = SimulationRate * Time.deltaTime * RotationAmount * RotationScaleMultiplier;
euler.y += buttonRotation;
buttonRotation = 0f;
#if !UNITY_ANDROID || UNITY_EDITOR
if (!SkipMouseRotation)
euler.y += Input.GetAxis("Mouse X") * rotateInfluence * 3.25f;
#endif
if (SnapRotation)
{
if (rightController.Input.GetJoystick().x < -0.25f)
{
if (ReadyToSnapTurn)
{
euler.y -= RotationRatchet;
ReadyToSnapTurn = false;
}
}
else if (rightController.Input.GetJoystick().x > 0.25f)
{
if (ReadyToSnapTurn)
{
euler.y += RotationRatchet;
ReadyToSnapTurn = false;
}
}
else
{
ReadyToSnapTurn = true;
}
}
else
{
Vector2 secondaryAxis = rightController.Input.GetJoystick();
euler.y += secondaryAxis.x * rotateInfluence;
}
//bool rotationChange = transform.rotation.eulerAngles != euler;
Vector3 previusFordward = transform.forward;
transform.rotation = Quaternion.Euler(euler);
Vector3 currentForward = transform.forward;
float angle = Vector2.SignedAngle(new Vector2(currentForward.x, currentForward.z), new Vector2(previusFordward.x, previusFordward.z));
if (Math.Abs(angle) > 0.0f)
{
onPlayerRotation.Invoke(angle);
}
}
}
#if SDK_OCULUS
/// <summary>
/// Invoked by OVRCameraRig's UpdatedAnchors callback. Allows the Hmd rotation to update the facing direction of the player.
/// </summary>
public void UpdateTransform(OVRCameraRig rig)
{
Transform root = CameraRig.trackingSpace;
Transform centerEye = CameraRig.centerEyeAnchor;
if (HmdRotatesY && !Teleported)
{
Vector3 prevPos = root.position;
Quaternion prevRot = root.rotation;
//transform.rotation = Quaternion.Euler(0.0f, centerEye.rotation.eulerAngles.y, 0.0f);
root.position = prevPos;
root.rotation = prevRot;
}
//UpdateController();
if (TransformUpdated != null)
{
TransformUpdated(root);
}
}
#endif
/// <summary>
/// Jump! Must be enabled manually.
/// </summary>
public bool Jump()
{
if (!Controller.isGrounded)
return false;
MoveThrottle += new Vector3(0, transform.lossyScale.y * JumpForce, 0);
return true;
}
/// <summary>
/// Stop this instance.
/// </summary>
public void Stop()
{
Controller.Move(Vector3.zero);
MoveThrottle = Vector3.zero;
FallSpeed = 0.0f;
}
/// <summary>
/// Gets the move scale multiplier.
/// </summary>
/// <param name="moveScaleMultiplier">Move scale multiplier.</param>
public void GetMoveScaleMultiplier(ref float moveScaleMultiplier)
{
moveScaleMultiplier = MoveScaleMultiplier;
}
/// <summary>
/// Sets the move scale multiplier.
/// </summary>
/// <param name="moveScaleMultiplier">Move scale multiplier.</param>
public void SetMoveScaleMultiplier(float moveScaleMultiplier)
{
MoveScaleMultiplier = moveScaleMultiplier;
}
/// <summary>
/// Gets the rotation scale multiplier.
/// </summary>
/// <param name="rotationScaleMultiplier">Rotation scale multiplier.</param>
public void GetRotationScaleMultiplier(ref float rotationScaleMultiplier)
{
rotationScaleMultiplier = RotationScaleMultiplier;
}
/// <summary>
/// Sets the rotation scale multiplier.
/// </summary>
/// <param name="rotationScaleMultiplier">Rotation scale multiplier.</param>
public void SetRotationScaleMultiplier(float rotationScaleMultiplier)
{
RotationScaleMultiplier = rotationScaleMultiplier;
}
/// <summary>
/// Gets the allow mouse rotation.
/// </summary>
/// <param name="skipMouseRotation">Allow mouse rotation.</param>
public void GetSkipMouseRotation(ref bool skipMouseRotation)
{
skipMouseRotation = SkipMouseRotation;
}
/// <summary>
/// Sets the allow mouse rotation.
/// </summary>
/// <param name="skipMouseRotation">If set to <c>true</c> allow mouse rotation.</param>
public void SetSkipMouseRotation(bool skipMouseRotation)
{
SkipMouseRotation = skipMouseRotation;
}
public void DisableGravity()
{
GravityModifier = 0.0f;
}
public void ResetGravity()
{
GravityModifier = originalGravity;
}
public void Disable()
{
enabled = false;
}
public void Enable()
{
enabled = true;
}
#if SDK_OCULUS
/// <summary>
/// Gets the halt update movement.
/// </summary>
/// <param name="haltUpdateMovement">Halt update movement.</param>
public void GetHaltUpdateMovement(ref bool haltUpdateMovement)
{
haltUpdateMovement = HaltUpdateMovement;
}
/// <summary>
/// Sets the halt update movement.
/// </summary>
/// <param name="haltUpdateMovement">If set to <c>true</c> halt update movement.</param>
public void SetHaltUpdateMovement(bool haltUpdateMovement)
{
HaltUpdateMovement = haltUpdateMovement;
}
public void ResetOrientation()
{
if (HmdResetsY && !HmdRotatesY)
{
Vector3 euler = transform.rotation.eulerAngles;
euler.y = InitialYRotation;
transform.rotation = Quaternion.Euler( euler );
}
}
#endif
}
}