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2 Commits

Author SHA1 Message Date
whdwo798 16bc037093 UI 수정, 토글 기본값, Spawner 오디오 버그 수정
[SceneBuilder]
- 사용자 수동 조정 위치 반영 (AudioDropdown, RefreshBtn, FilePickerBtn, UrlInput, UrlDownloadBtn, 난이도 토글 4개, BackButton)
- MakeTMP 텍스트 정렬: MidlineLeft → Center
- MakePanel/Button/InputField/Dropdown: sprite = null 설정으로 흰색 배경 제거
- 버튼 텍스트 특수문자 → ASCII 대체 (→ > / ▼▶✕ 제거): NanumGothic SDF 미지원 문자 경고 해결
- 난이도 토글 4개 기본값 모두 true로 변경

[SongCreatorManager]
- Start()에서 토글 전체 꺼진 경우 자동으로 4개 모두 켜기 (씬 재빌드 없이 즉시 적용)

[Spawner]
- Awake(): playOnAwake = false, clip = null 설정 — Inspector 하드코딩 클립 자동 재생 차단
- InitGame(): AudioSource/GameSession null 체크, 파일 존재 확인, 경로 로그 추가
- audioSource.clip == null 후 yield break로 로드 실패 시 재생 방지

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-21 01:05:04 +09:00
whdwo798 c73ff7f412 노래 만들기 수정 — NAS 업로드 완성, Easy 제거 및 ExpertPlus 추가, 다운로드 버그 수정
- NasPublisher: DSM 7.2 multipart body 수동 구성으로 업로드 401 오류 해결
- NasPublisher: 비밀번호 StreamingAssets/nas_config.json 분리, .gitignore 등록
- NasPublisher: staticBaseUrl 포트 8180 → 80 수정
- BeatSageUploader: Easy 난이도 제거, ExpertPlus(.dat) 추가
- NoteData: DifficultyMap에서 easy 제거, expertplus 추가
- SongCreatorManager: toggleEasy → toggleExpertPlus 교체
- SongDetailPanel: btnEasy → btnExpertPlus 교체
- DownloadManager: DownloadHandlerFile 경로 정규화(Path.GetFullPath), mapFile 빈 값 방어 처리
- PersistentXRRig: FindObjectsOfType obsolete 경고 수정

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-20 23:39:27 +09:00
17 changed files with 933 additions and 136 deletions
+4
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@@ -75,3 +75,7 @@ crashlytics-build.properties
/[Aa]ssets/[Ss]treamingAssets/aa/* /[Aa]ssets/[Ss]treamingAssets/aa/*
# End of https://www.toptal.com/developers/gitignore/api/unity # End of https://www.toptal.com/developers/gitignore/api/unity
# 민감 정보 설정 파일
/[Aa]ssets/[Ss]treamingAssets/nas_config.json
/[Aa]ssets/[Ss]treamingAssets/nas_config.json.meta
+250 -34
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@@ -16,6 +16,188 @@ public static class VRBeatSaberSceneBuilder
{ {
private static GameObject s_cardPrefab; private static GameObject s_cardPrefab;
// ══════════════════════════════════════════════════════════
// 뒤로가기 버튼 패치 (기존 씬에 추가)
// ══════════════════════════════════════════════════════════
[MenuItem("Tools/VRBeatSaber/뒤로가기 버튼 추가 (기존 씬 패치)")]
public static void PatchBackButtons()
{
if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) return;
// SongSelect: 뒤로(Intro) + DetailPanel 닫기(X)
PatchSceneWithBackButton(
"Assets/Scenes/SongSelect.unity",
() =>
{
FindAndBindBackButton<SongSelectManager>("backButton", "< 뒤로", new Vector2(-500, 310), new Vector2(130, 50));
AddDetailPanelCloseButton();
});
// SongCreator: 뒤로(Intro)
PatchSceneWithBackButton(
"Assets/Scenes/SongCreator.unity",
() => FindAndBindBackButton<SongCreatorManager>("backButton", "< 뒤로", new Vector2(-405, 345), new Vector2(130, 50)));
// MapEditorScene: 뒤로(SongCreator)
PatchSceneWithBackButton(
"Assets/Scenes/MapEditorScene.unity",
FindAndBindBackButtonOnMapEditor);
// Game: 뒤로(SongSelect) — 우측 상단 소형 버튼
PatchSceneWithBackButton(
"Assets/Scenes/Game.unity",
AddGameSceneBackButton);
AssetDatabase.Refresh();
EditorUtility.DisplayDialog("완료", "뒤로가기 버튼 추가 완료!\n\n추가된 버튼:\n- SongSelect: < 뒤로 + 상세패널 X 닫기\n- SongCreator: < 뒤로\n- MapEditorScene: < 뒤로\n- Game: < 뒤로", "확인");
}
private static void PatchSceneWithBackButton(string scenePath, System.Action patchAction)
{
if (!File.Exists(scenePath)) { Debug.LogWarning($"[SceneBuilder] 씬 없음: {scenePath}"); return; }
var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
patchAction();
EditorSceneManager.SaveScene(scene);
Debug.Log($"[SceneBuilder] 패치 완료: {scenePath}");
}
private static void FindAndBindBackButton<T>(string fieldName, string label, Vector2 pos, Vector2 size) where T : MonoBehaviour
{
var mgr = Object.FindObjectOfType<T>();
if (mgr == null) { Debug.LogWarning($"[SceneBuilder] {typeof(T).Name} 없음"); return; }
// 이미 있으면 건너뜀
var so = new SerializedObject(mgr);
if (so.FindProperty(fieldName)?.objectReferenceValue != null) return;
// Canvas 찾기
var canvas = Object.FindObjectOfType<Canvas>();
if (canvas == null) return;
var backGO = MakeButton("BackButton", canvas.transform, label, pos, size);
backGO.GetComponent<UnityEngine.UI.Image>().color = new Color(0.18f, 0.18f, 0.18f);
Bind(so, fieldName, backGO.GetComponent<Button>());
so.ApplyModifiedProperties();
}
// SongDetailPanel 닫기(X) 버튼
private static void AddDetailPanelCloseButton()
{
var detail = Object.FindObjectOfType<SongDetailPanel>();
if (detail == null) { Debug.LogWarning("[SceneBuilder] SongDetailPanel 없음"); return; }
var so = new SerializedObject(detail);
if (so.FindProperty("closeButton")?.objectReferenceValue != null) return;
// DetailPanel의 RectTransform 우측 상단에 X 버튼 배치
var detailRT = detail.GetComponent<RectTransform>();
if (detailRT == null) return;
var closeGO = MakeButton("CloseButton", detail.transform, "✕", new Vector2(detailRT.sizeDelta.x / 2f - 30, detailRT.sizeDelta.y / 2f - 30), new Vector2(50, 50));
closeGO.GetComponent<Image>().color = new Color(0.6f, 0.15f, 0.15f);
Bind(so, "closeButton", closeGO.GetComponent<Button>());
so.ApplyModifiedProperties();
}
// Game씬 뒤로가기 버튼 (Canvas 없으면 생성)
private static void AddGameSceneBackButton()
{
var spawner = Object.FindObjectOfType<Spawner>();
if (spawner == null) { Debug.LogWarning("[SceneBuilder] Spawner 없음"); return; }
// Game씬에 Canvas가 있는지 확인, 없으면 생성
var canvas = Object.FindObjectOfType<Canvas>();
if (canvas == null)
{
var canvasGO = new GameObject("HUDCanvas");
var c = canvasGO.AddComponent<Canvas>();
c.renderMode = RenderMode.WorldSpace;
canvasGO.AddComponent<CanvasScaler>();
var trackedType = System.Type.GetType(
"UnityEngine.XR.Interaction.Toolkit.UI.TrackedDeviceGraphicRaycaster, Unity.XR.Interaction.Toolkit");
if (trackedType != null)
canvasGO.AddComponent(trackedType);
else
canvasGO.AddComponent<GraphicRaycaster>();
var rt = canvasGO.GetComponent<RectTransform>();
rt.sizeDelta = new Vector2(400, 80);
// 플레이어 앞 위쪽, 항상 보이는 위치
canvasGO.transform.position = new Vector3(0f, 2.2f, 1.5f);
canvasGO.transform.localScale = Vector3.one * 0.002f;
canvas = c;
}
// 이미 BackButton이 있으면 건너뜀
if (canvas.transform.Find("BackButton") != null) return;
var backGO = MakeButton("BackButton", canvas.transform, "< 뒤로", new Vector2(-130, 0), new Vector2(150, 60));
backGO.GetComponent<Image>().color = new Color(0.2f, 0.2f, 0.2f, 0.85f);
// Spawner에 backButton 필드가 없으므로 런타임 클릭 이벤트만 추가
// (Spawner는 Quest B버튼용 InputActionReference 사용, 버튼은 클릭 처리 필요)
// → GameBackButton 컴포넌트로 처리
var handler = backGO.AddComponent<GameBackButton>();
var sso = new SerializedObject(handler);
var targetProp = sso.FindProperty("targetScene");
if (targetProp != null) targetProp.stringValue = "SongSelect";
sso.ApplyModifiedProperties();
}
private static void FindAndBindBackButtonOnMapEditor()
{
var mgr = Object.FindObjectOfType<MapEditor>();
if (mgr == null) { Debug.LogWarning("[SceneBuilder] MapEditor 없음"); return; }
var so = new SerializedObject(mgr);
if (so.FindProperty("backButton")?.objectReferenceValue != null) return;
var canvas = Object.FindObjectOfType<Canvas>();
if (canvas == null)
{
// MapEditorScene에 Canvas가 없을 수 있으므로 직접 생성
var canvasGO = new GameObject("Canvas");
var c = canvasGO.AddComponent<Canvas>();
c.renderMode = RenderMode.WorldSpace;
canvasGO.AddComponent<CanvasScaler>();
canvasGO.AddComponent<GraphicRaycaster>();
var rt = canvasGO.GetComponent<RectTransform>();
rt.sizeDelta = new Vector2(200, 60);
canvasGO.transform.position = new Vector3(-0.8f, 1.8f, 2f);
canvasGO.transform.localScale = Vector3.one * 0.002f;
canvas = canvasGO.GetComponent<Canvas>();
}
var backGO = MakeButton("BackButton", canvas.transform, "< 뒤로", new Vector2(0, 0), new Vector2(180, 55));
Bind(so, "backButton", backGO.GetComponent<Button>());
so.ApplyModifiedProperties();
}
[MenuItem("Tools/VRBeatSaber/씬 재빌드 (SongCreator + SongSelect)")]
public static void RebuildCreatorAndSelect()
{
if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) return;
EnsureFolder("Assets/Scenes");
EnsureFolder("Assets/Prefab");
s_cardPrefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Prefab/SongCard.prefab");
if (s_cardPrefab == null) s_cardPrefab = CreateSongCardPrefab();
BuildSongSelectScene();
BuildSongCreatorScene();
AssetDatabase.Refresh();
EditorUtility.DisplayDialog("완료",
"SongSelect + SongCreator 씬 재빌드 완료!\n\n" +
"Inspector에서 NasPublisher 비밀번호를 확인하세요.",
"확인");
}
[MenuItem("Tools/VRBeatSaber/전체 자동 설정 (한 번만 실행)")] [MenuItem("Tools/VRBeatSaber/전체 자동 설정 (한 번만 실행)")]
public static void SetupAll() public static void SetupAll()
{ {
@@ -140,6 +322,7 @@ public static class VRBeatSaberSceneBuilder
// 탭 // 탭
var tabPanel = MakePanel("TabPanel", canvas.transform, new Vector2(0, 310), new Vector2(1180, 60)); var tabPanel = MakePanel("TabPanel", canvas.transform, new Vector2(0, 310), new Vector2(1180, 60));
var backBtnSS = MakeButton("BackButton", tabPanel.transform, "< 뒤로", new Vector2(-500, 0), new Vector2(130, 50));
var tabAllBtn = MakeButton("TabAllBtn", tabPanel.transform, "전체", new Vector2(-290, 0), new Vector2(200, 50)); var tabAllBtn = MakeButton("TabAllBtn", tabPanel.transform, "전체", new Vector2(-290, 0), new Vector2(200, 50));
var tabOwnedBtn = MakeButton("TabOwnedBtn", tabPanel.transform, "보유중", new Vector2(-80, 0), new Vector2(200, 50)); var tabOwnedBtn = MakeButton("TabOwnedBtn", tabPanel.transform, "보유중", new Vector2(-80, 0), new Vector2(200, 50));
@@ -156,20 +339,22 @@ public static class VRBeatSaberSceneBuilder
var infoTxt = MakeTMP("InfoText", detailGO.transform, "BPM | 길이", new Vector2(0, 160), new Vector2(640, 30), 18); var infoTxt = MakeTMP("InfoText", detailGO.transform, "BPM | 길이", new Vector2(0, 160), new Vector2(640, 30), 18);
var diffPanel = MakePanel("DiffPanel", detailGO.transform, new Vector2(0, 90), new Vector2(640, 60)); var diffPanel = MakePanel("DiffPanel", detailGO.transform, new Vector2(0, 90), new Vector2(640, 60));
var btnEasy = MakeButton("EasyBtn", diffPanel.transform, "Easy", new Vector2(-240, 0), new Vector2(140, 50)); var btnNorm = MakeButton("NormalBtn", diffPanel.transform, "Normal", new Vector2(-240, 0), new Vector2(140, 50));
var btnNorm = MakeButton("NormalBtn", diffPanel.transform, "Normal", new Vector2(-80, 0), new Vector2(140, 50)); var btnHard = MakeButton("HardBtn", diffPanel.transform, "Hard", new Vector2(-80, 0), new Vector2(140, 50));
var btnHard = MakeButton("HardBtn", diffPanel.transform, "Hard", new Vector2(80, 0), new Vector2(140, 50)); var btnExp = MakeButton("ExpertBtn", diffPanel.transform, "Expert", new Vector2(80, 0), new Vector2(140, 50));
var btnExp = MakeButton("ExpertBtn", diffPanel.transform, "Expert", new Vector2(240, 0), new Vector2(140, 50)); var btnExpP = MakeButton("ExpertPlusBtn", diffPanel.transform, "Expert+", new Vector2(240, 0), new Vector2(140, 50));
var actPanel = MakePanel("ActionPanel", detailGO.transform, new Vector2(0, 15), new Vector2(640, 60)); var actPanel = MakePanel("ActionPanel", detailGO.transform, new Vector2(0, 15), new Vector2(640, 60));
var dlBtn = MakeButton("DownloadBtn", actPanel.transform, "다운로드", new Vector2(-165, 0), new Vector2(290, 50)); var dlBtn = MakeButton("DownloadBtn", actPanel.transform, "다운로드", new Vector2(-165, 0), new Vector2(290, 50));
var delBtn = MakeButton("DeleteBtn", actPanel.transform, "삭제", new Vector2(165, 0), new Vector2(290, 50)); var delBtn = MakeButton("DeleteBtn", actPanel.transform, "삭제", new Vector2(165, 0), new Vector2(290, 50));
var progGroup = MakePanel("ProgressGroup", detailGO.transform, new Vector2(0, -50), new Vector2(640, 40)); var progGroup = MakePanel("ProgressGroup", detailGO.transform, new Vector2(0, -50), new Vector2(640, 40));
var progSlider = MakeSlider("ProgressSlider", progGroup.transform, new Vector2(-70, 0), new Vector2(480, 28)); var progSlider = MakeSlider("ProgressSlider", progGroup.transform, new Vector2(-70, 0), new Vector2(480, 28));
var progText = MakeTMP("ProgressText", progGroup.transform, "0%", new Vector2(275, 0), new Vector2(100, 30), 16); var progText = MakeTMP("ProgressText", progGroup.transform, "0%", new Vector2(275, 0), new Vector2(100, 30), 16);
var playBtn = MakeButton("PlayButton", detailGO.transform, "플레이", new Vector2(0, -140), new Vector2(300, 65)); var playBtn = MakeButton("PlayButton", detailGO.transform, "플레이", new Vector2(0, -140), new Vector2(300, 65));
var closeBtn = MakeButton("CloseButton", detailGO.transform, "X", new Vector2(290, 270), new Vector2(50, 50));
closeBtn.GetComponent<Image>().color = new Color(0.6f, 0.15f, 0.15f);
var loadingOvr = MakePanel("LoadingOverlay", canvas.transform, Vector2.zero, new Vector2(1200, 700)); var loadingOvr = MakePanel("LoadingOverlay", canvas.transform, Vector2.zero, new Vector2(1200, 700));
loadingOvr.GetComponent<Image>().color = new Color(0, 0, 0, 0.75f); loadingOvr.GetComponent<Image>().color = new Color(0, 0, 0, 0.75f);
@@ -188,13 +373,14 @@ public static class VRBeatSaberSceneBuilder
Bind(dso, "titleText", titleTxt); Bind(dso, "titleText", titleTxt);
Bind(dso, "artistText", artistTxt); Bind(dso, "artistText", artistTxt);
Bind(dso, "infoText", infoTxt); Bind(dso, "infoText", infoTxt);
Bind(dso, "btnEasy", btnEasy.GetComponent<Button>());
Bind(dso, "btnNormal", btnNorm.GetComponent<Button>()); Bind(dso, "btnNormal", btnNorm.GetComponent<Button>());
Bind(dso, "btnHard", btnHard.GetComponent<Button>()); Bind(dso, "btnHard", btnHard.GetComponent<Button>());
Bind(dso, "btnExpert", btnExp.GetComponent<Button>()); Bind(dso, "btnExpert", btnExp.GetComponent<Button>());
Bind(dso, "btnExpertPlus", btnExpP.GetComponent<Button>());
Bind(dso, "downloadButton", dlBtn.GetComponent<Button>()); Bind(dso, "downloadButton", dlBtn.GetComponent<Button>());
Bind(dso, "deleteButton", delBtn.GetComponent<Button>()); Bind(dso, "deleteButton", delBtn.GetComponent<Button>());
Bind(dso, "playButton", playBtn.GetComponent<Button>()); Bind(dso, "playButton", playBtn.GetComponent<Button>());
Bind(dso, "closeButton", closeBtn.GetComponent<Button>());
Bind(dso, "progressGroup", progGroup); Bind(dso, "progressGroup", progGroup);
Bind(dso, "progressSlider", progSlider); Bind(dso, "progressSlider", progSlider);
Bind(dso, "progressText", progText); Bind(dso, "progressText", progText);
@@ -203,6 +389,7 @@ public static class VRBeatSaberSceneBuilder
// SongSelectManager 바인딩 // SongSelectManager 바인딩
var mgr = canvas.AddComponent<SongSelectManager>(); var mgr = canvas.AddComponent<SongSelectManager>();
var mso = new SerializedObject(mgr); var mso = new SerializedObject(mgr);
Bind(mso, "backButton", backBtnSS.GetComponent<Button>());
Bind(mso, "tabAllBtn", tabAllBtn.GetComponent<Button>()); Bind(mso, "tabAllBtn", tabAllBtn.GetComponent<Button>());
Bind(mso, "tabOwnedBtn", tabOwnedBtn.GetComponent<Button>()); Bind(mso, "tabOwnedBtn", tabOwnedBtn.GetComponent<Button>());
Bind(mso, "cardContainer", cardContainer); Bind(mso, "cardContainer", cardContainer);
@@ -236,48 +423,69 @@ public static class VRBeatSaberSceneBuilder
var publisher = gm.AddComponent<NasPublisher>(); var publisher = gm.AddComponent<NasPublisher>();
var scMgr = gm.AddComponent<SongCreatorManager>(); var scMgr = gm.AddComponent<SongCreatorManager>();
var canvas = MakeCanvas(new Vector2(900, 760), new Vector3(0, 1.5f, 2f)); var canvas = MakeCanvas(new Vector2(900, 800), new Vector3(0, 1.5f, 2f));
MakeTMP("TitleLabel", canvas.transform, "노래 만들기", new Vector2(0, 345), new Vector2(860, 55), 32); MakeTMP("TitleLabel", canvas.transform, "노래 만들기", new Vector2(0, 365), new Vector2(860, 55), 32);
var audioPanel = MakePanel("AudioPanel", canvas.transform, new Vector2(0, 250), new Vector2(860, 90)); // 음원 선택 (드롭다운 + 새로고침)
var audioDd = MakeDropdown("AudioDropdown", audioPanel.transform, new Vector2(-120, 0), new Vector2(540, 60)); var audioPanel = MakePanel("AudioPanel", canvas.transform, new Vector2(0, 280), new Vector2(860, 80));
var refreshBtn = MakeButton("RefreshBtn", audioPanel.transform, "새로고침", new Vector2(255, 0), new Vector2(160, 58)); var audioDd = MakeDropdown("AudioDropdown", audioPanel.transform, new Vector2(-98, 0), new Vector2(540, 55));
var pathHint = MakeTMP("PathHint", canvas.transform, "", new Vector2(0, 195), new Vector2(860, 28), 13); var refreshBtn = MakeButton("RefreshBtn", audioPanel.transform, "새로고침", new Vector2(295, 0), new Vector2(160, 52));
var pathHint = MakeTMP("PathHint", canvas.transform, "", new Vector2(0, 230), new Vector2(860, 26), 12);
pathHint.color = new Color(0.6f, 0.6f, 0.6f);
var metaPanel = MakePanel("MetaPanel", canvas.transform, new Vector2(0, 105), new Vector2(860, 110)); // 음원 추가 (파일 선택 / URL 다운로드)
var titleInput = MakeInputField("TitleInput", metaPanel.transform, "곡 제목", new Vector2(-280, 0), new Vector2(255, 55)); var addPanel = MakePanel("AddPanel", canvas.transform, new Vector2(0, 155), new Vector2(860, 100));
var artistInput = MakeInputField("ArtistInput", metaPanel.transform, "아티스트", new Vector2(0, 0), new Vector2(255, 55)); var addStatusTxt = MakeTMP("AddStatusText", addPanel.transform, "", new Vector2(90, 25), new Vector2(530, 36), 13);
var bpmInput = MakeInputField("BpmInput", metaPanel.transform, "BPM", new Vector2(280, 0), new Vector2(255, 55)); addStatusTxt.color = new Color(0.7f, 0.9f, 0.7f);
var urlField = MakeInputField("UrlInput", addPanel.transform, "MP3 직접 URL 입력", new Vector2(-100, 18), new Vector2(600, 40));
var urlDlBtn = MakeButton("UrlDownloadBtn", addPanel.transform, "URL 다운로드", new Vector2(305, 20), new Vector2(195, 40));
var filePickBtn = MakeButton("FilePickerBtn", addPanel.transform, "파일 선택", new Vector2(304, -29), new Vector2(195, 40));
var diffPanel = MakePanel("DiffPanel", canvas.transform, new Vector2(0, -15), new Vector2(860, 65)); // 메타데이터
var togEasy = MakeToggle("EasyToggle", diffPanel.transform, "Easy", new Vector2(-310, 0)); var metaPanel = MakePanel("MetaPanel", canvas.transform, new Vector2(0, 55), new Vector2(860, 80));
var togNormal = MakeToggle("NormalToggle", diffPanel.transform, "Normal", new Vector2(-155, 0)); var titleInput = MakeInputField("TitleInput", metaPanel.transform, "곡 제목", new Vector2(-280, 0), new Vector2(255, 50));
var togHard = MakeToggle("HardToggle", diffPanel.transform, "Hard", new Vector2(0, 0)); var artistInput = MakeInputField("ArtistInput", metaPanel.transform, "아티스트", new Vector2(0, 0), new Vector2(255, 50));
var togExpert = MakeToggle("ExpertToggle", diffPanel.transform, "Expert", new Vector2(155, 0)); var bpmInput = MakeInputField("BpmInput", metaPanel.transform, "BPM", new Vector2(280, 0), new Vector2(255, 50));
// 난이도 토글 (Easy 제거, ExpertPlus 추가)
var diffPanel = MakePanel("DiffPanel", canvas.transform, new Vector2(0, -45), new Vector2(860, 60));
var togNormal = MakeToggle("NormalToggle", diffPanel.transform, "Normal", new Vector2(-206, 0));
var togHard = MakeToggle("HardToggle", diffPanel.transform, "Hard", new Vector2(-51, 0));
var togExpert = MakeToggle("ExpertToggle", diffPanel.transform, "Expert", new Vector2(104, 0));
var togExpertPlus = MakeToggle("ExpertPlusToggle", diffPanel.transform, "Expert+", new Vector2(259, 0));
togNormal.isOn = true;
togHard.isOn = true; togHard.isOn = true;
togExpert.isOn = true; togExpert.isOn = true;
togExpertPlus.isOn = true;
var actPanel = MakePanel("ActionPanel", canvas.transform, new Vector2(0, -125), new Vector2(860, 80)); var backBtnSC = MakeButton("BackButton", canvas.transform, "< 뒤로", new Vector2(346, 365), new Vector2(130, 50));
var genBtn = MakeButton("GenerateButton", actPanel.transform, "AI 생성 시작", new Vector2(-175, 0), new Vector2(440, 65));
var manualBtn = MakeButton("ManualButton", actPanel.transform, "직접 만들기 →", new Vector2(245, 0), new Vector2(185, 42));
var progGroup = MakePanel("ProgressGroup", canvas.transform, new Vector2(0, -250), new Vector2(860, 95)); var actPanel = MakePanel("ActionPanel", canvas.transform, new Vector2(0, -145), new Vector2(860, 75));
var statusTxt = MakeTMP("StatusText", progGroup.transform, "", new Vector2(0, 28), new Vector2(840, 36), 18); var genBtn = MakeButton("GenerateButton", actPanel.transform, "AI 생성 시작", new Vector2(-175, 0), new Vector2(440, 60));
var progSlider = MakeSlider("ProgressSlider", progGroup.transform, new Vector2(0, -15), new Vector2(820, 28)); var manualBtn = MakeButton("ManualButton", actPanel.transform, "직접 만들기 >", new Vector2(245, 0), new Vector2(185, 40));
var progGroup = MakePanel("ProgressGroup", canvas.transform, new Vector2(0, -265), new Vector2(860, 90));
var statusTxt = MakeTMP("StatusText", progGroup.transform, "", new Vector2(0, 25), new Vector2(840, 34), 17);
var progSlider = MakeSlider("ProgressSlider", progGroup.transform, new Vector2(0, -15), new Vector2(820, 26));
progGroup.SetActive(false); progGroup.SetActive(false);
var sso = new SerializedObject(scMgr); var sso = new SerializedObject(scMgr);
Bind(sso, "audioDropdown", audioDd); Bind(sso, "audioDropdown", audioDd);
Bind(sso, "refreshBtn", refreshBtn.GetComponent<Button>()); Bind(sso, "refreshBtn", refreshBtn.GetComponent<Button>());
Bind(sso, "inputPathHint", pathHint); Bind(sso, "inputPathHint", pathHint);
Bind(sso, "filePickerBtn", filePickBtn.GetComponent<Button>());
Bind(sso, "addStatusText", addStatusTxt);
Bind(sso, "urlInput", urlField);
Bind(sso, "urlDownloadBtn", urlDlBtn.GetComponent<Button>());
Bind(sso, "titleInput", titleInput); Bind(sso, "titleInput", titleInput);
Bind(sso, "artistInput", artistInput); Bind(sso, "artistInput", artistInput);
Bind(sso, "bpmInput", bpmInput); Bind(sso, "bpmInput", bpmInput);
Bind(sso, "toggleEasy", togEasy);
Bind(sso, "toggleNormal", togNormal); Bind(sso, "toggleNormal", togNormal);
Bind(sso, "toggleHard", togHard); Bind(sso, "toggleHard", togHard);
Bind(sso, "toggleExpert", togExpert); Bind(sso, "toggleExpert", togExpert);
Bind(sso, "toggleExpertPlus", togExpertPlus);
Bind(sso, "backButton", backBtnSC.GetComponent<Button>());
Bind(sso, "generateButton", genBtn.GetComponent<Button>()); Bind(sso, "generateButton", genBtn.GetComponent<Button>());
Bind(sso, "manualEditorButton", manualBtn.GetComponent<Button>()); Bind(sso, "manualEditorButton", manualBtn.GetComponent<Button>());
Bind(sso, "progressGroup", progGroup); Bind(sso, "progressGroup", progGroup);
@@ -438,7 +646,9 @@ public static class VRBeatSaberSceneBuilder
{ {
var go = new GameObject(name); var go = new GameObject(name);
go.transform.SetParent(parent, false); go.transform.SetParent(parent, false);
go.AddComponent<Image>().color = new Color(0.08f, 0.08f, 0.08f, 0.88f); var img = go.AddComponent<Image>();
img.color = new Color(0.08f, 0.08f, 0.08f, 0.88f);
img.sprite = null;
var rt = go.GetComponent<RectTransform>(); var rt = go.GetComponent<RectTransform>();
rt.anchoredPosition = pos; rt.anchoredPosition = pos;
rt.sizeDelta = size; rt.sizeDelta = size;
@@ -449,7 +659,9 @@ public static class VRBeatSaberSceneBuilder
{ {
var go = new GameObject(name); var go = new GameObject(name);
go.transform.SetParent(parent, false); go.transform.SetParent(parent, false);
go.AddComponent<Image>().color = new Color(0.22f, 0.22f, 0.22f); var img = go.AddComponent<Image>();
img.color = new Color(0.22f, 0.22f, 0.22f);
img.sprite = null;
go.AddComponent<Button>(); go.AddComponent<Button>();
var rt = go.GetComponent<RectTransform>(); var rt = go.GetComponent<RectTransform>();
rt.anchoredPosition = pos; rt.anchoredPosition = pos;
@@ -472,7 +684,7 @@ public static class VRBeatSaberSceneBuilder
var tmp = go.AddComponent<TextMeshProUGUI>(); var tmp = go.AddComponent<TextMeshProUGUI>();
tmp.text = text; tmp.text = text;
tmp.fontSize = fs; tmp.fontSize = fs;
tmp.alignment = TextAlignmentOptions.MidlineLeft; tmp.alignment = TextAlignmentOptions.Center;
var rt = go.GetComponent<RectTransform>(); var rt = go.GetComponent<RectTransform>();
rt.anchoredPosition = pos; rt.anchoredPosition = pos;
rt.sizeDelta = size; rt.sizeDelta = size;
@@ -483,7 +695,9 @@ public static class VRBeatSaberSceneBuilder
{ {
var go = new GameObject(name); var go = new GameObject(name);
go.transform.SetParent(parent, false); go.transform.SetParent(parent, false);
go.AddComponent<Image>().color = new Color(0.15f, 0.15f, 0.15f); var fImg = go.AddComponent<Image>();
fImg.color = new Color(0.15f, 0.15f, 0.15f);
fImg.sprite = null;
var field = go.AddComponent<TMP_InputField>(); var field = go.AddComponent<TMP_InputField>();
var rt = go.GetComponent<RectTransform>(); var rt = go.GetComponent<RectTransform>();
rt.anchoredPosition = pos; rt.anchoredPosition = pos;
@@ -517,7 +731,9 @@ public static class VRBeatSaberSceneBuilder
{ {
var go = new GameObject(name); var go = new GameObject(name);
go.transform.SetParent(parent, false); go.transform.SetParent(parent, false);
go.AddComponent<Image>().color = new Color(0.15f, 0.15f, 0.15f); var ddImg = go.AddComponent<Image>();
ddImg.color = new Color(0.15f, 0.15f, 0.15f);
ddImg.sprite = null;
var dd = go.AddComponent<TMP_Dropdown>(); var dd = go.AddComponent<TMP_Dropdown>();
var rt = go.GetComponent<RectTransform>(); var rt = go.GetComponent<RectTransform>();
rt.anchoredPosition = pos; rt.anchoredPosition = pos;
+31 -15
View File
@@ -20,21 +20,22 @@ public class BeatSageUploader : MonoBehaviour
private const float POLL_TIMEOUT = 300f; private const float POLL_TIMEOUT = 300f;
// Beat Sage 난이도 이름 매핑 (내부 → API) // Beat Sage 난이도 이름 매핑 (내부 → API)
// Beat Sage API가 인정하는 난이도: Normal, Hard, Expert, ExpertPlus (Easy 없음)
private static readonly Dictionary<string, string> DiffNames = new() private static readonly Dictionary<string, string> DiffNames = new()
{ {
{ "easy", "Easy" },
{ "normal", "Normal" }, { "normal", "Normal" },
{ "hard", "Hard" }, { "hard", "Hard" },
{ "expert", "Expert" }, { "expert", "Expert" },
{ "expertplus", "ExpertPlus" },
}; };
// Beat Sage .zip 내 .dat 파일명 매핑 (내부 → zip 내 파일명) // Beat Sage .zip 내 .dat 파일명 매핑 (내부 → zip 내 파일명)
private static readonly Dictionary<string, string> DatFileNames = new() private static readonly Dictionary<string, string> DatFileNames = new()
{ {
{ "easy", "Easy.dat" },
{ "normal", "Normal.dat" }, { "normal", "Normal.dat" },
{ "hard", "Hard.dat" }, { "hard", "Hard.dat" },
{ "expert", "Expert.dat" }, { "expert", "Expert.dat" },
{ "expertplus", "ExpertPlus.dat" },
}; };
public string CurrentStatus { get; private set; } = ""; public string CurrentStatus { get; private set; } = "";
@@ -50,18 +51,20 @@ public class BeatSageUploader : MonoBehaviour
Action<string> onError) Action<string> onError)
{ {
// 1단계: 레벨 생성 요청 // 1단계: 레벨 생성 요청
SetStatus("Beat Sage에 음원 전송 중..."); SetStatus("[1/4] 음원 업로드 중...");
Debug.Log($"[BeatSage] 업로드 시작 — 파일: {audioPath}");
string levelId = null; string levelId = null;
yield return CreateLevel(audioPath, difficulties, yield return CreateLevel(audioPath, difficulties,
id => levelId = id, id => levelId = id,
onError); onError);
Debug.Log($"[BeatSage] CreateLevel 완료 — levelId: {levelId}");
if (levelId == null) yield break; if (levelId == null) yield break;
onProgress?.Invoke(0.15f); onProgress?.Invoke(0.15f);
// 2단계: 생성 완료 폴링 // 2단계: 생성 완료 폴링
SetStatus("Beat Sage AI 맵 생성 ..."); SetStatus("[2/4] AI 맵 생성 시작...");
bool ready = false; bool ready = false;
float elapsed = 0f; float elapsed = 0f;
@@ -74,8 +77,9 @@ public class BeatSageUploader : MonoBehaviour
yield return PollHeartbeat(levelId, yield return PollHeartbeat(levelId,
status => status =>
{ {
ready = status == "generated"; ready = string.Equals(status, "generated", System.StringComparison.OrdinalIgnoreCase)
error = status == "error"; || string.Equals(status, "done", System.StringComparison.OrdinalIgnoreCase);
error = string.Equals(status, "error", System.StringComparison.OrdinalIgnoreCase);
}, },
onError); onError);
@@ -83,13 +87,13 @@ public class BeatSageUploader : MonoBehaviour
float progress = Mathf.Clamp01(elapsed / POLL_TIMEOUT); float progress = Mathf.Clamp01(elapsed / POLL_TIMEOUT);
onProgress?.Invoke(0.15f + progress * 0.6f); onProgress?.Invoke(0.15f + progress * 0.6f);
SetStatus($"Beat Sage AI 맵 생성 중... ({(int)elapsed}s)"); SetStatus($"[2/4] AI 맵 생성 중... {(int)elapsed}초 경과");
} }
if (!ready) { onError?.Invoke("Beat Sage 타임아웃 (5분 초과)"); yield break; } if (!ready) { onError?.Invoke("Beat Sage 타임아웃 (5분 초과)"); yield break; }
// 3단계: .zip 다운로드 // 3단계: .zip 다운로드
SetStatus("결과 다운로드 중..."); SetStatus("[3/4] 결과 다운로드 중...");
byte[] zipBytes = null; byte[] zipBytes = null;
yield return DownloadZip(levelId, yield return DownloadZip(levelId,
@@ -100,7 +104,7 @@ public class BeatSageUploader : MonoBehaviour
onProgress?.Invoke(0.9f); onProgress?.Invoke(0.9f);
// 4단계: .zip 해제 + BeatSageConverter 변환 // 4단계: .zip 해제 + BeatSageConverter 변환
SetStatus("맵 데이터 변환 중..."); SetStatus("[3/4] 맵 데이터 변환 중...");
Dictionary<string, List<NoteData>> maps = null; Dictionary<string, List<NoteData>> maps = null;
try try
@@ -114,7 +118,7 @@ public class BeatSageUploader : MonoBehaviour
} }
onProgress?.Invoke(1f); onProgress?.Invoke(1f);
SetStatus("변환 완료"); SetStatus("[3/4] 변환 완료");
onComplete?.Invoke(maps); onComplete?.Invoke(maps);
} }
@@ -126,15 +130,25 @@ public class BeatSageUploader : MonoBehaviour
byte[] audioBytes = File.ReadAllBytes(audioPath); byte[] audioBytes = File.ReadAllBytes(audioPath);
string fileName = Path.GetFileName(audioPath); string fileName = Path.GetFileName(audioPath);
// 난이도 문자열 변환: ["easy","hard"] → "Easy,Hard" // 난이도: 알 수 없는 값(easy 등)은 건너뜀, 쉼표 구분 단일 필드로 전송
var diffStr = string.Join(",", difficulties.ConvertAll(d => var mappedDiffs = new List<string>();
DiffNames.TryGetValue(d, out var n) ? n : d)); foreach (string d in difficulties)
if (DiffNames.TryGetValue(d, out var n)) mappedDiffs.Add(n);
if (mappedDiffs.Count == 0)
{
onError?.Invoke("Beat Sage가 지원하지 않는 난이도입니다. Normal/Hard/Expert/ExpertPlus 중 선택하세요.");
yield break;
}
string diffStr = string.Join(",", mappedDiffs);
Debug.Log($"[BeatSage] 전송 difficulties: '{diffStr}'");
var form = new List<IMultipartFormSection> var form = new List<IMultipartFormSection>
{ {
new MultipartFormFileSection("audio_file", audioBytes, fileName, "audio/mpeg"), new MultipartFormFileSection("audio_file", audioBytes, fileName, "audio/mpeg"),
new MultipartFormDataSection("audio_metadata_title", ""), new MultipartFormDataSection("audio_metadata_title", " "),
new MultipartFormDataSection("audio_metadata_artist", ""), new MultipartFormDataSection("audio_metadata_artist", " "),
new MultipartFormDataSection("difficulties", diffStr), new MultipartFormDataSection("difficulties", diffStr),
new MultipartFormDataSection("modes", "Standard"), new MultipartFormDataSection("modes", "Standard"),
new MultipartFormDataSection("events", "DotBlocks,Obstacles,Bombs"), new MultipartFormDataSection("events", "DotBlocks,Obstacles,Bombs"),
@@ -149,6 +163,8 @@ public class BeatSageUploader : MonoBehaviour
if (req.result != UnityWebRequest.Result.Success) if (req.result != UnityWebRequest.Result.Success)
{ {
string body = req.downloadHandler?.text ?? "(응답 없음)";
Debug.LogError($"[BeatSage] HTTP {req.responseCode} — {req.error}\n응답 본문: {body}");
onError?.Invoke($"레벨 생성 요청 실패: {req.error}"); onError?.Invoke($"레벨 생성 요청 실패: {req.error}");
yield break; yield break;
} }
+161
View File
@@ -0,0 +1,161 @@
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
/// <summary>
/// 에디터/PC 환경 전용 테스트 보조 스크립트.
/// RuntimeInitializeOnLoadMethod로 자동 생성되므로 씬에 직접 추가할 필요 없습니다.
/// Quest 빌드 시 자동으로 비활성화됩니다.
///
/// 기능:
/// 1. TrackedDeviceGraphicRaycaster → GraphicRaycaster 교체 (마우스 클릭 활성화)
/// 2. Canvas EventCamera 자동 갱신 (클릭 위치 정확도)
/// 3. ESC 키로 씬별 뒤로가기
/// </summary>
public class DesktopUIMode : MonoBehaviour
{
#if !UNITY_ANDROID || UNITY_EDITOR
// 어떤 씬에서 Play를 눌러도 자동 실행
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
private static void AutoCreate()
{
if (FindObjectOfType<DesktopUIMode>() != null) return; // 이미 있으면 생성 안 함
var go = new GameObject("[DesktopUIMode]");
go.AddComponent<DesktopUIMode>();
}
// ESC 뒤로가기 씬 매핑
private static readonly System.Collections.Generic.Dictionary<string, string> BackSceneMap =
new System.Collections.Generic.Dictionary<string, string>
{
{ "SongSelect", "Intro" },
{ "SongCreator", "Intro" },
{ "MapEditorScene", "SongCreator" },
{ "Game", "SongSelect" },
};
private void Awake()
{
// 중복 방지 (씬에 직접 놓은 경우 AutoCreate와 겹칠 수 있음)
if (FindObjectsOfType<DesktopUIMode>().Length > 1)
{
Destroy(gameObject);
return;
}
DontDestroyOnLoad(gameObject);
SceneManager.sceneLoaded += OnSceneLoaded;
PatchCanvases(); // 현재 씬 즉시 패치
}
private void OnDestroy()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
StartCoroutine(PatchAfterFrame());
}
private System.Collections.IEnumerator PatchAfterFrame()
{
yield return null; // Canvas.Awake 이후 실행 보장
PatchCanvases();
}
private void Update()
{
RefreshCanvasCameras(); // 매 프레임 worldCamera 갱신 (카메라 초기화 타이밍 보정)
if (Keyboard.current?.escapeKey.wasPressedThisFrame == true)
GoBack();
}
// ── Canvas 패치 ──────────────────────────────────────────
private static void PatchCanvases()
{
foreach (var canvas in FindObjectsOfType<Canvas>())
{
if (canvas.renderMode != RenderMode.WorldSpace) continue;
// TrackedDeviceGraphicRaycaster → GraphicRaycaster
var tracked = canvas.GetComponent("TrackedDeviceGraphicRaycaster");
if (tracked != null)
{
DestroyImmediate(tracked);
if (canvas.GetComponent<GraphicRaycaster>() == null)
canvas.gameObject.AddComponent<GraphicRaycaster>();
Debug.Log($"[DesktopUIMode] {canvas.name} Raycaster 교체 완료");
}
}
RemoveDuplicateAudioListeners();
RefreshCanvasCameras();
}
private static void RemoveDuplicateAudioListeners()
{
var listeners = FindObjectsOfType<AudioListener>();
if (listeners.Length <= 1) return;
// 첫 번째(DontDestroyOnLoad에 없는 것 우선)만 남기고 나머지 제거
AudioListener keep = null;
foreach (var al in listeners)
{
if (al.gameObject.scene.name != "DontDestroyOnLoad")
{ keep = al; break; }
}
if (keep == null) keep = listeners[0];
foreach (var al in listeners)
{
if (al != keep)
{
Debug.Log($"[DesktopUIMode] 중복 AudioListener 제거: {al.gameObject.name}");
DestroyImmediate(al);
}
}
}
private static void RefreshCanvasCameras()
{
Camera cam = Camera.main;
if (cam == null)
{
// Camera.main이 없으면 씬에서 직접 찾기 (DontDestroyOnLoad 제외)
foreach (var c in FindObjectsOfType<Camera>())
{
if (c.enabled && c.gameObject.scene.name != "DontDestroyOnLoad")
{
cam = c;
break;
}
}
}
if (cam == null) cam = FindObjectOfType<Camera>(); // 최후 수단
if (cam == null) return;
foreach (var canvas in FindObjectsOfType<Canvas>())
{
if (canvas.renderMode == RenderMode.WorldSpace && canvas.worldCamera != cam)
canvas.worldCamera = cam;
}
}
// ── ESC 뒤로가기 ─────────────────────────────────────────
private static void GoBack()
{
string current = SceneManager.GetActiveScene().name;
if (BackSceneMap.TryGetValue(current, out string target))
SceneManager.LoadScene(target);
}
#endif
}
+2
View File
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1c063d20f87d41d40a6a01c6bd1a1736
+20 -5
View File
@@ -6,7 +6,7 @@ using UnityEngine.Networking;
public class DownloadManager : MonoBehaviour public class DownloadManager : MonoBehaviour
{ {
[SerializeField] private string baseUrl = "http://whdwo798.synology.me:8180/beatsaber"; [SerializeField] private string baseUrl = "http://whdwo798.synology.me/beatsaber";
private static string CacheRoot => Path.Combine(Application.temporaryCachePath, "beatsaber"); private static string CacheRoot => Path.Combine(Application.temporaryCachePath, "beatsaber");
@@ -64,8 +64,10 @@ public class DownloadManager : MonoBehaviour
public string MapPath(SongInfo song, string difficulty) public string MapPath(SongInfo song, string difficulty)
{ {
DifficultyInfo info = song.difficulties.Get(difficulty); DifficultyInfo info = song.difficulties.Get(difficulty);
if (info == null) return null; if (info == null || string.IsNullOrEmpty(info.mapFile)) return null;
return Path.Combine(SongDir(song.id), Path.GetFileName(info.mapFile)); string fileName = Path.GetFileName(info.mapFile);
if (string.IsNullOrEmpty(fileName)) return null;
return Path.Combine(SongDir(song.id), fileName);
} }
// ── 내부 구현 ───────────────────────────────────────────── // ── 내부 구현 ─────────────────────────────────────────────
@@ -73,10 +75,11 @@ public class DownloadManager : MonoBehaviour
private IEnumerator DownloadSongCoroutine(SongInfo song, string difficulty, private IEnumerator DownloadSongCoroutine(SongInfo song, string difficulty,
Action<float> onProgress, Action onComplete, Action<string> onError) Action<float> onProgress, Action onComplete, Action<string> onError)
{ {
Directory.CreateDirectory(SongDir(song.id)); string songDir = Path.GetFullPath(SongDir(song.id));
Directory.CreateDirectory(songDir);
// 1단계: 오디오 (70%) // 1단계: 오디오 (70%)
string audioPath = AudioPath(song.id); string audioPath = Path.Combine(songDir, $"{song.id}.mp3");
if (!File.Exists(audioPath)) if (!File.Exists(audioPath))
{ {
bool failed = false; bool failed = false;
@@ -95,7 +98,19 @@ public class DownloadManager : MonoBehaviour
yield break; yield break;
} }
if (string.IsNullOrEmpty(diffInfo.mapFile))
{
onError?.Invoke($"'{difficulty}' 맵 파일 정보 없음 — Creator에서 곡을 다시 생성해주세요");
yield break;
}
string mapPath = MapPath(song, difficulty); string mapPath = MapPath(song, difficulty);
if (mapPath != null) mapPath = Path.GetFullPath(mapPath);
if (mapPath == null)
{
onError?.Invoke($"'{difficulty}' 맵 경로 계산 실패");
yield break;
}
if (!File.Exists(mapPath)) if (!File.Exists(mapPath))
{ {
bool failed = false; bool failed = false;
+18
View File
@@ -0,0 +1,18 @@
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
/// <summary>
/// Game 씬의 뒤로가기 버튼에 자동으로 추가됩니다.
/// SceneBuilder가 Button에 이 컴포넌트를 달아 씬 이동을 처리합니다.
/// </summary>
[RequireComponent(typeof(Button))]
public class GameBackButton : MonoBehaviour
{
[SerializeField] private string targetScene = "SongSelect";
private void Start()
{
GetComponent<Button>().onClick.AddListener(() => SceneManager.LoadScene(targetScene));
}
}
+2
View File
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 72739d64e582ca840a355a30eba85d75
+97 -38
View File
@@ -10,15 +10,36 @@ using UnityEngine.Networking;
public class NasPublisher : MonoBehaviour public class NasPublisher : MonoBehaviour
{ {
[Header("NAS 접속 정보")] [Header("NAS 접속 정보")]
[SerializeField] private string nasBaseUrl = "http://192.168.55.3:5000"; // DSM 포트 (내부망) [SerializeField] private string nasBaseUrl = "http://192.168.55.3:5000";
[SerializeField] private string nasAccount = "admin"; [SerializeField] private string nasAccount = "admin";
[SerializeField] private string nasPassword = ""; // Inspector에서 입력 [SerializeField] private string nasRootPath = "/web/beatsaber";
[SerializeField] private string nasRootPath = "/web/beatsaber"; // NAS 내 절대경로
[Header("정적 서버 URL (songs.json 읽기용)")] [Header("정적 서버 URL (songs.json 읽기용)")]
[SerializeField] private string staticBaseUrl = "http://whdwo798.synology.me:8180/beatsaber"; [SerializeField] private string staticBaseUrl = "http://whdwo798.synology.me/beatsaber";
private string _sid = ""; // DSM 세션 ID private string _sid = "";
private string _synoToken = ""; // DSM 7 CSRF 토큰 (enable_syno_token=yes 로 획득)
private string _password = ""; // StreamingAssets/nas_config.json 에서 로드
private void Awake()
{
LoadConfig();
}
private void LoadConfig()
{
string path = Path.Combine(Application.streamingAssetsPath, "nas_config.json");
if (!File.Exists(path))
{
Debug.LogWarning("[NasPublisher] nas_config.json 없음: " + path);
return;
}
var cfg = JsonUtility.FromJson<NasConfig>(File.ReadAllText(path));
_password = cfg?.password ?? "";
}
[Serializable]
private class NasConfig { public string password; }
// ── Public API ─────────────────────────────────────────── // ── Public API ───────────────────────────────────────────
@@ -30,17 +51,17 @@ public class NasPublisher : MonoBehaviour
Action onComplete, Action onComplete,
Action<string> onError) Action<string> onError)
{ {
bool failed = false;
void OnErr(string e) { onError?.Invoke(e); failed = true; }
// 1단계: DSM 로그인 // 1단계: DSM 로그인
yield return Login(onError); yield return Login(OnErr);
if (string.IsNullOrEmpty(_sid)) yield break; if (string.IsNullOrEmpty(_sid)) yield break;
onProgress?.Invoke(0.1f); onProgress?.Invoke(0.1f);
// 2단계: 오디오 업로드 // 2단계: 오디오 업로드
yield return UploadFile( yield return UploadFile(audioPath, $"{nasRootPath}/music", $"{song.id}.mp3", OnErr);
audioPath, if (failed) { yield return Logout(); yield break; }
$"{nasRootPath}/music",
$"{song.id}.mp3",
onError);
onProgress?.Invoke(0.4f); onProgress?.Invoke(0.4f);
// 3단계: 각 난이도 맵 JSON 업로드 // 3단계: 각 난이도 맵 JSON 업로드
@@ -53,20 +74,18 @@ public class NasPublisher : MonoBehaviour
string json = BeatSageConverter.ToMapJson(kv.Value); string json = BeatSageConverter.ToMapJson(kv.Value);
byte[] bytes = Encoding.UTF8.GetBytes(json); byte[] bytes = Encoding.UTF8.GetBytes(json);
// 파일명에 맞춰 DifficultyInfo 업데이트
AssignMapFile(song, kv.Key, fileName); AssignMapFile(song, kv.Key, fileName);
yield return UploadBytes( yield return UploadBytes(bytes, fileName, $"{nasRootPath}/maps", OnErr);
bytes, fileName, if (failed) { yield return Logout(); yield break; }
$"{nasRootPath}/maps",
onError);
done++; done++;
onProgress?.Invoke(0.4f + (float)done / total * 0.3f); onProgress?.Invoke(0.4f + (float)done / total * 0.3f);
} }
// 4단계: songs.json 다운로드 → 항목 추가 → 재업로드 // 4단계: songs.json 다운로드 → 항목 추가 → 재업로드
yield return PatchSongsJson(song, onError); yield return PatchSongsJson(song, OnErr);
if (failed) { yield return Logout(); yield break; }
onProgress?.Invoke(0.95f); onProgress?.Invoke(0.95f);
// 5단계: 로그아웃 // 5단계: 로그아웃
@@ -81,11 +100,12 @@ public class NasPublisher : MonoBehaviour
private IEnumerator Login(Action<string> onError) private IEnumerator Login(Action<string> onError)
{ {
Debug.Log($"[NasPublisher] 로그인 시도 — nasBaseUrl: '{nasBaseUrl}'");
string url = $"{nasBaseUrl}/webapi/auth.cgi" + string url = $"{nasBaseUrl}/webapi/auth.cgi" +
$"?api=SYNO.API.Auth&version=3&method=login" + $"?api=SYNO.API.Auth&version=6&method=login" +
$"&account={UnityWebRequest.EscapeURL(nasAccount)}" + $"&account={UnityWebRequest.EscapeURL(nasAccount)}" +
$"&passwd={UnityWebRequest.EscapeURL(nasPassword)}" + $"&passwd={UnityWebRequest.EscapeURL(_password)}" +
$"&session=FileStation&format=sid"; $"&session=FileStation&format=sid&enable_syno_token=yes";
using var req = UnityWebRequest.Get(url); using var req = UnityWebRequest.Get(url);
yield return req.SendWebRequest(); yield return req.SendWebRequest();
@@ -96,7 +116,11 @@ public class NasPublisher : MonoBehaviour
yield break; yield break;
} }
_sid = ParseSid(req.downloadHandler.text); Debug.Log($"[NasPublisher] 로그인 응답: {req.downloadHandler.text}");
string resp = req.downloadHandler.text;
_sid = ParseJsonString(resp, "sid");
_synoToken = ParseJsonString(resp, "synotoken");
Debug.Log($"[NasPublisher] sid={_sid}, synotoken={_synoToken}");
if (string.IsNullOrEmpty(_sid)) if (string.IsNullOrEmpty(_sid))
onError?.Invoke("DSM sid 파싱 실패 — 계정 정보를 확인하세요"); onError?.Invoke("DSM sid 파싱 실패 — 계정 정보를 확인하세요");
} }
@@ -122,26 +146,61 @@ public class NasPublisher : MonoBehaviour
private IEnumerator UploadBytes(byte[] bytes, string fileName, private IEnumerator UploadBytes(byte[] bytes, string fileName,
string nasFolder, Action<string> onError) string nasFolder, Action<string> onError)
{ {
string url = $"{nasBaseUrl}/webapi/entry.cgi"; Debug.Log($"[NasPublisher] 업로드 시도 — path: '{nasFolder}', file: '{fileName}'");
var form = new List<IMultipartFormSection> string uploadUrl = $"{nasBaseUrl}/webapi/entry.cgi" +
$"?api=SYNO.FileStation.Upload&version=2&method=upload" +
$"&_sid={UnityWebRequest.EscapeURL(_sid)}";
// PowerShell 테스트와 동일한 방식으로 multipart body 수동 구성
string boundary = System.Guid.NewGuid().ToString("N");
const string CRLF = "\r\n";
using var bodyStream = new MemoryStream();
void WriteText(string text)
{ {
new MultipartFormDataSection("api", "SYNO.FileStation.Upload"), var b = Encoding.UTF8.GetBytes(text);
new MultipartFormDataSection("version", "2"), bodyStream.Write(b, 0, b.Length);
new MultipartFormDataSection("method", "upload"), }
new MultipartFormDataSection("path", nasFolder), void WriteField(string name, string value)
new MultipartFormDataSection("overwrite", "true"), {
new MultipartFormDataSection("_sid", _sid), WriteText($"--{boundary}{CRLF}");
new MultipartFormFileSection("file", bytes, fileName, "application/octet-stream"), WriteText($"Content-Disposition: form-data; name=\"{name}\"{CRLF}{CRLF}");
}; WriteText(value);
WriteText(CRLF);
}
WriteField("path", nasFolder);
WriteField("create_parents", "true");
WriteField("overwrite", "true");
WriteText($"--{boundary}{CRLF}");
WriteText($"Content-Disposition: form-data; name=\"file\"; filename=\"{fileName}\"{CRLF}");
WriteText($"Content-Type: application/octet-stream{CRLF}{CRLF}");
bodyStream.Write(bytes, 0, bytes.Length);
WriteText(CRLF);
WriteText($"--{boundary}--{CRLF}");
byte[] bodyBytes = bodyStream.ToArray();
using var req = new UnityWebRequest(uploadUrl, "POST");
req.uploadHandler = new UploadHandlerRaw(bodyBytes);
req.downloadHandler = new DownloadHandlerBuffer();
req.SetRequestHeader("Content-Type", $"multipart/form-data; boundary={boundary}");
if (!string.IsNullOrEmpty(_synoToken))
req.SetRequestHeader("X-SYNO-TOKEN", _synoToken);
using var req = UnityWebRequest.Post(url, form);
yield return req.SendWebRequest(); yield return req.SendWebRequest();
if (req.result != UnityWebRequest.Result.Success) if (req.result != UnityWebRequest.Result.Success)
{
onError?.Invoke($"업로드 실패({fileName}): {req.error}"); onError?.Invoke($"업로드 실패({fileName}): {req.error}");
else yield break;
Debug.Log($"[NasPublisher] 업로드 완료: {fileName}"); }
Debug.Log($"[NasPublisher] 업로드 응답({fileName}): {req.downloadHandler.text}");
if (req.downloadHandler.text.Contains("\"success\":false"))
onError?.Invoke($"업로드 거부({fileName}): {req.downloadHandler.text}");
} }
// ── songs.json 패치 ─────────────────────────────────────── // ── songs.json 패치 ───────────────────────────────────────
@@ -178,12 +237,12 @@ public class NasPublisher : MonoBehaviour
// ── 유틸 ───────────────────────────────────────────────── // ── 유틸 ─────────────────────────────────────────────────
private static string ParseSid(string json) private static string ParseJsonString(string json, string key)
{ {
const string key = "\"sid\":\""; string search = $"\"{key}\":\"";
int start = json.IndexOf(key, StringComparison.Ordinal); int start = json.IndexOf(search, StringComparison.Ordinal);
if (start < 0) return null; if (start < 0) return null;
start += key.Length; start += search.Length;
int end = json.IndexOf('"', start); int end = json.IndexOf('"', start);
return end > start ? json.Substring(start, end - start) : null; return end > start ? json.Substring(start, end - start) : null;
} }
+2 -2
View File
@@ -43,17 +43,17 @@ public class SongInfo
[Serializable] [Serializable]
public class DifficultyMap public class DifficultyMap
{ {
public DifficultyInfo easy;
public DifficultyInfo normal; public DifficultyInfo normal;
public DifficultyInfo hard; public DifficultyInfo hard;
public DifficultyInfo expert; public DifficultyInfo expert;
public DifficultyInfo expertplus;
public DifficultyInfo Get(string key) => key switch public DifficultyInfo Get(string key) => key switch
{ {
"easy" => easy,
"normal" => normal, "normal" => normal,
"hard" => hard, "hard" => hard,
"expert" => expert, "expert" => expert,
"expertplus" => expertplus,
_ => null _ => null
}; };
} }
+41
View File
@@ -0,0 +1,41 @@
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// Intro 씬의 XR Origin (Hands)에 추가하세요.
/// DontDestroyOnLoad로 모든 씬에 XR Rig를 유지하고,
/// 씬 전환 시 중복 카메라를 자동으로 비활성화합니다.
/// </summary>
[DisallowMultipleComponent]
public class PersistentXRRig : MonoBehaviour
{
private void Awake()
{
// 이미 다른 PersistentXRRig가 살아있으면 자기 자신을 제거 (싱글턴)
var existing = FindObjectsByType<PersistentXRRig>(FindObjectsSortMode.None);
if (existing.Length > 1)
{
Destroy(gameObject);
return;
}
DontDestroyOnLoad(gameObject);
SceneManager.sceneLoaded += OnSceneLoaded;
}
private void OnDestroy()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// SceneBuilder가 만든 일반 카메라(Main Camera)를 비활성화
// - XR Rig 자식 카메라는 유지
foreach (var cam in FindObjectsByType<Camera>(FindObjectsSortMode.None))
{
if (!cam.transform.IsChildOf(transform))
cam.gameObject.SetActive(false);
}
}
}
+2
View File
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0d94d5e288e7ee34facc8caf424e5c72
+173 -15
View File
@@ -2,8 +2,10 @@ using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO; using System.IO;
using System.Threading;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using UnityEngine.UI; using UnityEngine.UI;
@@ -12,7 +14,15 @@ public class SongCreatorManager : MonoBehaviour
[Header("음원 선택")] [Header("음원 선택")]
[SerializeField] private TMP_Dropdown audioDropdown; [SerializeField] private TMP_Dropdown audioDropdown;
[SerializeField] private Button refreshBtn; [SerializeField] private Button refreshBtn;
[SerializeField] private TMP_Text inputPathHint; // 파일 넣는 경로 안내 [SerializeField] private TMP_Text inputPathHint;
[Header("음원 추가 — 로컬 파일")]
[SerializeField] private Button filePickerBtn; // 파일 탐색 버튼
[SerializeField] private TMP_Text addStatusText; // 추가/다운로드 상태
[Header("음원 추가 — URL")]
[SerializeField] private TMP_InputField urlInput; // MP3 직접 URL
[SerializeField] private Button urlDownloadBtn; // URL 다운로드 시작
[Header("메타데이터")] [Header("메타데이터")]
[SerializeField] private TMP_InputField titleInput; [SerializeField] private TMP_InputField titleInput;
@@ -20,14 +30,16 @@ public class SongCreatorManager : MonoBehaviour
[SerializeField] private TMP_InputField bpmInput; [SerializeField] private TMP_InputField bpmInput;
[Header("난이도")] [Header("난이도")]
[SerializeField] private Toggle toggleEasy;
[SerializeField] private Toggle toggleNormal; [SerializeField] private Toggle toggleNormal;
[SerializeField] private Toggle toggleHard; [SerializeField] private Toggle toggleHard;
[SerializeField] private Toggle toggleExpert; [SerializeField] private Toggle toggleExpert;
[SerializeField] private Toggle toggleExpertPlus;
[Header("액션")] [Header("액션")]
[SerializeField] private Button generateButton; [SerializeField] private Button generateButton;
[SerializeField] private Button manualEditorButton; // 작은 버튼 [SerializeField] private Button manualEditorButton; // 작은 버튼
[SerializeField] private Button backButton;
[SerializeField] private string introSceneName = "Intro";
[Header("진행 상태")] [Header("진행 상태")]
[SerializeField] private GameObject progressGroup; [SerializeField] private GameObject progressGroup;
@@ -46,6 +58,7 @@ public class SongCreatorManager : MonoBehaviour
Path.Combine(Application.persistentDataPath, "input"); Path.Combine(Application.persistentDataPath, "input");
private readonly List<string> audioFiles = new(); private readonly List<string> audioFiles = new();
private string _pendingFilePath; // 파일 다이얼로그 결과 (백그라운드 스레드 → 메인 스레드 전달)
// ── Unity ──────────────────────────────────────────────── // ── Unity ────────────────────────────────────────────────
@@ -56,14 +69,40 @@ public class SongCreatorManager : MonoBehaviour
if (inputPathHint != null) if (inputPathHint != null)
inputPathHint.text = $"음원 경로: {InputPath}"; inputPathHint.text = $"음원 경로: {InputPath}";
// 씬에서 아무 토글도 안 선택되어 있으면 전부 켜기
bool anyOn = (toggleNormal != null && toggleNormal.isOn)
|| (toggleHard != null && toggleHard.isOn)
|| (toggleExpert != null && toggleExpert.isOn)
|| (toggleExpertPlus != null && toggleExpertPlus.isOn);
if (!anyOn)
{
if (toggleNormal != null) toggleNormal.isOn = true;
if (toggleHard != null) toggleHard.isOn = true;
if (toggleExpert != null) toggleExpert.isOn = true;
if (toggleExpertPlus != null) toggleExpertPlus.isOn = true;
}
refreshBtn.onClick.AddListener(RefreshAudioList); refreshBtn.onClick.AddListener(RefreshAudioList);
generateButton.onClick.AddListener(OnGenerateClicked); generateButton.onClick.AddListener(OnGenerateClicked);
manualEditorButton.onClick.AddListener(() => SceneManager.LoadScene(mapEditorScene)); manualEditorButton.onClick.AddListener(() => SceneManager.LoadScene(mapEditorScene));
backButton?.onClick.AddListener(() => SceneManager.LoadScene(introSceneName));
if (filePickerBtn != null) filePickerBtn.onClick.AddListener(OnFilePickerClicked);
if (urlDownloadBtn != null) urlDownloadBtn.onClick.AddListener(OnUrlDownloadClicked);
progressGroup.SetActive(false); progressGroup.SetActive(false);
RefreshAudioList(); RefreshAudioList();
} }
private void Update()
{
// 파일 다이얼로그는 STA 스레드에서 실행되므로 결과를 메인 스레드에서 처리
if (_pendingFilePath != null)
{
CopyToInput(_pendingFilePath);
_pendingFilePath = null;
}
}
// ── 음원 목록 갱신 ─────────────────────────────────────── // ── 음원 목록 갱신 ───────────────────────────────────────
private void RefreshAudioList() private void RefreshAudioList()
@@ -96,14 +135,18 @@ public class SongCreatorManager : MonoBehaviour
{ SetStatus("BPM을 올바르게 입력해주세요."); return; } { SetStatus("BPM을 올바르게 입력해주세요."); return; }
var diffs = new List<string>(); var diffs = new List<string>();
if (toggleEasy.isOn) diffs.Add("easy"); if (toggleNormal != null && toggleNormal.isOn) diffs.Add("normal");
if (toggleNormal.isOn) diffs.Add("normal"); if (toggleHard != null && toggleHard.isOn) diffs.Add("hard");
if (toggleHard.isOn) diffs.Add("hard"); if (toggleExpert != null && toggleExpert.isOn) diffs.Add("expert");
if (toggleExpert.isOn) diffs.Add("expert"); if (toggleExpertPlus != null && toggleExpertPlus.isOn) diffs.Add("expertplus");
if (diffs.Count == 0) { SetStatus("난이도를 하나 이상 선택해주세요."); return; } if (diffs.Count == 0) { SetStatus("난이도를 하나 이상 선택해주세요."); return; }
StartCoroutine(GenerateFlow(audioFiles[audioDropdown.value], bpm, diffs)); string audioPath = audioFiles[audioDropdown.value];
Debug.Log($"[SongCreator] 생성 시작 — 파일: {audioPath}, BPM: {bpm}, 난이도: {string.Join(",", diffs)}");
Debug.Log($"[SongCreator] beatSageUploader={beatSageUploader}, nasPublisher={nasPublisher}");
StartCoroutine(GenerateFlow(audioPath, bpm, diffs));
} }
// ── 생성 플로우 ─────────────────────────────────────────── // ── 생성 플로우 ───────────────────────────────────────────
@@ -112,40 +155,58 @@ public class SongCreatorManager : MonoBehaviour
{ {
SetInteractable(false); SetInteractable(false);
progressGroup.SetActive(true); progressGroup.SetActive(true);
Debug.Log("[SongCreator] GenerateFlow 시작");
// 1단계: Beat Sage 전송 → 변환 // 1단계: Beat Sage 전송 → 변환
Dictionary<string, List<NoteData>> maps = null; Dictionary<string, List<NoteData>> maps = null;
bool failed = false; bool failed = false;
Debug.Log("[SongCreator] BeatSage Upload 호출");
yield return beatSageUploader.Upload( yield return beatSageUploader.Upload(
audioPath, diffs, bpm, audioPath, diffs, bpm,
onProgress: p => onProgress: p =>
{ {
progressSlider.value = p * 0.8f; progressSlider.value = p * 0.8f;
SetStatus(beatSageUploader.CurrentStatus); SetStatus($"{beatSageUploader.CurrentStatus} ({(int)(p * 80)}%)");
}, },
onComplete: result => maps = result, onComplete: result =>
onError: err => { SetStatus($"Beat Sage 실패: {err}"); failed = true; }); {
maps = result;
Debug.Log($"[SongCreator] BeatSage 완료 — 난이도 수: {result?.Count}");
},
onError: err =>
{
Debug.LogError($"[SongCreator] BeatSage 오류: {err}");
SetStatus($"오류: {err}");
failed = true;
});
Debug.Log($"[SongCreator] BeatSage 단계 끝 — failed={failed}, maps={maps?.Count}");
if (failed) { SetInteractable(true); yield break; } if (failed) { SetInteractable(true); yield break; }
// 2단계: NAS 업로드 // 2단계: NAS 업로드
SetStatus("NAS에 업로드 중...");
SongInfo song = BuildSongInfo(audioPath, bpm, maps); SongInfo song = BuildSongInfo(audioPath, bpm, maps);
Debug.Log($"[SongCreator] NAS Publish 호출 — song.id={song.id}");
yield return nasPublisher.Publish( yield return nasPublisher.Publish(
song, audioPath, maps, song, audioPath, maps,
onProgress: p => onProgress: p =>
{ {
progressSlider.value = 0.8f + p * 0.2f; progressSlider.value = 0.8f + p * 0.2f;
SetStatus($"NAS 업로드 중... {(int)((0.8f + p * 0.2f) * 100)}%"); SetStatus($"[4/4] NAS 업로드 중... ({(int)((0.8f + p * 0.2f) * 100)}%)");
}, },
onComplete: () => onComplete: () =>
{ {
progressSlider.value = 1f; progressSlider.value = 1f;
SetStatus($"'{song.title}' 생성 완료!"); SetStatus($"완료! '{song.title}' 생성 성공 (100%)");
Debug.Log($"[SongCreator] NAS 업로드 완료");
}, },
onError: err => { SetStatus($"NAS 업로드 실패: {err}"); failed = true; }); onError: err =>
{
Debug.LogError($"[SongCreator] NAS 오류: {err}");
SetStatus($"NAS 업로드 실패: {err}");
failed = true;
});
SetInteractable(true); SetInteractable(true);
} }
@@ -163,10 +224,10 @@ public class SongCreatorManager : MonoBehaviour
var info = new DifficultyInfo { noteCount = kv.Value.Count }; var info = new DifficultyInfo { noteCount = kv.Value.Count };
switch (kv.Key) switch (kv.Key)
{ {
case "easy": diffMap.easy = info; break;
case "normal": diffMap.normal = info; break; case "normal": diffMap.normal = info; break;
case "hard": diffMap.hard = info; break; case "hard": diffMap.hard = info; break;
case "expert": diffMap.expert = info; break; case "expert": diffMap.expert = info; break;
case "expertplus": diffMap.expertplus = info; break;
} }
} }
@@ -193,5 +254,102 @@ public class SongCreatorManager : MonoBehaviour
manualEditorButton.interactable = value; manualEditorButton.interactable = value;
audioDropdown.interactable = value; audioDropdown.interactable = value;
refreshBtn.interactable = value; refreshBtn.interactable = value;
if (filePickerBtn != null) filePickerBtn.interactable = value;
if (urlDownloadBtn != null) urlDownloadBtn.interactable = value;
}
// ── 로컬 파일 선택 ────────────────────────────────────────
private void OnFilePickerClicked()
{
#if UNITY_EDITOR
string path = UnityEditor.EditorUtility.OpenFilePanel("음원 파일 선택", "", "mp3");
if (!string.IsNullOrEmpty(path)) CopyToInput(path);
#elif UNITY_STANDALONE_WIN
var t = new Thread(() =>
{
var dlg = new System.Windows.Forms.OpenFileDialog
{
Filter = "MP3 파일|*.mp3",
Title = "음원 파일 선택"
};
if (dlg.ShowDialog() == System.Windows.Forms.DialogResult.OK)
_pendingFilePath = dlg.FileName;
});
t.SetApartmentState(ApartmentState.STA);
t.Start();
#else
SetAddStatus($"ADB로 파일을 추가하세요:\n{InputPath}");
#endif
}
private void CopyToInput(string srcPath)
{
try
{
string dest = Path.Combine(InputPath, Path.GetFileName(srcPath));
File.Copy(srcPath, dest, overwrite: true);
RefreshAudioList();
string nameNoExt = Path.GetFileNameWithoutExtension(srcPath);
int idx = audioFiles.FindIndex(f => Path.GetFileNameWithoutExtension(f) == nameNoExt);
if (idx >= 0) audioDropdown.value = idx;
SetAddStatus($"추가됨: {Path.GetFileName(srcPath)}");
}
catch (Exception e)
{
SetAddStatus($"파일 추가 실패: {e.Message}");
}
}
// ── URL 다운로드 ──────────────────────────────────────────
private void OnUrlDownloadClicked()
{
string url = urlInput != null ? urlInput.text.Trim() : "";
if (string.IsNullOrEmpty(url)) { SetAddStatus("URL을 입력해주세요."); return; }
StartCoroutine(DownloadFromUrl(url));
}
private IEnumerator DownloadFromUrl(string url)
{
SetAddStatus("다운로드 중...");
if (urlDownloadBtn != null) urlDownloadBtn.interactable = false;
string fileName;
try
{
string uriPath = new Uri(url).AbsolutePath;
fileName = Path.GetFileName(uriPath);
if (string.IsNullOrEmpty(fileName) || !fileName.EndsWith(".mp3", StringComparison.OrdinalIgnoreCase))
fileName = "download.mp3";
}
catch { fileName = "download.mp3"; }
string savePath = Path.GetFullPath(Path.Combine(InputPath, fileName));
using var req = UnityWebRequest.Get(url);
req.downloadHandler = new DownloadHandlerFile(savePath);
yield return req.SendWebRequest();
if (urlDownloadBtn != null) urlDownloadBtn.interactable = true;
if (req.result == UnityWebRequest.Result.Success)
{
RefreshAudioList();
string nameNoExt = Path.GetFileNameWithoutExtension(fileName);
int idx = audioFiles.FindIndex(f => Path.GetFileNameWithoutExtension(f) == nameNoExt);
if (idx >= 0) audioDropdown.value = idx;
SetAddStatus($"다운로드 완료: {fileName}");
}
else
{
if (File.Exists(savePath)) File.Delete(savePath);
SetAddStatus($"다운로드 실패: {req.error}");
}
}
private void SetAddStatus(string msg)
{
if (addStatusText != null) addStatusText.text = msg;
} }
} }
+6 -2
View File
@@ -13,15 +13,16 @@ public class SongDetailPanel : MonoBehaviour
[SerializeField] private TMP_Text infoText; [SerializeField] private TMP_Text infoText;
[Header("난이도 버튼")] [Header("난이도 버튼")]
[SerializeField] private Button btnEasy;
[SerializeField] private Button btnNormal; [SerializeField] private Button btnNormal;
[SerializeField] private Button btnHard; [SerializeField] private Button btnHard;
[SerializeField] private Button btnExpert; [SerializeField] private Button btnExpert;
[SerializeField] private Button btnExpertPlus;
[Header("액션 버튼")] [Header("액션 버튼")]
[SerializeField] private Button downloadButton; [SerializeField] private Button downloadButton;
[SerializeField] private Button deleteButton; [SerializeField] private Button deleteButton;
[SerializeField] private Button playButton; [SerializeField] private Button playButton;
[SerializeField] private Button closeButton;
[Header("진행률")] [Header("진행률")]
[SerializeField] private GameObject progressGroup; [SerializeField] private GameObject progressGroup;
@@ -41,10 +42,10 @@ public class SongDetailPanel : MonoBehaviour
private readonly (string key, System.Func<SongDetailPanel, Button> btn)[] diffSlots = private readonly (string key, System.Func<SongDetailPanel, Button> btn)[] diffSlots =
{ {
("easy", p => p.btnEasy),
("normal", p => p.btnNormal), ("normal", p => p.btnNormal),
("hard", p => p.btnHard), ("hard", p => p.btnHard),
("expert", p => p.btnExpert), ("expert", p => p.btnExpert),
("expertplus", p => p.btnExpertPlus),
}; };
// ── Public API ─────────────────────────────────────────── // ── Public API ───────────────────────────────────────────
@@ -101,6 +102,9 @@ public class SongDetailPanel : MonoBehaviour
playButton.onClick.RemoveAllListeners(); playButton.onClick.RemoveAllListeners();
playButton.onClick.AddListener(OnPlayClicked); playButton.onClick.AddListener(OnPlayClicked);
closeButton?.onClick.RemoveAllListeners();
closeButton?.onClick.AddListener(() => gameObject.SetActive(false));
} }
private void SelectDifficulty(string difficulty) private void SelectDifficulty(string difficulty)
+66 -6
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@@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO; using System.IO;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Networking; using UnityEngine.Networking;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
@@ -21,6 +22,10 @@ public class Spawner : MonoBehaviour
[Header("씬 설정")] [Header("씬 설정")]
public string songSelectSceneName = "SongSelect"; public string songSelectSceneName = "SongSelect";
[Header("뒤로가기 입력")]
[Tooltip("Quest B/Y 버튼을 뒤로가기로 쓸 InputAction (선택)")]
[SerializeField] private InputActionReference backAction;
private List<NoteData> mapNotes = new List<NoteData>(); private List<NoteData> mapNotes = new List<NoteData>();
private int nextNoteIndex = 0; private int nextNoteIndex = 0;
private float travelTime; private float travelTime;
@@ -28,6 +33,16 @@ public class Spawner : MonoBehaviour
// ── Unity ──────────────────────────────────────────────── // ── Unity ────────────────────────────────────────────────
void Awake()
{
// PlayOnAwake가 OnEnable에서 발동하기 전에 차단
if (audioSource != null)
{
audioSource.playOnAwake = false;
audioSource.clip = null;
}
}
void Start() void Start()
{ {
travelTime = distanceToHit / noteSpeed; travelTime = distanceToHit / noteSpeed;
@@ -44,6 +59,10 @@ public class Spawner : MonoBehaviour
void Update() void Update()
{ {
// 뒤로가기: Quest B/Y 버튼 (PC ESC는 DesktopUIMode가 처리)
bool goBack = backAction != null && backAction.action.WasPressedThisFrame();
if (goBack) { SceneManager.LoadScene(songSelectSceneName); return; }
if (!isReady || audioSource == null || !audioSource.isPlaying) return; if (!isReady || audioSource == null || !audioSource.isPlaying) return;
float currentTime = audioSource.time; float currentTime = audioSource.time;
@@ -62,25 +81,66 @@ public class Spawner : MonoBehaviour
SongInfo song = GameSession.SelectedSong; SongInfo song = GameSession.SelectedSong;
string difficulty = GameSession.SelectedDifficulty; string difficulty = GameSession.SelectedDifficulty;
// 맵 JSON 로드 // ── 기본 연결 확인 ───────────────────────────────────────
if (audioSource == null)
{
Debug.LogError("[Spawner] AudioSource 미연결 — Inspector에서 AudioSource 연결 필요");
yield break;
}
if (song == null)
{
Debug.LogError("[Spawner] GameSession.SelectedSong == null — SongSelect에서 곡을 선택하고 Play를 눌러야 합니다");
yield break;
}
if (string.IsNullOrEmpty(difficulty))
{
Debug.LogError("[Spawner] GameSession.SelectedDifficulty 비어있음");
yield break;
}
Debug.Log($"[Spawner] 시작: song={song.title}({song.id}), diff={difficulty}");
// ── 맵 JSON 로드 ─────────────────────────────────────────
string mapPath = GetMapPath(song, difficulty); string mapPath = GetMapPath(song, difficulty);
Debug.Log($"[Spawner] 맵 경로: {mapPath}");
if (string.IsNullOrEmpty(mapPath))
{
Debug.LogError($"[Spawner] songs.json에 '{difficulty}' mapFile 없음 — NAS 재업로드 필요");
yield break;
}
if (!File.Exists(mapPath)) if (!File.Exists(mapPath))
{ {
Debug.LogError($"[Spawner] 맵 파일 없음: {mapPath}"); Debug.LogError($"[Spawner] 맵 파일 없음: {mapPath}\n→ SongSelect에서 다운로드하세요");
yield break; yield break;
} }
LoadMapJson(mapPath); LoadMapJson(mapPath);
// 오디오 로드 (로컬 파일 → AudioClip) // ── 오디오 로드 ──────────────────────────────────────────
audioSource.Stop();
audioSource.clip = null;
string audioPath = GetAudioPath(song.id); string audioPath = GetAudioPath(song.id);
Debug.Log($"[Spawner] 오디오 경로: {audioPath}");
if (!File.Exists(audioPath))
{
Debug.LogError($"[Spawner] 오디오 파일 없음: {audioPath}\n→ SongSelect에서 다운로드하세요");
yield break;
}
yield return LoadAudioClip(audioPath); yield return LoadAudioClip(audioPath);
// LRU 갱신 if (audioSource.clip == null)
SongLibrary.Instance?.TouchSong(song.id); {
Debug.LogError("[Spawner] 오디오 클립 로드 실패 (파일 손상 또는 형식 오류)");
yield break;
}
SongLibrary.Instance?.TouchSong(song.id);
isReady = true; isReady = true;
audioSource.Play(); audioSource.Play();
Debug.Log($"[Spawner] 시작: {song.title} ({difficulty})"); Debug.Log($"[Spawner] 재생 시작: {song.title} / {difficulty} / 노트:{mapNotes.Count}개");
} }
private void LoadMapJson(string path) private void LoadMapJson(string path)
+37
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@@ -0,0 +1,37 @@
using UnityEngine;
/// <summary>
/// Quest가 아닌 환경(에디터, PC)에서 XR Interaction Simulator를 자동으로 로드합니다.
///
/// 설정 방법:
/// 1. Intro 씬의 XR Origin (또는 임의 GameObject)에 이 스크립트를 추가
/// 2. SimulatorPrefab 필드에 아래 경로의 프리팹을 연결:
/// Assets/Samples/XR Interaction Toolkit/3.3.1/XR Interaction Simulator/XR Interaction Simulator.prefab
///
/// 조작법 (XR Interaction Simulator):
/// - 마우스 우클릭 드래그 : 머리 방향 회전
/// - G 키 누른 채 마우스 이동 : 오른손 컨트롤러 이동
/// - Shift+G : 왼손 컨트롤러
/// - Space : 트리거(UI 클릭)
/// </summary>
public class XRSimulatorLoader : MonoBehaviour
{
[SerializeField] private GameObject simulatorPrefab;
private void Awake()
{
#if !UNITY_ANDROID || UNITY_EDITOR
if (simulatorPrefab != null)
{
Instantiate(simulatorPrefab);
Debug.Log("[XRSimulatorLoader] XR Interaction Simulator 시작");
}
else
{
Debug.LogWarning("[XRSimulatorLoader] simulatorPrefab이 비어 있습니다.\n" +
"Inspector에서 XR Interaction Simulator.prefab을 연결하세요.\n" +
"경로: Assets/Samples/XR Interaction Toolkit/3.3.1/XR Interaction Simulator/XR Interaction Simulator.prefab");
}
#endif
}
}
+2
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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7e76ce582f56913438ba761e845a91e0