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3 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
jongjae0305 2cd1be88d4 비트 찍기 완료 및 클로드를 통한 api작업 2026-05-20 16:44:28 +09:00
2473 changed files with 378532 additions and 380664 deletions
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@@ -51,6 +51,16 @@ namespace EzySlice {
#endif
}
public Plane(Vector3 a, Vector3 b, Vector3 c) {
m_normal = Vector3.Normalize(Vector3.Cross(b - a, c - a));
m_dist = -Vector3.Dot(m_normal, a);
// this is for editor debugging only!
#if UNITY_EDITOR
trans_ref = null;
#endif
}
public void Compute(Vector3 pos, Vector3 norm) {
this.m_normal = norm;
this.m_dist = Vector3.Dot(norm, pos);
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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: dd8558bd942d575479792e491438f2bf
@@ -23,7 +23,7 @@ namespace EzySlice {
public bool hasUV {
get {
// what is this abomination??
return upperHull.Count > 0 ? upperHull[0].hasUV : lowerHull.Count > 0 ? lowerHull[0].hasUV : false;
return upperHull.Count > 0 ? upperHull[0].hasUV : lowerHull.Count > 0 && lowerHull[0].hasUV;
}
}
@@ -34,7 +34,7 @@ namespace EzySlice {
public bool hasNormal {
get {
// what is this abomination??
return upperHull.Count > 0 ? upperHull[0].hasNormal : lowerHull.Count > 0 ? lowerHull[0].hasNormal : false;
return upperHull.Count > 0 ? upperHull[0].hasNormal : lowerHull.Count > 0 && lowerHull[0].hasNormal;
}
}
@@ -45,7 +45,7 @@ namespace EzySlice {
public bool hasTangent {
get {
// what is this abomination??
return upperHull.Count > 0 ? upperHull[0].hasTangent : lowerHull.Count > 0 ? lowerHull[0].hasTangent : false;
return upperHull.Count > 0 ? upperHull[0].hasTangent : lowerHull.Count > 0 && lowerHull[0].hasTangent;
}
}
@@ -66,19 +66,17 @@ namespace EzySlice {
* See -> Slice(Mesh, Plane) for more info
*/
public static SlicedHull Slice(GameObject obj, Plane pl, TextureRegion crossRegion, Material crossMaterial) {
MeshFilter filter = obj.GetComponent<MeshFilter>();
// cannot continue without a proper filter
if (filter == null) {
if (!obj.TryGetComponent<MeshFilter>(out var filter)) {
Debug.LogWarning("EzySlice::Slice -> Provided GameObject must have a MeshFilter Component.");
return null;
}
MeshRenderer renderer = obj.GetComponent<MeshRenderer>();
// cannot continue without a proper renderer
if (renderer == null) {
if (!obj.TryGetComponent<MeshRenderer>(out var renderer)) {
Debug.LogWarning("EzySlice::Slice -> Provided GameObject must have a MeshRenderer Component.");
return null;
@@ -296,6 +294,7 @@ namespace EzySlice {
int crossCount = crossSection != null ? crossSection.Count : 0;
Mesh newMesh = new Mesh();
newMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
int arrayLen = (total + crossCount) * 3;
@@ -476,13 +475,7 @@ namespace EzySlice {
* points and a plane normal. Intersection Points do not have to be in order.
*/
private static List<Triangle> CreateFrom(List<Vector3> intPoints, Vector3 planeNormal, TextureRegion region) {
List<Triangle> tris;
if (Triangulator.MonotoneChain(intPoints, planeNormal, out tris, region)) {
return tris;
}
return null;
return Triangulator.MonotoneChain(intPoints, planeNormal, out List<Triangle> tris, region) ? tris : null;
}
}
}
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@@ -21,7 +21,11 @@ namespace EzySlice {
public static SlicedHull Slice(this GameObject obj, Vector3 position, Vector3 direction, TextureRegion textureRegion, Material crossSectionMaterial = null) {
Plane cuttingPlane = new Plane();
Vector3 refUp = obj.transform.InverseTransformDirection(direction);
Matrix4x4 mat = obj.transform.worldToLocalMatrix;
Matrix4x4 transpose = mat.transpose;
Matrix4x4 inv = transpose.inverse;
Vector3 refUp = inv.MultiplyVector(direction).normalized;
Vector3 refPt = obj.transform.InverseTransformPoint(position);
cuttingPlane.Compute(refPt, refUp);
@@ -51,7 +55,11 @@ namespace EzySlice {
public static GameObject[] SliceInstantiate(this GameObject obj, Vector3 position, Vector3 direction, TextureRegion cuttingRegion, Material crossSectionMaterial = null) {
EzySlice.Plane cuttingPlane = new EzySlice.Plane();
Vector3 refUp = obj.transform.InverseTransformDirection(direction);
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