Merge branch 'develop' of http://gitea.capers.co.kr:3000/iwnc2020/ProjectDDD into feature/restaurant_ui
# Conflicts: # ProjectSettings/EditorBuildSettings.asset
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# Unity 6000.1.0f1 + URP 프로젝트 규칙
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## 기술 스택
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- Unity 버전: 6000.1.0f1
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- 렌더링 파이프라인: Universal Render Pipeline (URP)
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## 코딩 원칙
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### 1. 아키텍처 설계
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- 모듈화된 컴포넌트 기반 아키텍처 적용
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- MVVM 패턴 적극 활용
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- GameState, GameEvent, GameFlow, GameFramework 구조 활용
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- Restaurant 관련 시스템 모듈화 (RestaurantState, RestaurantEvent, RestaurantCharacter 등)
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- 레이어 간 의존성 최소화
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### 2. 종속성 관리
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- 인터페이스 기반 설계 우선
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- 구체 클래스보다 추상화 선호
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- Dependency Injection 패턴 활용
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||||
- 강한 결합도 지양, 느슨한 결합도 지향
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### 3. 유지보수성
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- SOLID 원칙 준수
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- 단일 책임 원칙 (SRP) 엄격 적용
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||||
- 개방-폐쇄 원칙 (OCP) 준수
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- 코드 재사용성 극대화
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### 4. 확장성
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- 플러그인 아키텍처 패턴 적용
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- 이벤트 기반 시스템 활용
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||||
- 모듈화된 컴포넌트 설계
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- 새로운 기능 추가 시 기존 코드 수정 최소화
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### 5. 명명 규칙 (Naming Conventions)
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- **변수명**: 의미있는 단어 사용, 줄임말 지양
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- ❌ `btn`, `txt`, `obj`, `go`, `ui`, `mg`, `ctrl`, 'kvp' (kvp같은 경우 key 또는 value가 무엇인지 알 수 있는 변수명 사용)
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- ✅ `button`, `text`, `object`, `gameObject`, `userInterface`, `manager`, `controller`
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- ✅ `keyValuePair`, `tabValueButton`, `enumValueTabButton` (구체적인 의미 표현)
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- **함수명**: 동사로 시작하는 명확한 의미 표현
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- ❌ `Init()`, `Setup()`, `Get()`, `Set()`
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- ✅ `Initialize()`, `SetupComponents()`, `GetPlayerData()`, `SetPlayerHealth()`
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### 6. 코드 스타일
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- **논리 연산자**: `!` 키워드 대신 `== false` 사용
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- ❌ `if (!isActive)`, `if (!hasComponent)`
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- ✅ `if (isActive == false)`, `if (hasComponent == false)`
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- **문자열**: 리터럴보다 상수 사용 권장
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||||
- **컬렉션 타입**: 성능상 우월한 경우가 아닌 이상 `List<>` 사용 권장
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||||
- ❌ `int[]`, `string[]`, `GameObject[]` (일반적인 경우)
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||||
- ✅ `List<int>`, `List<string>`, `List<GameObject>` (일반적인 경우)
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- ⚠️ `int[]` (고정 크기, 성능이 중요한 경우만)
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## Unity 특화 규칙
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### URP 최적화
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- URP 렌더링 파이프라인 최적화 우선
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- Shader Graph 활용 권장
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- Volume 시스템 적극 활용
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- 렌더링 성능 모니터링
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### 성능 고려사항
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- Object Pooling 패턴 적용
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- 메모리 할당 최소화
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- 적절한 Update/LateUpdate 사용
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- Addressables 시스템 활용
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||||
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||||
## 프로젝트 구조
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- Assets/_DDD: 프로젝트 핵심 시스템 (프로젝트명)
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- Assets/_ScriptAssets: 스크립트 에셋 및 ScriptableObject
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- Assets/_Scripts: 모듈화된 스크립트 시스템들
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- GameFramework: 게임 프레임워크 핵심
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- GameState: 게임 상태 관리
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- GameEvent: 게임 이벤트 시스템
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- GameFlow: 게임 플로우 제어
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- Restaurant*: 레스토랑 시뮬레이션 관련 시스템
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- InputSystem: 입력 시스템
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- Audio: 오디오 시스템
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- 각 폴더별 명확한 책임 분리
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## 프레임워크 활용
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- 기존 프레임워크와의 통합 방법
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- 커스텀 프레임워크 확장 방법
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(Stored with Git LFS)
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(Stored with Git LFS)
Binary file not shown.
Loading…
Reference in New Issue
Block a user