@su-record/vibe 2.4.55 โ†’ 2.4.57

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (44) hide show
  1. package/CLAUDE.md +7 -18
  2. package/agents/compounder.md +1 -1
  3. package/agents/implementer.md +2 -1
  4. package/agents/simplifier.md +2 -1
  5. package/commands/vibe.run.md +26 -27
  6. package/commands/vibe.spec.md +84 -40
  7. package/dist/cli/index.d.ts.map +1 -1
  8. package/dist/cli/index.js +0 -4
  9. package/dist/cli/index.js.map +1 -1
  10. package/dist/cli/postinstall.js +32 -1
  11. package/dist/cli/postinstall.js.map +1 -1
  12. package/dist/cli/setup.d.ts +18 -4
  13. package/dist/cli/setup.d.ts.map +1 -1
  14. package/dist/cli/setup.js +87 -27
  15. package/dist/cli/setup.js.map +1 -1
  16. package/dist/cli/types.d.ts +6 -0
  17. package/dist/cli/types.d.ts.map +1 -1
  18. package/languages/csharp-unity.md +516 -0
  19. package/languages/gdscript-godot.md +470 -0
  20. package/languages/ruby-rails.md +489 -0
  21. package/languages/typescript-angular.md +433 -0
  22. package/languages/typescript-astro.md +416 -0
  23. package/languages/typescript-electron.md +407 -0
  24. package/languages/typescript-nestjs.md +524 -0
  25. package/languages/typescript-svelte.md +407 -0
  26. package/languages/typescript-tauri.md +366 -0
  27. package/package.json +1 -1
  28. package/skills/vibe-capabilities.md +1 -1
  29. package/vibe/constitution.md +130 -97
  30. package/vibe/rules/core/communication-guide.md +50 -56
  31. package/vibe/rules/core/development-philosophy.md +35 -36
  32. package/vibe/rules/core/quick-start.md +66 -85
  33. package/vibe/rules/quality/bdd-contract-testing.md +94 -89
  34. package/vibe/rules/quality/checklist.md +132 -132
  35. package/vibe/rules/quality/testing-strategy.md +132 -129
  36. package/vibe/rules/standards/anti-patterns.md +74 -74
  37. package/vibe/rules/standards/code-structure.md +44 -44
  38. package/vibe/rules/standards/complexity-metrics.md +63 -62
  39. package/vibe/rules/standards/naming-conventions.md +72 -72
  40. package/vibe/templates/constitution-template.md +153 -95
  41. package/vibe/templates/contract-backend-template.md +41 -32
  42. package/vibe/templates/contract-frontend-template.md +35 -30
  43. package/vibe/templates/feature-template.md +33 -33
  44. package/vibe/templates/spec-template.md +118 -96
@@ -0,0 +1,516 @@
1
+ # ๐ŸŽฎ C# + Unity ํ’ˆ์งˆ ๊ทœ์น™
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+
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+ ## ํ•ต์‹ฌ ์›์น™ (core์—์„œ ์ƒ์†)
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+
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+ ```markdown
6
+ โœ… ๋‹จ์ผ ์ฑ…์ž„ (SRP)
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+ โœ… ์ค‘๋ณต ์ œ๊ฑฐ (DRY)
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+ โœ… ์žฌ์‚ฌ์šฉ์„ฑ
9
+ โœ… ๋‚ฎ์€ ๋ณต์žก๋„
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+ โœ… ํ•จ์ˆ˜ โ‰ค 30์ค„
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+ โœ… ์ค‘์ฒฉ โ‰ค 3๋‹จ๊ณ„
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+ โœ… Cyclomatic complexity โ‰ค 10
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+ ```
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+
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+ ## Unity ์•„ํ‚คํ…์ฒ˜ ์ดํ•ด
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+
17
+ ```
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+ โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
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+ โ”‚ MonoBehaviour Lifecycle โ”‚
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+ โ”‚ Awake โ†’ OnEnable โ†’ Start โ†’ Update โ†’ ... โ”‚
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+ โ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค
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+ โ”‚ ScriptableObject (๋ฐ์ดํ„ฐ ์—์…‹) โ”‚
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+ โ”‚ - ์„ค์ •, ์ด๋ฒคํŠธ, ๊ณต์œ  ๋ฐ์ดํ„ฐ โ”‚
24
+ โ”œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ค
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+ โ”‚ Pure C# Classes (๋น„-MonoBehaviour) โ”‚
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+ โ”‚ - ๊ฒŒ์ž„ ๋กœ์ง, ์œ ํ‹ธ๋ฆฌํ‹ฐ โ”‚
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+ โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜
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+ ```
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+
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+ ## C#/Unity ํŠนํ™” ๊ทœ์น™
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+
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+ ### 1. MonoBehaviour ์ตœ์†Œํ™”
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+
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+ ```csharp
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+ // โŒ ๋ชจ๋“  ๋กœ์ง์„ MonoBehaviour์—
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+ public class PlayerController : MonoBehaviour
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+ {
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+ public float health;
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+ public float speed;
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+ public int gold;
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+
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+ void Update()
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+ {
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+ // ์ด๋™, ์ „ํˆฌ, ์ธ๋ฒคํ† ๋ฆฌ, UI ์—…๋ฐ์ดํŠธ ๋ชจ๋‘ ์—ฌ๊ธฐ์—...
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+ // ์ˆ˜๋ฐฑ ์ค„์˜ ์ฝ”๋“œ
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+ }
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+ }
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+
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+ // โœ… ๊ด€์‹ฌ์‚ฌ ๋ถ„๋ฆฌ
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+ public class PlayerController : MonoBehaviour
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+ {
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+ [SerializeField] private PlayerData _data;
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+
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+ private PlayerMovement _movement;
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+ private PlayerCombat _combat;
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+
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+ private void Awake()
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+ {
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+ _movement = new PlayerMovement(_data, transform);
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+ _combat = new PlayerCombat(_data);
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+ }
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+
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+ private void Update()
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+ {
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+ _movement.Update(Time.deltaTime);
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+ }
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+ }
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+
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+ // Pure C# ํด๋ž˜์Šค
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+ public class PlayerMovement
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+ {
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+ private readonly PlayerData _data;
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+ private readonly Transform _transform;
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+
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+ public PlayerMovement(PlayerData data, Transform transform)
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+ {
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+ _data = data;
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+ _transform = transform;
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+ }
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+
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+ public void Update(float deltaTime)
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+ {
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+ // ์ด๋™ ๋กœ์ง๋งŒ
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+ }
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+ }
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+ ```
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+
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+ ### 2. ScriptableObject ํ™œ์šฉ
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+
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+ ```csharp
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+ // โœ… ๋ฐ์ดํ„ฐ ์—์…‹
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+ [CreateAssetMenu(fileName = "PlayerData", menuName = "Game/PlayerData")]
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+ public class PlayerData : ScriptableObject
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+ {
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+ [Header("Stats")]
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+ public float maxHealth = 100f;
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+ public float moveSpeed = 5f;
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+
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+ [Header("Combat")]
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+ public float attackDamage = 10f;
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+ public float attackRange = 2f;
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+ }
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+
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+ // โœ… ์ด๋ฒคํŠธ ์ฑ„๋„
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+ [CreateAssetMenu(fileName = "GameEvent", menuName = "Events/GameEvent")]
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+ public class GameEvent : ScriptableObject
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+ {
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+ private readonly List<IGameEventListener> _listeners = new();
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+
110
+ public void Raise()
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+ {
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+ for (int i = _listeners.Count - 1; i >= 0; i--)
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+ {
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+ _listeners[i].OnEventRaised();
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+ }
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+ }
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+
118
+ public void RegisterListener(IGameEventListener listener) => _listeners.Add(listener);
119
+ public void UnregisterListener(IGameEventListener listener) => _listeners.Remove(listener);
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+ }
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+
122
+ public interface IGameEventListener
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+ {
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+ void OnEventRaised();
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+ }
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+ ```
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+
128
+ ### 3. ์˜ค๋ธŒ์ ํŠธ ํ’€๋ง
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+
130
+ ```csharp
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+ // โœ… ์ œ๋„ค๋ฆญ ์˜ค๋ธŒ์ ํŠธ ํ’€
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+ public class ObjectPool<T> where T : Component
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+ {
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+ private readonly T _prefab;
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+ private readonly Transform _parent;
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+ private readonly Queue<T> _pool = new();
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+
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+ public ObjectPool(T prefab, Transform parent, int initialSize = 10)
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+ {
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+ _prefab = prefab;
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+ _parent = parent;
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+
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+ for (int i = 0; i < initialSize; i++)
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+ {
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+ CreateInstance();
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+ }
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+ }
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+
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+ public T Get()
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+ {
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+ T instance = _pool.Count > 0 ? _pool.Dequeue() : CreateInstance();
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+ instance.gameObject.SetActive(true);
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+ return instance;
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+ }
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+
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+ public void Return(T instance)
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+ {
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+ instance.gameObject.SetActive(false);
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+ _pool.Enqueue(instance);
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+ }
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+
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+ private T CreateInstance()
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+ {
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+ T instance = Object.Instantiate(_prefab, _parent);
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+ instance.gameObject.SetActive(false);
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+ return instance;
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+ }
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+ }
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+
170
+ // ์‚ฌ์šฉ ์˜ˆ์‹œ
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+ public class BulletManager : MonoBehaviour
172
+ {
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+ [SerializeField] private Bullet _bulletPrefab;
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+
175
+ private ObjectPool<Bullet> _bulletPool;
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+
177
+ private void Awake()
178
+ {
179
+ _bulletPool = new ObjectPool<Bullet>(_bulletPrefab, transform, 50);
180
+ }
181
+
182
+ public Bullet SpawnBullet(Vector3 position, Vector3 direction)
183
+ {
184
+ Bullet bullet = _bulletPool.Get();
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+ bullet.Initialize(position, direction, () => _bulletPool.Return(bullet));
186
+ return bullet;
187
+ }
188
+ }
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+ ```
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+
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+ ### 4. ์‹ฑ๊ธ€ํ†ค ํŒจํ„ด (์ฃผ์˜ํ•ด์„œ ์‚ฌ์šฉ)
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+
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+ ```csharp
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+ // โœ… ์•ˆ์ „ํ•œ ์‹ฑ๊ธ€ํ†ค
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+ public abstract class Singleton<T> : MonoBehaviour where T : MonoBehaviour
196
+ {
197
+ private static T _instance;
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+ private static readonly object _lock = new();
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+ private static bool _applicationIsQuitting;
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+
201
+ public static T Instance
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+ {
203
+ get
204
+ {
205
+ if (_applicationIsQuitting)
206
+ {
207
+ Debug.LogWarning($"[Singleton] Instance of {typeof(T)} already destroyed.");
208
+ return null;
209
+ }
210
+
211
+ lock (_lock)
212
+ {
213
+ if (_instance == null)
214
+ {
215
+ _instance = FindObjectOfType<T>();
216
+
217
+ if (_instance == null)
218
+ {
219
+ var singleton = new GameObject($"[Singleton] {typeof(T)}");
220
+ _instance = singleton.AddComponent<T>();
221
+ DontDestroyOnLoad(singleton);
222
+ }
223
+ }
224
+ return _instance;
225
+ }
226
+ }
227
+ }
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+
229
+ protected virtual void OnApplicationQuit()
230
+ {
231
+ _applicationIsQuitting = true;
232
+ }
233
+ }
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+
235
+ // ์‚ฌ์šฉ
236
+ public class GameManager : Singleton<GameManager>
237
+ {
238
+ public GameState CurrentState { get; private set; }
239
+
240
+ public void ChangeState(GameState newState)
241
+ {
242
+ CurrentState = newState;
243
+ }
244
+ }
245
+ ```
246
+
247
+ ### 5. ์ฝ”๋ฃจํ‹ด vs async/await
248
+
249
+ ```csharp
250
+ // โœ… ์ฝ”๋ฃจํ‹ด (Unity ์ƒ๋ช…์ฃผ๊ธฐ์™€ ํ†ตํ•ฉ)
251
+ public class EnemySpawner : MonoBehaviour
252
+ {
253
+ [SerializeField] private float _spawnInterval = 2f;
254
+
255
+ private Coroutine _spawnCoroutine;
256
+
257
+ public void StartSpawning()
258
+ {
259
+ _spawnCoroutine = StartCoroutine(SpawnLoop());
260
+ }
261
+
262
+ public void StopSpawning()
263
+ {
264
+ if (_spawnCoroutine != null)
265
+ {
266
+ StopCoroutine(_spawnCoroutine);
267
+ }
268
+ }
269
+
270
+ private IEnumerator SpawnLoop()
271
+ {
272
+ while (true)
273
+ {
274
+ SpawnEnemy();
275
+ yield return new WaitForSeconds(_spawnInterval);
276
+ }
277
+ }
278
+ }
279
+
280
+ // โœ… async/await (I/O ์ž‘์—…)
281
+ public class SaveManager : MonoBehaviour
282
+ {
283
+ public async Task SaveGameAsync(GameSaveData data)
284
+ {
285
+ string json = JsonUtility.ToJson(data);
286
+ string path = Path.Combine(Application.persistentDataPath, "save.json");
287
+
288
+ await File.WriteAllTextAsync(path, json);
289
+ Debug.Log("Game saved!");
290
+ }
291
+
292
+ public async Task<GameSaveData> LoadGameAsync()
293
+ {
294
+ string path = Path.Combine(Application.persistentDataPath, "save.json");
295
+
296
+ if (!File.Exists(path))
297
+ return null;
298
+
299
+ string json = await File.ReadAllTextAsync(path);
300
+ return JsonUtility.FromJson<GameSaveData>(json);
301
+ }
302
+ }
303
+ ```
304
+
305
+ ### 6. ์ด๋ฒคํŠธ ์‹œ์Šคํ…œ
306
+
307
+ ```csharp
308
+ // โœ… C# ์ด๋ฒคํŠธ
309
+ public class Health : MonoBehaviour
310
+ {
311
+ public event Action<float> OnHealthChanged;
312
+ public event Action OnDeath;
313
+
314
+ [SerializeField] private float _maxHealth = 100f;
315
+ private float _currentHealth;
316
+
317
+ public float CurrentHealth => _currentHealth;
318
+ public float MaxHealth => _maxHealth;
319
+
320
+ private void Awake()
321
+ {
322
+ _currentHealth = _maxHealth;
323
+ }
324
+
325
+ public void TakeDamage(float damage)
326
+ {
327
+ _currentHealth = Mathf.Max(0, _currentHealth - damage);
328
+ OnHealthChanged?.Invoke(_currentHealth / _maxHealth);
329
+
330
+ if (_currentHealth <= 0)
331
+ {
332
+ OnDeath?.Invoke();
333
+ }
334
+ }
335
+ }
336
+
337
+ // ๊ตฌ๋…
338
+ public class HealthUI : MonoBehaviour
339
+ {
340
+ [SerializeField] private Health _health;
341
+ [SerializeField] private Slider _healthBar;
342
+
343
+ private void OnEnable()
344
+ {
345
+ _health.OnHealthChanged += UpdateHealthBar;
346
+ }
347
+
348
+ private void OnDisable()
349
+ {
350
+ _health.OnHealthChanged -= UpdateHealthBar;
351
+ }
352
+
353
+ private void UpdateHealthBar(float normalizedHealth)
354
+ {
355
+ _healthBar.value = normalizedHealth;
356
+ }
357
+ }
358
+ ```
359
+
360
+ ### 7. ์ธ์ŠคํŽ™ํ„ฐ ์ตœ์ ํ™”
361
+
362
+ ```csharp
363
+ // โœ… SerializeField + private
364
+ public class Enemy : MonoBehaviour
365
+ {
366
+ [Header("Settings")]
367
+ [SerializeField] private float _moveSpeed = 3f;
368
+ [SerializeField] private float _attackRange = 1.5f;
369
+
370
+ [Header("References")]
371
+ [SerializeField] private Transform _target;
372
+ [SerializeField] private Animator _animator;
373
+
374
+ [Header("Debug")]
375
+ [SerializeField, ReadOnly] private float _distanceToTarget;
376
+
377
+ // public ํ”„๋กœํผํ‹ฐ๋กœ ์ฝ๊ธฐ ์ „์šฉ ์ ‘๊ทผ
378
+ public float MoveSpeed => _moveSpeed;
379
+ }
380
+
381
+ // โœ… RequireComponent
382
+ [RequireComponent(typeof(Rigidbody))]
383
+ [RequireComponent(typeof(Collider))]
384
+ public class PhysicsObject : MonoBehaviour
385
+ {
386
+ private Rigidbody _rb;
387
+
388
+ private void Awake()
389
+ {
390
+ _rb = GetComponent<Rigidbody>();
391
+ }
392
+ }
393
+ ```
394
+
395
+ ### 8. ์„ฑ๋Šฅ ์ตœ์ ํ™”
396
+
397
+ ```csharp
398
+ // โœ… GetComponent ์บ์‹ฑ
399
+ public class OptimizedBehaviour : MonoBehaviour
400
+ {
401
+ // โŒ Update์—์„œ GetComponent ํ˜ธ์ถœ
402
+ void Update()
403
+ {
404
+ GetComponent<Rigidbody>().AddForce(Vector3.up);
405
+ }
406
+
407
+ // โœ… ์บ์‹ฑ
408
+ private Rigidbody _rb;
409
+
410
+ void Awake()
411
+ {
412
+ _rb = GetComponent<Rigidbody>();
413
+ }
414
+
415
+ void Update()
416
+ {
417
+ _rb.AddForce(Vector3.up);
418
+ }
419
+ }
420
+
421
+ // โœ… string ๋น„๊ต ์ตœ์ ํ™”
422
+ public class TagChecker : MonoBehaviour
423
+ {
424
+ // โŒ ๋ฌธ์ž์—ด ๋น„๊ต
425
+ void OnTriggerEnter(Collider other)
426
+ {
427
+ if (other.tag == "Player") { }
428
+ }
429
+
430
+ // โœ… CompareTag ์‚ฌ์šฉ
431
+ void OnTriggerEnter(Collider other)
432
+ {
433
+ if (other.CompareTag("Player")) { }
434
+ }
435
+ }
436
+
437
+ // โœ… ํ• ๋‹น ์ตœ์†Œํ™”
438
+ public class NoAllocExample : MonoBehaviour
439
+ {
440
+ // ๋ฏธ๋ฆฌ ํ• ๋‹น
441
+ private readonly Collider[] _hitBuffer = new Collider[10];
442
+ private readonly RaycastHit[] _rayBuffer = new RaycastHit[5];
443
+
444
+ void CheckOverlap(Vector3 position, float radius)
445
+ {
446
+ // NonAlloc ๋ฒ„์ „ ์‚ฌ์šฉ
447
+ int count = Physics.OverlapSphereNonAlloc(position, radius, _hitBuffer);
448
+
449
+ for (int i = 0; i < count; i++)
450
+ {
451
+ // _hitBuffer[i] ์ฒ˜๋ฆฌ
452
+ }
453
+ }
454
+ }
455
+ ```
456
+
457
+ ## ํด๋” ๊ตฌ์กฐ ๊ถŒ์žฅ
458
+
459
+ ```
460
+ Assets/
461
+ โ”œโ”€โ”€ _Project/ # ํ”„๋กœ์ ํŠธ ์—์…‹
462
+ โ”‚ โ”œโ”€โ”€ Scripts/
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+ โ”‚ โ”‚ โ”œโ”€โ”€ Core/ # ํ•ต์‹ฌ ์‹œ์Šคํ…œ
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+ โ”‚ โ”‚ โ”œโ”€โ”€ Player/
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+ โ”‚ โ”‚ โ”œโ”€โ”€ Enemy/
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+ โ”‚ โ”‚ โ”œโ”€โ”€ UI/
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+ โ”‚ โ”‚ โ””โ”€โ”€ Utils/
468
+ โ”‚ โ”œโ”€โ”€ Prefabs/
469
+ โ”‚ โ”œโ”€โ”€ ScriptableObjects/
470
+ โ”‚ โ”‚ โ”œโ”€โ”€ Data/
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+ โ”‚ โ”‚ โ””โ”€โ”€ Events/
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+ โ”‚ โ”œโ”€โ”€ Materials/
473
+ โ”‚ โ”œโ”€โ”€ Textures/
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+ โ”‚ โ””โ”€โ”€ Audio/
475
+ โ”œโ”€โ”€ Scenes/
476
+ โ”œโ”€โ”€ Resources/ # ๋Ÿฐํƒ€์ž„ ๋กœ๋“œ (์ฃผ์˜ํ•ด์„œ ์‚ฌ์šฉ)
477
+ โ””โ”€โ”€ Plugins/
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+ ```
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+
480
+ ## ๋„ค์ด๋ฐ ์ปจ๋ฒค์…˜
481
+
482
+ ```csharp
483
+ // ํด๋ž˜์Šค: PascalCase
484
+ public class PlayerController { }
485
+
486
+ // ์ธํ„ฐํŽ˜์ด์Šค: I ์ ‘๋‘์‚ฌ
487
+ public interface IDamageable { }
488
+
489
+ // private ํ•„๋“œ: _ ์ ‘๋‘์‚ฌ + camelCase
490
+ private float _moveSpeed;
491
+
492
+ // SerializeField: _ ์ ‘๋‘์‚ฌ ์œ ์ง€
493
+ [SerializeField] private float _health;
494
+
495
+ // ์ƒ์ˆ˜: UPPER_SNAKE_CASE ๋˜๋Š” PascalCase
496
+ private const float MAX_HEALTH = 100f;
497
+ private const float MaxHealth = 100f;
498
+
499
+ // ํ”„๋กœํผํ‹ฐ: PascalCase
500
+ public float Health => _health;
501
+
502
+ // ๋ฉ”์„œ๋“œ: PascalCase
503
+ public void TakeDamage(float damage) { }
504
+ ```
505
+
506
+ ## ์ฒดํฌ๋ฆฌ์ŠคํŠธ
507
+
508
+ - [ ] MonoBehaviour ๋กœ์ง ์ตœ์†Œํ™”
509
+ - [ ] GetComponent ๊ฒฐ๊ณผ ์บ์‹ฑ
510
+ - [ ] ์ด๋ฒคํŠธ ๊ตฌ๋… ํ•ด์ œ (OnDisable)
511
+ - [ ] ์˜ค๋ธŒ์ ํŠธ ํ’€๋ง ์ ์šฉ
512
+ - [ ] SerializeField + private ์‚ฌ์šฉ
513
+ - [ ] CompareTag ์‚ฌ์šฉ
514
+ - [ ] NonAlloc API ์‚ฌ์šฉ
515
+ - [ ] Update ์ตœ์†Œํ™” (ํ•„์š”์‹œ๋งŒ)
516
+ - [ ] ScriptableObject๋กœ ๋ฐ์ดํ„ฐ ๋ถ„๋ฆฌ