MQTTPipeLineTests test 중
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@@ -20,11 +20,11 @@ namespace UVC.Extension
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/// <example>
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/// <code>
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/// // 게임 오브젝트의 RectTransform에 여백 적용
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/// RectTransform panelRect = panel.GetComponent<RectTransform>();
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/// RectTransform panelRect = panel.GetComponent<RectTransform>();
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/// panelRect.SetRectMargin(10f, 10f, 10f, 10f); // 사방 10픽셀 여백 설정
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///
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/// // UI 요소를 부모 컨테이너에 맞추되 여백 주기
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/// RectTransform childRect = childObject.GetComponent<RectTransform>();
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/// RectTransform childRect = childObject.GetComponent<RectTransform>();
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/// childRect.SetRectMargin(5f, 5f, 20f, 5f); // 상단에 더 큰 여백 설정
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/// </code>
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/// </example>
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@@ -44,7 +44,7 @@ namespace UVC.Extension
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/// <example>
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/// <code>
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/// // 버튼의 너비를 200으로 설정
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/// RectTransform buttonRect = button.GetComponent<RectTransform>();
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/// RectTransform buttonRect = button.GetComponent<RectTransform>();
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/// buttonRect.SetWidth(200f);
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/// </code>
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/// </example>
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@@ -61,7 +61,7 @@ namespace UVC.Extension
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/// <example>
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/// <code>
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/// // 패널의 높이를 150으로 설정
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/// RectTransform panelRect = panel.GetComponent<RectTransform>();
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/// RectTransform panelRect = panel.GetComponent<RectTransform>();
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/// panelRect.SetHeight(150f);
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/// </code>
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/// </example>
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@@ -78,7 +78,7 @@ namespace UVC.Extension
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/// <example>
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/// <code>
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/// // 이미지의 크기를 100x100으로 설정
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/// RectTransform imageRect = image.GetComponent<RectTransform>();
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/// RectTransform imageRect = image.GetComponent<RectTransform>();
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/// imageRect.SetSize(new Vector2(100f, 100f));
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/// </code>
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/// </example>
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@@ -95,7 +95,7 @@ namespace UVC.Extension
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/// <example>
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/// <code>
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/// // 버튼을 화면 중앙에 위치시키기
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/// RectTransform buttonRect = button.GetComponent<RectTransform>();
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/// RectTransform buttonRect = button.GetComponent<RectTransform>();
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/// buttonRect.SetAnchorsToCenter();
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/// buttonRect.anchoredPosition = Vector2.zero; // 중앙 위치에 배치
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/// </code>
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@@ -114,7 +114,7 @@ namespace UVC.Extension
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/// <example>
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/// <code>
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/// // UI 요소를 왼쪽 상단에 위치시키기
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/// RectTransform elementRect = element.GetComponent<RectTransform>();
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/// RectTransform elementRect = element.GetComponent<RectTransform>();
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/// elementRect.SetAnchorsToTopLeft();
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/// elementRect.anchoredPosition = new Vector2(10f, -10f); // 약간의 여백 추가
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/// </code>
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@@ -133,7 +133,7 @@ namespace UVC.Extension
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/// <example>
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/// <code>
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/// // 배경 이미지를 패널 전체에 채우기
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/// RectTransform backgroundRect = backgroundImage.GetComponent<RectTransform>();
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/// RectTransform backgroundRect = backgroundImage.GetComponent<RectTransform>();
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/// backgroundRect.StretchToParentEdges();
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/// </code>
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/// </example>
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@@ -150,7 +150,7 @@ namespace UVC.Extension
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/// <example>
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/// <code>
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/// // 요소를 부모의 오른쪽 상단에 배치
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/// RectTransform elementRect = element.GetComponent<RectTransform>();
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/// RectTransform elementRect = element.GetComponent<RectTransform>();
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/// elementRect.SetNormalizedPosition(new Vector2(0.95f, 0.95f));
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/// </code>
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/// </example>
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@@ -177,7 +177,7 @@ namespace UVC.Extension
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/// <example>
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/// <code>
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/// // UI 요소가 특정 월드 좌표를 포함하는지 확인
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/// RectTransform elementRect = element.GetComponent<RectTransform>();
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/// RectTransform elementRect = element.GetComponent<RectTransform>();
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/// Rect worldRect = elementRect.GetWorldRect();
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/// Vector3 worldPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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/// bool isOverUI = worldRect.Contains(new Vector2(worldPos.x, worldPos.y));
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