UTKToolBar 개발 완료
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@@ -33,7 +33,7 @@ namespace Sample
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/// </summary>
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/// <remarks>
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/// <para><b>구현체:</b> ConsoleLogger</para>
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/// <para><b>등록:</b> Injector.Register<ILogService, ConsoleLogger>(ServiceLifetime.App)</para>
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/// <para><b>등록:</b> Injector.Register<ILogService, ConsoleLogger>(ServiceLifetime.App)</para>
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/// <para><b>사용:</b> [Inject] private ILogService _logger;</para>
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/// </remarks>
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public interface ILogService
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@@ -73,8 +73,8 @@ namespace Sample
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/// </summary>
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/// <remarks>
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/// <para><b>구현체:</b> SceneConfig</para>
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/// <para><b>등록:</b> Injector.Register<ISceneConfig, SceneConfig>(ServiceLifetime.Scene)</para>
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/// <para><b>또는 Factory:</b> Injector.RegisterFactory<ISceneConfig>(injector => new SceneConfig { ... })</para>
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/// <para><b>등록:</b> Injector.Register<ISceneConfig, SceneConfig>(ServiceLifetime.Scene)</para>
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/// <para><b>또는 Factory:</b> Injector.RegisterFactory<ISceneConfig>(injector => new SceneConfig { ... })</para>
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/// </remarks>
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public interface ISceneConfig
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{
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@@ -129,7 +129,7 @@ namespace Sample
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/// <example>
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/// <code>
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/// // 등록
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/// Injector.Register<IGameService, GameService>(ServiceLifetime.App);
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/// Injector.Register<IGameService, GameService>(ServiceLifetime.App);
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///
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/// // 사용
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/// [Inject] private IGameService _gameService;
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@@ -154,7 +154,7 @@ namespace Sample
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/// <remarks>
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/// <para><b>구현체:</b> InjectorSampleAudioManager (별도 파일)</para>
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/// <para><b>타입:</b> Type B - MonoBehaviour 동적 생성</para>
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/// <para><b>등록:</b> Injector.Register<IAudioManager, InjectorSampleAudioManager>(ServiceLifetime.App)</para>
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/// <para><b>등록:</b> Injector.Register<IAudioManager, InjectorSampleAudioManager>(ServiceLifetime.App)</para>
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/// <para><b>특징:</b> 런타임에 새 GameObject가 생성되고 AudioSource 등 Unity 컴포넌트 활용 가능</para>
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/// </remarks>
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public interface IAudioManager
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@@ -173,7 +173,7 @@ namespace Sample
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/// <remarks>
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/// <para><b>구현체:</b> InjectorSampleEnemySpawner (별도 파일)</para>
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/// <para><b>타입:</b> Type B - MonoBehaviour 동적 생성</para>
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/// <para><b>등록:</b> Injector.Register<IEnemySpawner, InjectorSampleEnemySpawner>(ServiceLifetime.Scene)</para>
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/// <para><b>등록:</b> Injector.Register<IEnemySpawner, InjectorSampleEnemySpawner>(ServiceLifetime.Scene)</para>
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/// <para><b>라이프사이클:</b> Scene - 씬 전환 시 적 스포너와 생성된 적들이 함께 정리됨</para>
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/// </remarks>
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public interface IEnemySpawner
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@@ -194,7 +194,7 @@ namespace Sample
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/// <remarks>
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/// <para><b>구현체:</b> InjectorSampleUIManager (별도 파일)</para>
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/// <para><b>타입:</b> Type C - Prefab 기반 MonoBehaviour</para>
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/// <para><b>등록:</b> Injector.RegisterPrefab<IUIManager>(uiManagerPrefab, ServiceLifetime.App)</para>
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/// <para><b>등록:</b> Injector.RegisterPrefab<IUIManager>(uiManagerPrefab, ServiceLifetime.App)</para>
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/// <para><b>특징:</b></para>
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/// <list type="bullet">
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/// <item><description>프리팹에 미리 설정된 UI 요소들이 유지됨</description></item>
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@@ -220,7 +220,7 @@ namespace Sample
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/// <remarks>
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/// <para><b>구현체:</b> InjectorSampleSceneUI (별도 파일)</para>
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/// <para><b>타입:</b> Type C - Prefab 기반 MonoBehaviour</para>
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/// <para><b>등록:</b> Injector.RegisterPrefab<ISceneUI>(sceneUIPrefab, ServiceLifetime.Scene)</para>
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/// <para><b>등록:</b> Injector.RegisterPrefab<ISceneUI>(sceneUIPrefab, ServiceLifetime.Scene)</para>
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/// <para><b>라이프사이클:</b> Scene - 씬 전환 시 UI가 함께 정리됨</para>
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/// </remarks>
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public interface ISceneUI
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@@ -268,11 +268,11 @@ namespace Sample
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/// <example>
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/// <code>
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/// // 등록
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/// Injector.Register<IRequestHandler, RequestHandler>(ServiceLifetime.Transient);
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/// Injector.Register<IRequestHandler, RequestHandler>(ServiceLifetime.Transient);
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///
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/// // 사용 - 매번 다른 인스턴스
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/// var handler1 = Injector.Resolve<IRequestHandler>(); // RequestId: "a1b2c3d4"
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/// var handler2 = Injector.Resolve<IRequestHandler>(); // RequestId: "e5f6g7h8"
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/// var handler1 = Injector.Resolve<IRequestHandler>(); // RequestId: "a1b2c3d4"
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/// var handler2 = Injector.Resolve<IRequestHandler>(); // RequestId: "e5f6g7h8"
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/// </code>
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/// </example>
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public class RequestHandler : IRequestHandler
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