diff --git a/Assets/QuickOutline.meta b/Assets/QuickOutline.meta deleted file mode 100644 index 6a13947d..00000000 --- a/Assets/QuickOutline.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 65214e892d855cf4cb0219bebe3ecfbb -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/QuickOutline/Readme.txt b/Assets/QuickOutline/Readme.txt deleted file mode 100644 index 183ae241..00000000 --- a/Assets/QuickOutline/Readme.txt +++ /dev/null @@ -1,37 +0,0 @@ -Quick Outline -============= - -Developed by Chris Nolet (c) 2018 - - -Instructions ------------- - -To add an outline to an object, drag-and-drop the Outline.cs -script onto the object. The outline materials will be loaded -at runtime. - -You can also add outlines programmatically with: - - var outline = gameObject.AddComponent(); - - outline.OutlineMode = Outline.Mode.OutlineAll; - outline.OutlineColor = Color.yellow; - outline.OutlineWidth = 5f; - -The outline script does a small amount of work in Awake(). -For best results, use outline.enabled to toggle the outline. -Avoid removing and re-adding the component if possible. - -For large meshes, you may also like to enable 'Precompute -Outline' in the editor. This will reduce the amount of work -performed in Awake(). - - -Troubleshooting ---------------- - -If the outline appears off-center, please try the following: - -1. Set 'Read/Write Enabled' on each model's import settings. -2. 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All rights reserved. -// - -Shader "Custom/Outline Fill" { - Properties { - [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0 - - _OutlineColor("Outline Color", Color) = (1, 1, 1, 1) - _OutlineWidth("Outline Width", Range(0, 10)) = 2 - } - - SubShader { - Tags { - "Queue" = "Transparent+110" - "RenderType" = "Transparent" - "DisableBatching" = "True" - } - - Pass { - Name "Fill" - Cull Off - ZTest [_ZTest] - ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - ColorMask RGB - - Stencil { - Ref 1 - Comp NotEqual - } - - CGPROGRAM - #include "UnityCG.cginc" - - #pragma vertex vert - #pragma fragment frag - - struct appdata { - float4 vertex : POSITION; - float3 normal : NORMAL; - float3 smoothNormal : TEXCOORD3; - UNITY_VERTEX_INPUT_INSTANCE_ID - }; - - struct v2f { - float4 position : SV_POSITION; - fixed4 color : COLOR; - UNITY_VERTEX_OUTPUT_STEREO - }; - - uniform fixed4 _OutlineColor; - uniform float _OutlineWidth; - - v2f vert(appdata input) { - v2f output; - - UNITY_SETUP_INSTANCE_ID(input); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float3 normal = any(input.smoothNormal) ? input.smoothNormal : input.normal; - float3 viewPosition = UnityObjectToViewPos(input.vertex); - float3 viewNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal)); - - output.position = UnityViewToClipPos(viewPosition + viewNormal * -viewPosition.z * _OutlineWidth / 1000.0); - output.color = _OutlineColor; - - return output; - } - - fixed4 frag(v2f input) : SV_Target { - return input.color; - } - ENDCG - } - } -} diff --git a/Assets/QuickOutline/Resources/Shaders/OutlineFill.shader.meta b/Assets/QuickOutline/Resources/Shaders/OutlineFill.shader.meta deleted file mode 100644 index b982c4e8..00000000 --- a/Assets/QuickOutline/Resources/Shaders/OutlineFill.shader.meta +++ /dev/null @@ -1,17 +0,0 @@ -fileFormatVersion: 2 -guid: 4e76d4023d7e0411297c670f878973e2 -timeCreated: 1520575782 -licenseType: Store -ShaderImporter: - externalObjects: {} - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: -AssetOrigin: - serializedVersion: 1 - productId: 115488 - packageName: Quick Outline - packageVersion: 1.1 - assetPath: Assets/QuickOutline/Resources/Shaders/OutlineFill.shader - uploadId: 485303 diff --git a/Assets/QuickOutline/Resources/Shaders/OutlineMask.shader b/Assets/QuickOutline/Resources/Shaders/OutlineMask.shader deleted file mode 100644 index 530d8c05..00000000 --- a/Assets/QuickOutline/Resources/Shaders/OutlineMask.shader +++ /dev/null @@ -1,33 +0,0 @@ -// -// OutlineMask.shader -// QuickOutline -// -// Created by Chris Nolet on 2/21/18. -// Copyright © 2018 Chris Nolet. 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assetBundleVariant: -AssetOrigin: - serializedVersion: 1 - productId: 115488 - packageName: Quick Outline - packageVersion: 1.1 - assetPath: Assets/QuickOutline/Samples/Scenes/QuickOutline.unity - uploadId: 485303 diff --git a/Assets/QuickOutline/Scripts.meta b/Assets/QuickOutline/Scripts.meta deleted file mode 100644 index 2f7793d8..00000000 --- a/Assets/QuickOutline/Scripts.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 3ddbd65d69a9f0b48bab4fe96a1fe099 -folderAsset: yes -timeCreated: 1522559122 -licenseType: Store -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/QuickOutline/Scripts/Outline.cs b/Assets/QuickOutline/Scripts/Outline.cs deleted file mode 100644 index 26d87882..00000000 --- a/Assets/QuickOutline/Scripts/Outline.cs +++ /dev/null @@ -1,309 +0,0 @@ -// -// Outline.cs -// QuickOutline -// -// Created by Chris Nolet on 3/30/18. -// Copyright © 2018 Chris Nolet. All rights reserved. -// - -using System; -using System.Collections.Generic; -using System.Linq; -using UnityEngine; - -[DisallowMultipleComponent] - -public class Outline : MonoBehaviour { - private static HashSet registeredMeshes = new HashSet(); - - public enum Mode { - OutlineAll, - OutlineVisible, - OutlineHidden, - OutlineAndSilhouette, - SilhouetteOnly - } - - public Mode OutlineMode { - get { return outlineMode; } - set { - outlineMode = value; - needsUpdate = true; - } - } - - public Color OutlineColor { - get { return outlineColor; } - set { - outlineColor = value; - needsUpdate = true; - } - } - - public float OutlineWidth { - get { return outlineWidth; } - set { - outlineWidth = value; - needsUpdate = true; - } - } - - [Serializable] - private class ListVector3 { - public List data; - } - - [SerializeField] - private Mode outlineMode; - - [SerializeField] - private Color outlineColor = Color.white; - - [SerializeField, Range(0f, 10f)] - private float outlineWidth = 2f; - - [Header("Optional")] - - [SerializeField, Tooltip("Precompute enabled: Per-vertex calculations are performed in the editor and serialized with the object. " - + "Precompute disabled: Per-vertex calculations are performed at runtime in Awake(). This may cause a pause for large meshes.")] - private bool precomputeOutline; - - [SerializeField, HideInInspector] - private List bakeKeys = new List(); - - [SerializeField, HideInInspector] - private List bakeValues = new List(); - - private Renderer[] renderers; - private Material outlineMaskMaterial; - private Material outlineFillMaterial; - - private bool needsUpdate; - - void Awake() { - - // Cache renderers - renderers = GetComponentsInChildren(); - - // Instantiate outline materials - outlineMaskMaterial = Instantiate(Resources.Load(@"Materials/OutlineMask")); - outlineFillMaterial = Instantiate(Resources.Load(@"Materials/OutlineFill")); - - outlineMaskMaterial.name = "OutlineMask (Instance)"; - outlineFillMaterial.name = "OutlineFill (Instance)"; - - // Retrieve or generate smooth normals - LoadSmoothNormals(); - - // Apply material properties immediately - needsUpdate = true; - } - - void OnEnable() { - foreach (var renderer in renderers) { - - // Append outline shaders - var materials = renderer.sharedMaterials.ToList(); - - materials.Add(outlineMaskMaterial); - materials.Add(outlineFillMaterial); - - renderer.materials = materials.ToArray(); - } - } - - void OnValidate() { - - // Update material properties - needsUpdate = true; - - // Clear cache when baking is disabled or corrupted - if (!precomputeOutline && bakeKeys.Count != 0 || bakeKeys.Count != bakeValues.Count) { - bakeKeys.Clear(); - bakeValues.Clear(); - } - - // Generate smooth normals when baking is enabled - if (precomputeOutline && bakeKeys.Count == 0) { - Bake(); - } - } - - void Update() { - if (needsUpdate) { - needsUpdate = false; - - UpdateMaterialProperties(); - } - } - - void OnDisable() { - foreach (var renderer in renderers) { - - // Remove outline shaders - var materials = renderer.sharedMaterials.ToList(); - - materials.Remove(outlineMaskMaterial); - materials.Remove(outlineFillMaterial); - - renderer.materials = materials.ToArray(); - } - } - - void OnDestroy() { - - // Destroy material instances - Destroy(outlineMaskMaterial); - Destroy(outlineFillMaterial); - } - - void Bake() { - - // Generate smooth normals for each mesh - var bakedMeshes = new HashSet(); - - foreach (var meshFilter in GetComponentsInChildren()) { - - // Skip duplicates - if (!bakedMeshes.Add(meshFilter.sharedMesh)) { - continue; - } - - // Serialize smooth normals - var smoothNormals = SmoothNormals(meshFilter.sharedMesh); - - bakeKeys.Add(meshFilter.sharedMesh); - bakeValues.Add(new ListVector3() { data = smoothNormals }); - } - } - - void LoadSmoothNormals() { - - // Retrieve or generate smooth normals - foreach (var meshFilter in GetComponentsInChildren()) { - - // Skip if smooth normals have already been adopted - if (!registeredMeshes.Add(meshFilter.sharedMesh)) { - continue; - } - - // Retrieve or generate smooth normals - var index = bakeKeys.IndexOf(meshFilter.sharedMesh); - var smoothNormals = (index >= 0) ? bakeValues[index].data : SmoothNormals(meshFilter.sharedMesh); - - // Store smooth normals in UV3 - meshFilter.sharedMesh.SetUVs(3, smoothNormals); - - // Combine submeshes - var renderer = meshFilter.GetComponent(); - - if (renderer != null) { - CombineSubmeshes(meshFilter.sharedMesh, renderer.sharedMaterials); - } - } - - // Clear UV3 on skinned mesh renderers - foreach (var skinnedMeshRenderer in GetComponentsInChildren()) { - - // Skip if UV3 has already been reset - if (!registeredMeshes.Add(skinnedMeshRenderer.sharedMesh)) { - continue; - } - - // Clear UV3 - skinnedMeshRenderer.sharedMesh.uv4 = new Vector2[skinnedMeshRenderer.sharedMesh.vertexCount]; - - // Combine submeshes - CombineSubmeshes(skinnedMeshRenderer.sharedMesh, skinnedMeshRenderer.sharedMaterials); - } - } - - List SmoothNormals(Mesh mesh) { - - // Group vertices by location - var groups = mesh.vertices.Select((vertex, index) => new KeyValuePair(vertex, index)).GroupBy(pair => pair.Key); - - // Copy normals to a new list - var smoothNormals = new List(mesh.normals); - - // Average normals for grouped vertices - foreach (var group in groups) { - - // Skip single vertices - if (group.Count() == 1) { - continue; - } - - // Calculate the average normal - var smoothNormal = Vector3.zero; - - foreach (var pair in group) { - smoothNormal += smoothNormals[pair.Value]; - } - - smoothNormal.Normalize(); - - // Assign smooth normal to each vertex - foreach (var pair in group) { - smoothNormals[pair.Value] = smoothNormal; - } - } - - return smoothNormals; - } - - void CombineSubmeshes(Mesh mesh, Material[] materials) { - - // Skip meshes with a single submesh - if (mesh.subMeshCount == 1) { - return; - } - - // Skip if submesh count exceeds material count - if (mesh.subMeshCount > materials.Length) { - return; - } - - // Append combined submesh - mesh.subMeshCount++; - mesh.SetTriangles(mesh.triangles, mesh.subMeshCount - 1); - } - - void UpdateMaterialProperties() { - - // Apply properties according to mode - outlineFillMaterial.SetColor("_OutlineColor", outlineColor); - - switch (outlineMode) { - case Mode.OutlineAll: - outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always); - outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always); - outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth); - break; - - case Mode.OutlineVisible: - outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always); - outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual); - outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth); - break; - - case Mode.OutlineHidden: - outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always); - outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater); - outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth); - break; - - case Mode.OutlineAndSilhouette: - outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual); - outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always); - outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth); - break; - - case Mode.SilhouetteOnly: - outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual); - outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater); - outlineFillMaterial.SetFloat("_OutlineWidth", 0f); - break; - } - } -} diff --git a/Assets/QuickOutline/Scripts/Outline.cs.meta b/Assets/QuickOutline/Scripts/Outline.cs.meta deleted file mode 100644 index 3c3932c8..00000000 --- a/Assets/QuickOutline/Scripts/Outline.cs.meta +++ /dev/null @@ -1,20 +0,0 @@ -fileFormatVersion: 2 -guid: 5fea29bb7c508c244a1f805a5fd3fc4d -timeCreated: 1522369084 -licenseType: Store -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: -AssetOrigin: - serializedVersion: 1 - productId: 115488 - packageName: Quick Outline - packageVersion: 1.1 - assetPath: Assets/QuickOutline/Scripts/Outline.cs - uploadId: 485303 diff --git a/Assets/Resources/Studio/Prefabs/Modal/Setting/SettingShortcutTabContent.prefab b/Assets/Resources/Studio/Prefabs/Modal/Setting/SettingShortcutTabContent.prefab index 3f5cd98b..80e18f68 100644 --- a/Assets/Resources/Studio/Prefabs/Modal/Setting/SettingShortcutTabContent.prefab +++ b/Assets/Resources/Studio/Prefabs/Modal/Setting/SettingShortcutTabContent.prefab @@ -464,7 +464,7 @@ RectTransform: m_AnchorMin: {x: 0, y: 1} m_AnchorMax: {x: 0, y: 1} m_AnchoredPosition: {x: 431, y: -2} - m_SizeDelta: {x: 50, y: 0} + m_SizeDelta: {x: 80, y: 0} m_Pivot: {x: 0, y: 1} --- !u!114 &8952730479983948989 MonoBehaviour: @@ -1965,6 +1965,10 @@ PrefabInstance: propertyPath: m_fontSizeBase value: 12 objectReference: {fileID: 0} + - target: {fileID: 431666316254308180, guid: 40cc873fb7f9d6446b24facc889836b5, type: 3} + propertyPath: m_HorizontalAlignment + value: 4 + objectReference: {fileID: 0} - target: {fileID: 2230432181843762964, guid: 40cc873fb7f9d6446b24facc889836b5, type: 3} propertyPath: m_Pivot.x value: 0 @@ -1991,7 +1995,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 2230432181843762964, guid: 40cc873fb7f9d6446b24facc889836b5, type: 3} propertyPath: m_SizeDelta.x - value: 50 + value: 80 objectReference: {fileID: 0} - target: {fileID: 2230432181843762964, guid: 40cc873fb7f9d6446b24facc889836b5, type: 3} propertyPath: m_SizeDelta.y @@ -2057,6 +2061,10 @@ PrefabInstance: propertyPath: m_fontSizeBase value: 12 objectReference: {fileID: 0} + - target: {fileID: 6932173583458566539, guid: 40cc873fb7f9d6446b24facc889836b5, type: 3} + propertyPath: m_HorizontalAlignment + value: 4 + objectReference: {fileID: 0} - target: {fileID: 7640204669525975220, guid: 40cc873fb7f9d6446b24facc889836b5, type: 3} propertyPath: m_Text value: diff --git a/Assets/Sample/MenuSample.cs b/Assets/Sample/MenuSample.cs index c5c9e4eb..bda41be7 100644 --- a/Assets/Sample/MenuSample.cs +++ b/Assets/Sample/MenuSample.cs @@ -1,5 +1,4 @@ using Cysharp.Threading.Tasks; -using Factory.Config; using System.Collections.Generic; using UnityEngine; using UVC.Data.Core; @@ -30,28 +29,28 @@ public class MenuSample : MonoBehaviour private async UniTask SettupConfigAsync() { - if (FactoryAppConfig.LoadConfig()) - { - Application.targetFrameRate = FactoryAppConfig.Config.TargetFrameRate; + // if (FactoryAppConfig.LoadConfig()) + // { + // Application.targetFrameRate = FactoryAppConfig.Config.TargetFrameRate; - //기본 언어 설정 - bool success = LocalizationManager.Instance.LoadDefaultLocalizationData(FactoryAppConfig.Config.Language); - Debug.Log($"LocalizationManager: LoadDefaultLocalizationData success: {success}"); - if (!Application.isEditor && Application.platform == RuntimePlatform.WindowsPlayer) - { - //창 설정 - if (FactoryAppConfig.Config.Window != null) - { - WindowTools.Instance.Init(FactoryAppConfig.Config.Window); - } - } + // //기본 언어 설정 + // bool success = LocalizationManager.Instance.LoadDefaultLocalizationData(FactoryAppConfig.Config.Language); + // Debug.Log($"LocalizationManager: LoadDefaultLocalizationData success: {success}"); + // if (!Application.isEditor && Application.platform == RuntimePlatform.WindowsPlayer) + // { + // //창 설정 + // if (FactoryAppConfig.Config.Window != null) + // { + // WindowTools.Instance.Init(FactoryAppConfig.Config.Window); + // } + // } - FactoryConstants.API_DOMAIN = FactoryAppConfig.Config.Api; - FactoryConstants.MQTT_DOMAIN = FactoryAppConfig.Config.Mqtt.Domain; - FactoryConstants.MQTT_PORT = FactoryAppConfig.Config.Mqtt.Port; - FactoryConstants.MQTT_DATA_KEY = FactoryAppConfig.Config.Mqtt.DataKey; - FactoryConstants.MQTT_MESSAGEPACK_ENABLED = FactoryAppConfig.Config.Mqtt.MessagePack; - } + // FactoryConstants.API_DOMAIN = FactoryAppConfig.Config.Api; + // FactoryConstants.MQTT_DOMAIN = FactoryAppConfig.Config.Mqtt.Domain; + // FactoryConstants.MQTT_PORT = FactoryAppConfig.Config.Mqtt.Port; + // FactoryConstants.MQTT_DATA_KEY = FactoryAppConfig.Config.Mqtt.DataKey; + // FactoryConstants.MQTT_MESSAGEPACK_ENABLED = FactoryAppConfig.Config.Mqtt.MessagePack; + // } } private void SetupTopMenu() diff --git a/Assets/Scripts/UVC/Data/Http/HttpDataFetcher.cs b/Assets/Scripts/UVC/Data/Http/HttpDataFetcher.cs index e79b67df..9e64aa7c 100644 --- a/Assets/Scripts/UVC/Data/Http/HttpDataFetcher.cs +++ b/Assets/Scripts/UVC/Data/Http/HttpDataFetcher.cs @@ -9,7 +9,6 @@ using UnityEngine; using UVC.Data.Core; using UVC.Log; using UVC.Network; -using UVC.Tests; namespace UVC.Data.Http { diff --git a/Assets/Scripts/UVC/Data/Mqtt/MqttDataReceiver.cs b/Assets/Scripts/UVC/Data/Mqtt/MqttDataReceiver.cs index 640b8419..3b04c16d 100644 --- a/Assets/Scripts/UVC/Data/Mqtt/MqttDataReceiver.cs +++ b/Assets/Scripts/UVC/Data/Mqtt/MqttDataReceiver.cs @@ -1,7 +1,6 @@ #nullable enable using Cysharp.Threading.Tasks; -using Factory.Config; using System; using System.Collections.Concurrent; using System.Collections.Generic; @@ -147,7 +146,7 @@ namespace UVC.Data.Mqtt /// MQTT 브로커의 포트 번호, 기본값은 1883입니다. public void SetDomainPort(string domain, int port) { - this.domain = string.IsNullOrEmpty(domain) ? FactoryConstants.MQTT_DOMAIN : domain; + this.domain = domain; this.port = port; WebSocketPort = port; diff --git a/Assets/Scripts/UVC/UI/Menu/TopMenuController.cs b/Assets/Scripts/UVC/UI/Menu/TopMenuController.cs index 36ec806d..7d30bbb4 100644 --- a/Assets/Scripts/UVC/UI/Menu/TopMenuController.cs +++ b/Assets/Scripts/UVC/UI/Menu/TopMenuController.cs @@ -1,10 +1,6 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; -using UVC.Data.Core; -using UVC.Factory.Component; -using UVC.Factory.Modal.Settings; -using UVC.Factory.Playback; using UVC.Locale; using UVC.Log; using UVC.UI.Commands; diff --git a/Assets/Scripts/UVC/UI/ToolBar/Toolbar.cs b/Assets/Scripts/UVC/UI/ToolBar/Toolbar.cs index 26aa3269..3ca92bca 100644 --- a/Assets/Scripts/UVC/UI/ToolBar/Toolbar.cs +++ b/Assets/Scripts/UVC/UI/ToolBar/Toolbar.cs @@ -1,14 +1,9 @@ #nullable enable using UnityEngine; -using UVC.UI.List.ComponentList; -using UVC.Factory.Playback; using UVC.Locale; using UVC.UI.Commands; using UVC.UI.Toolbar.Model; using UVC.UI.Toolbar.View; -using UVC.UI.Window; -using UVC.Factory.Component; -using System.Collections.Generic; using System; namespace UVC.UI.Toolbar @@ -207,7 +202,7 @@ namespace UVC.UI.Toolbar // playback toolbarModel.AddStandardButton("Playback", "Prefabs/UI/Toolbar/images/ic_menu_playback", - new PlaybackCommand(), + new ActionCommand(() => Debug.Log("Playback 버튼 클릭됨")), "Playback을 실행 시킵니다."); // 화면 캡처 diff --git a/Assets/Scripts/UVC/UI/ToolBar/Toolbox.cs b/Assets/Scripts/UVC/UI/ToolBar/Toolbox.cs index f77318a5..ee41a497 100644 --- a/Assets/Scripts/UVC/UI/ToolBar/Toolbox.cs +++ b/Assets/Scripts/UVC/UI/ToolBar/Toolbox.cs @@ -1,6 +1,5 @@ #nullable enable using UnityEngine; -using UVC.Factory.Playback; using UVC.Locale; using UVC.UI.Commands; using UVC.UI.Toolbar; @@ -201,7 +200,7 @@ namespace UVC.UI.ToolBar // playback toolbarModel.AddStandardButton("Playback", "Prefabs/UI/Toolbar/images/ic_menu_playback", - new PlaybackCommand(), + new ActionCommand(() => Debug.Log("Playback 버튼 클릭됨")), "Playback을 실행 시킵니다."); // 화면 캡처