53 Commits

Author SHA1 Message Date
20d0c19a7b before lighting 2026-03-23 10:38:07 +09:00
43772daa55 asdf 2026-03-17 10:52:33 +09:00
28cd9b1582 refactoring3 2026-02-26 17:09:39 +09:00
0401be3d23 refactoring2 2026-02-26 14:04:33 +09:00
b2283d04c1 folderchange 2026-02-25 17:24:42 +09:00
4a25b39d7b refactoring 2026-02-25 16:30:12 +09:00
34376d1257 소스정리7 2026-02-24 16:02:58 +09:00
f2fc48e9c4 소스관리6 2026-02-24 15:55:14 +09:00
a4f64aa783 소스관리5 2026-02-24 15:54:40 +09:00
c0e6ac46d5 소스관리4 2026-02-24 15:53:43 +09:00
739531f8e2 소스관리3 2026-02-24 15:51:12 +09:00
252e852d5d 소스관리3 2026-02-24 15:46:33 +09:00
9b3955eafe 소스관리2 2026-02-24 15:43:13 +09:00
9356a9807d 소스관리 2026-02-24 15:40:46 +09:00
553981c993 최적화 2026-02-24 15:36:05 +09:00
d70cc3411c removemodel 2026-02-24 15:33:18 +09:00
b5565c54ac backup 2026-02-24 15:31:27 +09:00
76b246058e claude 2026-02-24 14:07:57 +09:00
537623bae9 refactoring 2026-02-23 17:06:38 +09:00
3d8d75f0b6 complete 2026-02-10 17:01:25 +09:00
779e72002e design 2026-02-04 15:51:59 +09:00
c78df1fc0e build enviroment 2026-02-03 11:40:26 +09:00
b8fe7b1d50 bugfix,design 2026-01-20 17:17:16 +09:00
1a896a85fe update 2026-01-19 14:33:40 +09:00
ccfd244efd 초기재고설정 2026-01-16 16:45:34 +09:00
086e61cfc2 Update InitializePopupWindow.cs 2026-01-16 11:38:20 +09:00
2d36b4247f 0116 2026-01-16 11:36:54 +09:00
6b78b68229 merge
merge and property
2025-12-24 17:36:01 +09:00
d4764e304f stack 2025-12-17 11:42:57 +09:00
3dba350fc2 versionUpdate,propertyView 2025-12-16 17:57:20 +09:00
7f1955e57a 축적 2025-12-15 10:07:26 +09:00
d600885302 3d complete 2025-12-11 18:26:09 +09:00
8a2ffed689 robotArm 2025-12-08 10:59:29 +09:00
d31408663b lightweighting 2025-11-11 19:00:24 +09:00
dbd841c3a0 complete 2025-11-11 17:13:17 +09:00
c8a86e9081 Merge branch 'freature/webgl' into OctopusSimulator/1111merged 2025-11-11 13:55:08 +09:00
b0d2ffc974 test 2025-11-11 13:51:47 +09:00
8fa250943a Merge branch 'freature/webgl' into OctopusSimulator/1111merged 2025-11-11 12:22:57 +09:00
e633c83fe0 clickable 2025-11-11 12:13:51 +09:00
5f58de3185 path mat change 2025-11-11 11:27:39 +09:00
79158576cf build update 2025-11-11 09:42:47 +09:00
0bea75fcd0 1105building 2025-11-06 10:14:50 +09:00
b6c7f163da trybuild 2025-11-05 11:53:37 +09:00
404865dca1 Merge branch 'OctopusSimulator/LH/ConveyorStation' into OctopusSimulator/LH/1104Merge 2025-11-04 19:17:06 +09:00
581cac7941 station 2025-11-04 19:07:37 +09:00
107da72dee bugfix 2025-11-04 19:02:01 +09:00
5956672127 Merge pull request 'ui 기본 개발' (#2) from OctopusSimulator/feature/UI into OctopusSimulator/Master
Reviewed-on: http://220.90.135.190:3000/khi/XRLib/pulls/2
2025-11-04 19:00:40 +09:00
logonkhi
bea3d4a804 ui 기본 개발 2025-11-04 18:58:04 +09:00
bb7ed2d6dc 1104 2025-11-04 11:02:02 +09:00
984e9188c1 modelimport 2025-10-16 10:24:29 +09:00
90fa689bce Merge branch 'master' into OctopusSimulator/LH/20250923 2025-09-30 12:14:42 +09:00
11dca464d9 20250930commit 2025-09-30 11:20:24 +09:00
607cedd782 20250925commit 2025-09-25 18:08:55 +09:00
5270 changed files with 272540 additions and 374775 deletions

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@@ -1,45 +1,7 @@
{
"permissions": {
"allow": [
"Bash(dir:*)",
"Bash(powershell -Command:*)",
"Bash(mkdir:*)",
"Bash(cat:*)",
"Bash(move:*)",
"Bash(find:*)",
"Bash(claude mcp add:*)",
"Bash(claude mcp list:*)",
"Bash(del \"d:\\\\works\\\\2025\\\\02.Studio\\\\dev\\\\base\\\\XRBase\\\\Assets\\\\Scripts\\\\UVC\\\\UIToolkit\\\\Input\\\\NumberStepper.cs\")",
"Bash(del \"d:\\\\works\\\\2025\\\\02.Studio\\\\dev\\\\base\\\\XRBase\\\\Assets\\\\Scripts\\\\UVC\\\\UIToolkit\\\\Modal\\\\UTKColorPickerHSV.cs\")",
"mcp__UnityMCP__read_console",
"Bash(git mv:*)",
"Bash(del \"d:\\\\works\\\\2025\\\\02.Studio\\\\dev\\\\base\\\\XRBase\\\\Assets\\\\Resources\\\\UIToolkit\\\\Tab\\\\UTKTab.uss\")",
"Bash(cmd //c \"del /f \"\"d:\\\\works\\\\2025\\\\02.Studio\\\\dev\\\\base\\\\XRBase\\\\Assets\\\\Resources\\\\UIToolkit\\\\Tab\\\\UTKTab.uss\"\"\")",
"mcp__UnityMCP__execute_menu_item",
"mcp__UnityMCP__manage_editor",
"Bash(timeout:*)",
"mcp__UnityMCP__manage_asset",
"mcp__UnityMCP__manage_scene",
"Bash(git checkout:*)",
"Bash(git -C \"d:/works/2025/02.Studio/dev/base/XRBase\" checkout HEAD -- \"Assets/Resources/UIToolkit/List/UTKMultiColumnTreeView.uss\" \"Assets/Resources/UIToolkit/List/UTKMultiColumnListView.uss\" \"Assets/Resources/UIToolkit/Style/UTKDefaultStyle.uss\" \"Assets/Resources/UIToolkit/Tab/UTKTabView.uss\" \"Assets/Resources/UIToolkit/List/UTKListView.uss\" \"Assets/Resources/UIToolkit/Style/UTKComponents.uss\")",
"Bash(cmd /c \"cd /d d:\\\\works\\\\2025\\\\02.Studio\\\\dev\\\\base\\\\XRBase && git log --oneline -10 -- Assets/Resources/UIToolkit/Style/UTKDefaultStyle.uss\")",
"Bash(New-Item -ItemType Directory -Path \"d:\\\\works\\\\2025\\\\02.Studio\\\\dev\\\\base\\\\XRBase\\\\Assets\\\\Resources\\\\UIToolkit\\\\Sample\\\\Window\" -Force)",
"Bash(cmd /c \"echo ^<?xml version=\"\"1.0\"\" encoding=\"\"utf-8\"\"?^>^<ui:UXML xmlns:ui=\"\"UnityEngine.UIElements\"\" xmlns:utk=\"\"UVC.UIToolkit\"\"^>^<utk:UTKLabel name=\"\"label\"\" text=\"\"Label\"\" class=\"\"utk-property-item-view__label\"\" /^>^<ui:VisualElement name=\"\"value-container\"\" class=\"\"utk-property-item-view__value\"\"^>^</ui:VisualElement^>^</ui:UXML^>\")",
"Bash(del \"d:\\\\works\\\\2025\\\\02.Studio\\\\dev\\\\base\\\\XRBase\\\\Assets\\\\Resources\\\\UIToolkit\\\\Property\\\\Views\\\\UTKBoolPropertyItemView.uxml\")",
"Bash(del:*)",
"Bash(cmd /c \"del /q \"\"d:\\\\works\\\\2025\\\\02.Studio\\\\dev\\\\base\\\\XRBase\\\\Assets\\\\Resources\\\\UIToolkit\\\\Property\\\\Views\\\\UTKIntPropertyItemViewSliderUss.uss\"\" \"\"d:\\\\works\\\\2025\\\\02.Studio\\\\dev\\\\base\\\\XRBase\\\\Assets\\\\Resources\\\\UIToolkit\\\\Property\\\\Views\\\\UTKFloatPropertyItemViewSliderUss.uss\"\"\")",
"mcp__UnityMCP__refresh_unity",
"Bash(powershell \"Get-Process Unity -ErrorAction SilentlyContinue | Select-Object -First 1 | Format-List\")",
"Bash(cmd /c \"mkdir \"\"d:\\\\works\\\\2025\\\\02.Studio\\\\dev\\\\base\\\\XRBase\\\\Assets\\\\Scripts\\\\UVC\\\\UIToolkit\\\\ToolBar\\\\Data\"\" && mkdir \"\"d:\\\\works\\\\2025\\\\02.Studio\\\\dev\\\\base\\\\XRBase\\\\Assets\\\\Scripts\\\\UVC\\\\UIToolkit\\\\ToolBar\\\\Items\"\" && mkdir \"\"d:\\\\works\\\\2025\\\\02.Studio\\\\dev\\\\base\\\\XRBase\\\\Assets\\\\Resources\\\\UIToolkit\\\\ToolBar\"\"\")",
"Bash(/bin/ls:*)",
"Bash(/bin/mkdir -p:*)",
"Bash(/bin/rm:*)",
"WebFetch(domain:docs.unity3d.com)",
"Bash(ls:*)",
"WebFetch(domain:discussions.unity.com)",
"mcp__ai-game-developer__screenshot-game-view"
],
"deny": [],
"ask": []
"Bash(cd:*)"
]
}
}

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@@ -1,2 +0,0 @@
프로젝트 루트 폴더의 CLAUDE.md를 참조해
답변은 항상 한국어로 작성해

5
.gitignore vendored
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@@ -83,8 +83,3 @@ crashlytics-build.properties
/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Flow/UnitOptions.db.meta
/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Core/Property Providers
/[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Core/Property Providers.meta
.DS_Store
.idea/
.vscode/

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@@ -1,8 +0,0 @@
{
"mcpServers": {
"ai-game-developer": {
"type": "http",
"url": "http://localhost:55726"
}
}
}

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@@ -1,5 +0,0 @@
{
"recommendations": [
"visualstudiotoolsforunity.vstuc"
]
}

10
.vscode/launch.json vendored
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@@ -1,10 +0,0 @@
{
"version": "0.2.0",
"configurations": [
{
"name": "Attach to Unity",
"type": "vstuc",
"request": "attach"
}
]
}

70
.vscode/settings.json vendored
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@@ -1,70 +0,0 @@
{
"files.exclude": {
"**/.DS_Store": true,
"**/.git": true,
"**/.vs": true,
"**/.gitmodules": true,
"**/.vsconfig": true,
"**/*.booproj": true,
"**/*.pidb": true,
"**/*.suo": true,
"**/*.user": true,
"**/*.userprefs": true,
"**/*.unityproj": true,
"**/*.dll": true,
"**/*.exe": true,
"**/*.pdf": true,
"**/*.mid": true,
"**/*.midi": true,
"**/*.wav": true,
"**/*.gif": true,
"**/*.ico": true,
"**/*.jpg": true,
"**/*.jpeg": true,
"**/*.png": true,
"**/*.psd": true,
"**/*.tga": true,
"**/*.tif": true,
"**/*.tiff": true,
"**/*.3ds": true,
"**/*.3DS": true,
"**/*.fbx": true,
"**/*.FBX": true,
"**/*.lxo": true,
"**/*.LXO": true,
"**/*.ma": true,
"**/*.MA": true,
"**/*.obj": true,
"**/*.OBJ": true,
"**/*.asset": true,
"**/*.cubemap": true,
"**/*.flare": true,
"**/*.mat": true,
"**/*.meta": true,
"**/*.prefab": true,
"**/*.unity": true,
"build/": true,
"Build/": true,
"Library/": true,
"library/": true,
"obj/": true,
"Obj/": true,
"Logs/": true,
"logs/": true,
"ProjectSettings/": true,
"UserSettings/": true,
"temp/": true,
"Temp/": true
},
"files.associations": {
"*.asset": "yaml",
"*.meta": "yaml",
"*.prefab": "yaml",
"*.unity": "yaml"
},
"explorer.fileNesting.enabled": true,
"explorer.fileNesting.patterns": {
"*.sln": "*.csproj"
},
"dotnet.defaultSolution": "XRBase.slnx"
}

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@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: c47b285e8fe4b2248a2cad2a1a97bc15
folderAsset: yes
timeCreated: 1553410075
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,681 +0,0 @@
version 2.9.2
- ZIP: Added the extract_entries function which allows to extract a specific list of entries of a zip archive.
version 2.9.1
- Fixed compatibility issues with Unity 2022 for the Lz4, Lzma, Brotli and Flz plugin scripts.
- ZIP: Updated the WebGL demo script to work correctly with NativeFileBuffers. (On Unity2022.x+ you should enable http connection for the demo)
- Brotli: Added a separate WebGL demo scene.
version 2.9
- Updated WebGL plugins for Unity 2021+
- Added a custom download functions to the plugins, to download a file to a native (unmanaged) memory buffer.
- All Plugins: Ability to pass an IntPtr unmanaged buffer as a file buffer where supported.
- ZIP: IntPtr (native memory buffers) and inMemory lzip class can be passed now as a file Buffer.
This allows avoiding memory spikes when downloading large files to unzip.
- ZIP: Gzip file functions return -8 now on cancel.
- Brotli:WebGL: fixed an issue with not releasing a buffer on decompression.
- Brotli:WebGL: fixed an issue with Development builds.
- Native buffer examples updated because dropbox would not allow the webrequest function to work properly.
- ZIP: CompressDir function: fixed an issue where the inplace zip creation (without adding a custom output file) would truncate the last character.
- Removed Linux x86 plugins for Unity 2019+ (no longer supported by Unity)
- Added Android x86_64 plugins for Unity 2019+
- Removed Windows x86 plugins for Unity 2021+ (no longer supported by Unity)
version 2.8.1
- Added Android x86_64 plugins to support Chrome OS (2019, 2020 and 2021 versions).
version 2.8
- ZIP: Critical Fix for the delete_entry functions.
- ZIP: Added MacOS bundles: Intel only, Silicon only, Universal (Intel + Silicon)
version 2.7.5
- Zip: Fix for Marshal.StringToCoTaskMemAuto -> Marshal.StringToHGlobalAuto on Unity 2019.3 or older (il2cpp Android)
- Brotli: buffer functions got uncompressed size parameter.
- MacOS bundles BigSur. Optional silicon support via zipped .bundles (MacOS 10.9 minimum)
version 2.7.4
- Brotli: Added support for WebGL to allow decompression of brotli buffers.
- 7Zip: Fixed some issues with the demo script.
- ZIP: Fixed some preprocessor issues that caused compilation errors on some platforms.
- ZIP: The setPermissions function was accidentaly removed in a previous update. Now reinstated.
- ZIP: Fixed date issues when extracting zip archives.
version 2.7.3
- ZIP: Windows: reintroduced the lzip.setEncoding function, since some applications do not use utf8 encoding for filenames.
version 2.7.2 [important update]
- ZIP: Windows: Resolved all issues with Unicode paths (reading and writing)
- ZIP: All platforms: All file paths/names will be treated as utf-8
- ZIP: Gzip file decompression got 4 times faster.
- FLZ: Fixed the decompress buffer function.
version 2.7.1
- ZIP: Fixed Unicode issues with the windows plugins.
version 2.7 [Major update]
- 7ZIP: Added byte level progress for 7zip extraction (whole files/fileBuffers or entries)
- 7ZIP: Added byte level progress for lzma alone creation/decompression.
- 7ZIP: For this reason 3 new functions have been introduced. See examples and docs.
- 7ZIP: Improved entry search and extraction speed.
- 7ZIP: Fixed an issue with entries extraction, where some unwanted empty folders could be extracted.
- 7ZIP: Decompress buffer imporoved.
- 7ZIP: Fixed issues with files larger then 2GB on 64bit systems.
- 7ZIP: Linux: reintroduced FileBuffers for Linux.
- 7ZIP: Protection against illegal characters in 7z entries.
- 7ZIP: The get7zInfo and get7zSize functions run faster and no more a temp log is needed.
- LZ4: Progress of decompression is a ulong now.
- ZIP: Added support for tar/untar.
- ZIP: Added support for tar.gz, tar.bz2 creation.
- ZIP: Protection against illegal characters in entries.
- ZIP: Added ability to create and decompress bz2 files.
- ZIP: Protection against illegal characters in zip entries.
- ZIP: Faster reaction to the cancel command.
- ZIP: Fixed gzip file decompression issues.
- ZIP: gzip uncompress progress relies on the compressed files size now.
- ALL: tvOS uses the same functions as WebGL now, since it does not allow access to the file system.
- ALL: Combined tvOS and WebGL in one demo scene.
(WebGL sample scenes renamed to reflect the above changes.)
- ALL: Updated and refactored the demo scene and scripts to reflect the new changes.
- ALL: Removed the Streaming Assets folder files. All example files are downloaded now.
- ALL:LINUX: Only one glibc version of Linux plugins now provided (glibc2.17)
In general, a lot more has been done to improve the stability and usability of the plugins.
version 2.6.3
- Brotli: Fixed the buffer functions.
version 2.6.2
- 7zip: Windows: Unicode issues resolved.
- 7zip: Added a cancel function when decompressing 7zip archives with multiple entries.
- 7zip: Linux: FileBuffers disabled for now on Linux since they are not stable.
- ZIP: Hotfix: the previous update broke the decompression of zip file. It is now fixed!
- ZIP: Added 2 new functions to gzip and ungzip archives on the File System.
version 2.6.1
- ZIP: Hot fix for zips that contain the __MACOSX folder.
- ZIP: Added simulator plugin for iOS.
version 2.6 (ZIP: Important feature and maintenance update)
- ZIP: Setting level of compression to zero will now use the STORE method.
- ZIP: Added the setCancel() function to cancel the compress_File, compressDir, compress_File_List, decompress_File, extract_entry, entry2Buffer functions.
- ZIP: Added the ability to get byte level progress when compressing files.
- ZIP: Android arm64-v8a plugin should decompress files larger then 2GB now.
- ZIP: Windows: compression with unicode characters in path should work correct now.
- ZIP: The getEntrySize function returns a ulong value now.
- ZIP: The getFileInfo function filled Lists for uncompressed, compressed and localOffset are filled with UInt64 values now.
- ZIP: The getFileInfo function fills a new list localOffset. Useful for archives with the STORE method to find the position in the zip. (you should add + 30 bytes + name.length to get the final offset)
- ZIP: Demo script updated to reflect the new changes.
- 7zip: When extracting a 7z archive the output folder should be created when not existing now.
version 2.58
- ZIP: fixed WebGL issues on Unity 2019.x
- fixed ios/tvos issue with bitcode plugins on xcode 11.x
- Lzma/7zip: fixed issue with the windows plugins. Now bcj and ppmd are back.
version 2.57
- ZIP: Process of decompression in bytes now returned as ulong.
- ZIP: Fixed an issue with ios/tvOS caused by the 1.64 update.
version 2.56
- ZIP: Hotfix for the compressDir/compress_File_List functions. The plugin could crash when thousands of files were going to get compressed.
version 2.55
- ZIP: Using compress_File/compress_File_List/compressDir to append multiple files to a zip were very slow. Now compress_File_List and compressDir work very fast.
- ZIP: For the same reason the inMemory class got some low level functions to allow much faster appending of multiple entries. See examples and docs.
version 2.54
- ZIP: Critical fix for the inMemory zip creation functions. All users that use these functions should update to this version.
- ZIP: Added a public function to the inMemory struct for getting the byte[] buffer of the inMemory created zip.
version 2.53 [Major update]
- ZIP: WebGL has now full zip support. Obviously not on the file system but on memory buffers. (bz2 method not supported yet.)
- ZIP: Webgl got zlib buffer support again. (Was misplaced in a previous update.)
- ZIP: Added the ability to find merged/hidden zip/gzip archives in files or buffers and extract/get info from them.
- ZIP: iOS/tvOS: fixed potential issues with admob/facebook/google sdk.
- ZIP: Windows/Android: fixed bz2 issue.
- ZIP: bz2 method support for inmemory compression. (not for macos/ios/tvos/webgl.)
- All Plugins-tvOS: fixed preprocessor issues on newer versions of Unity.
- plugin binary sizes got smaller.
- updated the benchmark script.
version 2.52
- ZIP: fixed some C# issues with the compress_dir and compress_file_list functions
version 2.51
- ZIP: iOS/tvOS: fixed duplicate symbol issue with Unity2018.
version 2.50
- ZIP: iOS/tvOS: fixed some conflict issues with the Facebook SDK.
version 2.49
- tvOS plugins were accidentally not provided as bitcode by default.
version 2.48
- tvOS has its own plugin folder now.
- iOS/tvOS plugins are provided by default as bitcode enabled. (non bitcode versions are still provided.)
version 2.47
- 7z/lzma: fixed some issues with the windows plugins.
- ZIP: Added the ability to create In Memory zip archives and manipulate them.
- MacOS: removed the 32bit only bundle.
- Replaced the www functions with UnityWebRequest.
- Removed the watchOS plugins.
- Docs updated.
version 2.46
- LZMA/Windows x86/Il2cpp: fixed a crash issue.
version 2.45
- Android arm64 plugins for brotli, flz, lz4 & 7zip updated to fix a crash when using FileBuffers.
version 2.44
- ZIP: buffer2File fix. (was adding modified time field when it was not needed.)
- Added Linux glibc 2.17 version plugins (useful for SteamOS).
version 2.43
- ZIP: Fixed some preprocessor directives.
version 2.42
- ZIP: Added the ability to create split zip archives.
- ZIP: Fixed an issue with the iOS bitcode enabled plugin.
version 2.41
- Addded arm64-v8a Android support for all plugins.
- Removed WSA support for all plugins.
- Separated the plugin folders for each category.
- MacOS plugins compiled only for 64 bit now.
- ZIP: Resolved some il2cpp issues.
- ZIP: Unicode filenames on decompression should work now on Windows.
- ZIP: decompress of split zip archives in the form of 1.zip, 1.z01, 1.z02, ...
- LZ4/WebGL compress buffer fix.
version 2.32
- ZIP: Hotfix for password encoded zip files not creating folders.
- ZIP: Hotfix for the compressDir function.
version 2.31
- ZIP: Added the entry2FixedBuffer function to decompress an entry to a fixed size buffer.
- ZIP: The getFileInfo is now much faster on zip archives with thousands of files.
version 2.30
- ZIP: Added the getEntryDateTime function, to get DateTime for a specific entry
- Updated the file sample links of the demos, due to a server switch.
version 2.29
- ZIP: Removed encryption/decryption for WSA due to certification reasons.
version 2.28.2
- ZIP: iOS/MacOS Hotfix.
- ZIP: bz2 method removed for MacOS/iOS/watchOS/tvOS because it is not working correctly.
version 2.28.1
- Zip: The -lz linking flag should be added for iOS/watchOS/tvOS on xcode.
- Plugins moved to ADL-Plugins folder.
version 2.28 [Major zip update]
- Zip: Added Encryption/Decryption support.
- Zip: Added bz2 as an alternative compression/decompression method of zip archives.
- Zip: WSA supports now FileBuffers.
- Zip: On WSA encryption is supported only on UWP10 x64.
- Zip: Better Unicode support on Windows platforms.
- Zip: Faster and more reliable getInfo function. (intermediate file is not used anymore.)
- Zip: Low level functions have been removed due to inconsistency between platforms.
- Zip: Added the ability to compress a list of files into a single archive.
version 2.27
- Added webGL LZ4 support for compression / decompression of buffers.
version 2.26
- Reintroduced webGL support for zip/gzip, flz and lzma compression/decompression of buffers.
version 2.25
- Zip: hotfix for zip files which use backslashes instead of slashes for directories
- Zip: Linux/MacOS fixes for the low level functions on standalone builds.
- Zip/ios: watchOS & tvOS. Added simulator plugins.
version 2.24
- Zip: Added zip64 support.
- Zip: Added low level functions (except for WSA) - see demo and lzip.cs.
- Zip: WSA8.1 fixes.
- Zip: Added a setEncoding function for Windows and WSA10 to set text encoding on file names.
- Zip: Added a validate function to check sanity of zip files.
- Zip: The getTotalFiles will now return only the true files number (no folders and no zero byte files).
- All plugins: Removed WebGL support since it is almost impossible to work on Unity5.5.
version 2.22
- changed links for demo projects
version 2.21
- fix for a WSA/x86/il2cpp crash.
version 2.2
Removed WebGL support for the LZ4 plugin since there are too many conflicts with Unity5.5.
If you have the LZ4 webgl plugin in your project and you are on Unity5.5 you are advised to removed it.
version 2.19
zip/All platforms: added the delete_entry function to delete an entry in a zip file.
zip/All platforms: added the replace_entry function to replace an entry in a zip file(from a filepath or a buffer).
version 2.18
iOS/zip/bitcode: removed older version of bitcode compiled lib which was missing the new ungzip function.
version 2.17
zip/Windows: A small fix to the getTotalFiles function to allow to work correctly with FileBuffers.
version 2.16
ZIP All Platforms: Fixed a bug that was introduced in a previous update that had to with the outbuffer length. Now the gzip functions behave as intended.
ZIP Windows: Now you can treat a zip file that is loaded in a byte buffer as a file.
ZIP ios/gzip: updated the gzip functions.
version 2.15
Linux: fixed preprocessor directives for Unity5.4.x and up.
version 2.14
gzip: Fixed Android issues and added a 2nd ungzip function.
version 2.13
zip/Windows: better unicode support. Unity5.4 compatibility fix.
version 2.12
lzma: fixed a bug with lzma compression. (lzma compression on already compressed files would produce corrupted lzma files.)
version 2.11
zip/iOS: hotfix to fix a GcHandle crash.
LZ4: added compress buffer to a specific location of a fixed size buffer.
LZ4: added decompress an lz4 buffer from a specific location of a fixed size buffer.
version 2.1 (Major update)
- Added Brotli support for all platforms except WebGL & watchOS.
- zip: added gzip support. Can operate on buffers with or without headers/footers.
- zip: added progress for individual file decompression.
- Android, Linux, iOS, MacOSX got chmod support to set file permissions.
- iOS: made the plugins much smaller in size.
- Reorganized the demo folders. You are adviced to delete the demo folders before updating the sample scenes.
version 2.09
- Added bitcode supported plugins for iOS
version 2.08
- Compatibility fixes for Windows Phone 8.1 and WSA8.1. Should work out of the box now.
- Added a benchmark scene.
version 2.07
- lzma plugin: fix for decompression of asset bundles.
version 2.06
- Winx86, Winx86_64 & WSA plugins: full unicode support on paths and filenames. Was problematic before.
version 2.05 (important update)
- progress functions are the same on all platforms now. That introduced a small breaking code change.
Instead of providing a referenced integer or float you provide a single item integer of float array.
Removed deprecated iOS functions to get progress.
- iOS: renamed some native functions to avoid collision with unity's libiphone lib.
- lzma: added a function to decompress a compressed Asset Bundle.
- lzma: added an example on how to decompress a compressed asset bundle from the StreamingAssets Folder.
- zip: fixed an issue with decompressing of zip files containing the '__MACOSX' folder.
The '__MACOSX' folder will be ignored along with files starting with '._' and files with 0 bytes size.
version 2.0 (Major update)
- Added WebGL support for all plugins!
- Linux, iOS, Android, MacOSX can treat now buffers as files. That means if you have a file in www.bytes
you can perform operations directly on the buffer.
For Android this is very useful since you can decompress from Streaming Assets without copying to
Persistent data path.
- all plugins/all platforms: added support for fixed buffer operations to avoid memory allocations.
- lzma: added support for partial buffer compression.
- lzma: added the ability to modify the compression properties for buffers and lzma alone files.
- refactored the preprocessor directives to comply with Unity 5.3.
- iOS: simulator plugins have now universal, i386 and x86_64 variations.
version 1.9.1
- added fastLZ support.
version 1.9
- Added LZ4 support. (Read the dedicated documentation for it.)
- Discontinued Blackberry support.
- Minor improvements for the lzma plugins.
- WSA10: Accidentally in the previous update the largeFiles support for 7z files was removed. Now it is back in.
- added a folder with the plugins separated as unitypackage files.
version 1.8
- iOS: added tvOS, watchOS and simulator plugins.
- Unity5.2: added WSA SDK10 NetCore support. That means even XboxOne is supported.
(Delete the old Metro plugins folder, since it is replaced with a different naming scheme.)
version 1.7.7
- zip: corrected misbehaviour of the compressDir functions on some operating systems.
version 1.7.6
- 7zip iOS: fixed a bug in the get7zInfo function when extracting from the StreamingAssets folder.
- zip iOS : updated the ios plugins to have minimum iOS support 6.0
version 1.7.5
- removed vc++2013 dependency for windows editor.
- zip/7zip iOS: added extra workaround functions to get the progress of files when extracting multiple files in multiple threads. See documentation!
version 1.7.4
- 7zip iOS: added an extra function to get properly the progress of the extracted files.
- 7zip iOS: now you can use the largeFiles flag when decompressing a file that is stored in StreamingAssets to some other folder with writing permissions.
- zip: - added 2 global integers zipFiles & zipFolders that get updated when calling the getFileInfo function.
version 1.7.3
- Fix for the CompressDir function for the zip plugin.
- Total true files in a 7zip file are counted now when calling the get7zInfo function and stored in the trueTotalFiles integer variable.
version 1.7.21
- Hotfix for iOS. Issue was conflicting functions between the zip and 7zip plugin.
version 1.7.1
- cleaned up 7z/lzma cs files.
- added a second method on 7zip decompression for not forcing the user to use a ref int to get the extraction progress when not needed/wanted.
version 1.7
MAJOR UPDATE:
- Added full ZIP support (see appropriate documentation for more).
In short, compression/decompression of files/directories and buffers is supported on all platforms.
- Changed the way how the decompression progress of archives with multiple files is returned.
Now you have to provide a referenced integer where the progress will be written to.
This was done to avoid shared memory violations when having multiple threads calling the same function.
- Progress works now for Linux and Win8.1 (Phone and WSA)
- Removed some obsolete functions and revamped the code.
- Added an example for Android, to copy a file from the StreamingAssets folder to the PersistantDataPath and do there file operations.
version 1.6.2
- critical bug fixed in the 7z decode2Buffer function that caused a crash. Works as expected now.
version 1.6.1
- cleaned up the cs code. Less preprocessor directives used now.
- updated Blackberry plugin. Added x86 binary.
version 1.6
Major update:
-Ability to compress a buffer to the lzma format and to decompress a buffer that is in the lzma format.
-Added basic support for Windows Phone 8.1 and WSA plugins.
-Added a method to get the current number of files extracted from a 7z archive.
(Provides a solution to get progress of decompression when the 7z archive has multiple files.)
- Fixed a bug in the Linux plugin where folders where not created correctly.
version 1.5.8
Added ppmd decompression method support.
version 1.5.7
Addressed memory leak issues and changed the get7zInfo and get7zSize functions.
It is recommended to use this verion if you are calling the above functions on 7z archives
that contain hundreds or thousands of files.
version 1.5.5
Added the ability to decode a specific file in a 7z archive to a byte buffer.
version 1.5
Added the ability to get filename and file size information of a 7z archive.
Added the ability to encode/decode to/from .lzma alone format.
version 1.4.5
Added experimental Blackberry support.
Made sure that iOS works on 64bit builds with il2cpp.
version 1.4
Added support for OSX and LINUX.
Now you should be able to test in the editor and use the lib in standalone applications for win,linux,osx.
version 1.3.1
preprocessor fixes
version 1.3
Added support for x86 and x86_64 windows. A macOS version might come in the future.
Removed crc checks on android and ios builds for faster extraction.
version 1.2.5
Added support for x86 Android builds.
Changed the folder structure of the Plugins/Android folder.
Now the plugins for each platform reside in their own folder named after the platform.
You don't have to do anything. Unity will copy the correct lib for you whether you build for arm, x86 or both (fat binary).
version 1.2.1
- By mistake in the previous version the iOS library was the Debug one.
- 3 compiled versions of the library are now included. Debug, Fast and Small, Aggressive optimizations (faster and bigger)
(the variations are included as zip files in the plugins/iOS folder. Unzip the one you want to use)
version 1.2
- Added iOS support
- improved the example and the documentation.

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#nullable enable
using UnityEditor;
using UnityEngine;
/// <summary>
/// MCP for Unity EditorPrefs 설정 확인 및 수정 도구
/// </summary>
public static class FixMCPEditorPrefs
{
private const string GitUrlOverrideKey = "MCPForUnity.GitUrlOverride";
[MenuItem("Tools/MCP/Fix EditorPrefs Issue")]
public static void FixEditorPrefs()
{
Debug.Log("=== MCP EditorPrefs 확인 시작 ===");
// 현재 저장된 값 확인
string currentValue = EditorPrefs.GetString(GitUrlOverrideKey, "");
Debug.Log($"현재 GitUrlOverride 값: '{currentValue}'");
Debug.Log($"값 길이: {currentValue.Length}");
if (!string.IsNullOrEmpty(currentValue))
{
// 잘못된 문자가 있는지 확인
char[] invalidChars = System.IO.Path.GetInvalidPathChars();
bool hasInvalidChars = currentValue.IndexOfAny(invalidChars) >= 0;
if (hasInvalidChars)
{
Debug.LogWarning($"⚠️ 잘못된 경로 문자가 감지되었습니다!");
Debug.LogWarning($"문제가 있는 값: '{currentValue}'");
// 잘못된 값 제거
EditorPrefs.DeleteKey(GitUrlOverrideKey);
Debug.Log("✅ 잘못된 EditorPrefs 값을 제거했습니다.");
}
else
{
Debug.Log("경로 문자 검증: 정상");
// Path.IsPathRooted() 테스트
try
{
bool isRooted = System.IO.Path.IsPathRooted(currentValue);
Debug.Log($"IsPathRooted 테스트: {isRooted} (정상)");
}
catch (System.Exception ex)
{
Debug.LogError($"❌ IsPathRooted 호출 실패: {ex.Message}");
Debug.LogWarning("잘못된 값을 제거합니다...");
EditorPrefs.DeleteKey(GitUrlOverrideKey);
Debug.Log("✅ 잘못된 EditorPrefs 값을 제거했습니다.");
}
}
}
else
{
Debug.Log("GitUrlOverride 값이 비어있습니다. (정상)");
}
Debug.Log("=== MCP EditorPrefs 확인 완료 ===");
Debug.Log("Unity 에디터를 재시작하거나 MCP 윈도우를 다시 열어주세요.");
}
[MenuItem("Tools/MCP/Show All MCP EditorPrefs")]
public static void ShowAllMCPPrefs()
{
Debug.Log("=== 모든 MCP EditorPrefs 값 ===");
string[] keys = new[]
{
"MCPForUnity.GitUrlOverride",
"MCPForUnity.UseHttpTransport",
"MCPForUnity.HttpTransportScope",
"MCPForUnity.UvxPath",
"MCPForUnity.ClaudeCliPath",
"MCPForUnity.HttpUrl",
"MCPForUnity.HttpRemoteUrl",
};
foreach (string key in keys)
{
if (EditorPrefs.HasKey(key))
{
string value = EditorPrefs.GetString(key, "");
Debug.Log($"{key}: '{value}'");
}
else
{
Debug.Log($"{key}: (설정되지 않음)");
}
}
}
[MenuItem("Tools/MCP/Clear All MCP EditorPrefs")]
public static void ClearAllMCPPrefs()
{
bool confirm = EditorUtility.DisplayDialog(
"MCP EditorPrefs 초기화",
"모든 MCP for Unity 설정을 초기화하시겠습니까?\n이 작업은 되돌릴 수 없습니다.",
"초기화",
"취소"
);
if (!confirm)
{
Debug.Log("취소되었습니다.");
return;
}
Debug.Log("=== MCP EditorPrefs 초기화 시작 ===");
string[] keys = new[]
{
"MCPForUnity.GitUrlOverride",
"MCPForUnity.UseHttpTransport",
"MCPForUnity.HttpTransportScope",
"MCPForUnity.LastLocalHttpServerPid",
"MCPForUnity.LastLocalHttpServerPort",
"MCPForUnity.LastLocalHttpServerStartedUtc",
"MCPForUnity.LastLocalHttpServerPidArgsHash",
"MCPForUnity.LastLocalHttpServerPidFilePath",
"MCPForUnity.LastLocalHttpServerInstanceToken",
"MCPForUnity.UvxPath",
"MCPForUnity.ClaudeCliPath",
"MCPForUnity.HttpUrl",
"MCPForUnity.HttpRemoteUrl",
"MCPForUnity.DebugLogs",
"MCPForUnity.ValidationLevel",
"MCPForUnity.UnitySocketPort",
"MCPForUnity.ResumeHttpAfterReload",
"MCPForUnity.ResumeStdioAfterReload",
};
foreach (string key in keys)
{
if (EditorPrefs.HasKey(key))
{
EditorPrefs.DeleteKey(key);
Debug.Log($"✅ 삭제: {key}");
}
}
Debug.Log("=== MCP EditorPrefs 초기화 완료 ===");
Debug.Log("Unity 에디터를 재시작해주세요.");
}
}

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#nullable enable
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace UVC.UIToolkit.Editor
{
/// <summary>
/// 이미지 아이콘 폴더를 스캔하여 아이콘 경로 상수 클래스를 자동 생성하는 에디터 도구입니다.
/// </summary>
public class UTKImageIconsGenerator : EditorWindow
{
#region EditorPrefs Keys
private const string PrefKeyIconsFolder = "UTK_ImageIcons_IconsFolder";
private const string PrefKeyOutputPath = "UTK_ImageIcons_OutputPath";
private const string PrefKeyClassName = "UTK_ImageIcons_ClassName";
private const string PrefKeyNamespace = "UTK_ImageIcons_Namespace";
private const string PrefKeyIncludeSubfolders = "UTK_ImageIcons_IncludeSubfolders";
private const string PrefKeyGeneratePreview = "UTK_ImageIcons_GeneratePreview";
#endregion
#region Default Values
private const string DefaultIconsFolder = "Assets/Resources/Icons";
private const string DefaultOutputPath = "Assets/Scripts/UVC/UIToolkit/Common/UTKImageIcons.cs";
private const string DefaultClassName = "UTKImageIcons";
private const string DefaultNamespace = "UVC.UIToolkit";
#endregion
#region Supported Extensions
private static readonly string[] SupportedExtensions = { ".png", ".jpg", ".jpeg", ".tga", ".psd", ".gif", ".bmp" };
#endregion
#region Fields
private string _iconsFolder = DefaultIconsFolder;
private string _outputPath = DefaultOutputPath;
private string _className = DefaultClassName;
private string _namespace = DefaultNamespace;
private bool _includeSubfolders = true;
private bool _generatePreview = true;
private Vector2 _scrollPosition;
private List<IconInfo>? _previewIcons;
#endregion
private class IconInfo
{
public string FilePath { get; set; } = "";
public string FileName { get; set; } = "";
public string FieldName { get; set; } = "";
public string ResourcePath { get; set; } = "";
public string RelativePath { get; set; } = "";
public Texture2D? Preview { get; set; }
}
[MenuItem("Tools/UTK/Image Icons Generator")]
public static void ShowWindow()
{
var window = GetWindow<UTKImageIconsGenerator>("Image Icons Generator");
window.minSize = new Vector2(500, 400);
window.LoadSettings();
}
[MenuItem("Tools/UTK/Generate Image Icons Class (Quick)")]
public static void GenerateQuick()
{
var iconsFolder = EditorPrefs.GetString(PrefKeyIconsFolder, DefaultIconsFolder);
var outputPath = EditorPrefs.GetString(PrefKeyOutputPath, DefaultOutputPath);
var className = EditorPrefs.GetString(PrefKeyClassName, DefaultClassName);
var namespaceName = EditorPrefs.GetString(PrefKeyNamespace, DefaultNamespace);
var includeSubfolders = EditorPrefs.GetBool(PrefKeyIncludeSubfolders, true);
Generate(iconsFolder, outputPath, className, namespaceName, includeSubfolders);
}
private void OnEnable()
{
LoadSettings();
}
private void OnDisable()
{
ClearPreviewTextures();
}
private void LoadSettings()
{
_iconsFolder = EditorPrefs.GetString(PrefKeyIconsFolder, DefaultIconsFolder);
_outputPath = EditorPrefs.GetString(PrefKeyOutputPath, DefaultOutputPath);
_className = EditorPrefs.GetString(PrefKeyClassName, DefaultClassName);
_namespace = EditorPrefs.GetString(PrefKeyNamespace, DefaultNamespace);
_includeSubfolders = EditorPrefs.GetBool(PrefKeyIncludeSubfolders, true);
_generatePreview = EditorPrefs.GetBool(PrefKeyGeneratePreview, true);
}
private void SaveSettings()
{
EditorPrefs.SetString(PrefKeyIconsFolder, _iconsFolder);
EditorPrefs.SetString(PrefKeyOutputPath, _outputPath);
EditorPrefs.SetString(PrefKeyClassName, _className);
EditorPrefs.SetString(PrefKeyNamespace, _namespace);
EditorPrefs.SetBool(PrefKeyIncludeSubfolders, _includeSubfolders);
EditorPrefs.SetBool(PrefKeyGeneratePreview, _generatePreview);
}
private void ClearPreviewTextures()
{
_previewIcons = null;
}
private void OnGUI()
{
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("Image Icons Class Generator", EditorStyles.boldLabel);
EditorGUILayout.Space(5);
EditorGUILayout.HelpBox("이미지 아이콘 폴더를 스캔하여 Resources.Load로 사용할 수 있는 C# 정적 클래스를 생성합니다.", UnityEditor.MessageType.Info);
EditorGUILayout.Space(10);
// 아이콘 폴더 경로
EditorGUILayout.BeginHorizontal();
_iconsFolder = EditorGUILayout.TextField("Icons Folder", _iconsFolder);
if (GUILayout.Button("...", GUILayout.Width(30)))
{
var path = EditorUtility.OpenFolderPanel("Select Icons Folder", "Assets", "");
if (!string.IsNullOrEmpty(path))
{
// 상대 경로로 변환
if (path.StartsWith(Application.dataPath))
{
path = "Assets" + path.Substring(Application.dataPath.Length);
}
_iconsFolder = path;
ClearPreviewTextures();
}
}
EditorGUILayout.EndHorizontal();
// 출력 파일 경로
EditorGUILayout.BeginHorizontal();
_outputPath = EditorGUILayout.TextField("Output File", _outputPath);
if (GUILayout.Button("...", GUILayout.Width(30)))
{
var directory = Path.GetDirectoryName(_outputPath) ?? "Assets";
var filename = Path.GetFileName(_outputPath);
var path = EditorUtility.SaveFilePanel("Save Generated Class", directory, filename, "cs");
if (!string.IsNullOrEmpty(path))
{
// 상대 경로로 변환
if (path.StartsWith(Application.dataPath))
{
path = "Assets" + path.Substring(Application.dataPath.Length);
}
_outputPath = path;
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(5);
// 클래스명
_className = EditorGUILayout.TextField("Class Name", _className);
// 네임스페이스
_namespace = EditorGUILayout.TextField("Namespace", _namespace);
EditorGUILayout.Space(5);
// 옵션
_includeSubfolders = EditorGUILayout.Toggle("Include Subfolders", _includeSubfolders);
_generatePreview = EditorGUILayout.Toggle("Show Preview", _generatePreview);
EditorGUILayout.Space(10);
// 폴더 존재 여부 및 아이콘 수 표시
var folderExists = Directory.Exists(_iconsFolder);
var outputExists = File.Exists(_outputPath);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Icons Folder:", GUILayout.Width(100));
EditorGUILayout.LabelField(folderExists ? "Found" : "Not Found",
folderExists ? EditorStyles.label : EditorStyles.boldLabel);
EditorGUILayout.EndHorizontal();
if (folderExists)
{
var iconCount = CountIcons(_iconsFolder, _includeSubfolders);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Icons Found:", GUILayout.Width(100));
EditorGUILayout.LabelField($"{iconCount} images");
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Output File:", GUILayout.Width(100));
EditorGUILayout.LabelField(outputExists ? "Exists (will overwrite)" : "New file");
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(10);
// 버튼들
EditorGUILayout.BeginHorizontal();
GUI.enabled = folderExists;
if (GUILayout.Button("Scan & Preview", GUILayout.Height(25)))
{
SaveSettings();
ScanIcons();
}
if (GUILayout.Button("Generate", GUILayout.Height(25)))
{
SaveSettings();
Generate(_iconsFolder, _outputPath, _className, _namespace, _includeSubfolders);
}
GUI.enabled = true;
if (GUILayout.Button("Reset", GUILayout.Height(25)))
{
_iconsFolder = DefaultIconsFolder;
_outputPath = DefaultOutputPath;
_className = DefaultClassName;
_namespace = DefaultNamespace;
_includeSubfolders = true;
_generatePreview = true;
SaveSettings();
ClearPreviewTextures();
}
EditorGUILayout.EndHorizontal();
// 미리보기 영역
if (_generatePreview && _previewIcons != null && _previewIcons.Count > 0)
{
EditorGUILayout.Space(10);
EditorGUILayout.LabelField($"Preview ({_previewIcons.Count} icons)", EditorStyles.boldLabel);
_scrollPosition = EditorGUILayout.BeginScrollView(_scrollPosition, GUILayout.ExpandHeight(true));
var iconSize = 48;
var padding = 4;
var labelHeight = 16;
var itemWidth = iconSize + padding * 2;
var itemHeight = iconSize + labelHeight + padding * 2;
var windowWidth = position.width - 20;
var columns = Mathf.Max(1, (int)(windowWidth / itemWidth));
EditorGUILayout.BeginHorizontal();
var currentColumn = 0;
foreach (var icon in _previewIcons)
{
if (currentColumn >= columns)
{
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
currentColumn = 0;
}
EditorGUILayout.BeginVertical(GUILayout.Width(itemWidth), GUILayout.Height(itemHeight));
// 아이콘 이미지
var rect = GUILayoutUtility.GetRect(iconSize, iconSize);
if (icon.Preview != null)
{
GUI.DrawTexture(rect, icon.Preview, ScaleMode.ScaleToFit);
}
else
{
EditorGUI.DrawRect(rect, new Color(0.2f, 0.2f, 0.2f));
}
// 필드명
var style = new GUIStyle(EditorStyles.miniLabel)
{
alignment = TextAnchor.MiddleCenter,
clipping = TextClipping.Clip
};
EditorGUILayout.LabelField(icon.FieldName, style, GUILayout.Width(itemWidth), GUILayout.Height(labelHeight));
EditorGUILayout.EndVertical();
currentColumn++;
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndScrollView();
}
}
private void ScanIcons()
{
ClearPreviewTextures();
_previewIcons = GetIconInfos(_iconsFolder, _includeSubfolders);
// 프리뷰 텍스처 로드
foreach (var icon in _previewIcons)
{
icon.Preview = AssetDatabase.LoadAssetAtPath<Texture2D>(icon.FilePath);
}
}
private static int CountIcons(string folder, bool includeSubfolders)
{
var searchOption = includeSubfolders ? SearchOption.AllDirectories : SearchOption.TopDirectoryOnly;
var count = 0;
foreach (var ext in SupportedExtensions)
{
count += Directory.GetFiles(folder, $"*{ext}", searchOption).Length;
}
return count;
}
private static List<IconInfo> GetIconInfos(string folder, bool includeSubfolders)
{
var result = new List<IconInfo>();
var searchOption = includeSubfolders ? SearchOption.AllDirectories : SearchOption.TopDirectoryOnly;
var usedNames = new HashSet<string>();
// Resources 폴더 기준 경로 계산
var resourcesIndex = folder.IndexOf("Resources/", StringComparison.OrdinalIgnoreCase);
var isInResources = resourcesIndex >= 0;
var resourcesBasePath = isInResources ? folder.Substring(resourcesIndex + "Resources/".Length) : "";
foreach (var ext in SupportedExtensions)
{
var files = Directory.GetFiles(folder, $"*{ext}", searchOption);
foreach (var file in files)
{
var normalizedPath = file.Replace("\\", "/");
var fileName = Path.GetFileNameWithoutExtension(normalizedPath);
var relativePath = normalizedPath.Substring(folder.Length).TrimStart('/');
var relativeDir = Path.GetDirectoryName(relativePath)?.Replace("\\", "/") ?? "";
// Resources.Load용 경로 (확장자 제외)
string resourcePath;
if (isInResources)
{
var fullRelative = string.IsNullOrEmpty(resourcesBasePath)
? relativePath
: $"{resourcesBasePath}/{relativePath}";
resourcePath = Path.ChangeExtension(fullRelative, null);
}
else
{
resourcePath = normalizedPath; // Resources 외부면 전체 경로 사용
}
var fieldName = ConvertToFieldName(fileName, relativeDir, usedNames);
result.Add(new IconInfo
{
FilePath = normalizedPath,
FileName = fileName,
FieldName = fieldName,
ResourcePath = resourcePath,
RelativePath = relativePath
});
}
}
return result.OrderBy(i => i.FieldName).ToList();
}
public static void Generate(string iconsFolder, string outputPath, string className, string namespaceName, bool includeSubfolders)
{
if (!Directory.Exists(iconsFolder))
{
Debug.LogError($"아이콘 폴더를 찾을 수 없습니다: {iconsFolder}");
return;
}
var icons = GetIconInfos(iconsFolder, includeSubfolders);
if (icons.Count == 0)
{
Debug.LogError("아이콘을 찾을 수 없습니다.");
return;
}
var code = GenerateCode(icons, className, namespaceName, iconsFolder);
// 디렉토리 생성
var directory = Path.GetDirectoryName(outputPath);
if (!string.IsNullOrEmpty(directory) && !Directory.Exists(directory))
{
Directory.CreateDirectory(directory);
}
File.WriteAllText(outputPath, code, Encoding.UTF8);
AssetDatabase.Refresh();
Debug.Log($"{className}.cs 생성 완료: {icons.Count}개 아이콘 ({outputPath})");
}
private static string GenerateCode(List<IconInfo> icons, string className, string namespaceName, string sourceFolder)
{
var sb = new StringBuilder();
// Resources 폴더 여부 확인
var isInResources = sourceFolder.Contains("Resources");
sb.AppendLine("// <auto-generated>");
sb.AppendLine("// 이 파일은 UTKImageIconsGenerator에 의해 자동 생성되었습니다.");
sb.AppendLine("// 직접 수정하지 마세요. Tools > UTK > Image Icons Generator 메뉴로 재생성하세요.");
sb.AppendLine($"// Source: {sourceFolder}");
sb.AppendLine("// </auto-generated>");
sb.AppendLine();
sb.AppendLine("#nullable enable");
sb.AppendLine("using System.Collections.Generic;");
sb.AppendLine("using System.Threading;");
sb.AppendLine("using Cysharp.Threading.Tasks;");
sb.AppendLine("using UnityEngine;");
sb.AppendLine();
sb.AppendLine($"namespace {namespaceName}");
sb.AppendLine("{");
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 이미지 아이콘 리소스 경로 상수 클래스입니다.");
sb.AppendLine($" /// 총 {icons.Count}개의 아이콘을 포함합니다.");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <example>");
sb.AppendLine(" /// <code>");
sb.AppendLine($" /// // 상수로 리소스 경로 사용");
sb.AppendLine($" /// string path = {className}.Home;");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 동기 Sprite 로드 (캐싱됨)");
sb.AppendLine($" /// Sprite sprite = {className}.LoadSprite({className}.Home);");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 비동기 Sprite 로드 (UniTask, 캐싱됨)");
sb.AppendLine($" /// Sprite? sprite = await {className}.LoadSpriteAsync({className}.Home, cancellationToken);");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 동기 Texture2D 로드 (캐싱됨)");
sb.AppendLine($" /// Texture2D texture = {className}.LoadTexture({className}.Settings);");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 비동기 Texture2D 로드 (UniTask, 캐싱됨)");
sb.AppendLine($" /// Texture2D? texture = await {className}.LoadTextureAsync({className}.Settings, cancellationToken);");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 이름으로 Sprite 로드");
sb.AppendLine($" /// Sprite icon = {className}.LoadSpriteByName(\"home\");");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 이름으로 비동기 Sprite 로드");
sb.AppendLine($" /// Sprite? icon = await {className}.LoadSpriteByNameAsync(\"home\", cancellationToken);");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 이름으로 경로 조회");
sb.AppendLine($" /// string iconPath = {className}.GetPath(\"settings\");");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 아이콘 존재 여부 확인");
sb.AppendLine($" /// if ({className}.HasIcon(\"search\")) {{ }}");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 전체 아이콘 이름 순회");
sb.AppendLine($" /// foreach (var name in {className}.GetAllIconNames()) {{ }}");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 캐시 클리어");
sb.AppendLine($" /// {className}.ClearCache();");
sb.AppendLine(" /// </code>");
sb.AppendLine(" /// </example>");
sb.AppendLine(" /// <remarks>");
sb.AppendLine(" /// <para><b>UXML에서 사용하기:</b></para>");
sb.AppendLine(" /// <para>UXML에서 이미지 아이콘을 사용하려면 USS에서 background-image를 설정합니다.</para>");
sb.AppendLine(" /// <code>");
sb.AppendLine(" /// /* USS 파일 */");
sb.AppendLine(" /// .my-icon {");
sb.AppendLine(" /// width: 24px;");
sb.AppendLine(" /// height: 24px;");
sb.AppendLine(" /// background-image: resource('UIToolkit/Images/icon_setting_22');");
sb.AppendLine(" /// }");
sb.AppendLine(" /// </code>");
sb.AppendLine(" /// <code>");
sb.AppendLine(" /// <!-- UXML 파일 -->");
sb.AppendLine(" /// <ui:VisualElement class=\"my-icon\" />");
sb.AppendLine(" /// </code>");
sb.AppendLine(" /// <para><b>C# 코드에서 UXML 요소에 이미지 적용:</b></para>");
sb.AppendLine(" /// <code>");
sb.AppendLine($" /// var iconElement = root.Q<VisualElement>(\"my-icon\");");
sb.AppendLine($" /// var texture = {className}.LoadTextureByName(\"icon_setting_22\");");
sb.AppendLine(" /// iconElement.style.backgroundImage = new StyleBackground(texture);");
sb.AppendLine(" /// </code>");
sb.AppendLine(" /// <para><b>Image 요소에서 사용:</b></para>");
sb.AppendLine(" /// <code>");
sb.AppendLine($" /// var image = root.Q<Image>(\"my-image\");");
sb.AppendLine($" /// image.sprite = {className}.LoadSpriteByName(\"btn_close_16\");");
sb.AppendLine(" /// </code>");
sb.AppendLine(" /// </remarks>");
sb.AppendLine($" public static class {className}");
sb.AppendLine(" {");
// 아이콘 경로 상수 생성
foreach (var icon in icons)
{
sb.AppendLine($" /// <summary>{icon.RelativePath}</summary>");
sb.AppendLine($" public const string {icon.FieldName} = \"{icon.ResourcePath}\";");
}
sb.AppendLine();
sb.AppendLine(" #region Lookup & Load");
sb.AppendLine();
// 이름으로 경로 조회 딕셔너리
sb.AppendLine(" private static readonly Dictionary<string, string> _pathsByName = new()");
sb.AppendLine(" {");
foreach (var icon in icons)
{
sb.AppendLine($" [\"{icon.FileName}\"] = \"{icon.ResourcePath}\",");
}
sb.AppendLine(" };");
sb.AppendLine();
// 캐시 딕셔너리
sb.AppendLine(" private static readonly Dictionary<string, Sprite?> _spriteCache = new();");
sb.AppendLine(" private static readonly Dictionary<string, Texture2D?> _textureCache = new();");
sb.AppendLine();
// 조회 메서드
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 아이콘 이름으로 리소스 경로를 조회합니다.");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <param name=\"iconName\">아이콘 파일명 (확장자 제외)</param>");
sb.AppendLine(" /// <returns>리소스 경로, 없으면 빈 문자열</returns>");
sb.AppendLine(" public static string GetPath(string iconName)");
sb.AppendLine(" {");
sb.AppendLine(" return _pathsByName.TryGetValue(iconName, out var path) ? path : string.Empty;");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 아이콘이 존재하는지 확인합니다.");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" public static bool HasIcon(string iconName) => _pathsByName.ContainsKey(iconName);");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 모든 아이콘 이름 목록을 반환합니다.");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" public static IEnumerable<string> GetAllIconNames() => _pathsByName.Keys;");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 리소스 경로로 아이콘 이름을 조회합니다.");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <param name=\"resourcePath\">리소스 경로 (예: Icons/Home)</param>");
sb.AppendLine(" /// <returns>아이콘 이름, 없으면 빈 문자열</returns>");
sb.AppendLine(" public static string GetIconName(string resourcePath)");
sb.AppendLine(" {");
sb.AppendLine(" foreach (var kvp in _pathsByName)");
sb.AppendLine(" {");
sb.AppendLine(" if (kvp.Value == resourcePath) return kvp.Key;");
sb.AppendLine(" }");
sb.AppendLine(" return string.Empty;");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 전체 아이콘 수를 반환합니다.");
sb.AppendLine(" /// </summary>");
sb.AppendLine($" public static int Count => {icons.Count};");
sb.AppendLine();
// 동기 로드 메서드들
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 리소스 경로로 Sprite를 동기로 로드합니다. (캐싱됨)");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <param name=\"resourcePath\">리소스 경로 (예: Icons/Home)</param>");
sb.AppendLine(" public static Sprite? LoadSprite(string resourcePath)");
sb.AppendLine(" {");
sb.AppendLine(" if (_spriteCache.TryGetValue(resourcePath, out var cached))");
sb.AppendLine(" return cached;");
sb.AppendLine();
sb.AppendLine(" var sprite = Resources.Load<Sprite>(resourcePath);");
sb.AppendLine(" _spriteCache[resourcePath] = sprite;");
sb.AppendLine(" return sprite;");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 리소스 경로로 Sprite를 비동기로 로드합니다. (캐싱됨)");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <param name=\"resourcePath\">리소스 경로 (예: Icons/Home)</param>");
sb.AppendLine(" /// <param name=\"ct\">취소 토큰</param>");
sb.AppendLine(" public static async UniTask<Sprite?> LoadSpriteAsync(string resourcePath, CancellationToken ct = default)");
sb.AppendLine(" {");
sb.AppendLine(" if (_spriteCache.TryGetValue(resourcePath, out var cached))");
sb.AppendLine(" return cached;");
sb.AppendLine();
sb.AppendLine(" var request = Resources.LoadAsync<Sprite>(resourcePath);");
sb.AppendLine(" await request.ToUniTask(cancellationToken: ct);");
sb.AppendLine();
sb.AppendLine(" var sprite = request.asset as Sprite;");
sb.AppendLine(" _spriteCache[resourcePath] = sprite;");
sb.AppendLine(" return sprite;");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 리소스 경로로 Texture2D를 동기로 로드합니다. (캐싱됨)");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <param name=\"resourcePath\">리소스 경로 (예: Icons/Home)</param>");
sb.AppendLine(" public static Texture2D? LoadTexture(string resourcePath)");
sb.AppendLine(" {");
sb.AppendLine(" if (_textureCache.TryGetValue(resourcePath, out var cached))");
sb.AppendLine(" return cached;");
sb.AppendLine();
sb.AppendLine(" var texture = Resources.Load<Texture2D>(resourcePath);");
sb.AppendLine(" _textureCache[resourcePath] = texture;");
sb.AppendLine(" return texture;");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 리소스 경로로 Texture2D를 비동기로 로드합니다. (캐싱됨)");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <param name=\"resourcePath\">리소스 경로 (예: Icons/Home)</param>");
sb.AppendLine(" /// <param name=\"ct\">취소 토큰</param>");
sb.AppendLine(" public static async UniTask<Texture2D?> LoadTextureAsync(string resourcePath, CancellationToken ct = default)");
sb.AppendLine(" {");
sb.AppendLine(" if (_textureCache.TryGetValue(resourcePath, out var cached))");
sb.AppendLine(" return cached;");
sb.AppendLine();
sb.AppendLine(" var request = Resources.LoadAsync<Texture2D>(resourcePath);");
sb.AppendLine(" await request.ToUniTask(cancellationToken: ct);");
sb.AppendLine();
sb.AppendLine(" var texture = request.asset as Texture2D;");
sb.AppendLine(" _textureCache[resourcePath] = texture;");
sb.AppendLine(" return texture;");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 아이콘 이름으로 Sprite를 동기로 로드합니다. (캐싱됨)");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <param name=\"iconName\">아이콘 파일명 (확장자 제외)</param>");
sb.AppendLine(" public static Sprite? LoadSpriteByName(string iconName)");
sb.AppendLine(" {");
sb.AppendLine(" var path = GetPath(iconName);");
sb.AppendLine(" return string.IsNullOrEmpty(path) ? null : LoadSprite(path);");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 아이콘 이름으로 Sprite를 비동기로 로드합니다. (캐싱됨)");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <param name=\"iconName\">아이콘 파일명 (확장자 제외)</param>");
sb.AppendLine(" /// <param name=\"ct\">취소 토큰</param>");
sb.AppendLine(" public static async UniTask<Sprite?> LoadSpriteByNameAsync(string iconName, CancellationToken ct = default)");
sb.AppendLine(" {");
sb.AppendLine(" var path = GetPath(iconName);");
sb.AppendLine(" return string.IsNullOrEmpty(path) ? null : await LoadSpriteAsync(path, ct);");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 아이콘 이름으로 Texture2D를 동기로 로드합니다. (캐싱됨)");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <param name=\"iconName\">아이콘 파일명 (확장자 제외)</param>");
sb.AppendLine(" public static Texture2D? LoadTextureByName(string iconName)");
sb.AppendLine(" {");
sb.AppendLine(" var path = GetPath(iconName);");
sb.AppendLine(" return string.IsNullOrEmpty(path) ? null : LoadTexture(path);");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 아이콘 이름으로 Texture2D를 비동기로 로드합니다. (캐싱됨)");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <param name=\"iconName\">아이콘 파일명 (확장자 제외)</param>");
sb.AppendLine(" /// <param name=\"ct\">취소 토큰</param>");
sb.AppendLine(" public static async UniTask<Texture2D?> LoadTextureByNameAsync(string iconName, CancellationToken ct = default)");
sb.AppendLine(" {");
sb.AppendLine(" var path = GetPath(iconName);");
sb.AppendLine(" return string.IsNullOrEmpty(path) ? null : await LoadTextureAsync(path, ct);");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 캐시를 클리어합니다.");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" public static void ClearCache()");
sb.AppendLine(" {");
sb.AppendLine(" _spriteCache.Clear();");
sb.AppendLine(" _textureCache.Clear();");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" #endregion");
sb.AppendLine(" }");
sb.AppendLine("}");
return sb.ToString();
}
private static string ConvertToFieldName(string fileName, string relativeDir, HashSet<string> usedNames)
{
var sb = new StringBuilder();
// 서브폴더가 있으면 접두사로 추가
if (!string.IsNullOrEmpty(relativeDir))
{
var dirParts = relativeDir.Split('/');
foreach (var part in dirParts)
{
AppendPascalCase(sb, part);
}
sb.Append('_');
}
// 파일명 변환
AppendPascalCase(sb, fileName);
var result = sb.ToString();
// 숫자로 시작하면 앞에 _ 추가
if (result.Length > 0 && char.IsDigit(result[0]))
{
result = "_" + result;
}
// 빈 문자열이면 기본값
if (string.IsNullOrEmpty(result))
{
result = "_Icon";
}
// 중복 처리
var originalResult = result;
var counter = 2;
while (usedNames.Contains(result))
{
result = $"{originalResult}_{counter}";
counter++;
}
usedNames.Add(result);
return result;
}
private static void AppendPascalCase(StringBuilder sb, string input)
{
// 특수문자를 구분자로 사용
var words = input.Split(new[] { '_', '-', ' ', '.' }, StringSplitOptions.RemoveEmptyEntries);
foreach (var word in words)
{
if (word.Length == 0) continue;
// 첫 글자 대문자
sb.Append(char.ToUpper(word[0]));
if (word.Length > 1)
{
// 나머지는 소문자로 (단, 연속 대문자면 유지)
for (int i = 1; i < word.Length; i++)
{
if (char.IsUpper(word[i]) && i + 1 < word.Length && char.IsUpper(word[i + 1]))
{
sb.Append(word[i]);
}
else
{
sb.Append(char.ToLower(word[i]));
}
}
}
}
}
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 3d7dbdad9e333f4478d838c2d78bb2be

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@@ -1,615 +0,0 @@
#nullable enable
using System;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace UVC.UIToolkit.Editor
{
/// <summary>
/// MaterialSymbolsOutlinedCodepoints.txt 파일을 파싱하여
/// UTKMaterialIcons.cs 정적 클래스를 자동 생성하는 에디터 도구입니다.
/// </summary>
public class UTKMaterialIconsGenerator : EditorWindow
{
#region EditorPrefs Keys
private const string PrefKeyCodepointsPath = "UTK_MaterialIcons_CodepointsPath";
private const string PrefKeyOutputPath = "UTK_MaterialIcons_OutputPath";
private const string PrefKeyClassName = "UTK_MaterialIcons_ClassName";
private const string PrefKeyNamespace = "UTK_MaterialIcons_Namespace";
private const string PrefKeyFontPath = "UTK_MaterialIcons_FontPath";
#endregion
#region Default Values
private const string DefaultCodepointsPath = "Assets/Resources/Fonts/Icons/MaterialSymbolsOutlinedCodepoints.txt";
private const string DefaultOutputPath = "Assets/Scripts/UVC/UIToolkit/Common/UTKMaterialIcons.cs";
private const string DefaultClassName = "UTKMaterialIcons";
private const string DefaultNamespace = "UVC.UIToolkit";
private const string DefaultFontPath = "Fonts/Icons/MaterialSymbolsOutlined";
#endregion
#region Fields
private string _codepointsPath = DefaultCodepointsPath;
private string _outputPath = DefaultOutputPath;
private string _className = DefaultClassName;
private string _namespace = DefaultNamespace;
private string _fontPath = DefaultFontPath;
#endregion
[MenuItem("Tools/UTK/Material Icons Generator")]
public static void ShowWindow()
{
var window = GetWindow<UTKMaterialIconsGenerator>("Material Icons Generator");
window.minSize = new Vector2(450, 250);
window.LoadSettings();
}
[MenuItem("Tools/UTK/Generate Material Icons Class (Quick)")]
public static void GenerateQuick()
{
var codepointsPath = EditorPrefs.GetString(PrefKeyCodepointsPath, DefaultCodepointsPath);
var outputPath = EditorPrefs.GetString(PrefKeyOutputPath, DefaultOutputPath);
var className = EditorPrefs.GetString(PrefKeyClassName, DefaultClassName);
var namespaceName = EditorPrefs.GetString(PrefKeyNamespace, DefaultNamespace);
var fontPath = EditorPrefs.GetString(PrefKeyFontPath, DefaultFontPath);
Generate(codepointsPath, outputPath, className, namespaceName, fontPath);
}
private void OnEnable()
{
LoadSettings();
}
private void LoadSettings()
{
_codepointsPath = EditorPrefs.GetString(PrefKeyCodepointsPath, DefaultCodepointsPath);
_outputPath = EditorPrefs.GetString(PrefKeyOutputPath, DefaultOutputPath);
_className = EditorPrefs.GetString(PrefKeyClassName, DefaultClassName);
_namespace = EditorPrefs.GetString(PrefKeyNamespace, DefaultNamespace);
_fontPath = EditorPrefs.GetString(PrefKeyFontPath, DefaultFontPath);
}
private void SaveSettings()
{
EditorPrefs.SetString(PrefKeyCodepointsPath, _codepointsPath);
EditorPrefs.SetString(PrefKeyOutputPath, _outputPath);
EditorPrefs.SetString(PrefKeyClassName, _className);
EditorPrefs.SetString(PrefKeyNamespace, _namespace);
EditorPrefs.SetString(PrefKeyFontPath, _fontPath);
}
private void OnGUI()
{
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("Material Icons Class Generator", EditorStyles.boldLabel);
EditorGUILayout.Space(5);
EditorGUILayout.HelpBox("Codepoints 파일을 파싱하여 C# 정적 클래스를 생성합니다.", UnityEditor.MessageType.Info);
EditorGUILayout.Space(10);
// Codepoints 파일 경로
EditorGUILayout.BeginHorizontal();
_codepointsPath = EditorGUILayout.TextField("Codepoints File", _codepointsPath);
if (GUILayout.Button("...", GUILayout.Width(30)))
{
var path = EditorUtility.OpenFilePanel("Select Codepoints File", "Assets", "txt");
if (!string.IsNullOrEmpty(path))
{
// 상대 경로로 변환
if (path.StartsWith(Application.dataPath))
{
path = "Assets" + path.Substring(Application.dataPath.Length);
}
_codepointsPath = path;
}
}
EditorGUILayout.EndHorizontal();
// 출력 파일 경로
EditorGUILayout.BeginHorizontal();
_outputPath = EditorGUILayout.TextField("Output File", _outputPath);
if (GUILayout.Button("...", GUILayout.Width(30)))
{
var directory = Path.GetDirectoryName(_outputPath) ?? "Assets";
var filename = Path.GetFileName(_outputPath);
var path = EditorUtility.SaveFilePanel("Save Generated Class", directory, filename, "cs");
if (!string.IsNullOrEmpty(path))
{
// 상대 경로로 변환
if (path.StartsWith(Application.dataPath))
{
path = "Assets" + path.Substring(Application.dataPath.Length);
}
_outputPath = path;
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(5);
// 클래스명
_className = EditorGUILayout.TextField("Class Name", _className);
// 네임스페이스
_namespace = EditorGUILayout.TextField("Namespace", _namespace);
// 폰트 경로 (Resources 기준)
_fontPath = EditorGUILayout.TextField("Font Path (Resources)", _fontPath);
EditorGUILayout.HelpBox("Resources.Load에 사용할 폰트 경로 (확장자 제외)", UnityEditor.MessageType.None);
EditorGUILayout.Space(15);
// 파일 존재 여부 표시
var codepointsExists = File.Exists(_codepointsPath);
var outputExists = File.Exists(_outputPath);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Codepoints File:", GUILayout.Width(100));
EditorGUILayout.LabelField(codepointsExists ? "Found" : "Not Found",
codepointsExists ? EditorStyles.label : EditorStyles.boldLabel);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Output File:", GUILayout.Width(100));
EditorGUILayout.LabelField(outputExists ? "Exists (will overwrite)" : "New file",
EditorStyles.label);
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(15);
// 버튼들
EditorGUILayout.BeginHorizontal();
GUI.enabled = codepointsExists;
if (GUILayout.Button("Generate", GUILayout.Height(30)))
{
SaveSettings();
Generate(_codepointsPath, _outputPath, _className, _namespace, _fontPath);
}
GUI.enabled = true;
if (GUILayout.Button("Reset to Defaults", GUILayout.Height(30)))
{
_codepointsPath = DefaultCodepointsPath;
_outputPath = DefaultOutputPath;
_className = DefaultClassName;
_namespace = DefaultNamespace;
_fontPath = DefaultFontPath;
SaveSettings();
}
EditorGUILayout.EndHorizontal();
}
public static void Generate(string codepointsPath, string outputPath, string className, string namespaceName, string fontPath = DefaultFontPath)
{
if (!File.Exists(codepointsPath))
{
Debug.LogError($"Codepoints 파일을 찾을 수 없습니다: {codepointsPath}");
return;
}
var icons = ParseCodepoints(codepointsPath);
if (icons.Count == 0)
{
Debug.LogError("파싱된 아이콘이 없습니다.");
return;
}
var code = GenerateCode(icons, className, namespaceName, fontPath);
// 디렉토리 생성
var directory = Path.GetDirectoryName(outputPath);
if (!string.IsNullOrEmpty(directory) && !Directory.Exists(directory))
{
Directory.CreateDirectory(directory);
}
File.WriteAllText(outputPath, code, Encoding.UTF8);
AssetDatabase.Refresh();
Debug.Log($"{className}.cs 생성 완료: {icons.Count}개 아이콘 ({outputPath})");
}
private static List<(string name, string unicode)> ParseCodepoints(string path)
{
var result = new List<(string, string)>();
var lines = File.ReadAllLines(path);
foreach (var line in lines)
{
if (string.IsNullOrWhiteSpace(line)) continue;
var parts = line.Split(' ', StringSplitOptions.RemoveEmptyEntries);
if (parts.Length >= 2)
{
result.Add((parts[0], parts[1]));
}
}
return result;
}
private static string GenerateCode(List<(string name, string unicode)> icons, string className, string namespaceName, string fontPath)
{
var sb = new StringBuilder();
var usedNames = new HashSet<string>();
sb.AppendLine("// <auto-generated>");
sb.AppendLine("// 이 파일은 UTKMaterialIconsGenerator에 의해 자동 생성되었습니다.");
sb.AppendLine("// 직접 수정하지 마세요. Tools > UTK > Material Icons Generator 메뉴로 재생성하세요.");
sb.AppendLine("// </auto-generated>");
sb.AppendLine();
sb.AppendLine("#nullable enable");
sb.AppendLine("using System;");
sb.AppendLine("using System.Collections.Generic;");
sb.AppendLine("using System.Threading;");
sb.AppendLine("using Cysharp.Threading.Tasks;");
sb.AppendLine("using UnityEngine;");
sb.AppendLine("using UnityEngine.UIElements;");
sb.AppendLine();
sb.AppendLine($"namespace {namespaceName}");
sb.AppendLine("{");
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// Material Symbols Outlined 아이콘 유니코드 문자 상수 클래스입니다.");
sb.AppendLine($" /// 총 {icons.Count}개의 아이콘을 포함합니다.");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <example>");
sb.AppendLine(" /// <code>");
sb.AppendLine($" /// // 동기 폰트 로드 (캐싱됨)");
sb.AppendLine($" /// Font font = {className}.LoadFont();");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 비동기 폰트 로드 (UniTask)");
sb.AppendLine($" /// Font? font = await {className}.LoadFontAsync(cancellationToken);");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // Label에 아이콘 적용");
sb.AppendLine($" /// var label = new Label({className}.Home);");
sb.AppendLine($" /// {className}.ApplyIconStyle(label);");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 비동기로 아이콘 스타일 적용");
sb.AppendLine($" /// await {className}.ApplyIconStyleAsync(label, cancellationToken);");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 또는 StyleFontDefinition 직접 사용");
sb.AppendLine($" /// label.style.unityFontDefinition = {className}.GetFontDefinition();");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 이름으로 아이콘 조회");
sb.AppendLine($" /// string icon = {className}.GetIcon(\"settings\");");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 아이콘 존재 여부 확인");
sb.AppendLine($" /// if ({className}.HasIcon(\"search\")) {{ }}");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 존재하는 유니코드 문자인지 확인");
sb.AppendLine($" /// if ({className}.IsIconChar(\"\")) {{ }}");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 전체 아이콘 이름 순회");
sb.AppendLine($" /// foreach (var name in {className}.GetAllIconNames()) {{ }}");
sb.AppendLine(" /// ");
sb.AppendLine($" /// // 아이콘 총 개수");
sb.AppendLine($" /// int count = {className}.Count;");
sb.AppendLine(" /// </code>");
sb.AppendLine(" /// </example>");
sb.AppendLine(" /// <remarks>");
sb.AppendLine(" /// <para><b>UXML에서 사용하기:</b></para>");
sb.AppendLine(" /// <para>UXML에서 Material Icons를 사용하려면 USS에서 폰트를 설정하고, Label의 text에 유니코드 문자를 직접 입력합니다.</para>");
sb.AppendLine(" /// <code>");
sb.AppendLine(" /// /* USS 파일 */");
sb.AppendLine(" /// .material-icon {");
sb.AppendLine(" /// -unity-font: resource('Fonts/Icons/MaterialSymbolsOutlined');");
sb.AppendLine(" /// font-size: 24px;");
sb.AppendLine(" /// }");
sb.AppendLine(" /// </code>");
sb.AppendLine(" /// <code>");
sb.AppendLine(" /// <!-- UXML 파일 -->");
sb.AppendLine(" /// <ui:Label class=\"material-icon\" text=\"&#xe88a;\" /> <!-- home 아이콘 -->");
sb.AppendLine(" /// <ui:Label class=\"material-icon\" text=\"&#xe8b8;\" /> <!-- settings 아이콘 -->");
sb.AppendLine(" /// </code>");
sb.AppendLine(" /// <para><b>C# 코드에서 UXML Label에 아이콘 적용:</b></para>");
sb.AppendLine(" /// <code>");
sb.AppendLine($" /// var iconLabel = root.Q<Label>(\"my-icon\");");
sb.AppendLine($" /// iconLabel.text = {className}.Settings;");
sb.AppendLine($" /// {className}.ApplyIconStyle(iconLabel);");
sb.AppendLine(" /// </code>");
sb.AppendLine(" /// </remarks>");
sb.AppendLine($" public static class {className}");
sb.AppendLine(" {");
sb.AppendLine();
sb.AppendLine(" #region Font");
sb.AppendLine();
sb.AppendLine($" private const string FontResourcePath = \"{fontPath}\";");
sb.AppendLine(" private static Font? _cachedFont;");
sb.AppendLine(" private static StyleFontDefinition? _cachedFontDefinition;");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 아이콘 폰트를 동기로 로드합니다. (캐싱됨)");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <returns>로드된 Font, 실패 시 null</returns>");
sb.AppendLine(" public static Font? LoadFont()");
sb.AppendLine(" {");
sb.AppendLine(" if (_cachedFont == null)");
sb.AppendLine(" {");
sb.AppendLine(" _cachedFont = Resources.Load<Font>(FontResourcePath);");
sb.AppendLine(" }");
sb.AppendLine(" return _cachedFont;");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 아이콘 폰트를 비동기로 로드합니다. (캐싱됨)");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <param name=\"ct\">취소 토큰</param>");
sb.AppendLine(" /// <returns>로드된 Font, 실패 시 null</returns>");
sb.AppendLine(" public static async UniTask<Font?> LoadFontAsync(CancellationToken ct = default)");
sb.AppendLine(" {");
sb.AppendLine(" if (_cachedFont != null)");
sb.AppendLine(" {");
sb.AppendLine(" return _cachedFont;");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" var request = Resources.LoadAsync<Font>(FontResourcePath);");
sb.AppendLine(" await request.ToUniTask(cancellationToken: ct);");
sb.AppendLine();
sb.AppendLine(" _cachedFont = request.asset as Font;");
sb.AppendLine(" return _cachedFont;");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// UI Toolkit용 StyleFontDefinition을 동기로 반환합니다. (캐싱됨)");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <returns>StyleFontDefinition, 폰트 로드 실패 시 기본값</returns>");
sb.AppendLine(" public static StyleFontDefinition GetFontDefinition()");
sb.AppendLine(" {");
sb.AppendLine(" if (_cachedFontDefinition == null)");
sb.AppendLine(" {");
sb.AppendLine(" var font = LoadFont();");
sb.AppendLine(" if (font != null)");
sb.AppendLine(" {");
sb.AppendLine(" _cachedFontDefinition = new StyleFontDefinition(font);");
sb.AppendLine(" }");
sb.AppendLine(" }");
sb.AppendLine(" return _cachedFontDefinition ?? default;");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// UI Toolkit용 StyleFontDefinition을 비동기로 반환합니다. (캐싱됨)");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <param name=\"ct\">취소 토큰</param>");
sb.AppendLine(" /// <returns>StyleFontDefinition, 폰트 로드 실패 시 기본값</returns>");
sb.AppendLine(" public static async UniTask<StyleFontDefinition> GetFontDefinitionAsync(CancellationToken ct = default)");
sb.AppendLine(" {");
sb.AppendLine(" if (_cachedFontDefinition == null)");
sb.AppendLine(" {");
sb.AppendLine(" var font = await LoadFontAsync(ct);");
sb.AppendLine(" if (font != null)");
sb.AppendLine(" {");
sb.AppendLine(" _cachedFontDefinition = new StyleFontDefinition(font);");
sb.AppendLine(" }");
sb.AppendLine(" }");
sb.AppendLine(" return _cachedFontDefinition ?? default;");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// VisualElement에 아이콘 폰트 스타일을 동기로 적용합니다.");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <param name=\"element\">스타일을 적용할 요소</param>");
sb.AppendLine(" /// <param name=\"fontSize\">폰트 크기 (기본값: 24)</param>");
sb.AppendLine(" public static void ApplyIconStyle(VisualElement element, int? fontSize = 24)");
sb.AppendLine(" {");
sb.AppendLine(" element.style.unityFontDefinition = GetFontDefinition();");
sb.AppendLine(" if(fontSize != null) element.style.fontSize = fontSize.Value;");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// VisualElement에 아이콘 폰트 스타일을 비동기로 적용합니다.");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <param name=\"element\">스타일을 적용할 요소</param>");
sb.AppendLine(" /// <param name=\"ct\">취소 토큰</param>");
sb.AppendLine(" /// <param name=\"fontSize\">폰트 크기 (기본값: 24)</param>");
sb.AppendLine(" public static async UniTask ApplyIconStyleAsync(VisualElement element, CancellationToken ct = default, int fontSize = 24)");
sb.AppendLine(" {");
sb.AppendLine(" element.style.unityFontDefinition = await GetFontDefinitionAsync(ct);");
sb.AppendLine(" element.style.fontSize = fontSize;");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 폰트 캐시를 클리어합니다.");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" public static void ClearFontCache()");
sb.AppendLine(" {");
sb.AppendLine(" _cachedFont = null;");
sb.AppendLine(" _cachedFontDefinition = null;");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" #endregion");
sb.AppendLine();
// 아이콘 상수 생성
foreach (var (name, unicode) in icons)
{
var fieldName = ConvertToFieldName(name, usedNames);
var character = GetCharacterFromUnicode(unicode);
var escapedChar = EscapeForCSharp(character);
sb.AppendLine($" /// <summary>{name} (U+{unicode.ToUpper()})</summary>");
sb.AppendLine($" public const string {fieldName} = \"{escapedChar}\";");
}
sb.AppendLine();
sb.AppendLine(" #region Lookup");
sb.AppendLine();
// 이름으로 아이콘 조회 딕셔너리
sb.AppendLine(" private static readonly Dictionary<string, string> _iconsByName = new()");
sb.AppendLine(" {");
foreach (var (name, unicode) in icons)
{
var character = GetCharacterFromUnicode(unicode);
var escapedChar = EscapeForCSharp(character);
sb.AppendLine($" [\"{name}\"] = \"{escapedChar}\",");
}
sb.AppendLine(" };");
sb.AppendLine();
// 조회 메서드
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 아이콘 이름으로 유니코드 문자를 조회합니다.");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" /// <param name=\"iconName\">아이콘 이름 (예: \"home\", \"settings\")</param>");
sb.AppendLine(" /// <returns>아이콘 문자, 없으면 빈 문자열</returns>");
sb.AppendLine(" public static string GetIcon(string iconName)");
sb.AppendLine(" {");
sb.AppendLine(" // 실제 유니코드 문자가 아니라 이스케이프 문자열인 경우 변환");
sb.AppendLine(" if (iconName.StartsWith(\"\\u\") && iconName.Length == 6)");
sb.AppendLine(" {");
sb.AppendLine(" try");
sb.AppendLine(" {");
sb.AppendLine(" var code = Convert.ToInt32(iconName.Substring(2), 16);");
sb.AppendLine(" iconName = char.ConvertFromUtf32(code);");
sb.AppendLine(" }");
sb.AppendLine(" catch");
sb.AppendLine(" {");
sb.AppendLine(" Debug.LogWarning($\"Failed to convert escape sequence: {iconName}\");");
sb.AppendLine(" }");
sb.AppendLine(" }");
sb.AppendLine(" ");
sb.AppendLine(" if(IsIconChar(iconName)) return iconName;");
sb.AppendLine(" return _iconsByName.TryGetValue(iconName.ToLower(), out var icon) ? icon : string.Empty;");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 아이콘이 존재하는지 확인합니다.");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" public static bool HasIcon(string iconName) => _iconsByName.ContainsKey(iconName);");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 유니코드 문자로 아이콘이 존재하는지 확인합니다.");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" public static bool IsIconChar(string iconChar) => _iconsByName.Values.Contains(iconChar);");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 유니코드 문자로 아이콘 이름을 조회합니다.");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" public static string GetIconNameByChar(string iconChar)");
sb.AppendLine(" {");
sb.AppendLine(" foreach (var kvp in _iconsByName)");
sb.AppendLine(" {");
sb.AppendLine(" if (string.Equals(kvp.Value, iconChar, StringComparison.OrdinalIgnoreCase)) return kvp.Key;");
sb.AppendLine(" }");
sb.AppendLine(" return string.Empty;");
sb.AppendLine(" }");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 모든 아이콘 이름 목록을 반환합니다.");
sb.AppendLine(" /// </summary>");
sb.AppendLine(" public static IEnumerable<string> GetAllIconNames() => _iconsByName.Keys;");
sb.AppendLine();
sb.AppendLine(" /// <summary>");
sb.AppendLine(" /// 전체 아이콘 수를 반환합니다.");
sb.AppendLine(" /// </summary>");
sb.AppendLine($" public static int Count => {icons.Count};");
sb.AppendLine();
sb.AppendLine(" #endregion");
sb.AppendLine(" }");
sb.AppendLine("}");
return sb.ToString();
}
private static string ConvertToFieldName(string iconName, HashSet<string> usedNames)
{
var sb = new StringBuilder();
var words = iconName.Split('_', StringSplitOptions.RemoveEmptyEntries);
foreach (var word in words)
{
if (word.Length == 0) continue;
// 첫 글자 대문자, 나머지 소문자 (PascalCase)
sb.Append(char.ToUpper(word[0]));
if (word.Length > 1)
{
sb.Append(word.Substring(1).ToLower());
}
}
var result = sb.ToString();
// 숫자로 시작하면 앞에 _ 추가
if (result.Length > 0 && char.IsDigit(result[0]))
{
result = "_" + result;
}
// 빈 문자열이면 기본값
if (string.IsNullOrEmpty(result))
{
result = "_Icon";
}
// 중복 처리
var originalResult = result;
var counter = 2;
while (usedNames.Contains(result))
{
result = $"{originalResult}_{counter}";
counter++;
}
usedNames.Add(result);
return result;
}
private static string GetCharacterFromUnicode(string hexCode)
{
try
{
var codepoint = int.Parse(hexCode, NumberStyles.HexNumber);
return char.ConvertFromUtf32(codepoint);
}
catch
{
return "?";
}
}
private static string EscapeForCSharp(string str)
{
var sb = new StringBuilder();
foreach (var c in str)
{
// 유니코드 이스케이프 시퀀스로 변환
if (c > 127 || c < 32)
{
// Surrogate pair 처리
sb.Append($"\\u{(int)c:X4}");
}
else if (c == '"')
{
sb.Append("\\\"");
}
else if (c == '\\')
{
sb.Append("\\\\");
}
else
{
sb.Append(c);
}
}
return sb.ToString();
}
}
}

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