2026-07-10 노예계약서 서명 기능
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Assets/02_Scripts/Interaction.meta
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Assets/02_Scripts/Interaction.meta
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fileFormatVersion: 2
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guid: ed9ad9872e35def43a237b66770f5447
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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135
Assets/02_Scripts/Interaction/DrawablePaper.cs
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Assets/02_Scripts/Interaction/DrawablePaper.cs
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using UnityEngine;
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using UnityEngine.Events;
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// 펜(PenTip)으로 그릴 수 있는 종이.
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// 시작 시 RenderTexture를 만들어 원본 텍스처(계약서 인쇄물)를 복사해 넣고,
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// 렌더러의 텍스처를 그 RT로 교체한다. 이후 펜이 UV 좌표로 스탬프를 찍는다.
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//
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// 요구 사항:
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// - 이 오브젝트(또는 콜라이더)가 MeshCollider여야 한다 — RaycastHit.textureCoord는 MeshCollider에서만 나온다
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// - 머티리얼은 DinoLove/Paper 셰이더 기준 (_FrontTex). 다른 셰이더면 프로퍼티 이름만 맞춰주면 됨
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public class DrawablePaper : MonoBehaviour
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{
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[Header("Canvas")]
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[SerializeField] private Renderer _renderer; // 비우면 자기 자신의 Renderer
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[SerializeField] private string _texturePropertyName = "_FrontTex";
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[Tooltip("그리기 전 원본(계약서 인쇄물). 비우면 머티리얼의 현재 텍스처, 그것도 없으면 흰 종이")]
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[SerializeField] private Texture _sourceTexture;
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[SerializeField] private int _textureSize = 1024;
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[Header("서명란 판정")]
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[Tooltip("서명으로 인정할 UV 영역 (좌하단 0,0 ~ 우상단 1,1)")]
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[SerializeField] private Rect _signatureZone = new Rect(0.55f, 0.05f, 0.4f, 0.2f);
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[Tooltip("서명란 안에 스탬프가 이만큼 찍히면 서명 완료로 판정")]
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[SerializeField] private int _requiredStamps = 80;
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[Tooltip("서명이 완료되는 순간 1회 호출 (계약 진행 이벤트 연결용)")]
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public UnityEvent OnSigned;
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public bool IsSigned { get; private set; }
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private RenderTexture _rt;
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private int _zoneStamps;
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private static Texture2D s_softBrush; // 절차 생성 소프트 원 브러시 (전 종이 공유)
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private void Awake()
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{
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if (_renderer == null) _renderer = GetComponent<Renderer>();
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_rt = new RenderTexture(_textureSize, _textureSize, 0, RenderTextureFormat.ARGB32);
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_rt.Create();
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// 원본 텍스처로 초기화 (없으면 흰 종이)
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var src = _sourceTexture != null ? _sourceTexture : _renderer.material.GetTexture(_texturePropertyName);
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if (src != null)
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{
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Graphics.Blit(src, _rt);
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}
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else
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{
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var prev = RenderTexture.active;
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RenderTexture.active = _rt;
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GL.Clear(false, true, Color.white);
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RenderTexture.active = prev;
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}
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_renderer.material.SetTexture(_texturePropertyName, _rt);
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}
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private void OnDestroy()
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{
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if (_rt != null)
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{
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_rt.Release();
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Destroy(_rt);
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}
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}
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// 두 UV 사이를 브러시 간격으로 보간해서 연속된 선으로 찍는다 (프레임 사이 점선 방지)
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public void DrawStroke(Vector2 fromUv, Vector2 toUv, Color ink, float brushSize)
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{
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float dist = Vector2.Distance(fromUv, toUv);
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int steps = Mathf.Max(1, Mathf.CeilToInt(dist / Mathf.Max(brushSize * 0.25f, 0.0005f)));
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for (int i = 1; i <= steps; i++)
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StampAt(Vector2.Lerp(fromUv, toUv, (float)i / steps), ink, brushSize);
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}
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// UV 위치에 브러시 한 번 찍기. brushSize는 종이 가로 대비 지름 비율 (0.02 = 2%)
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public void StampAt(Vector2 uv, Color ink, float brushSize)
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{
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if (_rt == null) return;
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var prev = RenderTexture.active;
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RenderTexture.active = _rt;
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GL.PushMatrix();
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GL.LoadPixelMatrix(0, _rt.width, _rt.height, 0); // 좌상단 원점 픽셀 좌표계
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float d = brushSize * _rt.width; // 지름(픽셀)
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float px = uv.x * _rt.width - d * 0.5f;
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float py = (1f - uv.y) * _rt.height - d * 0.5f; // DrawTexture는 y가 위→아래
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// DrawTexture의 색 변조는 0.5가 중립(×2 곱)이라 절반으로 넘긴다
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Graphics.DrawTexture(new Rect(px, py, d, d), GetBrush(), new Rect(0, 0, 1, 1), 0, 0, 0, 0, ink * 0.5f);
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GL.PopMatrix();
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RenderTexture.active = prev;
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// 서명란 판정
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if (!IsSigned && _signatureZone.Contains(uv))
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{
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_zoneStamps++;
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if (_zoneStamps >= _requiredStamps)
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{
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IsSigned = true;
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OnSigned?.Invoke();
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}
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}
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}
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// 가장자리로 갈수록 투명해지는 원형 브러시를 한 번만 생성
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private static Texture2D GetBrush()
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{
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if (s_softBrush != null) return s_softBrush;
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const int size = 64;
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s_softBrush = new Texture2D(size, size, TextureFormat.RGBA32, false);
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s_softBrush.hideFlags = HideFlags.HideAndDontSave;
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var pixels = new Color32[size * size];
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float half = size * 0.5f;
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for (int y = 0; y < size; y++)
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{
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for (int x = 0; x < size; x++)
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{
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float r = Vector2.Distance(new Vector2(x + 0.5f, y + 0.5f), new Vector2(half, half)) / half;
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// 중심은 진하게, 70% 지점부터 부드럽게 빠지는 잉크 느낌
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float a = Mathf.Clamp01(1f - Mathf.InverseLerp(0.7f, 1f, r));
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pixels[y * size + x] = new Color32(255, 255, 255, (byte)(a * 255f));
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}
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}
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s_softBrush.SetPixels32(pixels);
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s_softBrush.Apply();
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return s_softBrush;
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}
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}
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2
Assets/02_Scripts/Interaction/DrawablePaper.cs.meta
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Assets/02_Scripts/Interaction/DrawablePaper.cs.meta
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fileFormatVersion: 2
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guid: c7cc7a36389579e4eb095cb50751ced7
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49
Assets/02_Scripts/Interaction/PenTip.cs
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Assets/02_Scripts/Interaction/PenTip.cs
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using UnityEngine;
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// 펜촉. 이 오브젝트의 +Z(파란 축)가 펜촉이 가리키는 방향이 되도록
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// 펜 프리팹의 촉 끝에 빈 오브젝트로 배치할 것.
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// 촉이 DrawablePaper에 닿아 있는 동안 매 프레임 잉크를 찍는다.
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// 펜 자체는 XRGrabInteractable로 잡는다 — 이 스크립트는 잡혔는지 여부와 무관하게
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// 접촉만 검사하므로, 잡지 않은 펜이 종이에 꽂혀 있으면 그때도 그려진다는 점만 유의.
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public class PenTip : MonoBehaviour
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{
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[Header("Ink")]
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[SerializeField] private Color _inkColor = new Color(0.08f, 0.08f, 0.1f, 1f); // 순검정보다 자연스러운 잉크색
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[Tooltip("선 굵기 — 종이 가로 대비 지름 비율 (0.015 = 1.5%)")]
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[SerializeField, Range(0.003f, 0.1f)] private float _brushSize = 0.015f;
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[Header("Contact")]
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[Tooltip("펜촉 끝에서 이 거리 안에 종이가 있으면 접촉으로 판정")]
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[SerializeField] private float _contactDistance = 0.01f;
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[SerializeField] private LayerMask _paperMask = ~0;
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// 펜촉이 종이를 살짝 뚫고 들어가도 인식되도록 촉 뒤쪽에서부터 레이를 쏜다
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private const float CastBack = 0.03f;
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private DrawablePaper _currentPaper;
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private Vector2 _lastUv;
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private void Update()
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{
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Vector3 origin = transform.position - transform.forward * CastBack;
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if (Physics.Raycast(origin, transform.forward, out var hit, CastBack + _contactDistance, _paperMask, QueryTriggerInteraction.Ignore))
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{
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var paper = hit.collider.GetComponentInParent<DrawablePaper>();
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if (paper != null)
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{
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Vector2 uv = hit.textureCoord; // MeshCollider 필수
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if (paper == _currentPaper)
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paper.DrawStroke(_lastUv, uv, _inkColor, _brushSize); // 이어 그리기
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else
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paper.StampAt(uv, _inkColor, _brushSize); // 새 접촉 — 점 하나
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_currentPaper = paper;
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_lastUv = uv;
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return;
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}
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}
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_currentPaper = null; // 접촉 끊김 — 다음에 닿으면 새 선 시작
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}
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}
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2
Assets/02_Scripts/Interaction/PenTip.cs.meta
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Assets/02_Scripts/Interaction/PenTip.cs.meta
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fileFormatVersion: 2
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guid: 993c2a069a0c98144be2ba85ef774def
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150
Assets/03_Shaders/Paper.shader
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Assets/03_Shaders/Paper.shader
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// 양면 종이 셰이더 (URP)
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// - 양면 렌더링: 얇은 종이 메시(Quad/Plane)의 앞뒤가 모두 보인다
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// - _BaseColor: 앞뒤 공통 종이 색
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// - _FrontTex: 앞면(메시의 노멀 방향 면)에만 표시되는 텍스처(인쇄물). 비우면 앞면도 종이 색 그대로
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// - 하프-램버트 + 앰비언트 조명이라 그늘에서도 새까매지지 않음. 그림자 드리우기 포함
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Shader "DinoLove/Paper"
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{
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Properties
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{
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_BaseColor ("Base Color (양면 종이 색)", Color) = (1, 1, 1, 1)
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_FrontTex ("Front Texture (앞면 인쇄물)", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "RenderPipeline" = "UniversalPipeline" }
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// 종이는 얇아서 뒷면도 그린다
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Cull Off
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "UniversalForward" }
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 normalWS : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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TEXTURE2D(_FrontTex);
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SAMPLER(sampler_FrontTex);
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseColor;
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float4 _FrontTex_ST;
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CBUFFER_END
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Varyings vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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output.normalWS = TransformObjectToWorldNormal(input.normalOS);
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output.uv = TRANSFORM_TEX(input.uv, _FrontTex);
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return output;
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}
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half4 frag(Varyings input, bool isFrontFace : SV_IsFrontFace) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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// 양면 공통 종이 색. 앞면에만 텍스처를 곱한다 (기본 white 텍스처 = 종이 색 그대로)
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half3 albedo = _BaseColor.rgb;
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if (isFrontFace)
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albedo *= SAMPLE_TEXTURE2D(_FrontTex, sampler_FrontTex, input.uv).rgb;
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// 뒷면은 노멀을 뒤집어서 조명 계산
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float3 normalWS = normalize(input.normalWS);
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if (!isFrontFace)
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normalWS = -normalWS;
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// 하프-램버트 + 앰비언트 — 부드러운 종이 음영
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Light mainLight = GetMainLight();
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half ndl = saturate(dot(normalWS, mainLight.direction)) * 0.5h + 0.5h;
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half3 lighting = mainLight.color * ndl + SampleSH(normalWS);
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return half4(albedo * lighting, 1);
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}
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ENDHLSL
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}
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||||||
|
// 그림자 드리우기 (없으면 종이가 공중에 뜬 것처럼 보임)
|
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|
Pass
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|
{
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|
Name "ShadowCaster"
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Tags { "LightMode" = "ShadowCaster" }
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HLSLPROGRAM
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|
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|
float3 _LightDirection;
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struct ShadowAttributes
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|
{
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|
float4 positionOS : POSITION;
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|
float3 normalOS : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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|
};
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float4 shadowVert(ShadowAttributes input) : SV_POSITION
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{
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UNITY_SETUP_INSTANCE_ID(input);
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|
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|
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
|
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|
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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|
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
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#if UNITY_REVERSED_Z
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|
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
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|
#else
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|
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
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|
#endif
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|
return positionCS;
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|
}
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|
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|
half4 shadowFrag() : SV_Target
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|
{
|
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|
return 0;
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|
}
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ENDHLSL
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}
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}
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|
|
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FallBack "Hidden/Universal Render Pipeline/FallbackError"
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|
}
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9
Assets/03_Shaders/Paper.shader.meta
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9
Assets/03_Shaders/Paper.shader.meta
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8
Assets/04_Models/Tools.meta
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8
Assets/04_Models/Tools.meta
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Assets/04_Models/Tools/Pen.meta
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8
Assets/04_Models/Tools/Pen.meta
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Assets/04_Models/Tools/Pen/Pen.fbx
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Assets/04_Models/Tools/Pen/Pen.fbx.meta
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114
Assets/04_Models/Tools/Pen/Pen.fbx.meta
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8
Assets/04_Models/Tools/Pen/Prefabs.meta
Normal file
8
Assets/04_Models/Tools/Pen/Prefabs.meta
Normal file
@@ -0,0 +1,8 @@
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BIN
Assets/04_Models/Tools/Pen/Prefabs/Pen.prefab
LFS
Normal file
BIN
Assets/04_Models/Tools/Pen/Prefabs/Pen.prefab
LFS
Normal file
Binary file not shown.
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140
Assets/06_Materials/Contract_Mat.mat
Normal file
140
Assets/06_Materials/Contract_Mat.mat
Normal file
@@ -0,0 +1,140 @@
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%YAML 1.1
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m_Value: {fileID: 11400000, guid: b7c3c52c4e4e9fc49bf084eae180835b, type: 2}
|
||||||
|
- rid: 4848514455607443634
|
||||||
|
type: {class: 'Constant`1[[DinoLove.Dialog.GraphTool.Editor.DialogShortText, Assembly-CSharp-Editor]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
||||||
|
data:
|
||||||
|
m_Value:
|
||||||
|
Value:
|
||||||
|
- rid: 4848514455607443635
|
||||||
|
type: {class: 'Constant`1[[CharacterData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
||||||
|
data:
|
||||||
|
m_Value: {fileID: 11400000, guid: b7c3c52c4e4e9fc49bf084eae180835b, type: 2}
|
||||||
|
- rid: 4848514455607443636
|
||||||
|
type: {class: 'Constant`1[[DinoLove.Dialog.GraphTool.Editor.DialogText, Assembly-CSharp-Editor]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
||||||
|
data:
|
||||||
|
m_Value:
|
||||||
|
Value: "\uC54C\uC558\uC5B4 \uC54C\uC558\uC5B4. \uACC4\uC57D\uC11C\uB294
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||||||
|
\uC7A5\uB09C\uC774\uACE0, \uB300\uC2E0 \uCD95\uC81C\uB294 \uB3C4\uC640\uC918\uC57C
|
||||||
|
\uD55C\uB2E4?"
|
||||||
|
- rid: 4848514455607443637
|
||||||
|
type: {class: 'Constant`1[[GestureData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
||||||
|
data:
|
||||||
|
m_Value: {fileID: 0}
|
||||||
|
- rid: 4848514455607443638
|
||||||
|
type: {class: 'Constant`1[[ExpressionData, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
||||||
|
data:
|
||||||
|
m_Value: {fileID: 0}
|
||||||
|
- rid: 4848514455607443639
|
||||||
|
type: {class: 'Constant`1[[VoiceClip, Assembly-CSharp]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
||||||
|
data:
|
||||||
|
m_Value: {fileID: 0}
|
||||||
|
- rid: 4848514455607443640
|
||||||
|
type: {class: 'Constant`1[[UnityEngine.AudioClip, UnityEngine.AudioModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
||||||
|
data:
|
||||||
|
m_Value: {fileID: 0}
|
||||||
|
- rid: 4848514455607443641
|
||||||
|
type: {class: 'Constant`1[[UnityEngine.GameObject, UnityEngine.CoreModule]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
||||||
|
data:
|
||||||
|
m_Value: {fileID: 0}
|
||||||
|
- rid: 4848514455607443642
|
||||||
|
type: {class: 'Constant`1[[System.Single, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
||||||
|
data:
|
||||||
|
m_Value: 5
|
||||||
|
- rid: 4848514455607443643
|
||||||
|
type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
||||||
|
data:
|
||||||
|
m_Value: 0
|
||||||
|
- rid: 4848514455607443644
|
||||||
|
type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
||||||
|
data:
|
||||||
|
m_Value: 0
|
||||||
|
- rid: 4848514455607443645
|
||||||
|
type: {class: 'Constant`1[[System.Boolean, mscorlib]]', ns: Unity.GraphToolkit.Editor, asm: UnityEditor.GraphToolkitModule}
|
||||||
|
data:
|
||||||
|
m_Value: 0
|
||||||
|
- rid: 4848514455607443646
|
||||||
|
type: {class: DialogLineNode, ns: DinoLove.Dialog.GraphTool.Editor, asm: Assembly-CSharp-Editor}
|
||||||
|
data:
|
||||||
|
|||||||
Reference in New Issue
Block a user