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Commit 3bee3a8

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committed
feat: live2d 캐릭터 제어
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using UnityEngine;
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namespace ProjectVG.Domain.Character.Service
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{
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/// <summary>
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/// 행동 → 모션/파라미터 트리거를 구현하는 컨트롤러의 스켈레톤.
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/// </summary>
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public class ActionController : MonoBehaviour, IActionController
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{
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public void Initialize()
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{
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}
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public void TriggerAction(string action, object args = null)
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{
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}
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}
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}
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‎Assets/Domain/Character/Script/Controller/ActionController.cs.meta‎

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namespace ProjectVG.Domain.Character.Service
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{
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/// <summary>
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/// 감정/행동 데이터 전달을 위한 단순 DTO.
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/// </summary>
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public struct EmotionData { public string Emotion; public float Intensity; public int DurationMs; }
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public struct ActionData { public string Action; public object Args; }
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}
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‎Assets/Domain/Character/Script/Controller/DTOs.cs.meta‎

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using UnityEngine;
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namespace ProjectVG.Domain.Character.Service
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{
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/// <summary>
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/// 감정 → Expression 맵핑과 블렌딩을 구현하는 컨트롤러의 스켈레톤.
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/// </summary>
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public class EmotionController : MonoBehaviour, IEmotionController
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{
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public void Initialize()
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{
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}
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public void SetEmotion(string emotion, float intensity, int durationMs)
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{
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}
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public void ClearEmotion()
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{
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}
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}
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}
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‎Assets/Domain/Character/Script/Controller/EmotionController.cs.meta‎

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namespace ProjectVG.Domain.Character.Service
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{
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/// <summary>
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/// 행동 → 모션/파라미터 트리거를 담당한다.
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/// </summary>
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public interface IActionController
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{
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void Initialize();
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void TriggerAction(string action, object args = null);
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}
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}
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‎Assets/Domain/Character/Script/Controller/IActionController.cs.meta‎

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namespace ProjectVG.Domain.Character.Service
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{
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/// <summary>
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/// 감정 → Expression 맵핑과 블렌딩을 담당한다.
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/// </summary>
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public interface IEmotionController
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{
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void Initialize();
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void SetEmotion(string emotion, float intensity, int durationMs);
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void ClearEmotion();
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}
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}
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‎Assets/Domain/Character/Script/Controller/IEmotionController.cs.meta‎

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