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Commit c5074ad

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feat: 네이밍 변경 Character->Model
1 parent 3bee3a8 commit c5074ad

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10 files changed

+25
-20
lines changed

10 files changed

+25
-20
lines changed

‎Assets/Docs/Live2D_Service_Design.md‎

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@@ -94,8 +94,8 @@ graph TD
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### 모듈 API 초안 (스켈레톤 중심)
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```csharp
97-
/** 캐릭터 전반의 상태를 단일 진입점에서 관리한다. */
98-
public interface ILive2DCharacterManager
97+
/** 모델 전반의 상태를 단일 진입점에서 관리한다. */
98+
public interface ILive2DModelManagerFacade
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{
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void Initialize();
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void ApplyReaction(EmotionData emotionData, ActionData actionData);
@@ -144,7 +144,7 @@ public struct ActionData { public string Action; public object Args; }
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- 음성 종료 이벤트 후 상태 정상 복원
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### 구성/데이터 자산
147-
- `Live2DCharacterConfig`(ScriptableObject 제안)
147+
- `Live2DModelConfig`(ScriptableObject 제안)
148148
- `Emotion → ExpressionKey` 사전
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- `Action → MotionKey` 사전(더미 가능)
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- 블렌드/지속 기본값, 우선순위 정책

‎Assets/Domain/Character/Script/Config/Live2DCharacterConfig.cs.meta‎

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This file was deleted.

‎Assets/Domain/Character/Script/Config/Live2DCharacterConfig.cs‎ renamed to ‎Assets/Domain/Character/Script/Config/Live2DModelConfig.cs‎

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@@ -4,8 +4,8 @@
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namespace ProjectVG.Domain.Character.Live2D.Model
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{
7-
[CreateAssetMenu(fileName = "Live2DCharacterConfig", menuName = "ProjectVG/Live2D/CharacterConfig", order = 100)]
8-
public class Live2DCharacterConfig : ScriptableObject
7+
[CreateAssetMenu(fileName = "Live2DModelConfig", menuName = "ProjectVG/Live2D/ModelConfig", order = 100)]
8+
public class Live2DModelConfig : ScriptableObject
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{
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[Serializable]
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public class EmotionMapping
@@ -105,6 +105,11 @@ public class ActionMapping
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public Texture2D Thumbnail => thumbnail;
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public string CharacterDescription => characterDescription;
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108+
public string ModelId => characterId;
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public string ModelName => characterName;
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public GameObject ModelPrefab => characterPrefab;
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public string ModelDescription => characterDescription;
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// 행동/표정
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public List<EmotionMapping> EmotionMappings => emotionMappings;
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public List<ActionMapping> ActionMappings => actionMappings;

‎Assets/Domain/Character/Script/Config/Live2DModelConfig.cs.meta‎

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‎Assets/Domain/Character/Script/Config/Live2DModelRegistry.cs‎

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@@ -10,12 +10,12 @@ public class Live2DModelRegistry : ScriptableObject
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public class Entry
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{
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public string characterId;
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public Live2DCharacterConfig characterConfig;
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public Live2DModelConfig characterConfig;
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}
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[SerializeField] private List<Entry> _entries = new List<Entry>();
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18-
public bool TryGetConfig(string characterId, out Live2DCharacterConfig config)
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public bool TryGetConfig(string characterId, out Live2DModelConfig config)
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{
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foreach (var e in _entries)
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{

‎Assets/Domain/Character/Script/Controller/ILive2DModelApplier.cs‎

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Original file line numberDiff line numberDiff line change
@@ -5,7 +5,7 @@ namespace ProjectVG.Domain.Character.Service
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public interface ILive2DModelApplier
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{
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/** 활성 모델과 구성에 대해 LookAt, LipSync, 썸네일 등 시각 설정을 적용한다. */
8-
void Apply(GameObject activeModel, ProjectVG.Domain.Character.Live2D.Model.Live2DCharacterConfig characterConfig);
8+
void Apply(GameObject activeModel, ProjectVG.Domain.Character.Live2D.Model.Live2DModelConfig characterConfig);
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}
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}
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‎Assets/Domain/Character/Script/Controller/Live2DModelApplier.cs‎

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@@ -6,7 +6,7 @@ public class Live2DModelApplier : MonoBehaviour, ILive2DModelApplier
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{
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[SerializeField] private bool _autoApplyOnEnable = true;
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9-
public void Apply(GameObject activeModel, ProjectVG.Domain.Character.Live2D.Model.Live2DCharacterConfig characterConfig)
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public void Apply(GameObject activeModel, ProjectVG.Domain.Character.Live2D.Model.Live2DModelConfig characterConfig)
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{
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}
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}

‎Assets/Domain/Character/Script/Manager/ILive2DCharacterManager.cs‎

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@@ -3,9 +3,9 @@
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namespace ProjectVG.Domain.Character.Service
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{
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/// <summary>
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/// 캐릭터 전반의 상태를 단일 진입점에서 관리한다.
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/// 모델 전반의 상태를 단일 진입점에서 관리한다.
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/// </summary>
8-
public interface ILive2DCharacterManager
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public interface ILive2DModelManagerFacade
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{
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void Initialize();
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void ApplyReaction(EmotionData emotionData, ActionData actionData);

‎Assets/Domain/Character/Script/Manager/Live2DCharacterManager.cs‎

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@@ -5,7 +5,7 @@ namespace ProjectVG.Domain.Character.Service
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/// <summary>
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/// 상위 조정자. 모델 관리자/파라미터 컨트롤러를 묶어 감정/행동 반응을 일관되게 적용한다.
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/// </summary>
8-
public class Live2DCharacterManager : MonoBehaviour, ILive2DCharacterManager
8+
public class Live2DModelManagerFacade : MonoBehaviour, ILive2DModelManagerFacade
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{
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public void Initialize()
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{

‎Assets/Domain/Character/Script/Manager/Live2DModelManager.cs‎

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Original file line numberDiff line numberDiff line change
@@ -239,7 +239,7 @@ public void SetCharacterVisibility(bool isVisible)
239239
/// <summary>
240240
/// 캐릭터 설정을 가져온다.
241241
/// </summary>
242-
private Live2DCharacterConfig GetCharacterConfig(string characterId)
242+
private Live2DModelConfig GetCharacterConfig(string characterId)
243243
{
244244
// 레지스트리에서 먼저 찾기
245245
if (_modelRegistry != null && _modelRegistry.TryGetConfig(characterId, out var config))
@@ -255,7 +255,7 @@ private Live2DCharacterConfig GetCharacterConfig(string characterId)
255255
/// <summary>
256256
/// 모델 인스턴스를 생성한다.
257257
/// </summary>
258-
private GameObject CreateModelInstance(Live2DCharacterConfig config, string characterId)
258+
private GameObject CreateModelInstance(Live2DModelConfig config, string characterId)
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{
260260
if (config.CharacterPrefab == null)
261261
{
@@ -274,7 +274,7 @@ private GameObject CreateModelInstance(Live2DCharacterConfig config, string char
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/// <summary>
275275
/// 모델 인스턴스를 비동기로 생성한다.
276276
/// </summary>
277-
private async UniTask<GameObject> CreateModelInstanceAsync(Live2DCharacterConfig config, string characterId)
277+
private async UniTask<GameObject> CreateModelInstanceAsync(Live2DModelConfig config, string characterId)
278278
{
279279
if (config.CharacterPrefab == null)
280280
{
@@ -296,7 +296,7 @@ private async UniTask<GameObject> CreateModelInstanceAsync(Live2DCharacterConfig
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/// <summary>
297297
/// 캐릭터 설정을 적용한다.
298298
/// </summary>
299-
private void ApplyCharacterConfig(GameObject character, Live2DCharacterConfig config)
299+
private void ApplyCharacterConfig(GameObject character, Live2DModelConfig config)
300300
{
301301
if (character == null || config == null)
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{
@@ -311,7 +311,7 @@ private void ApplyCharacterConfig(GameObject character, Live2DCharacterConfig co
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/// <summary>
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/// 시선 추적 설정을 적용한다.
313313
/// </summary>
314-
private void ApplyLookAtSettings(GameObject character, Live2DCharacterConfig config)
314+
private void ApplyLookAtSettings(GameObject character, Live2DModelConfig config)
315315
{
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var lookController = character.GetComponent<CubismLookController>();
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if (lookController == null)
@@ -327,7 +327,7 @@ private void ApplyLookAtSettings(GameObject character, Live2DCharacterConfig con
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/// <summary>
328328
/// 립싱크 설정을 적용한다.
329329
/// </summary>
330-
private void ApplyLipSyncSettings(GameObject character, Live2DCharacterConfig config)
330+
private void ApplyLipSyncSettings(GameObject character, Live2DModelConfig config)
331331
{
332332
var mouthInput = character.GetComponent<CubismAudioMouthInput>();
333333
if (mouthInput == null)

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