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103 changes: 103 additions & 0 deletions .gitignore
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# Created by https://www.toptal.com/developers/gitignore/api/windows,unity
# Edit at https://www.toptal.com/developers/gitignore?templates=windows,unity

### Unity ###
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/

# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/

# Recordings can get excessive in size
/[Rr]ecordings/

# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*

# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*

# Visual Studio cache directory
.vs/

# Gradle cache directory
.gradle/

# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db

# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta

# Unity3D generated file on crash reports
sysinfo.txt

# Builds
*.apk
*.aab
*.unitypackage
*.app

# Crashlytics generated file
crashlytics-build.properties

# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*

# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*

### Windows ###
# Windows thumbnail cache files
Thumbs.db
Thumbs.db:encryptable
ehthumbs.db
ehthumbs_vista.db

# Dump file
*.stackdump

# Folder config file
[Dd]esktop.ini

# Recycle Bin used on file shares
$RECYCLE.BIN/

# Windows Installer files
*.cab
*.msi
*.msix
*.msm
*.msp

# Windows shortcuts
*.lnk

# End of https://www.toptal.com/developers/gitignore/api/windows,unity
3 changes: 3 additions & 0 deletions .vs/ProjectSettings.json
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{
"CurrentProjectSetting": null
}
6 changes: 6 additions & 0 deletions .vs/VSWorkspaceState.json
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{
"ExpandedNodes": [
""
],
"PreviewInSolutionExplorer": false
}
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6 changes: 6 additions & 0 deletions .vsconfig
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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}
21 changes: 19 additions & 2 deletions README.md
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**1. 초기 세팅**

* 해당 레포지토리를 fork한다.
* 자신의 이름으로 된 브랜치를 clone한다. (혹은, 레포지토리를 clone한다.)
* fork 한 레포지토리를 clone 해 원격에서 작업한다.

**2. 과제 제출 방법**

* 자신의 로컬 브랜치(ex.12-ksy) 내 이번 과제에 해당하는 폴더(ex.git-github-1) 안에 과제물을 업로드한 뒤 자신의 원격 브랜치(ex.origin/12-ksy)로 PR을 날린다.
* `자신의 로컬 브랜치`(ex.12-ksy) 내 이번 과제에 해당하는 폴더(ex.git-github-1) 안에 과제물을 업로드한 뒤 `자신의 원격 브랜치`(ex.EwhaKing:12-ksy)로 PR을 날린다.
* PR의 제목은 `[기수 이름] 과제명 제출`(ex. [12기 강승연] git-github-1 과제 제출)로 한다.
* 필요할 시 label에 `help wanted`, `question` 을 붙인다.
* 빠른 확인이 필요할 경우 Reviewers 에 `KangSYeon`을 할당 후 Request를 누른다.

**3. 과제 확인 프로세스**

1. 양식에 맞게 PR을 보낸다.
2. 과제가 정상제출 처리됐을 시 `checked` label이 붙고 merge된다.
3. 만약 과제에 개선이 필요할 시 `more enhancement` label이 붙는다.
4. comment를 보고 과제를 수정한 뒤 `enhancement` label이 붙는다.
5. 만약 과제에 더 개선이 필요할 시 `enhancement` label이 사라지고(`more enhancement` label은 유지) 수정 요청 comment가 달린다.

**4. 참고**

* Pull requests 에 들어가면 PR 예시가 존재한다.
* 만약 과제를 다시 제출해야 할 경우 PR의 제목 형식을 유지한 채 `enhancement` 태그를 단다.
* 브랜치에 추가해야 할 커밋이 있을 경우 다시 PR을 날릴 필요 없이 동일 브랜치에 커밋 후 푸시하면 자동으로 PR에 추가된다.
16 changes: 16 additions & 0 deletions gamjaproject.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15

Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution

EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal