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crone: web build 세팅
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.gitignore

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@@ -130,3 +130,4 @@ InitTestScene*.unity*
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/Assets/Plugins/WebGLTemplates
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/Assets/Domain/Character/Model/Chikuwa/ziraitikuwa
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/Assets/Domain/Character/Model/Chikuwa/model
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/WebGL Builds

Assets/App/Scenes/MainScene.unity

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Assets/Core/Attribute/ReadOnlyDrawer.cs

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#if UNITY_EDITOR
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using UnityEngine;
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using UnityEditor;
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@@ -11,3 +12,4 @@ public override void OnGUI(Rect position, SerializedProperty property, GUIConten
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GUI.enabled = true;
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}
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}
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#endif

Assets/Core/Audio/AudioRecorder.cs

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#nullable enable
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#if !UNITY_WEBGL || UNITY_EDITOR
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using System;
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using UnityEngine;
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using System.Collections.Generic;
@@ -36,7 +37,12 @@ public class AudioRecorder : Singleton<AudioRecorder>
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// 프로퍼티
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public bool IsRecording => _isRecording;
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public float RecordingDuration => _isRecording ? Time.time - _recordingStartTime : 0f;
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public bool IsRecordingAvailable => Microphone.devices.Length > 0;
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public bool IsRecordingAvailable =>
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#if UNITY_WEBGL && !UNITY_EDITOR
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false;
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#else
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Microphone.devices.Length > 0;
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#endif
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public float RecordingProgress => _isRecording ? Mathf.Clamp01(RecordingDuration / _maxRecordingLength) : 0f;
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#region Unity Lifecycle
@@ -98,7 +104,14 @@ public bool StartRecording()
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_isRecording = true;
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_recordingStartTime = Time.time;
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#if UNITY_WEBGL && !UNITY_EDITOR
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Debug.LogWarning("[AudioRecorder] WebGL에서는 마이크로폰이 지원되지 않습니다.");
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OnError?.Invoke("WebGL에서는 음성 녹음이 지원되지 않습니다.");
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_isRecording = false;
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return false;
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#else
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_recordingClip = Microphone.Start(_currentDevice ?? string.Empty, false, _maxRecordingLength, _sampleRate);
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#endif
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if (_recordingClip == null)
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{
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@@ -354,4 +367,5 @@ private void ApplyNoiseReduction(float[] audioData)
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#endregion
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}
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}
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}
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#endif

Assets/Domain/Chat/View/VoiceInputView.cs

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#nullable enable
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#if !UNITY_WEBGL || UNITY_EDITOR
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using System;
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using UnityEngine;
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using UnityEngine.UI;
@@ -336,4 +337,5 @@ private void OnRecordingError(string error)
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#endregion
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}
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}
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}
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#endif
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Assets/Resources/PerformanceTestRunInfo.json.meta

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{"MeasurementCount":-1}

Assets/Resources/PerformanceTestRunSettings.json.meta

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Assets/Settings/Build Profiles.meta

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