Project_WL/AgentScripts/WL760_Verify.cs

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WL 리뉴얼 세션 2026-09-06~07 (#760~#800) — 전투·배경·UI·타격감 (조직 PD 로그 #746~#800 · 대화로그 §14~§24) - 전투: Knight@Attack1~3_S 3콤보(4 컨트롤러·클래스별 서브클립) · 타겟팅 4규칙(정면 우선·재타겟·즉시 공격·어그로 금지 · WLTargetingSettings) · 대쉬 후 공격(Stander@Chase_Start · DashDriver · 5 m · 사정거리+0.8 · 근거리 적 우선) · 공격 이동 FrameTable(발 접지 실측 표 · AttackRootMotion) · 충돌 반경/투사체 0.3 배(WLCollisionTuning) · 무적(임시)·펫 금지(WLGameplaySettings) - 검기: NamuFX Slash_B 배리언트 Effect_WLSwingArc 원 피팅 정합 배치 + 캘리브레이션(SlashArcMeasure · SlashTrailSettings) · 찌르기 Effect_WLStab 대기 · 램프 리본(BladeTrail · WL_BladeRibbon.shader · T_WL_BladeRibbonRamp) 보존(drawRibbon 0) - 타격감: Assets/WL/Feel(WLHitFeel · 히트스톱 0.03 · 셰이크 0.10 m · 몹 펀치 1.12 · Actor.Get_Damage 훅 1줄 · 원본 RealCamera 셰이크 결함 대체) - 배경/맵: LMHPOLY Demo_01~10 → WL_Nature01~10(프리팹·씬·NavMesh·스포너·BattleMapConfig) · 물(ToonWaterU) · 포스트 블룸 0.9/0.3 · 잔디(BruteForce·드레싱) 제거 · 마젠타 머티리얼 URP 변환 - UI: 세로 HUD(WL_HUD · 하단 5메뉴 폭 전체 · 채팅/전투 패드 숨김 · WLIngameUiOverride) · Title/TitleInfo 1080×1920 Expand + 배경 높이 fit(WLBackgroundFit) · 로딩 SortOrder_5(WLRawImageAspectSync · 초점표 8장) · Loading1~8 ASTC 6×6 - 도구: AgentScripts/*(LightProbe · WL_MapSwitch · WL760~WL800 프로브/집행/검증 · 상단 사용법 주석) · 에디터 락 프로토콜 파일(staging) - 제외(별도 커밋 예정): Assets/LMHPOLY(703 MB) · Assets/Feel(422 MB) · Assets/Shinabro(300 MB) — 에셋 스토어/구 WL 팩 원본 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 23:24:25 +00:00
// WL760_Verify.cs — PD 지시 #760 2-A 검증 전용 (읽기 전용 · Assets 무수정)
// unity command run_script --file AgentScripts/WL760_Verify.cs --entry WL760_Verify.Assets
// unity command run_script --file AgentScripts/WL760_Verify.cs --entry WL760_Verify.DumpEvents
// unity command run_script --file AgentScripts/WL760_Verify.cs --entry WL760_Verify.DumpControllers
// unity command run_script --file AgentScripts/WL760_Verify.cs --entry WL760_Verify.DumpMask
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEditor;
public static class WL760_Verify
{
// ── 에셋 상태 (머티리얼·셰이더·설정) ─────────────────────────────────────
public static object Assets()
{
var sb = new StringBuilder();
foreach (var p in new[] {
"Assets/WL/Combat/Materials/M_WL_BladeTrail_Add.mat",
"Assets/WL/Combat/Materials/M_WL_BladeTrail_Alpha.mat" })
{
var m = AssetDatabase.LoadAssetAtPath<Material>(p);
if (m == null) { sb.AppendLine("MAT MISSING " + p); continue; }
sb.AppendLine("MAT " + m.name + " shader=" + (m.shader != null ? m.shader.name : "(null)") +
" isSupported=" + (m.shader != null && m.shader.isSupported) +
" passCount=" + (m.shader != null ? m.shader.passCount : -1));
foreach (var id in m.GetTexturePropertyNames())
{
var t = m.GetTexture(id);
if (t != null) sb.AppendLine(" tex " + id + " = " + t.name);
}
}
var st = AssetDatabase.LoadAssetAtPath<WL.Combat.SlashTrailSettings>(
"Assets/WL/Settings/Resources/WL/SlashTrailSettings.asset");
if (st == null) sb.AppendLine("SETTINGS MISSING");
else
sb.AppendLine("SETTINGS enable=" + st.enableWeaponTrail +
" uvU=" + st.uvUMin + "~" + st.uvUMax + " uvV=" + st.uvVMin + "~" + st.uvVMax +
" fade=" + st.fadeSeconds + " writeCustom=" + st.writeCustomDataChannels +
" suppressMode=" + st.suppressMode +
" keep=[" + string.Join(",", st.keepEmitterNames ?? new string[0]) + "]" +
" burstMode=" + st.burstMode + " matAdd=" +
(st.materialAdditive != null ? st.materialAdditive.name : "(null)"));
var map = AssetDatabase.LoadAssetAtPath<WL.Combat.CombatAnimMapping>("Assets/WL/Combat/CombatAnimMapping.asset");
if (map == null) sb.AppendLine("MAPPING MISSING");
else
{
sb.AppendLine("MAPPING classes=" + map.classes.Count + " backupRoot=" + map.backupRoot);
foreach (var c in map.classes)
sb.AppendLine(" " + c.classId + " states=" + c.states.Count + " ev=" +
string.Join("/", c.states.Select(s => s.stateName + ":" + s.events.Count)));
}
return sb.ToString();
}
// ── 컨트롤러 상태 → 모션 클립 실측 ───────────────────────────────────────
static readonly string[] Ctrls = {
"Assets/Res_Addr/Animations/pcanim_onehand.controller",
"Assets/Res_Addr/Animations/pcanim_spellblade.controller",
"Assets/Res_Addr/Animations/pcanim_bluntshield.controller",
"Assets/Res_Addr/Animations/pcanim_paladin.controller",
"Assets/Res_Addr/Animations/pcanim_bladedancer.controller",
};
public static object DumpControllers()
{
var sb = new StringBuilder();
foreach (var p in Ctrls)
{
var c = AssetDatabase.LoadAssetAtPath<UnityEditor.Animations.AnimatorController>(p);
if (c == null) { sb.AppendLine("CTRL MISSING " + p); continue; }
sb.AppendLine("== " + System.IO.Path.GetFileName(p));
foreach (var layer in c.layers)
foreach (var cs in layer.stateMachine.states)
{
var n = cs.state.name;
if (n.IndexOf("ttack", StringComparison.OrdinalIgnoreCase) < 0) continue;
var clip = cs.state.motion as AnimationClip;
sb.AppendLine(" " + n + " -> " + (clip != null ? clip.name + " (" + clip.length.ToString("0.000") + "s, " +
AssetDatabase.GetAssetPath(clip) + ")" : "(null)"));
}
}
return sb.ToString();
}
// ── 🔴 이벤트 전수 덤프 (판정 ⓑ) ─────────────────────────────────────────
public static object DumpEvents()
{
var sb = new StringBuilder();
sb.AppendLine("class\tstate\tclip\tlen\tfunc\ttime\tnorm\tstr\ti\tf");
foreach (var p in Ctrls)
{
var c = AssetDatabase.LoadAssetAtPath<UnityEditor.Animations.AnimatorController>(p);
if (c == null) continue;
string cn = System.IO.Path.GetFileNameWithoutExtension(p).Replace("pcanim_", "");
foreach (var layer in c.layers)
foreach (var cs in layer.stateMachine.states)
{
var n = cs.state.name;
if (n.IndexOf("ttack", StringComparison.OrdinalIgnoreCase) < 0) continue;
var clip = cs.state.motion as AnimationClip;
if (clip == null) { sb.AppendLine(cn + "\t" + n + "\t(null)"); continue; }
var evs = AnimationUtility.GetAnimationEvents(clip);
if (evs.Length == 0) sb.AppendLine(cn + "\t" + n + "\t" + clip.name + "\t" +
clip.length.ToString("0.000") + "\t(no events)");
foreach (var e in evs)
sb.AppendLine(cn + "\t" + n + "\t" + clip.name + "\t" + clip.length.ToString("0.000") + "\t" +
e.functionName + "\t" + e.time.ToString("0.00000") + "\t" +
(clip.length > 0 ? (e.time / clip.length).ToString("0.000") : "-") + "\t" +
(string.IsNullOrEmpty(e.stringParameter) ? "-" : e.stringParameter) + "\t" +
e.intParameter + "\t" + e.floatParameter);
}
}
return sb.ToString();
}
// ── 런타임 이미터 억제 상태 (판정 ⓓ) ─────────────────────────────────────
public static object DumpMask()
{
var m = WL.Combat.WeaponTrailDriver.LastMask;
if (m == null) return "LastMask=null (아직 버스트가 스폰되지 않았다)";
return "prefab=" + WL.Combat.WeaponTrailDriver.LastMaskPrefab + " " + m.DumpState();
}
}