Project_WL/AgentScripts/WL791_Probe.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
// WL791_Probe.cs — #791 접지 발 슬라이딩 실측 (Play 전용 · 읽기 전용)
// unity command run_script --file AgentScripts/WL791_Probe.cs --entry WL791_Probe.Watch --args '[9.0]'
// unity command run_script --file AgentScripts/WL791_Probe.cs --entry WL791_Probe.Report
// 매 프레임 PC 의 좌/우 발(Humanoid LeftFoot/RightFoot) 월드 좌표와 접지 여부(발 높이 ≤ 지면+6 cm)를 기록.
// 접지가 연속되는 구간(플랜트)마다 발의 XZ 이동량 = "슬라이딩". 공격 클립별 최대/합계 슬라이딩(cm)과 액터 전진량을 낸다.
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
public static class WL791_Probe
{
const string Out = "Screenshots_WL/combat6/p_wl791.txt";
class Host : MonoBehaviour
{
class Plant { public string clip; public string foot; public Vector3 start; public float slide; public int frames; }
public IEnumerator Co(float seconds)
{
var sb = new StringBuilder();
var me = Object.FindObjectsByType<MyActor>(FindObjectsInactive.Exclude, FindObjectsSortMode.None).FirstOrDefault() as PCActor;
if (me == null) { Done(sb.AppendLine("PCActor none")); yield break; }
var anim = me.m_animation;
var lf = anim.GetBoneTransform(HumanBodyBones.LeftFoot); var rf = anim.GetBoneTransform(HumanBodyBones.RightFoot);
if (lf == null || rf == null) { Done(sb.AppendLine("foot bones null")); yield break; }
var cfg = WL.Combat.WLCombatMotionSettings.Instance;
sb.AppendLine("mode=" + (cfg != null ? cfg.attackMoveMode.ToString() : "?") + " scale=" + (cfg != null ? cfg.frameTableScale.ToString("F2") : "?"));
var plants = new List<Plant>(); Plant curL = null, curR = null;
var clipStart = new Dictionary<string, Vector3>(); var clipMove = new Dictionary<string, float>(); string lastClip = ""; Vector3 lastClipStart = me.transform.position;
float t0 = Time.time;
while (Time.time - t0 < seconds)
{
string clip = "(none)"; var ci = anim.GetCurrentAnimatorClipInfo(0); if (ci.Length > 0) clip = ci[0].clip.name;
if (clip != lastClip)
{
if (lastClip != "") { float mv = Vector3.Distance(new Vector3(me.transform.position.x, 0, me.transform.position.z), new Vector3(lastClipStart.x, 0, lastClipStart.z)); clipMove[lastClip + "#" + clipMove.Count] = mv; }
lastClip = clip; lastClipStart = me.transform.position;
}
float groundY = me.transform.position.y;
Track(ref curL, "L", lf.position, groundY, clip, plants);
Track(ref curR, "R", rf.position, groundY, clip, plants);
yield return null;
}
if (curL != null) plants.Add(curL); if (curR != null) plants.Add(curR);
sb.AppendLine("== 접지 플랜트별 슬라이딩 (cm · 프레임≥3 만) ==");
foreach (var g in plants.Where(p => p.frames >= 3).GroupBy(p => p.clip.Replace("_10501", "").Replace("_10101", "")))
sb.AppendLine(string.Format(" {0,-14} plants={1,2} maxSlide={2,5:F1} avgSlide={3,5:F1}", g.Key, g.Count(), g.Max(p => p.slide) * 100f, g.Average(p => p.slide) * 100f));
sb.AppendLine("== 클립별 액터 XZ 이동 (m) ==");
foreach (var kv in clipMove) sb.AppendLine(" " + kv.Key + " " + kv.Value.ToString("F2"));
sb.AppendLine("AttackRootMotion apply=" + WL.Combat.AttackRootMotion.ApplyCount + " accum=" + WL.Combat.AttackRootMotion.SwingAccum.ToString("F2") + " m");
Done(sb);
}
static void Track(ref Plant cur, string foot, Vector3 pos, float groundY, string clip, List<Plant> plants)
{
bool grounded = pos.y - groundY <= 0.18f; // 발 본 높이는 루트 기준 최저 0.12 m(실측) → +6 cm
if (grounded)
{
if (cur == null) cur = new Plant { clip = clip, foot = foot, start = pos, slide = 0f, frames = 0 };
cur.frames++;
var d = pos - cur.start; d.y = 0f; cur.slide = Mathf.Max(cur.slide, d.magnitude);
}
else if (cur != null) { plants.Add(cur); cur = null; }
}
void Done(StringBuilder sb) { System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(Out)); System.IO.File.WriteAllText(Out, sb.ToString()); Destroy(gameObject); }
}
public static object Watch(float seconds)
{
if (!Application.isPlaying) return "not playing";
if (GameObject.Find("__wl791") != null) return "already running";
var h = new GameObject("__wl791").AddComponent<Host>(); h.StartCoroutine(h.Co(seconds));
return "started " + seconds + "s";
}
public static object Report() { return System.IO.File.Exists(Out) ? System.IO.File.ReadAllText(Out) : "(none)"; }
}