Project_WL/AgentScripts/WL813e_Zones.cs

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// 발주서 WL-813e — 군중 존 5개 + 보스 아레나(Anubis) 데이터 적용 검증 프로브
//
// 실행 (CLAUDE.md §1: using 금지 · 네임스페이스 풀어 쓰기)
// 에디트 모드 : unity command run_script --file AgentScripts/WL813e_Zones.cs --entry WL813e_Zones.Edit --timeout 300
// Play 60s : unity command run_script --file AgentScripts/WL813e_Zones.cs --entry WL813e_Zones.Watch (Play 중에만)
// unity command run_script --file AgentScripts/WL813e_Zones.cs --entry WL813e_Zones.Result (감시 종료 후 결과)
//
// Edit() 가 재는 것 — 전부 AssetDatabase 읽기 전용, 씬/프리팹 변경 0:
// (a) MonsterAppear.json 새 행 6개(813001~813005 · 813010) 존재·값
// (b) WL_Nature.prefab 의 MobControlMgr 19개 → SpawnerID 가 실제 행에 붙는가 · 존 5개 재바인딩 확인
// (c) s_AppearMonster 의 몬스터 ID 가 MonsterList 에 있고 Addressables 프리팹이 실존하는가
// (d) FieldBossData 1기 — n_MonsterID/n_SpawnerId/RegenTime/isChapterBoss · MapData.m_ChapterPortal null 정합
// (e) 동시 생존 수 · 인스턴스 풀 총계 (MobControlMgr.Get_Mobs 규칙 재현: Random/Order = ×2 · Phase* = 종류×수)
// (f) 보스 아레나 좌표의 NavMesh 도달성 (WL_Nature_NavMesh.asset · SamplePosition + CalculatePath) — 813b 미확인 ③
//
// 수치·경로는 전부 프로젝트 데이터에서 읽는다(C45). 프로브 상수는 "어디를 보나" 뿐이다.
public static class WL813e_Zones
{
const string kAppearJson = "Assets/ResWork/Table/Export/MonsterAppear.json";
const string kListJson = "Assets/ResWork/Table/Export/MonsterList.json";
const string kMapPrefab = "Assets/Res_Addr/Map/WL_Nature.prefab";
const string kNavAsset = "Assets/WL/Settings/WL_Nature_NavMesh.asset";
const string kMobFmt = "Assets/Res_Addr/Mobs/{0}.prefab";
const string kOutDir = "AgentScripts/staging/WL813e";
const string kEditLog = kOutDir + "/ZONES_EDIT.txt";
const string kPlayLog = kOutDir + "/ZONES_PLAY.txt";
static readonly int[] kZoneIds = { 813001, 813002, 813003, 813004, 813005 };
const int kBossRowId = 813010;
static System.Text.StringBuilder s;
static void L(string t) { s.AppendLine(t); UnityEngine.Debug.Log("[WL813e] " + t); }
/// <summary>텍스트 편집으로 바꾼 프리팹·JSON 을 에디터 캐시에 반영한다(상주 에디터에서 필수).</summary>
static UnityEngine.GameObject LoadMap()
{
UnityEditor.AssetDatabase.ImportAsset(kMapPrefab, UnityEditor.ImportAssetOptions.ForceUpdate);
UnityEditor.AssetDatabase.ImportAsset(kAppearJson, UnityEditor.ImportAssetOptions.ForceUpdate);
return UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.GameObject>(kMapPrefab);
}
static string Abs(string rel)
{
return System.IO.Path.Combine(System.IO.Directory.GetCurrentDirectory(),
rel.Replace('/', System.IO.Path.DirectorySeparatorChar));
}
static string Flush(string path)
{
try
{
System.IO.Directory.CreateDirectory(Abs(kOutDir));
System.IO.File.WriteAllText(Abs(path), s.ToString(), new System.Text.UTF8Encoding(true));
}
catch (System.Exception e) { UnityEngine.Debug.LogWarning("[WL813e] 로그 저장 실패: " + e.Message); }
return s.ToString();
}
// ── 아주 얕은 JSON 배열 파서 (행 = {"k": "v", ...}) ───────────────────────
static System.Collections.Generic.List<System.Collections.Generic.Dictionary<string, string>> ReadRows(string relPath)
{
var list = new System.Collections.Generic.List<System.Collections.Generic.Dictionary<string, string>>();
var txt = System.IO.File.ReadAllText(Abs(relPath), new System.Text.UTF8Encoding(true));
foreach (System.Text.RegularExpressions.Match m in
System.Text.RegularExpressions.Regex.Matches(txt, "\\{[^{}]*\\}"))
{
var d = new System.Collections.Generic.Dictionary<string, string>();
foreach (System.Text.RegularExpressions.Match kv in
System.Text.RegularExpressions.Regex.Matches(m.Value, "\"([^\"]+)\"\\s*:\\s*\"([^\"]*)\""))
d[kv.Groups[1].Value] = kv.Groups[2].Value;
if (d.Count > 0) list.Add(d);
}
return list;
}
static string G(System.Collections.Generic.Dictionary<string, string> d, string k)
{
string v; return d.TryGetValue(k, out v) ? v : "";
}
// ══════════════════════════════════════════════════════════════════════
public static string Edit()
{
s = new System.Text.StringBuilder();
L("===== WL-813e 존 리듬 + 보스 아레나 데이터 검증 =====");
L("playMode=" + UnityEngine.Application.isPlaying + " · unity=" + UnityEngine.Application.unityVersion
+ " · buildTarget=" + UnityEditor.EditorUserBuildSettings.activeBuildTarget);
L("");
var appear = ReadRows(kAppearJson);
var mlist = ReadRows(kListJson);
var byAppear = new System.Collections.Generic.Dictionary<string, System.Collections.Generic.Dictionary<string, string>>();
foreach (var r in appear) byAppear[G(r, "n_SpawnerID")] = r;
var byMob = new System.Collections.Generic.Dictionary<string, System.Collections.Generic.Dictionary<string, string>>();
foreach (var r in mlist) byMob[G(r, "n_MonsterID")] = r;
// ── (a) 새 행 ────────────────────────────────────────────────────
L("── (a) MonsterAppear 새 행 (전체 " + appear.Count + "행) ──");
int newOk = 0;
var wanted = new System.Collections.Generic.List<int>(kZoneIds); wanted.Add(kBossRowId);
foreach (var id in wanted)
{
System.Collections.Generic.Dictionary<string, string> r;
if (!byAppear.TryGetValue(id.ToString(), out r)) { L(" [에러] 행 없음 " + id); continue; }
newOk++;
L(string.Format(" {0} Lv{1} ATK {2} DEF {3} HP {4} · {5} {6} · 최대 {7}마리 · 리젠 {8}s · 순찰 {9} · Exp {10} Gold {11}",
id, G(r, "n_AppearMonsterLv"), G(r, "n_MonsterATK"), G(r, "n_MonsterDEF"), G(r, "n_MonsterHP"),
G(r, "e_SpawnerType"), G(r, "s_AppearMonster"), G(r, "n_MaxMonsterCount"), G(r, "f_SpawnerDelay"),
G(r, "f_PatrolRange"), G(r, "n_DropExp"), G(r, "n_DropGold")));
}
L(" 새 행 " + newOk + " / " + wanted.Count);
L("");
// ── (b)(c)(e) 맵 프리팹의 스포너 ────────────────────────────────
var root = LoadMap();
if (root == null) { L("[에러] 맵 프리팹 로드 실패: " + kMapPrefab); return Flush(kEditLog); }
var mgrs = root.GetComponentsInChildren<MobControlMgr>(true);
L("── (b) " + kMapPrefab + " 스포너 " + mgrs.Length + "개 ──");
int bound = 0, unbound = 0, zoneHit = 0, alive = 0, pool = 0, mobMissing = 0;
for (int i = 0; i < mgrs.Length; i++)
{
var m = mgrs[i];
var p = m.transform.position;
System.Collections.Generic.Dictionary<string, string> r;
bool has = byAppear.TryGetValue(m.SpawnerID.ToString(), out r);
if (!has) { unbound++; L(string.Format(" [에러] {0} SpawnerID {1} → MonsterAppear 행 없음 (MobActor.cs:62 null → MyValue 에서 NullReference)", m.name, m.SpawnerID)); continue; }
bound++;
bool isZone = System.Array.IndexOf(kZoneIds, m.SpawnerID) >= 0;
if (isZone) zoneHit++;
int cnt = 0; int.TryParse(G(r, "n_MaxMonsterCount"), out cnt);
var ids = G(r, "s_AppearMonster").Split('|');
string type = G(r, "e_SpawnerType");
int inst = (type == "Phase" || type == "PhaseAllKill") ? ids.Length * cnt : cnt * 2;
alive += cnt; pool += inst;
int miss = 0;
for (int k = 0; k < ids.Length; k++)
{
System.Collections.Generic.Dictionary<string, string> mr;
if (!byMob.TryGetValue(ids[k], out mr)) { miss++; L(" [에러] MonsterList 에 없는 ID " + ids[k]); continue; }
var path = string.Format(kMobFmt, G(mr, "s_MonsterPrefab"));
if (UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.GameObject>(path) == null)
{ miss++; L(" [에러] 프리팹 없음 " + path); }
}
mobMissing += miss;
L(string.Format(" {0,-3} SpawnerID {1,-7} pos=({2,6:F1},{3,5:F2},{4,6:F1}) range {5} · {6,-12} {7,2}마리 · 종류 {8} · 인스턴스 {9}{10}",
m.name, m.SpawnerID, p.x, p.y, p.z, m.MobGenRange, type, cnt, ids.Length, inst, isZone ? " ← 새 존" : ""));
}
L(string.Format(" 행 연결 {0} / 미연결 {1} · 새 존 {2}/5 · 몹 자산 누락 {3}", bound, unbound, zoneHit, mobMissing));
L(string.Format("── (e) 동시 생존 {0}마리 · 인스턴스 풀 {1}개 (MobControlMgr.Get_Mobs 규칙 재현)", alive, pool));
L("");
// ── (d) FieldBossData ───────────────────────────────────────────
var bosses = root.GetComponentsInChildren<FieldBossData>(true);
L("── (d) FieldBossData " + bosses.Length + "기 ──");
var mapCfg = root.GetComponentInChildren<MapData>(true);
L(" MapData.m_ChapterPortal = " + (mapCfg == null ? "MapData 없음" : (mapCfg.m_ChapterPortal == null ? "null → isChapterBoss 는 반드시 0" : "있음"))
+ " · spawnRequireReachableFromPlayer = " + (mapCfg == null ? "?" : mapCfg.spawnRequireReachableFromPlayer.ToString()));
for (int i = 0; i < bosses.Length; i++)
{
var b = bosses[i];
var p = b.transform.position;
System.Collections.Generic.Dictionary<string, string> mr, ar;
bool hasMob = byMob.TryGetValue(b.n_MonsterID.ToString(), out mr);
bool hasRow = byAppear.TryGetValue(b.n_SpawnerId.ToString(), out ar);
string prefab = hasMob ? string.Format(kMobFmt, G(mr, "s_MonsterPrefab")) : "(MonsterList 행 없음)";
bool hasPrefab = hasMob && UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.GameObject>(prefab) != null;
L(string.Format(" {0} pos=({1:F1},{2:F1},{3:F1}) MonsterID {4} · SpawnerId {5} · Regen {6}s · isChapterBoss {7}",
b.name, p.x, p.y, p.z, b.n_MonsterID, b.n_SpawnerId, b.RegenTime, b.isChapterBoss ? 1 : 0));
L(" MonsterList 행 " + (hasMob ? "O" : "[에러] X") + " · 프리팹 " + (hasPrefab ? "O " + prefab : "[에러] X " + prefab)
+ " · MonsterAppear 행 " + (hasRow ? "O" : "[에러] X"));
if (hasMob)
{
float hpRate = 0f, atkRate = 0f, chase = 0f;
float.TryParse(G(mr, "f_BaseHPRate"), out hpRate);
float.TryParse(G(mr, "f_BaseATKRate"), out atkRate);
float.TryParse(G(mr, "f_BaseChaseRange"), out chase);
float hp = 0f, atk = 0f;
if (hasRow) { float.TryParse(G(ar, "n_MonsterHP"), out hp); float.TryParse(G(ar, "n_MonsterATK"), out atk); }
L(string.Format(" 실 HP = {0} × {1} = {2:N0} · 실 ATK = {3} × {4} = {5:N0} · 추적 사거리 {6} (MyValue.cs:370-371)",
hpRate, hp, hpRate * hp, atkRate, atk, atkRate * atk, chase));
}
if (b.isChapterBoss && mapCfg != null && mapCfg.m_ChapterPortal == null)
L(" [에러] isChapterBoss=1 인데 m_ChapterPortal 이 null → AfterDie 에서 NullReference (FieldBossData.cs:47-49)");
}
L("");
// ── (f) 아레나 NavMesh 도달성 ───────────────────────────────────
L("── (f) 아레나 NavMesh 도달성 (813b 미확인 ③) ──");
var navData = UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.AI.NavMeshData>(kNavAsset);
if (navData == null) L(" [미확인] NavMeshData 없음: " + kNavAsset);
else
{
var inst = UnityEngine.AI.NavMesh.AddNavMeshData(navData);
try
{
var start = root.transform.Find("Portal_Start");
UnityEngine.Vector3 pcPos = start != null ? start.position : new UnityEngine.Vector3(115f, 0f, 10f);
L(" 플레이어 시작 = " + (start != null ? "Portal_Start " : "(폴백 상수) ") + pcPos.ToString("F1"));
UnityEngine.AI.NavMeshHit ph;
bool pcOn = UnityEngine.AI.NavMesh.SamplePosition(pcPos, out ph, 5f, UnityEngine.AI.NavMesh.AllAreas);
L(" 시작 지점 NavMesh 스냅 = " + (pcOn ? ph.position.ToString("F2") : "[에러] NavMesh 밖"));
for (int i = 0; i < bosses.Length; i++)
{
var bp = bosses[i].transform.position;
UnityEngine.AI.NavMeshHit bh;
bool on = UnityEngine.AI.NavMesh.SamplePosition(bp, out bh, 5f, UnityEngine.AI.NavMesh.AllAreas);
L(" 보스 " + bosses[i].name + " " + bp.ToString("F1") + " → NavMesh "
+ (on ? "O 스냅 " + bh.position.ToString("F2") + " (거리 " + UnityEngine.Vector3.Distance(bp, bh.position).ToString("F2") + "m)" : "[에러] X"));
if (on && pcOn)
{
var path = new UnityEngine.AI.NavMeshPath();
bool okc = UnityEngine.AI.NavMesh.CalculatePath(ph.position, bh.position, UnityEngine.AI.NavMesh.AllAreas, path);
float len = 0f;
for (int k = 1; k < path.corners.Length; k++) len += UnityEngine.Vector3.Distance(path.corners[k - 1], path.corners[k]);
L(" 시작→보스 경로 " + (okc ? path.status.ToString() : "CalculatePath 실패")
+ " · 코너 " + path.corners.Length + " · 경로장 " + len.ToString("F1") + "m · 직선 "
+ UnityEngine.Vector3.Distance(ph.position, bh.position).ToString("F1") + "m");
}
}
}
finally { UnityEngine.AI.NavMesh.RemoveNavMeshData(inst); }
}
L("");
L("===== 요약: 새 행 " + newOk + "/6 · 스포너 연결 " + bound + "/" + mgrs.Length
+ " · 새 존 " + zoneHit + "/5 · 보스 " + bosses.Length + "기 · 몹 자산 누락 " + mobMissing + " =====");
return Flush(kEditLog);
}
// ══════════════════════════════════════════════════════════════════════
/// <summary>
/// 아레나 좌표만 문제인지, 이 맵의 NavMesh 가 원래 섬으로 끊겨 있는지 가른다.
/// 시작 지점 → 스포너 19 원점 · 보스 1 좌표의 CalculatePath 상태를 전부 찍는다.
/// (MapData.cs:36 — WL_Start 는 NavMesh 위 1144점 중 37% 만 도달 가능하다는 실측이 있다)
/// </summary>
public static string Nav()
{
s = new System.Text.StringBuilder();
L("===== WL-813e NavMesh 도달성 스윕 (" + kNavAsset + ") =====");
var root = LoadMap();
var navData = UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.AI.NavMeshData>(kNavAsset);
if (root == null || navData == null) { L("[에러] 프리팹 또는 NavMeshData 로드 실패"); return Flush(kEditLog); }
var inst = UnityEngine.AI.NavMesh.AddNavMeshData(navData);
try
{
var tri = UnityEngine.AI.NavMesh.CalculateTriangulation();
L("NavMesh 삼각형 " + (tri.indices.Length / 3) + " · 정점 " + tri.vertices.Length);
var start = root.transform.Find("Portal_Start");
UnityEngine.Vector3 pcPos = start != null ? start.position : new UnityEngine.Vector3(115f, 0f, 10f);
UnityEngine.AI.NavMeshHit ph;
if (!UnityEngine.AI.NavMesh.SamplePosition(pcPos, out ph, 5f, UnityEngine.AI.NavMesh.AllAreas))
{ L("[에러] 시작 지점이 NavMesh 밖"); return Flush(kEditLog); }
L("시작 " + pcPos.ToString("F1") + " → 스냅 " + ph.position.ToString("F2"));
L("");
int comp = 0, part = 0, invalid = 0;
var targets = new System.Collections.Generic.List<string>();
var pts = new System.Collections.Generic.List<UnityEngine.Vector3>();
var mgrs = root.GetComponentsInChildren<MobControlMgr>(true);
for (int i = 0; i < mgrs.Length; i++) { targets.Add("스포너 " + mgrs[i].name + " (ID " + mgrs[i].SpawnerID + ")"); pts.Add(mgrs[i].transform.position); }
var bs = root.GetComponentsInChildren<FieldBossData>(true);
for (int i = 0; i < bs.Length; i++) { targets.Add("보스 " + bs[i].name + " (Mob " + bs[i].n_MonsterID + ")"); pts.Add(bs[i].transform.position); }
for (int i = 0; i < pts.Count; i++)
{
UnityEngine.AI.NavMeshHit h;
bool on = UnityEngine.AI.NavMesh.SamplePosition(pts[i], out h, 5f, UnityEngine.AI.NavMesh.AllAreas);
string st = "NavMesh 밖";
float len = 0f;
if (on)
{
var path = new UnityEngine.AI.NavMeshPath();
UnityEngine.AI.NavMesh.CalculatePath(ph.position, h.position, UnityEngine.AI.NavMesh.AllAreas, path);
st = path.status.ToString();
for (int k = 1; k < path.corners.Length; k++) len += UnityEngine.Vector3.Distance(path.corners[k - 1], path.corners[k]);
if (path.status == UnityEngine.AI.NavMeshPathStatus.PathComplete) comp++;
else if (path.status == UnityEngine.AI.NavMeshPathStatus.PathPartial) part++;
else invalid++;
}
else invalid++;
L(string.Format(" {0,-28} {1,-22} 경로장 {2,6:F1}m · 직선 {3,6:F1}m · 스냅거리 {4:F2}m",
targets[i], st, len, UnityEngine.Vector3.Distance(ph.position, pts[i]), on ? UnityEngine.Vector3.Distance(pts[i], h.position) : -1f));
}
L("");
L("PathComplete " + comp + " · PathPartial " + part + " · 불가 " + invalid + " / " + pts.Count);
}
finally { UnityEngine.AI.NavMesh.RemoveNavMeshData(inst); }
return Flush(kOutDir + "/ZONES_NAV.txt");
}
// ══════════════════════════════════════════════════════════════════════
/// <summary>
/// 아레나 후보 탐색 — 초안 후보A (137, 22) 주변 격자에서
/// (1) 시작 지점에서 PathComplete 이고 (2) SP1·SP4 원점에서 15m 이상 떨어진 점을
/// 후보A 로부터 가까운 순으로 찍는다. 초안의 "군집 간섭 없음" 조건을 유지한 최소 이동을 고른다.
/// </summary>
public static string Arena()
{
s = new System.Text.StringBuilder();
var root = LoadMap();
var navData = UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.AI.NavMeshData>(kNavAsset);
if (root == null || navData == null) { L("[에러] 로드 실패"); return Flush(kOutDir + "/ZONES_ARENA.txt"); }
var ideal = new UnityEngine.Vector3(137f, 0.6f, -22f);
const float kStep = 2f, kSpan = 16f, kClear = 15f;
var inst = UnityEngine.AI.NavMesh.AddNavMeshData(navData);
try
{
var start = root.transform.Find("Portal_Start");
UnityEngine.Vector3 pcPos = start != null ? start.position : new UnityEngine.Vector3(115f, 0f, 10f);
UnityEngine.AI.NavMeshHit ph;
if (!UnityEngine.AI.NavMesh.SamplePosition(pcPos, out ph, 5f, UnityEngine.AI.NavMesh.AllAreas))
{ L("[에러] 시작 지점이 NavMesh 밖"); return Flush(kOutDir + "/ZONES_ARENA.txt"); }
var mgrs = root.GetComponentsInChildren<MobControlMgr>(true);
L("===== 아레나 후보 탐색 · 이상점 " + ideal.ToString("F1") + " · ±" + kSpan + "m / " + kStep + "m 격자 =====");
L("조건: 시작에서 PathComplete · 모든 스포너 원점에서 " + kClear + "m 이상 · MobGenRange 10 기준 여유 5m");
var res = new System.Collections.Generic.List<string>();
var keys = new System.Collections.Generic.List<float>();
for (float dx = -kSpan; dx <= kSpan; dx += kStep)
for (float dz = -kSpan; dz <= kSpan; dz += kStep)
{
var q = new UnityEngine.Vector3(ideal.x + dx, ideal.y, ideal.z + dz);
UnityEngine.AI.NavMeshHit h;
if (!UnityEngine.AI.NavMesh.SamplePosition(q, out h, 3f, UnityEngine.AI.NavMesh.AllAreas)) continue;
float nearest = 1e9f; string who = "";
for (int i = 0; i < mgrs.Length; i++)
{
float d = UnityEngine.Vector3.Distance(new UnityEngine.Vector3(h.position.x, 0f, h.position.z),
new UnityEngine.Vector3(mgrs[i].transform.position.x, 0f, mgrs[i].transform.position.z));
if (d < nearest) { nearest = d; who = mgrs[i].name + "(ID " + mgrs[i].SpawnerID + ")"; }
}
if (nearest < kClear) continue;
var path = new UnityEngine.AI.NavMeshPath();
UnityEngine.AI.NavMesh.CalculatePath(ph.position, h.position, UnityEngine.AI.NavMesh.AllAreas, path);
if (path.status != UnityEngine.AI.NavMeshPathStatus.PathComplete) continue;
float len = 0f;
for (int k = 1; k < path.corners.Length; k++) len += UnityEngine.Vector3.Distance(path.corners[k - 1], path.corners[k]);
float off = UnityEngine.Vector3.Distance(new UnityEngine.Vector3(ideal.x, 0f, ideal.z), new UnityEngine.Vector3(h.position.x, 0f, h.position.z));
keys.Add(off);
res.Add(string.Format(" ({0,6:F1},{1,5:F2},{2,6:F1}) 후보A 로부터 {3,4:F1}m · 시작에서 경로 {4,5:F1}m · 최근접 스포너 {5,5:F1}m {6} · 스냅 {7:F2}m",
h.position.x, h.position.y, h.position.z, off, len, nearest, who,
UnityEngine.Vector3.Distance(q, h.position)));
}
var idx = new System.Collections.Generic.List<int>();
for (int i = 0; i < res.Count; i++) idx.Add(i);
idx.Sort(delegate (int a, int b) { return keys[a].CompareTo(keys[b]); });
L("후보 " + res.Count + "개 (가까운 순 상위 12)");
for (int i = 0; i < idx.Count && i < 12; i++) L(res[idx[i]]);
}
finally { UnityEngine.AI.NavMesh.RemoveNavMeshData(inst); }
return Flush(kOutDir + "/ZONES_ARENA.txt");
}
// ══════════════════════════════════════════════════════════════════════
// Play 슬롯 60s 실측 — 절두체 내 몹 수 · 처치 간격 · 보스 스폰 · fps
// ══════════════════════════════════════════════════════════════════════
static System.Text.StringBuilder r;
static bool s_on;
static float s_t0, s_dur, s_next, s_lastKill, s_bossAt;
static int s_ticks, s_frames, s_peakInView, s_sumInView, s_kills, s_peakAlive;
static System.Collections.Generic.List<float> s_gaps;
static System.Collections.Generic.HashSet<int> s_prev;
static System.Collections.Generic.Dictionary<int, int> s_killBySpawner;
static float s_frameAcc;
const float kWatchSeconds = 60f;
const float kSample = 0.2f;
static void R(string t) { r.AppendLine(t); UnityEngine.Debug.Log("[WL813e] " + t); }
public static string Watch()
{
if (!UnityEngine.Application.isPlaying) return "[에러] Play 중이 아니다";
if (s_on) return "이미 감시 중 — 남은 " + (s_dur - (UnityEngine.Time.realtimeSinceStartup - s_t0)).ToString("F0") + "s";
r = new System.Text.StringBuilder();
s_gaps = new System.Collections.Generic.List<float>();
s_prev = new System.Collections.Generic.HashSet<int>();
s_killBySpawner = new System.Collections.Generic.Dictionary<int, int>();
s_t0 = UnityEngine.Time.realtimeSinceStartup; s_dur = kWatchSeconds; s_next = 0f;
s_lastKill = -1f; s_bossAt = -1f;
s_ticks = 0; s_frames = 0; s_frameAcc = 0f;
s_peakInView = 0; s_sumInView = 0; s_kills = 0; s_peakAlive = 0;
s_on = true;
UnityEditor.EditorApplication.update -= Tick;
UnityEditor.EditorApplication.update += Tick;
R("===== WL-813e Play 실측 시작 (" + kWatchSeconds + "s · " + kSample + "s 간격) =====");
R("맵 = " + UnityEngine.SceneManagement.SceneManager.GetActiveScene().name
+ " · PC = " + (MyValue.MyPC == null ? "null" : MyValue.MyPC.transform.position.ToString("F1")));
return "감시 시작 " + kWatchSeconds + "s — 끝나면 Result 로 결과를 받는다";
}
static void Tick()
{
if (!s_on) { UnityEditor.EditorApplication.update -= Tick; return; }
if (!UnityEngine.Application.isPlaying) { R("[중단] Play 가 멈췄다"); Stop(); return; }
s_frames++; s_frameAcc += UnityEngine.Time.unscaledDeltaTime;
float el = UnityEngine.Time.realtimeSinceStartup - s_t0;
if (el < s_next) return;
s_next = el + kSample;
s_ticks++;
var cam = UnityEngine.Camera.main;
UnityEngine.Plane[] planes = null;
if (cam != null) planes = UnityEngine.GeometryUtility.CalculateFrustumPlanes(cam);
var mobs = UnityEngine.Object.FindObjectsByType<MobActor>(UnityEngine.FindObjectsInactive.Exclude, UnityEngine.FindObjectsSortMode.None);
var now = new System.Collections.Generic.HashSet<int>();
int inView = 0;
for (int i = 0; i < mobs.Length; i++)
{
var m = mobs[i];
now.Add(m.GetInstanceID());
if (planes != null)
{
var b = new UnityEngine.Bounds(m.transform.position + UnityEngine.Vector3.up, UnityEngine.Vector3.one * 2f);
if (UnityEngine.GeometryUtility.TestPlanesAABB(planes, b)) inView++;
}
// 보스 판별 = FieldBossData 가 넘긴 스포너 ID (MobActor.Get_Group() → m_SpawnerId · MobActor.cs:635)
if (s_bossAt < 0f && m.Get_Group() == kBossRowId)
{
s_bossAt = el;
R(string.Format(" [보스] t={0:F1}s {1} pos={2} HP={3:N0}/{4:N0}", el, m.name, m.transform.position.ToString("F1"), m.Get_HP(), m.Get_MaxHP()));
}
}
if (mobs.Length > s_peakAlive) s_peakAlive = mobs.Length;
if (inView > s_peakInView) s_peakInView = inView;
s_sumInView += inView;
// 처치 = 활성 몹 목록에서 사라진 인스턴스 (811b Killed 이벤트가 이 브랜치에 없어 쓰는 프록시)
foreach (var id in s_prev)
{
if (now.Contains(id)) continue;
s_kills++;
if (s_lastKill >= 0f) s_gaps.Add(el - s_lastKill);
s_lastKill = el;
}
s_prev = now;
if (s_ticks % 25 == 0)
R(string.Format(" t={0,4:F0}s 활성 {1,3} · 절두체 내 {2,2} · 누적 처치 {3,3} · fps {4:F1}",
el, mobs.Length, inView, s_kills, s_frames / System.Math.Max(0.001f, s_frameAcc)));
if (el >= s_dur) Stop();
}
static void Stop()
{
s_on = false;
UnityEditor.EditorApplication.update -= Tick;
float el = UnityEngine.Time.realtimeSinceStartup - s_t0;
R("");
R("===== 결과 (" + el.ToString("F1") + "s · 샘플 " + s_ticks + ") =====");
R("절두체 내 몹 수: 평균 " + (s_ticks > 0 ? ((float)s_sumInView / s_ticks) : 0f).ToString("F1") + " · 최대 " + s_peakInView
+ " (기준서 §B 요소1 = 8~15)");
R("동시 활성 몹(맵 전체) 최대 = " + s_peakAlive);
float avg = 0f;
for (int i = 0; i < s_gaps.Count; i++) avg += s_gaps[i];
if (s_gaps.Count > 0) avg /= s_gaps.Count;
R("처치 " + s_kills + "회 · 처치 간격 평균 " + avg.ToString("F2") + "s · 표본 " + s_gaps.Count + " (기준서 §B 요소1 = ≤3s)");
R("보스 최초 관측 = " + (s_bossAt < 0f ? "관측 안 됨(절두체·거리 밖일 수 있다)" : s_bossAt.ToString("F1") + "s"));
R("평균 fps = " + (s_frames / System.Math.Max(0.001f, s_frameAcc)).ToString("F1") + " (프레임 " + s_frames + ")");
try
{
System.IO.Directory.CreateDirectory(Abs(kOutDir));
System.IO.File.WriteAllText(Abs(kPlayLog), r.ToString(), new System.Text.UTF8Encoding(true));
}
catch (System.Exception e) { UnityEngine.Debug.LogWarning("[WL813e] 로그 저장 실패: " + e.Message); }
}
public static string Result()
{
if (r == null) return "아직 감시한 적이 없다 (Watch 먼저)";
if (s_on) return "감시 중 — 남은 " + (s_dur - (UnityEngine.Time.realtimeSinceStartup - s_t0)).ToString("F0") + "s";
return r.ToString();
}
public static string StopNow() { if (s_on) { Stop(); return "중단"; } return "감시 중이 아니다"; }
}