Project_WL/Assets/WL/Combat/CombatAnimMapping.asset

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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
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m_Name: CombatAnimMapping
m_EditorClassIdentifier: Assembly-CSharp::WL.Combat.CombatAnimMapping
source: 'PD 지시 #786 (2026-09-06) — 근접 4클래스 콤보를 Knight@Attack1_S/2_S/3_S 로 교체. 이벤트 정규화 시각·Move 거리는 AgentScripts/WL762_RootCurve.cs 실측(2026-09-06)'
backupRoot: 'E:/NerdNavisAi/공유/개발팀_백업/WL/Combat5_{yyyyMMdd_HHmm}'
transitionDuration: 0.15
classes:
- classId: 10101
note: 'OneHand(pcanim_onehand) -> Knight@Attack1_S/2_S/3_S'
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enabled: 1
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- stateName: attack
sourceFbxPath: 'Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack1_S.FBX'
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stringParameter: 'Projectile_{CID}'
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sourceFbxPath: 'Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack3_S.FBX'
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time: 0
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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
stringParameter: 'Effect_Slash_{CID}_3'
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- functionName: Move
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time: 0
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stringParameter: 'Projectile_{CID}'
intParameter: 0
floatParameter: 0
- classId: 10102
note: 'SpellBlade(pcanim_spellblade) -> Knight 3콤보 + MoveAttack1 4타는 현행 유지'
controllerPathOverride:
enabled: 1
states:
- stateName: attack
sourceFbxPath: 'Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack1_S.FBX'
subClipName: 'Attack1_S_{CID}'
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sourceFbxPath: 'Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack2_S.FBX'
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stringParameter: 'Projectile_{CID}'
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- stateName: Attack3
sourceFbxPath: 'Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack3_S.FBX'
subClipName: 'Attack3_S_{CID}'
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stringParameter:
intParameter: 0
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time: 0
useNormalized: 1
normalizedTime: 0.25
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
stringParameter: 'Effect_Slash_{CID}_3'
intParameter: 1
floatParameter: 0
- functionName: Move
time: 0
useNormalized: 1
normalizedTime: 0.30799
stringParameter:
intParameter: 0
floatParameter: 0.31
- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.35054
stringParameter: 'Projectile_{CID}'
intParameter: 0
floatParameter: 0
- classId: 10501
note: 'BluntShield(pcanim_bluntshield · PD 주 테스트 캐릭터) -> Knight 3콤보'
controllerPathOverride:
enabled: 1
states:
- stateName: attack
sourceFbxPath: 'Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack1_S.FBX'
subClipName: 'Attack1_S_{CID}'
sourceClipName: 'Attack1'
incomingExitTime: 0
createIfMissing: 0
events:
- functionName: ShowEffect
time: 0
useNormalized: 1
normalizedTime: 0.29821
stringParameter: 'Effect_Slash_{CID}_1'
intParameter: 1
floatParameter: 0
- functionName: Move
time: 0
useNormalized: 1
normalizedTime: 0.40425
stringParameter:
intParameter: 0
floatParameter: 0.3
- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.44887
stringParameter: 'Projectile_{CID}'
intParameter: 0
floatParameter: 0
- stateName: Attack2
sourceFbxPath: 'Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack2_S.FBX'
subClipName: 'Attack2_S_{CID}'
sourceClipName: 'Attack2'
incomingExitTime: 0
createIfMissing: 0
events:
- functionName: LookAtTarget
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
intParameter: 0
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time: 0
useNormalized: 1
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stringParameter: 'Effect_Slash_{CID}_2'
intParameter: 1
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- functionName: Move
time: 0
useNormalized: 1
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stringParameter:
intParameter: 0
floatParameter: 0.15
- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.47408
stringParameter: 'Projectile_{CID}'
intParameter: 0
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- stateName: Attack3
sourceFbxPath: 'Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack3_S.FBX'
subClipName: 'Attack3_S_{CID}'
sourceClipName: 'Attack3'
incomingExitTime: 0
createIfMissing: 0
events:
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time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
intParameter: 0
floatParameter: 0
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time: 0
useNormalized: 1
normalizedTime: 0.25
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
stringParameter: 'Effect_Slash_{CID}_3'
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- functionName: Move
time: 0
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time: 0
useNormalized: 1
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stringParameter: 'Projectile_{CID}'
intParameter: 0
floatParameter: 0
- classId: 10502
note: 'Paladin(pcanim_paladin) -> Knight 3콤보. 상태명이 Sword&Shield_Attack2/3 로 다르다'
controllerPathOverride:
enabled: 1
states:
- stateName: attack
sourceFbxPath: 'Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack1_S.FBX'
subClipName: 'Attack1_S_{CID}'
sourceClipName: 'Attack1'
incomingExitTime: 0
createIfMissing: 0
events:
- functionName: ShowEffect
time: 0
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stringParameter: 'Effect_Slash_{CID}_1'
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- functionName: Move
time: 0
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intParameter: 0
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- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.44887
stringParameter: 'Projectile_{CID}'
intParameter: 0
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- stateName: Sword&Shield_Attack2
sourceFbxPath: 'Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack2_S.FBX'
subClipName: 'Attack2_S_{CID}'
sourceClipName: 'Attack2'
incomingExitTime: 0
createIfMissing: 0
events:
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time: 0
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stringParameter:
intParameter: 0
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stringParameter:
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floatParameter: 0.15
- functionName: Projectile
time: 0
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stringParameter: 'Projectile_{CID}'
intParameter: 0
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- stateName: Sword&Shield_Attack3
sourceFbxPath: 'Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack3_S.FBX'
subClipName: 'Attack3_S_{CID}'
sourceClipName: 'Attack3'
incomingExitTime: 0
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- functionName: LookAtTarget
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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
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- functionName: Move
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- functionName: Projectile
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