Project_WL/AgentScripts/WL760_Play.cs

185 lines
9.6 KiB
C#
Raw Normal View History

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_Play.cs — PD 지시 #760 2-A Play 검증 probe (런타임 전용 · 서버 쓰기 없음 · Assets 무수정)
// unity command run_script --file AgentScripts/WL760_Play.cs --entry WL760_Play.State
// unity command run_script --file AgentScripts/WL760_Play.cs --entry WL760_Play.SetClass --args '[10101]'
// unity command run_script --file AgentScripts/WL760_Play.cs --entry WL760_Play.Attack
// unity command run_script --file AgentScripts/WL760_Play.cs --entry WL760_Play.Cap --args '["10101_1"]'
// unity command run_script --file AgentScripts/WL760_Play.cs --entry WL760_Play.Mask
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEngine;
public static class WL760_Play
{
const string OutDir = "Screenshots_WL/combat2";
const BindingFlags BF = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance;
static MyActor Me()
{
return UnityEngine.Object.FindObjectsByType<MyActor>(FindObjectsInactive.Exclude, FindObjectsSortMode.None)
.FirstOrDefault();
}
static double HP(Actor a)
{
var mi = typeof(Actor).GetMethod("Get_HP", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
if (mi == null) return double.NaN;
return Convert.ToDouble(mi.Invoke(a, null));
}
// ── 현재 상태 ────────────────────────────────────────────────────────────
public static object State()
{
var sb = new StringBuilder();
sb.AppendLine("playing=" + Application.isPlaying + " scene=" +
UnityEngine.SceneManagement.SceneManager.GetActiveScene().name +
" loaded=" + string.Join("+", Enumerable.Range(0, UnityEngine.SceneManagement.SceneManager.sceneCount)
.Select(i => UnityEngine.SceneManagement.SceneManager.GetSceneAt(i).name)));
var me = Me();
if (me == null) { sb.AppendLine("MyActor: none"); return sb.ToString(); }
var anim = me.GetComponentInChildren<Animator>();
sb.AppendLine("MyActor pos=" + me.transform.position.ToString("F1") +
" ctrl=" + (anim != null && anim.runtimeAnimatorController != null ? anim.runtimeAnimatorController.name : "(null)") +
" hp=" + HP(me).ToString("F0"));
if (anim != null && anim.layerCount > 0)
{
var ci = anim.GetCurrentAnimatorClipInfo(0);
sb.AppendLine(" playing clip=" + (ci.Length > 0 ? ci[0].clip.name : "(none)"));
}
var mobs = UnityEngine.Object.FindObjectsByType<MobActor>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
sb.AppendLine("MobActor alive=" + mobs.Length);
foreach (var m in mobs.OrderBy(m => Vector3.Distance(m.transform.position, me.transform.position)).Take(4))
sb.AppendLine(" " + m.name + " d=" + Vector3.Distance(m.transform.position, me.transform.position).ToString("F1") +
" hp=" + HP(m).ToString("F0"));
return sb.ToString();
}
// ── 클래스 전환 (서버 쓰기 없음 · #747 선례) ─────────────────────────────
public static object SetClass(int classId)
{
var me = Me();
if (me == null) return "MyActor none";
var pc = me as PCActor;
if (pc == null) return "MyActor is not PCActor: " + me.GetType().Name;
var data = table_classconfig.Ins.Get_Data_orNull(classId);
if (data == null) return "class data null: " + classId;
pc.Change_Class(data, true);
var anim = me.GetComponentInChildren<Animator>();
return "Change_Class(" + classId + ") ok ctrl=" +
(anim != null && anim.runtimeAnimatorController != null ? anim.runtimeAnimatorController.name : "(null)");
}
// ── 공격 1회 (자동 타겟) ─────────────────────────────────────────────────
public static object Attack()
{
var me = Me();
if (me == null) return "MyActor none";
var sb = new StringBuilder();
var mobs = UnityEngine.Object.FindObjectsByType<MobActor>(FindObjectsInactive.Exclude, FindObjectsSortMode.None)
.OrderBy(m => Vector3.Distance(m.transform.position, me.transform.position)).ToArray();
if (mobs.Length == 0) return "no MobActor";
var t = mobs[0];
// 사거리 안으로 이동 + 바라보기 (입력 주입 없이 트랜스폼만 — 서버 쓰기 없음)
var dir = (t.transform.position - me.transform.position); dir.y = 0f;
if (dir.magnitude > 1.6f)
me.transform.position = t.transform.position - dir.normalized * 1.5f;
me.transform.LookAt(new Vector3(t.transform.position.x, me.transform.position.y, t.transform.position.z));
var setT = typeof(Actor).GetMethod("Change_Target", BF);
if (setT != null) { try { setT.Invoke(me, new object[] { false, (Actor)t, false }); } catch { } }
sb.AppendLine("target=" + t.name + " hpBefore=" + HP(t).ToString("F0") +
" d=" + Vector3.Distance(me.transform.position, t.transform.position).ToString("F2"));
double aspd = 1.0;
try {
var fi = typeof(Actor).GetField("m_Stat", BF);
var stat = fi != null ? fi.GetValue(me) : null;
if (stat != null) {
var gm = stat.GetType().GetMethod("Get_Stat", new[] { typeof(eStat) });
if (gm != null) aspd = Convert.ToDouble(gm.Invoke(stat, new object[] { eStat.FinalAttackSpeed }));
}
} catch { }
me.Play_Attack(0, (float)aspd);
sb.AppendLine("Play_Attack(0," + aspd.ToString("F2") + ") issued");
return sb.ToString();
}
/// <summary>공격 후 대상 HP 를 다시 읽는다 (판정 ⓒ 데미지 0 아님).</summary>
public static object Hp()
{
var me = Me();
if (me == null) return "MyActor none";
var mobs = UnityEngine.Object.FindObjectsByType<MobActor>(FindObjectsInactive.Exclude, FindObjectsSortMode.None)
.OrderBy(m => Vector3.Distance(m.transform.position, me.transform.position)).Take(3).ToArray();
var anim = me.GetComponentInChildren<Animator>();
string clip = "(none)";
if (anim != null && anim.layerCount > 0)
{
var ci = anim.GetCurrentAnimatorClipInfo(0);
if (ci.Length > 0) clip = ci[0].clip.name + " n=" + anim.GetCurrentAnimatorStateInfo(0).normalizedTime.ToString("F2");
}
return "clip=" + clip + " " + string.Join(" | ", mobs.Select(m => m.name + " hp=" + HP(m).ToString("F0")));
}
// ── 캡처 (Assets 밖 · LightProbe.Render 패턴) ────────────────────────────
public static object Cap(string tag)
{
var cam = Camera.main;
if (cam == null) return "no Camera.main";
System.IO.Directory.CreateDirectory(OutDir);
int w = 1280, h = 720;
var rt = new RenderTexture(w, h, 24, RenderTextureFormat.ARGB32);
var go = new GameObject("__wl760cam");
var c = go.AddComponent<Camera>();
c.CopyFrom(cam); c.targetTexture = rt; c.enabled = false; c.Render();
var prev = RenderTexture.active; RenderTexture.active = rt;
var tex = new Texture2D(w, h, TextureFormat.RGB24, false);
tex.ReadPixels(new Rect(0, 0, w, h), 0, 0); tex.Apply();
RenderTexture.active = prev;
// 마젠타(셰이더 미컴파일) 픽셀 카운트 — 판정 ⓓ
var px = tex.GetPixels32();
int magenta = 0;
foreach (var p in px) if (p.r > 200 && p.b > 200 && p.g < 60) magenta++;
var path = System.IO.Path.Combine(OutDir, tag + ".png");
System.IO.File.WriteAllBytes(path, tex.EncodeToPNG());
UnityEngine.Object.DestroyImmediate(tex);
c.targetTexture = null; UnityEngine.Object.DestroyImmediate(go);
rt.Release(); UnityEngine.Object.DestroyImmediate(rt);
return path + " magentaPx=" + magenta + "/" + px.Length;
}
/// <summary>씬 안의 살아 있는 슬래시 이펙트 인스턴스별 이미터 on/off 전수 (판정 ⓓ).</summary>
public static object Mask()
{
var sb = new StringBuilder();
var masks = UnityEngine.Object.FindObjectsByType<WL.Combat.SlashCrescentMask>(FindObjectsInactive.Include, FindObjectsSortMode.None);
sb.AppendLine("SlashCrescentMask instances=" + masks.Length +
" last=" + (WL.Combat.WeaponTrailDriver.LastMaskPrefab ?? "(none)"));
foreach (var m in masks)
sb.AppendLine(" " + m.gameObject.name + " active=" + m.gameObject.activeInHierarchy + " :: " + m.DumpState());
var trails = UnityEngine.Object.FindObjectsByType<WL.Combat.BladeTrail>(FindObjectsInactive.Include, FindObjectsSortMode.None);
sb.AppendLine("BladeTrail instances=" + trails.Length);
foreach (var t in trails)
{
var mr = t.GetComponent<MeshRenderer>();
sb.AppendLine(" " + t.gameObject.name + " enabled=" + t.enabled +
" rendererEnabled=" + (mr != null ? mr.enabled.ToString() : "(no MR)") +
" mat=" + (mr != null && mr.sharedMaterial != null ? mr.sharedMaterial.name + "/" +
(mr.sharedMaterial.shader != null ? mr.sharedMaterial.shader.name : "?") : "(none)"));
}
return sb.ToString();
}
}