83 lines
4.9 KiB
C#
83 lines
4.9 KiB
C#
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// PD 지시 #750 2단계 — StartWakeSettings.asset 생성 + WL_Start.prefab 루트에 StartWakeSequence 부착
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// 실행: unity command run_script --file AgentScripts/WL_StartWakeAttach.cs --entry WL_StartWakeAttach.Run
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// CLAUDE.md §1 준수: using 금지 · 네임스페이스 풀어 쓰기
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// 🔴 리컴파일이 완전히 끝난 뒤에 실행할 것 (옛 [SerializeField] 기본값 직렬화 함정)
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public static class WL_StartWakeAttach
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{
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const string kSettingsPath = "Assets/WL/Settings/StartWakeSettings.asset";
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const string kPrefabPath = "Assets/Res_Addr/Map/WL_Start.prefab";
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public static void Run()
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{
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if (UnityEngine.Application.isPlaying) { UnityEngine.Debug.LogError("[WakeAttach] Play 중 실행 금지"); return; }
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// 1) 설정 에셋
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var settings = UnityEditor.AssetDatabase.LoadAssetAtPath<WL.Start.StartWakeSettings>(kSettingsPath);
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if (settings == null)
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{
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var dir = "Assets/WL/Settings";
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if (!System.IO.Directory.Exists(dir)) { System.IO.Directory.CreateDirectory(dir); UnityEditor.AssetDatabase.Refresh(); }
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settings = UnityEngine.ScriptableObject.CreateInstance<WL.Start.StartWakeSettings>();
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UnityEditor.AssetDatabase.CreateAsset(settings, kSettingsPath);
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UnityEditor.AssetDatabase.SaveAssets();
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UnityEngine.Debug.Log("[WakeAttach] 설정 에셋 생성: " + kSettingsPath);
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}
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else UnityEngine.Debug.Log("[WakeAttach] 기존 설정 에셋 사용: " + kSettingsPath);
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UnityEngine.Debug.Log("[WakeAttach] 설정값 lying=" + settings.lyingStateName + " getup=" + settings.getUpStateName
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+ " delayBeforeGetUp=" + settings.delayBeforeGetUp + " getUpDuration=" + settings.getUpDuration
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+ " delayAfterGetUp=" + settings.delayAfterGetUp + " readyTimeout=" + settings.readyTimeout
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+ " waitForIntroCamera=" + settings.waitForIntroCamera + " introCameraTimeout=" + settings.introCameraTimeout
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+ " lockMove=" + settings.lockMove + " lockSkillsViaStun=" + settings.lockSkillsViaStun);
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// 2) 프리팹에 컴포넌트 부착
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if (!System.IO.File.Exists(kPrefabPath)) { UnityEngine.Debug.LogError("[WakeAttach] 프리팹 없음: " + kPrefabPath); return; }
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var root = UnityEditor.PrefabUtility.LoadPrefabContents(kPrefabPath);
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try
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{
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var seq = root.GetComponent<WL.Start.StartWakeSequence>();
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if (seq == null) { seq = root.AddComponent<WL.Start.StartWakeSequence>(); UnityEngine.Debug.Log("[WakeAttach] StartWakeSequence 추가"); }
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else UnityEngine.Debug.Log("[WakeAttach] StartWakeSequence 이미 존재 — settings 만 갱신");
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var so = new UnityEditor.SerializedObject(seq);
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var p = so.FindProperty("settings");
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if (p == null) { UnityEngine.Debug.LogError("[WakeAttach] 'settings' 프로퍼티를 찾지 못했다"); return; }
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p.objectReferenceValue = settings;
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so.ApplyModifiedPropertiesWithoutUndo();
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UnityEditor.PrefabUtility.SaveAsPrefabAsset(root, kPrefabPath);
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UnityEngine.Debug.Log("[WakeAttach] 프리팹 저장: " + kPrefabPath);
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}
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finally { UnityEditor.PrefabUtility.UnloadPrefabContents(root); }
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UnityEditor.AssetDatabase.SaveAssets();
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UnityEditor.AssetDatabase.Refresh();
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// 3) 검증 — 저장된 프리팹을 다시 읽어 확인
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var chk = UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.GameObject>(kPrefabPath);
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var seq2 = chk == null ? null : chk.GetComponent<WL.Start.StartWakeSequence>();
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if (seq2 == null) { UnityEngine.Debug.LogError("[WakeAttach] 검증 실패 — 컴포넌트가 없다"); return; }
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var so2 = new UnityEditor.SerializedObject(seq2);
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var ref2 = so2.FindProperty("settings").objectReferenceValue;
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UnityEngine.Debug.Log("[WakeAttach] 검증 OK — settings=" + (ref2 == null ? "(null)" : UnityEditor.AssetDatabase.GetAssetPath(ref2)));
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var md = chk.GetComponent<MapData>();
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if (md == null) UnityEngine.Debug.LogWarning("[WakeAttach] 루트에 MapData 가 없다");
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else
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{
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UnityEngine.Debug.Log("[WakeAttach] MapData zone수=" + (md.m_MapZoneData == null ? 0 : md.m_MapZoneData.Count)
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+ " skybox=" + (md.material_skybox == null ? "(없음)" : md.material_skybox.name));
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if (md.m_MapZoneData != null && md.m_MapZoneData.Count > 0)
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{
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var z = md.m_MapZoneData[0];
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UnityEngine.Debug.Log("[WakeAttach] zone0 portal=" + (z.go_portal == null ? "(null)" : z.go_portal.name)
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+ " pos=" + (z.go_portal == null ? "-" : z.go_portal.transform.position.ToString("F4"))
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+ " CamRot_Portal=" + z.CamRot_Portal
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+ " reinc=" + (z.go_reincarnation == null ? "(null)" : z.go_reincarnation.name));
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}
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}
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}
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}
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