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