Project_WL/AgentScripts/WL_DressingGrassRemove.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
// WL_DressingGrassRemove.cs — PD 지시(2026-09-06 22:3x) "해당 잔디 에셋도 제거" (에디트 모드)
// unity command run_script --file AgentScripts/WL_DressingGrassRemove.cs --entry WL_DressingGrassRemove.Count
// unity command run_script --file AgentScripts/WL_DressingGrassRemove.cs --entry WL_DressingGrassRemove.Remove
// WL_Nature.prefab 드레싱 중 소스 프리팹 경로/이름에 "Grass" 가 들어가는 인스턴스(LMHPOLY Vegetation 풀)를 제거한다. 꽃·버섯·덤불·나무·바위는 유지.
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEngine;
public static class WL_DressingGrassRemove
{
const string MapPrefab = "Assets/Res_Addr/Map/WL_Nature.prefab";
static bool IsGrass(GameObject go)
{
var src = PrefabUtility.GetCorrespondingObjectFromOriginalSource(go);
string path = src != null ? AssetDatabase.GetAssetPath(src) : "";
string n = go.name;
return (path.IndexOf("Grass", System.StringComparison.OrdinalIgnoreCase) >= 0 || n.IndexOf("Grass", System.StringComparison.OrdinalIgnoreCase) >= 0)
&& path.IndexOf("/Vegetation/", System.StringComparison.OrdinalIgnoreCase) >= 0;
}
public static object Count()
{
var root = PrefabUtility.LoadPrefabContents(MapPrefab);
try
{
var all = root.GetComponentsInChildren<Transform>(true).Select(t => t.gameObject)
.Where(g => PrefabUtility.IsAnyPrefabInstanceRoot(g) && IsGrass(g)).ToList();
var byName = all.GroupBy(g => System.Text.RegularExpressions.Regex.Replace(g.name, @" \(\d+\)$", "")).OrderByDescending(x => x.Count());
var sb = new StringBuilder("grass instances=" + all.Count + "\n");
foreach (var g in byName.Take(12)) sb.AppendLine(" " + g.Key + " x" + g.Count());
return sb.ToString();
}
finally { PrefabUtility.UnloadPrefabContents(root); }
}
public static object Remove()
{
if (Application.isPlaying) return "refused: Play mode";
var root = PrefabUtility.LoadPrefabContents(MapPrefab);
try
{
var all = root.GetComponentsInChildren<Transform>(true).Select(t => t.gameObject)
.Where(g => PrefabUtility.IsAnyPrefabInstanceRoot(g) && IsGrass(g)).ToList();
int n = all.Count;
foreach (var g in all) if (g != null) Object.DestroyImmediate(g);
PrefabUtility.SaveAsPrefabAsset(root, MapPrefab);
int remain = root.GetComponentsInChildren<Transform>(true).Count(t => IsGrass(t.gameObject));
return "removed grass instances=" + n + " remaining=" + remain + " saved " + MapPrefab;
}
finally { PrefabUtility.UnloadPrefabContents(root); }
}
}