Project_WL/AgentScripts/WL_CamLeadAsset.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 #755 2단계 — CameraLeadSettings 에셋 생성/확인 (리컴파일 완료 후 실행할 것)
if (!UnityEditor.AssetDatabase.IsValidFolder("Assets/WL/Settings/Resources"))
UnityEditor.AssetDatabase.CreateFolder("Assets/WL/Settings", "Resources");
if (!UnityEditor.AssetDatabase.IsValidFolder("Assets/WL/Settings/Resources/WL"))
UnityEditor.AssetDatabase.CreateFolder("Assets/WL/Settings/Resources", "WL");
var path = "Assets/WL/Settings/Resources/WL/CameraLeadSettings.asset";
var so = UnityEditor.AssetDatabase.LoadAssetAtPath<CameraLeadSettings>(path);
var created = false;
if (so == null)
{
so = UnityEngine.ScriptableObject.CreateInstance<CameraLeadSettings>();
UnityEditor.AssetDatabase.CreateAsset(so, path);
UnityEditor.AssetDatabase.SaveAssets();
created = true;
}
return (created ? "CREATED " : "EXISTS ") + path
+ " | enabled=" + so.enabled
+ " leadDistance=" + so.leadDistance
+ " backwardLeadDistance=" + so.backwardLeadDistance
+ " scaleByDist=" + so.scaleLeadByDistance
+ " leadSmoothTime=" + so.leadSmoothTime
+ " leadDirSmoothTime=" + so.leadDirSmoothTime
+ " perpBlend=" + so.leadPerpendicularBlend
+ " backwardPitchAdd=" + so.backwardPitchAdd
+ " pitchSmoothTime=" + so.pitchSmoothTime
+ " pitchMaxSpeed=" + so.pitchMaxSpeed
+ " yawComp=" + so.compensatePitchYawCoupling
+ " moveSpeedThreshold=" + so.moveSpeedThreshold
+ " speedReference=" + so.speedReference
+ " sideDeadAngle=" + so.sideDeadAngle
+ " teleportDistance=" + so.teleportDistance;