Project_WL/Assets/NamuFX/_CommonAssets/Scripts/Viewer.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
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Viewer : MonoBehaviour
{
public ParticleSystem[] Particles;
public int showNum = 0;
public GameObject ShowPos;
[Header("UI Elements")]
public Text _fxNameText;
public Button _PlayButton;
public Button _PauseButton;
public Text _PauseText;
public float Rotspeed;
public GameObject _Cam;
private bool isPaused;
// Start is called before the first frame update
void Start()
{
for(int i = 0; i < Particles.Length; i++)
{
Particles[i].gameObject.SetActive(false);
}
isPaused = false;
_PauseButton.gameObject.SetActive(false);
_PlayButton.gameObject.SetActive(true);
}
// Update is called once per frame
void Update()
{
showNum = Mathf.Clamp(showNum, 0, Particles.Length - 1);
if (!isPaused)
{
_fxNameText.text = Particles[showNum].gameObject.name;
_PauseText.text = "Pause";
}
else
{
_fxNameText.text = Particles[showNum].gameObject.name + "-" + "Paused";
_PauseText.text = "Resume";
}
if (Particles[showNum].IsAlive())
{
_PauseButton.gameObject.SetActive(true);
_PlayButton.gameObject.SetActive(false);
}
else
{
_PauseButton.gameObject.SetActive(false);
_PlayButton.gameObject.SetActive(true);
}
if(Input.GetKeyDown(KeyCode.LeftArrow))
{
Previous();
}
if (Input.GetKeyDown(KeyCode.RightArrow))
{
Next();
}
if ((Input.GetKeyDown(KeyCode.Space) && !Particles[showNum].IsAlive()) || (Input.GetKeyDown(KeyCode.Space) && isPaused))
{
PlayFX();
}
else if(Input.GetKeyDown(KeyCode.Space) && Particles[showNum].IsAlive() && !isPaused)
{
PauseFX();
}
if(Input.GetMouseButtonDown(0))
{
Ray ray = _Cam.GetComponent<Camera>().ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if(Physics.Raycast(ray, out hit, Mathf.Infinity))
{
GameObject spawnFX = Instantiate(Particles[showNum].gameObject, hit.point, Quaternion.FromToRotation(Particles[showNum].transform.up, hit.normal));
spawnFX.gameObject.SetActive(true);
spawnFX.GetComponent<ParticleSystem>().Play();
Destroy(spawnFX, spawnFX.GetComponent<ParticleSystem>().main.duration);
}
}
//Camera Rotate
if (Input.GetMouseButton(1))
{
float xRotateMove = Input.GetAxis("Mouse X") * Time.deltaTime * Rotspeed;
float yRotateMove = Input.GetAxis("Mouse Y") * Time.deltaTime * Rotspeed;
Vector3 stagePosition = ShowPos.transform.position;
_Cam.transform.RotateAround(stagePosition, Vector3.right, yRotateMove);
_Cam.transform.RotateAround(stagePosition, Vector3.up, xRotateMove);
_Cam.transform.LookAt(stagePosition);
}
}
public void Next()
{
isPaused = false;
if (showNum != Particles.Length - 1)
{
Particles[showNum].gameObject.SetActive(false);
showNum += 1;
Particles[showNum].gameObject.transform.position = ShowPos.transform.position;
Particles[showNum].gameObject.SetActive(true);
}
else
{
Particles[showNum].gameObject.SetActive(false);
showNum = 0;
Particles[showNum].gameObject.transform.position = ShowPos.transform.position;
Particles[showNum].gameObject.SetActive(true);
}
}
public void Previous()
{
isPaused = false;
if (showNum != 0)
{
Particles[showNum].gameObject.SetActive(false);
showNum -= 1;
Particles[showNum].gameObject.transform.position = ShowPos.transform.position;
Particles[showNum].gameObject.SetActive(true);
}
else
{
Particles[showNum].gameObject.SetActive(false);
showNum = Particles.Length -1;
Particles[showNum].gameObject.transform.position = ShowPos.transform.position;
Particles[showNum].gameObject.SetActive(true);
}
}
public void PlayFX()
{
if (!Particles[showNum].IsAlive())
{
Particles[showNum].gameObject.transform.position = ShowPos.transform.position;
Particles[showNum].gameObject.SetActive(true);
Particles[showNum].Play();
}
if(isPaused)
{
Particles[showNum].Play();
isPaused = false;
}
}
public void PauseFX()
{
if (!isPaused)
{
isPaused = true;
Particles[showNum].Pause();
}
else if (isPaused)
{
isPaused = false;
Particles[showNum].Play();
}
}
}