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new file mode 100644
index 000000000..48237daf7
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new file mode 100644
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new file mode 100644
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diff --git a/Assets/Res_Addr/Effect/WL_Effect_Slash_EnergySlash.prefab.meta b/Assets/Res_Addr/Effect/WL_Effect_Slash_EnergySlash.prefab.meta
new file mode 100644
index 000000000..446efe07f
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diff --git a/Assets/Script/Character/Projectile/ProjectileBase.cs b/Assets/Script/Character/Projectile/ProjectileBase.cs
index a97ea95bb..982ed724f 100644
--- a/Assets/Script/Character/Projectile/ProjectileBase.cs
+++ b/Assets/Script/Character/Projectile/ProjectileBase.cs
@@ -446,7 +446,7 @@ public class ProjectileBase : MonoBehaviour
WL.Combat.Core.CombatEvents.RaiseHitboxHit(this, m_ProjecTileData, hitter, noDmg);
if (!noDmg) hitter.Get_Damage(WL.Combat.Status.WLStatus.BeforeDamage(hitter, Get_DamageInfo())); // #842 수면 중 피격 = 100 % 치명·치명 피해 배율·즉시 기상(그 외엔 그대로 돌려준다)
m_ProjecTileData.Action_OnHit?.Invoke(hitter);
- if (Off_byHit && !WL.Combat.Impact.WLImpactFx.DeferOff(this, hitter)) Off(false, false); // #843 지팡이 투사체는 몸 중심까지 날아간 뒤 끈다
+ if (Off_byHit && !WL.Combat.Weapon.WLPierceProjectile.Pierces(this, m_ProjecTileData, other) && !WL.Combat.Impact.WLImpactFx.DeferOff(this, hitter)) Off(false, false); // #843 지팡이 투사체는 몸 중심까지 날아간 뒤 끈다 · WL #974 관통 스킬(WLPierceProjectile.json)은 안 끈다
Show_HitEffect(true, hitter);
return true;
}
diff --git a/Assets/Script/Character/Projectile/Skill/Skill_EnergySlash.cs b/Assets/Script/Character/Projectile/Skill/Skill_EnergySlash.cs
index 5046b5abe..8ae8c6476 100644
--- a/Assets/Script/Character/Projectile/Skill/Skill_EnergySlash.cs
+++ b/Assets/Script/Character/Projectile/Skill/Skill_EnergySlash.cs
@@ -19,7 +19,8 @@ public class Skill_EnergySlash : ProjectileBase
IEnumerator Co_Update()
{
- InGameInfo.Ins.Show_Effect("Effect_Hit_Skill_EnergySlashFlash", transform.position);
+ if (!WL.Combat.Weapon.WLProjectileVisual.HideStartFx(this)) // WL #974 시작 섬광 = 스킬 연출 impact(푸른 WL 사본)가 띄움 → 원본 것은 끔(WLProjectileVisual.json hideStartFx)
+ InGameInfo.Ins.Show_Effect("Effect_Hit_Skill_EnergySlashFlash", transform.position);
yield return new WaitForSeconds(0.25f);
StartCoroutine(Co_Move_Strait(eProjectileStrait.Forward));
}
diff --git a/Assets/WL/Combat/Reaction/MobStagger.cs b/Assets/WL/Combat/Reaction/MobStagger.cs
index 9f0745af7..20b85f6a2 100644
--- a/Assets/WL/Combat/Reaction/MobStagger.cs
+++ b/Assets/WL/Combat/Reaction/MobStagger.cs
@@ -131,7 +131,7 @@ namespace WL.Combat.Reaction
s.until = now + Mathf.Max(dur, st.mobMoveLockSeconds); // #903 피격 뒤 최소 0.5 초 이동 · 새 공격 잠금
s.recovered = false; s.idleHeld = false;
s.pushUntil = -1f; // #903 루트를 때린 쪽 반대로 실제로 민다 → 대기 모션이 밀린 자리에서 이어진다
- float pushDist = st.mobHitPushDistance * (sr != null ? Mathf.Max(0f, sr.pushScale) : 1f);
+ float pushDist = sr != null && sr.pushMeters > 0f ? sr.pushMeters : st.mobHitPushDistance * (sr != null ? Mathf.Max(0f, sr.pushScale) : 1f); // #974 pushMeters = 밀기 거리 고정(m)
if (sr != null) SkillOverrides++;
if (pushDist > 0f && st.mobHitPushSeconds > 0f && !victim.IsSubRole(eSubRol.Boss) && e.attacker != null)
{
diff --git a/Assets/WL/Combat/Reaction/Resources/WL/WLSkillHitFeel.json b/Assets/WL/Combat/Reaction/Resources/WL/WLSkillHitFeel.json
index 8fa22239b..86d553bd1 100644
--- a/Assets/WL/Combat/Reaction/Resources/WL/WLSkillHitFeel.json
+++ b/Assets/WL/Combat/Reaction/Resources/WL/WLSkillHitFeel.json
@@ -9,6 +9,7 @@
"knockbackScale": 0.0,
"staggerSeconds": 0.4
},
+ { "skill": "Skill_EnergySlash", "pushScale": 1.0, "pushMeters": 0.2, "knockbackScale": 0.0, "staggerSeconds": 0.0, "_note_974": "#974 PD 「한손검 주력 검기 — 0.2m 정도 넉백」 — 원본 넉백(AttackKnockBack) 끔 · 피격 밀기(MobStagger · PC → 적 방향) 0.2 m 고정 · 관통 다단(WLPierceProjectile 0.2 s)마다 밀림" },
{
"skill": "Skill_ArrowRain",
"pushScale": 0.05,
diff --git a/Assets/WL/Combat/Reaction/SkillSpectacle.cs b/Assets/WL/Combat/Reaction/SkillSpectacle.cs
index e6a1efde6..24aa6e8d0 100644
--- a/Assets/WL/Combat/Reaction/SkillSpectacle.cs
+++ b/Assets/WL/Combat/Reaction/SkillSpectacle.cs
@@ -100,6 +100,9 @@ namespace WL.Combat.Reaction
// ───────────────────────────────────────── 구독
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
static void Register() { EnsureSubscribed(); }
+ /// #974 도메인 리로드 끔(테스트 씬) 대비 — Play 마다 행 해석(s_rows · 프리팹 이름 → 엔트리)을 다시 한다. 설정에서 연출 프리팹을 바꿔도 이전 Play 의 해석이 남아 원본이 계속 나왔다(실측).
+ [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
+ static void ResetRows() { s_rows = null; s_preloadedRow = null; }
/// 구독 보장(중복은 CombatEventList 가 막는다). 에디트 모드 프로브도 이걸 부른다.
public static void EnsureSubscribed()
diff --git a/Assets/WL/Combat/Reaction/WLSkillHitFeel.cs b/Assets/WL/Combat/Reaction/WLSkillHitFeel.cs
index 591d11e1e..be975988f 100644
--- a/Assets/WL/Combat/Reaction/WLSkillHitFeel.cs
+++ b/Assets/WL/Combat/Reaction/WLSkillHitFeel.cs
@@ -20,6 +20,7 @@ namespace WL.Combat.Reaction
{
public string skill = ""; // eEffect 이름(원본 스킬 클래스)
public float pushScale = 1f; // 피격 밀기 거리 배율
+ public float pushMeters; // #974 > 0 = 피격 밀기 거리 고정(m · pushScale 대신) — PD 「0.2m 정도 넉백」
public float knockbackScale = 1f; // 원본 넉백 거리 배율(몹 넉백 배율 대신)
public float staggerSeconds; // 경직 최소 시간(0 = 등급별 그대로)
}
diff --git a/Assets/WL/Combat/Settings/Resources/WL/WLSkillSpectacleSettings.asset b/Assets/WL/Combat/Settings/Resources/WL/WLSkillSpectacleSettings.asset
index 4ebcf17d0..c9e504c65 100644
--- a/Assets/WL/Combat/Settings/Resources/WL/WLSkillSpectacleSettings.asset
+++ b/Assets/WL/Combat/Settings/Resources/WL/WLSkillSpectacleSettings.asset
@@ -41,32 +41,34 @@ MonoBehaviour:
- _BaseColor
classElements:
- classId: 10101
- label: onehand · Nature
+ label: "onehand \xB7 Nature"
element: 6
tint: {r: 0.55, g: 1, b: 0.45, a: 1}
- classId: 10102
- label: spellblade · Dark
+ label: "spellblade \xB7 Dark"
element: 2
tint: {r: 0.72, g: 0.45, b: 1, a: 1}
- classId: 10501
- label: bluntshield · Holy
+ label: "bluntshield \xB7 Holy"
element: 4
tint: {r: 1, g: 0.92, b: 0.55, a: 1}
- classId: 10502
- label: paladin · Holy
+ label: "paladin \xB7 Holy"
element: 4
tint: {r: 1, g: 0.92, b: 0.55, a: 1}
rows:
- skillId: 703101
classId: 10101
slot: 1
- label: 연속 베기
+ label: "\uC5F0\uC18D \uBCA0\uAE30"
charge:
prefab:
scale: 1
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
body:
@@ -75,6 +77,8 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0.6
useCasterRotation: 1
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
impact:
@@ -83,19 +87,23 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
budgetClass: 0
- skillId: 703102
classId: 10101
slot: 2
- label: 회심의 일격
+ label: "\uD68C\uC2EC\uC758 \uC77C\uACA9"
charge:
prefab: Effect_Berserk
scale: 0.999
anchor: 2
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
body:
@@ -104,6 +112,8 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0.8
useCasterRotation: 1
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
impact:
@@ -112,19 +122,23 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
budgetClass: 1
- skillId: 703103
classId: 10101
slot: 3
- label: 돌진 베기
+ label: "\uB3CC\uC9C4 \uBCA0\uAE30"
charge:
prefab: Effect_PCDash
scale: 0.702
anchor: 2
forwardOffset: 0
useCasterRotation: 1
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
body:
@@ -133,6 +147,8 @@ MonoBehaviour:
anchor: 1
forwardOffset: 1
useCasterRotation: 1
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
impact:
@@ -141,19 +157,23 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
budgetClass: 1
- skillId: 702006
classId: 10101
slot: 4
- label: 돌개 바람
+ label: "\uB3CC\uAC1C \uBC14\uB78C"
charge:
prefab: Effect_Howling
scale: 0.251
anchor: 2
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
body:
@@ -162,6 +182,8 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0.5
useCasterRotation: 1
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
impact:
@@ -170,19 +192,23 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
budgetClass: 2
- skillId: 703106
classId: 10102
slot: 1
- label: 무자비한 일격
+ label: "\uBB34\uC790\uBE44\uD55C \uC77C\uACA9"
charge:
prefab:
scale: 1
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
body:
@@ -191,6 +217,8 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0.6
useCasterRotation: 1
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
impact:
@@ -199,48 +227,58 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
budgetClass: 0
- skillId: 703105
classId: 10102
slot: 2
- label: 검기 분출
+ label: "\uAC80\uAE30 \uBD84\uCD9C"
charge:
prefab: Effect_Casting_Energyball
scale: 0.667
anchor: 2
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
body:
- prefab: Effect_Slash_10102_2
+ prefab: WL_Effect_Slash_EnergySlash
scale: 0.403
anchor: 1
forwardOffset: 0.8
useCasterRotation: 1
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
impact:
- prefab: Effect_Hit_Skill_EnergySlashFlash
+ prefab: WL_Effect_Hit_EnergySlashFlash
scale: 0.193
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
budgetClass: 1
- skillId: 703104
classId: 10102
slot: 3
- label: 칼날 방패
+ label: "\uCE7C\uB0A0 \uBC29\uD328"
charge:
prefab: Effect_Casting_ManaShield
scale: 0.539
anchor: 2
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
body:
@@ -249,6 +287,8 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0.8
impact:
@@ -257,19 +297,23 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
budgetClass: 1
- skillId: 702009
classId: 10102
slot: 4
- label: 마나 폭발
+ label: "\uB9C8\uB098 \uD3ED\uBC1C"
charge:
prefab: Effect_Casting_Meteor
scale: 0.793
anchor: 2
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
body:
@@ -278,6 +322,8 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
impact:
@@ -286,19 +332,23 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
budgetClass: 2
- skillId: 703502
classId: 10501
slot: 1
- label: 방패 치기
+ label: "\uBC29\uD328 \uCE58\uAE30"
charge:
prefab:
scale: 1
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
body:
@@ -307,6 +357,8 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0.6
useCasterRotation: 1
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
impact:
@@ -315,13 +367,15 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
budgetClass: 0
- skillId: 703503
classId: 10501
slot: 2
- label: 강력한 일격
+ label: "\uAC15\uB825\uD55C \uC77C\uACA9"
charge:
prefab: Effect_PCDash
scale: 0.562
@@ -338,6 +392,8 @@ MonoBehaviour:
anchor: 2
forwardOffset: 0.8
useCasterRotation: 1
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
impact:
@@ -346,19 +402,23 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
budgetClass: 1
- skillId: 703501
classId: 10501
slot: 3
- label: 간식 먹기
+ label: "\uAC04\uC2DD \uBA39\uAE30"
charge:
prefab:
scale: 1
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
body:
@@ -367,6 +427,8 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
impact:
@@ -375,19 +437,23 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
budgetClass: 0
- skillId: 702005
classId: 10501
slot: 4
- label: 휘몰아치는 파도
+ label: "\uD718\uBAB0\uC544\uCE58\uB294 \uD30C\uB3C4"
charge:
prefab: Effect_Howling
scale: 0.251
anchor: 2
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
body:
@@ -396,6 +462,8 @@ MonoBehaviour:
anchor: 1
forwardOffset: 1
useCasterRotation: 1
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
impact:
@@ -404,19 +472,23 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
budgetClass: 2
- skillId: 703505
classId: 10502
slot: 1
- label: 십자 가르기
+ label: "\uC2ED\uC790 \uAC00\uB974\uAE30"
charge:
prefab:
scale: 1
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
body:
@@ -425,6 +497,8 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0.6
useCasterRotation: 1
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
impact:
@@ -433,19 +507,23 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
budgetClass: 0
- skillId: 703506
classId: 10502
slot: 2
- label: 회전 베기
+ label: "\uD68C\uC804 \uBCA0\uAE30"
charge:
prefab:
scale: 1
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
body:
@@ -454,6 +532,8 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 1
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
impact:
@@ -462,19 +542,23 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
budgetClass: 1
- skillId: 703504
classId: 10502
slot: 3
- label: 도발
+ label: "\uB3C4\uBC1C"
charge:
prefab: Effect_Howling
scale: 0.251
anchor: 2
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
body:
@@ -483,6 +567,8 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 1
impact:
@@ -491,19 +577,23 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 0
lifetime: 0
budgetClass: 1
- skillId: 702012
classId: 10502
slot: 4
- label: 심판의 빛
+ label: "\uC2EC\uD310\uC758 \uBE5B"
charge:
prefab: Effect_Casting_Meteor
scale: 0.793
anchor: 2
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
body:
@@ -512,6 +602,8 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
impact:
@@ -520,6 +612,8 @@ MonoBehaviour:
anchor: 1
forwardOffset: 0
useCasterRotation: 0
+ aimTarget: 0
+ yawOffset: 0
tint: 1
lifetime: 0
budgetClass: 2
diff --git a/Assets/WL/Combat/Weapon/Fx974Mat.meta b/Assets/WL/Combat/Weapon/Fx974Mat.meta
new file mode 100644
index 000000000..68d54fb0b
--- /dev/null
+++ b/Assets/WL/Combat/Weapon/Fx974Mat.meta
@@ -0,0 +1,8 @@
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+guid: 148a5cda8f9eff2459de6b76584c222d
+folderAsset: yes
+DefaultImporter:
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diff --git a/Assets/WL/Combat/Weapon/Fx974Mat/WL974_WL_Effect_Hit_EnergySlashFlash_Spike3D.mat b/Assets/WL/Combat/Weapon/Fx974Mat/WL974_WL_Effect_Hit_EnergySlashFlash_Spike3D.mat
new file mode 100644
index 000000000..4a30cc092
--- /dev/null
+++ b/Assets/WL/Combat/Weapon/Fx974Mat/WL974_WL_Effect_Hit_EnergySlashFlash_Spike3D.mat
@@ -0,0 +1,137 @@
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+{
+ "enabled": 1,
+ "note": "#974 스킬 투사체 관통 · 다단 — rules[].skill = eEffect 이름 · pierce 1 = 맞혀도 안 꺼짐 · rehitSeconds = 겹쳐 있는 적을 다시 맞히는 간격",
+ "rules": [
+ {
+ "skill": "Skill_EnergySlash",
+ "pierce": 1,
+ "rehitSeconds": 0.2,
+ "note": "#974 PD 「한손검 주력 검기 — 경로 상 적을 관통하며 모든 적에게 피해 · 관통하는 동안 0.2초 간격으로 피해를 더」 — 넉백 0.2 m = WLSkillHitFeel pushMeters · 크기 50 % = WLProjectileVisual fxScale"
+ }
+ ]
+}
diff --git a/Assets/WL/Combat/Weapon/Resources/WL/WLPierceProjectile.json.meta b/Assets/WL/Combat/Weapon/Resources/WL/WLPierceProjectile.json.meta
new file mode 100644
index 000000000..8844f6278
--- /dev/null
+++ b/Assets/WL/Combat/Weapon/Resources/WL/WLPierceProjectile.json.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 0033f2a4abbada04592223562fdb55a9
+TextScriptImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/WL/Combat/Weapon/Resources/WL/WLProjectileVisual.json b/Assets/WL/Combat/Weapon/Resources/WL/WLProjectileVisual.json
index 0e769c37f..f4a42f06f 100644
--- a/Assets/WL/Combat/Weapon/Resources/WL/WLProjectileVisual.json
+++ b/Assets/WL/Combat/Weapon/Resources/WL/WLProjectileVisual.json
@@ -1,5 +1,11 @@
{
"rules": [
+ {
+ "projectile": "Skill_EnergySlash",
+ "fxScale": 0.5,
+ "hideStartFx": 1,
+ "_note_974": "#974 PD 「한손검 주력 스킬로 발사하는 검기의 크기를 50% 줄이고」 — 원본 Skill_EnergySlash 루트 0.5 배(판정 상자 3.0 × 4.0 × 4.5 → 1.5 × 2.0 × 2.25 m · 입자 FX_SlashLight 는 계층 배율로 함께 · 진단 Play 실측) · 「회전 이펙트 색 강렬」 — 원본 코드 시작 섬광 끔(hideStartFx · 스킬 연출 impact 의 푸른 사본이 같은 자리에 뜸)"
+ },
{
"projectile": "Skill_BlackHole",
"fxScale": 0.5,
diff --git a/Assets/WL/Combat/Weapon/Resources/WL/WLSkillYaw.json b/Assets/WL/Combat/Weapon/Resources/WL/WLSkillYaw.json
new file mode 100644
index 000000000..39ebccfad
--- /dev/null
+++ b/Assets/WL/Combat/Weapon/Resources/WL/WLSkillYaw.json
@@ -0,0 +1,13 @@
+{
+ "enabled": 1,
+ "note": "#974 스킬 동작 상태 동안 보이는 몸(엉덩이 뼈)을 위 축으로 yaw° 돌림 — 루트 · 판정 · 투사체 방향 · 카메라 그대로",
+ "rules": [
+ {
+ "state": "energyslash",
+ "yaw": -76,
+ "blendIn": 0.08,
+ "blendOut": 0.15,
+ "note": "#974 PD 「한손검 주력 스킬 시 회전할 때 공격 대상의 방향과 일치하도록 (현재는 공격 투사체 방향보다 더 회전)」 — 확인 Play(974_verify2): 보정 0° 에서 검기를 쏘는 순간(정규화 0.42~0.46) 어깨선 정면이 대상 · 검기 방향보다 +76 · +80° 더 돌아가 있음(= PD 「더 회전」) → −76° · 엉덩이 뼈 축은 기울어(#958) 정면 기준으로 쓰지 않음(엉덩이 −51° 와 어깨 +76° 는 축 차이 127° 로 일정)"
+ }
+ ]
+}
diff --git a/Assets/WL/Combat/Weapon/Resources/WL/WLSkillYaw.json.meta b/Assets/WL/Combat/Weapon/Resources/WL/WLSkillYaw.json.meta
new file mode 100644
index 000000000..eea0b5bac
--- /dev/null
+++ b/Assets/WL/Combat/Weapon/Resources/WL/WLSkillYaw.json.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 35db910ff2729ee48804c8424f04bb47
+TextScriptImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/WL/Combat/Weapon/WLPierceProjectile.cs b/Assets/WL/Combat/Weapon/WLPierceProjectile.cs
new file mode 100644
index 000000000..82237769d
--- /dev/null
+++ b/Assets/WL/Combat/Weapon/WLPierceProjectile.cs
@@ -0,0 +1,117 @@
+// ─────────────────────────────────────────────────────────────────────────────
+// WLPierceProjectile.cs — 스킬 투사체 관통 + 겹쳐 있는 동안 일정 간격 다단 피해 (#974 · 2026-10-23)
+//
+// PD 원문: 「한손검 주력 스킬로 발사하는 검기의 크기를 50% 줄이고, 경로 상 적을 관통하며 모든 적에게 피해를 주도록 구현해줘.
+// 0.2m 정도 넉백이 적용되어야 하며, 관통하는 동안 0.2초 간격으로 피해를 더 입힐 수 있어야 해. (만약 관통+밀리는 과정에 판정 범위에 있다면 1회 이상 피해를 받을 수 있음)」
+// ■ 원본 = ProjectileBase.ProcessCollider(Off_byHit 기본 true) — 처음 맞힌 적에서 투사체를 끈다(Skill_EnergySlash = 루트 BoxCollider 1개 · ProjectileHitChecker 없음 · 코드 실측)
+// ■ 처리 = 규칙 스킬(맞힌 투사체의 SkillListTableData.e_Skill)이면 원본 명중 줄의 훅(1줄 · 끄기 조건)이 끄지 않는다(관통) +
+// rehitSeconds > 0 이면 투사체 루트에 WLPierceRehit 을 붙여 겹쳐 있는 적(OnTriggerStay)을 그 간격마다 다시 ProcessCollider(피해 · 명중 이펙트 · 피격 반응 원본 그대로)
+// ■ 넉백 0.2 m = WLSkillHitFeel 규칙 pushMeters · 크기 50 % = WLProjectileVisual fxScale
+// ■ 값 = Resources/WL/WLPierceProjectile.json (C45) · 끄기 = enabled 0
+// 🔴 Debug.LogError 금지(원본 ErrorLogHook 팝업).
+// ─────────────────────────────────────────────────────────────────────────────
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace WL.Combat.Weapon
+{
+ [System.Serializable]
+ public class WLPierceRule
+ {
+ public string skill = ""; // eEffect 이름(원본 스킬 클래스)
+ public int pierce = 1; // 1 = 맞혀도 끄지 않는다(경로 위 모든 적)
+ public float rehitSeconds; // > 0 = 겹쳐 있는 적을 이 간격(초)마다 다시 맞힌다
+ public string note = "";
+ }
+
+ [System.Serializable]
+ public class WLPierceJson
+ {
+ public int enabled = 1;
+ public WLPierceRule[] rules = new WLPierceRule[0];
+ public string note = "";
+ }
+
+ public static class WLPierceProjectile
+ {
+ public const string ResourcesPath = "WL/WLPierceProjectile";
+ public static int Pierced, Rehits, Errors;
+ public static string LastLog = "";
+
+ static WLPierceJson s_cfg;
+ static Dictionary s_rules;
+
+ internal static WLPierceJson Cfg
+ {
+ get
+ {
+ if (s_cfg != null) return s_cfg;
+ s_cfg = new WLPierceJson(); s_rules = new Dictionary();
+ var ta = Resources.Load(ResourcesPath);
+ if (ta == null) { LastLog = "설정 없음 " + ResourcesPath; return s_cfg; }
+ try { JsonUtility.FromJsonOverwrite(ta.text, s_cfg); } catch (System.Exception ex) { LastLog = "설정 파싱 실패 — " + ex.Message; }
+ if (s_cfg.rules != null)
+ foreach (var r in s_cfg.rules)
+ {
+ eEffect ef;
+ if (r != null && System.Enum.TryParse(r.skill, out ef)) s_rules[(int)ef] = r;
+ }
+ return s_cfg;
+ }
+ }
+
+ [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
+ static void Boot() { s_cfg = null; s_rules = null; }
+
+ static WLPierceRule RuleFor(ProjectileData d)
+ {
+ var c = Cfg;
+ if (c.enabled == 0 || d == null || d.m_SkillListTableData == null || s_rules == null) return null;
+ WLPierceRule r;
+ return s_rules.TryGetValue((int)d.m_SkillListTableData.e_Skill, out r) ? r : null;
+ }
+
+ /// 원본 ProjectileBase.ProcessCollider 명중 줄의 훅 — true = 이 명중에서 투사체를 끄지 않는다(관통) · 다단이면 그 적의 마지막 명중 시각을 기록.
+ public static bool Pierces(ProjectileBase pb, ProjectileData d, Collider other)
+ {
+ try
+ {
+ var r = RuleFor(d);
+ if (r == null || r.pierce == 0 || pb == null) return false;
+ if (r.rehitSeconds > 0f)
+ {
+ var rh = pb.GetComponent();
+ if (rh == null) rh = pb.gameObject.AddComponent();
+ rh.Init(pb, r.rehitSeconds); rh.Mark(other);
+ }
+ Pierced++;
+ return true;
+ }
+ catch (System.Exception ex) { Errors++; LastLog = "관통 확인 실패 — " + ex.Message; return false; }
+ }
+ }
+
+ /// 투사체 루트(충돌체와 같은 오브젝트)에 붙어 겹쳐 있는 적을 간격마다 다시 맞힌다. 처음 닿음은 원본 OnTriggerEnter 가 맡는다.
+ internal sealed class WLPierceRehit : MonoBehaviour
+ {
+ ProjectileBase _pb;
+ float _interval;
+ bool _busy;
+ readonly Dictionary _last = new Dictionary();
+
+ public void Init(ProjectileBase pb, float interval) { _pb = pb; _interval = interval; }
+ public void Mark(Collider c) { if (c != null) _last[c.GetInstanceID()] = Time.time; }
+ void OnEnable() { _last.Clear(); } // 풀 재사용 — 이전 발사의 기록을 버린다
+
+ void OnTriggerStay(Collider other)
+ {
+ if (_busy || _pb == null || _interval <= 0f || other == null) return;
+ float t; int id = other.GetInstanceID();
+ if (!_last.TryGetValue(id, out t) || Time.time - t < _interval) return;
+ _busy = true;
+ try { if (_pb.ProcessCollider(other, false)) { _last[id] = Time.time; WLPierceProjectile.Rehits++; } } // 원본 피해 경로(Off_byHit false = 훅을 안 거치므로 여기서 시각 갱신)
+ catch (System.Exception ex) { WLPierceProjectile.Errors++; WLPierceProjectile.LastLog = "다단 실패 — " + ex.Message; }
+ finally { _busy = false; }
+ }
+ }
+}
diff --git a/Assets/WL/Combat/Weapon/WLPierceProjectile.cs.meta b/Assets/WL/Combat/Weapon/WLPierceProjectile.cs.meta
new file mode 100644
index 000000000..7913983dd
--- /dev/null
+++ b/Assets/WL/Combat/Weapon/WLPierceProjectile.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: c57c1364a97825246b40e4b20dac66ab
\ No newline at end of file
diff --git a/Assets/WL/Combat/Weapon/WLProjectileVisual.cs b/Assets/WL/Combat/Weapon/WLProjectileVisual.cs
index 1b2fd082b..97b13a97f 100644
--- a/Assets/WL/Combat/Weapon/WLProjectileVisual.cs
+++ b/Assets/WL/Combat/Weapon/WLProjectileVisual.cs
@@ -43,6 +43,8 @@ namespace WL.Combat.Weapon
public WLProjectileStageScale[] stageScales = new WLProjectileStageScale[0];
// #968 PD 「오브 각성 스킬 이펙트 크기를 50% 줄이고」 — 1 이 아니면 쏠 때마다(풀 재사용 포함) 투사체 루트 크기 = 처음 크기 × fxScale (원본 이펙트 전체 · 입자는 계층 배율일 때만 따라 줄어든다 · 판정 반경은 그대로)
public float fxScale = 1f;
+ // #974 1 = 원본 코드가 쏠 때 띄우는 시작 이펙트(검기 분출 Effect_Hit_Skill_EnergySlashFlash)를 끈다 — 같은 섬광을 스킬 연출 impact(푸른 WL 사본)가 띄우므로 두 번 겹치던 것
+ public int hideStartFx;
}
[System.Serializable]
@@ -81,7 +83,7 @@ namespace WL.Combat.Weapon
for (int i = 0; i < j.rules.Length; i++)
{
var r = j.rules[i];
- if (r == null || string.IsNullOrEmpty(r.projectile) || (string.IsNullOrEmpty(r.visual) && string.IsNullOrEmpty(r.chargedVisual) && string.IsNullOrEmpty(r.hitFx) && (r.fxScale <= 0f || Mathf.Approximately(r.fxScale, 1f)))) continue; // #968 fxScale 만 있는 규칙(블랙홀 0.5 배)도 읽는다
+ if (r == null || string.IsNullOrEmpty(r.projectile) || (string.IsNullOrEmpty(r.visual) && string.IsNullOrEmpty(r.chargedVisual) && string.IsNullOrEmpty(r.hitFx) && (r.fxScale <= 0f || Mathf.Approximately(r.fxScale, 1f)) && r.hideStartFx == 0)) continue; // #968 fxScale 만 있는 규칙(블랙홀 0.5 배)도 · #974 hideStartFx 만 있는 규칙도 읽는다
s_rules[r.projectile] = r;
}
}
@@ -95,7 +97,7 @@ namespace WL.Combat.Weapon
finally { WLStaffEarth.AfterProjectileSet(pb); } // #967 3타 메테오 = 겉모습 자식까지 붙은 뒤 넘겨받아 모두 끈다
}
- static void OnSetVisual(ProjectileBase pb)
+ static WLProjectileVisualRule RuleOf(ProjectileBase pb)
{
if (!s_loaded) Load();
WLProjectileVisualRule rule;
@@ -105,6 +107,20 @@ namespace WL.Combat.Weapon
int k = n.IndexOf('('); var key = k > 0 ? n.Substring(0, k).TrimEnd() : n;
s_rules.TryGetValue(key, out rule); s_byName[n] = rule;
}
+ return rule;
+ }
+
+ public static int StartFxHidden;
+ /// #974 원본 스킬 투사체의 시작 이펙트 줄 훅 — true = 띄우지 않는다(규칙 hideStartFx).
+ public static bool HideStartFx(ProjectileBase pb)
+ {
+ try { var r = pb != null ? RuleOf(pb) : null; if (r == null || r.hideStartFx == 0) return false; StartFxHidden++; return true; }
+ catch (System.Exception) { return false; }
+ }
+
+ static void OnSetVisual(ProjectileBase pb)
+ {
+ var rule = RuleOf(pb);
if (rule == null) return;
if (rule.speedMul > 0f && !Mathf.Approximately(rule.speedMul, 1f)) { var sm = pb.GetComponent(); if (sm == null) sm = pb.gameObject.AddComponent(); sm.mul = rule.speedMul; sm.Arm(pb); } // #952-③ 매 발사 · 적용은 그 프레임 LateUpdate(Projectile_Strait.Set 이 base.Set 뒤에 m_Speed 로 덮어쓰므로 — 10402 prefab m_Speed 7 실측)
if (!s_done.Contains(pb.GetInstanceID())) { Events++; if (Attach(pb, rule)) s_done.Add(pb.GetInstanceID()); }
@@ -120,7 +136,12 @@ namespace WL.Combat.Weapon
{
if (rule.fxScale <= 0f || Mathf.Approximately(rule.fxScale, 1f)) return;
int id = pb.GetInstanceID(); Vector3 b;
- if (!s_baseRoot.TryGetValue(id, out b)) { b = pb.transform.localScale; s_baseRoot[id] = b; }
+ if (!s_baseRoot.TryGetValue(id, out b))
+ {
+ b = pb.transform.localScale; s_baseRoot[id] = b;
+ // #974 입자가 Local 배율이면 루트 크기를 안 따라 그대로 보인다(검기 분출 FX_SlashLight) → 이 인스턴스 입자만 계층 배율로(원본 프리팹 무수정 · 처음 1회)
+ foreach (var ps in pb.GetComponentsInChildren(true)) { var m = ps.main; if (m.scalingMode != ParticleSystemScalingMode.Hierarchy) m.scalingMode = ParticleSystemScalingMode.Hierarchy; }
+ }
pb.transform.localScale = b * rule.fxScale; FxScaled++;
}
diff --git a/Assets/WL/Combat/Weapon/WLSkillYaw.cs b/Assets/WL/Combat/Weapon/WLSkillYaw.cs
new file mode 100644
index 000000000..80b195d67
--- /dev/null
+++ b/Assets/WL/Combat/Weapon/WLSkillYaw.cs
@@ -0,0 +1,108 @@
+// ─────────────────────────────────────────────────────────────────────────────
+// WLSkillYaw.cs — 스킬 동작 상태 동안 보이는 몸(엉덩이 뼈)을 위 축으로 일정 각만큼 돌려 공격 대상 쪽에 맞춘다 (#974 · 2026-10-23)
+//
+// PD 원문: 「한손검 주력 스킬 시 회전할 때 공격 대상의 방향과 일치하도록 수정해줘 (현재는 공격 투사체 방향보다 더 회전하고 있어.)」
+// ■ 실측(#974 진단 Play · 974_probe Spin): 검기 분출 동작 energyslash(월광 클립 combo09_3)는 몸을 한 바퀴 반 돌리고,
+// 검기를 쏘는 순간(정규화 0.41~0.45) 몸이 대상 · 검기 방향과 어긋난다(PC 루트 · 검기는 대상 쪽 · 어긋난 각 = 규칙 yaw 의 근거 · JSON 메모)
+// ■ 처리 = 규칙 상태(지금 상태 또는 넘어가는 중인 다음 상태)일 때 LateUpdate(애니메이션 평가 뒤)에서 엉덩이 뼈를 PC 루트 둘레 위 축으로 yaw° —
+// 들어갈 때 blendIn · 나갈 때 blendOut 초에 걸쳐 · 애니메이터가 매 프레임 뼈를 다시 쓰므로 누적 없음 · 루트 · 판정 · 투사체 방향 · 카메라는 그대로(보이는 몸만)
+// (WLImpactFx 비수 3타 회전 #956 과 같은 방식)
+// ■ 값 = Resources/WL/WLSkillYaw.json (C45) · 끄기 = enabled 0
+// 🔴 Debug.LogError 금지(원본 ErrorLogHook 팝업).
+// ─────────────────────────────────────────────────────────────────────────────
+using UnityEngine;
+
+namespace WL.Combat.Weapon
+{
+ [System.Serializable]
+ public class WLSkillYawRule
+ {
+ public string state = ""; // 애니메이터 0층 상태 이름(예: energyslash)
+ public float yaw; // 보이는 몸을 돌릴 각(°) · + = 위에서 볼 때 시계 방향
+ public float blendIn = 0.08f, blendOut = 0.15f;
+ public string note = "";
+ }
+
+ [System.Serializable]
+ public class WLSkillYawJson
+ {
+ public int enabled = 1;
+ public WLSkillYawRule[] rules = new WLSkillYawRule[0];
+ public string note = "";
+ }
+
+ public static class WLSkillYaw
+ {
+ public const string ResourcesPath = "WL/WLSkillYaw";
+ public static int Frames;
+ public static float LastYaw;
+ public static string LastLog = "";
+
+ static WLSkillYawJson s_cfg;
+ static GameObject s_runner;
+
+ internal static WLSkillYawJson Cfg
+ {
+ get
+ {
+ if (s_cfg != null) return s_cfg;
+ s_cfg = new WLSkillYawJson();
+ var ta = Resources.Load(ResourcesPath);
+ if (ta == null) { LastLog = "설정 없음 " + ResourcesPath; return s_cfg; }
+ try { JsonUtility.FromJsonOverwrite(ta.text, s_cfg); } catch (System.Exception ex) { LastLog = "설정 파싱 실패 — " + ex.Message; }
+ return s_cfg;
+ }
+ }
+
+ [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
+ static void Boot()
+ {
+ s_cfg = null;
+ if (Cfg.enabled == 0 || s_runner != null) return;
+ s_runner = new GameObject("[WL974] SkillYaw");
+ s_runner.hideFlags = HideFlags.HideAndDontSave;
+ Object.DontDestroyOnLoad(s_runner);
+ s_runner.AddComponent();
+ }
+
+ internal static WLSkillYawRule Match(AnimatorStateInfo st)
+ {
+ var rules = Cfg.rules;
+ if (rules == null) return null;
+ for (int i = 0; i < rules.Length; i++) { var r = rules[i]; if (r != null && !string.IsNullOrEmpty(r.state) && st.IsName(r.state)) return r; }
+ return null;
+ }
+ }
+
+ [DefaultExecutionOrder(-100)] // 손 · 무기를 따라가는 궤적 · 이펙트(LateUpdate)보다 먼저 몸을 돌린다
+ internal sealed class WLSkillYawRunner : MonoBehaviour
+ {
+ float _w;
+ WLSkillYawRule _rule;
+
+ void LateUpdate()
+ {
+ try
+ {
+ if (WLSkillYaw.Cfg.enabled == 0) return;
+ var pc = MyValue.MyPC as PCActor;
+ if (pc == null || pc.m_animation == null || !pc.m_animation.isHuman) { _w = 0f; _rule = null; return; }
+ var an = pc.m_animation;
+ var hit = WLSkillYaw.Match(an.GetCurrentAnimatorStateInfo(0));
+ if (hit == null && an.IsInTransition(0)) hit = WLSkillYaw.Match(an.GetNextAnimatorStateInfo(0));
+ if (hit != null) _rule = hit;
+ if (_rule == null) return;
+ float target = hit != null ? 1f : 0f;
+ float dur = target > _w ? _rule.blendIn : _rule.blendOut;
+ _w = Mathf.MoveTowards(_w, target, Time.deltaTime / Mathf.Max(0.01f, dur));
+ if (_w <= 0f) { _rule = null; WLSkillYaw.LastYaw = 0f; return; }
+ var hips = an.GetBoneTransform(HumanBodyBones.Hips);
+ if (hips == null) return;
+ float d = _rule.yaw * _w;
+ hips.RotateAround(pc.transform.position, pc.transform.up, d);
+ WLSkillYaw.Frames++; WLSkillYaw.LastYaw = d;
+ }
+ catch (System.Exception ex) { WLSkillYaw.LastLog = "회전 실패 — " + ex.Message; _w = 0f; _rule = null; }
+ }
+ }
+}
diff --git a/Assets/WL/Combat/Weapon/WLSkillYaw.cs.meta b/Assets/WL/Combat/Weapon/WLSkillYaw.cs.meta
new file mode 100644
index 000000000..d1eb7fcd9
--- /dev/null
+++ b/Assets/WL/Combat/Weapon/WLSkillYaw.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 0d023c00b6854e645887f52109ee5ffb
\ No newline at end of file