From f9a04fe6c4d9127e39fe65bf4aad6d160580cb4e Mon Sep 17 00:00:00 2001 From: swrring Date: Sat, 12 Sep 2026 19:25:47 +0900 Subject: [PATCH] =?UTF-8?q?[WL-814n]=20=ED=94=8C=EB=A0=88=EC=9D=B4?= =?UTF-8?q?=EC=96=B4=20=EC=BA=90=EB=A6=AD=ED=84=B0=20=EC=B9=98=EB=B9=84=20?= =?UTF-8?q?=EA=B5=90=EC=B2=B4(Little=20Heroes=20M05)=20+=20=EB=90=98?= =?UTF-8?q?=EB=8F=8C=EB=A6=AC=EA=B8=B0=20=EC=8A=A4=EC=9C=84=EC=B9=98=20+?= =?UTF-8?q?=20=ED=81=AC=EA=B8=B0=20=EB=B3=B4=EC=A0=95=20(#814)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit PD 결정 「1. 바꿔. 2. 붉은 기사 M05로 해」 · 조사서 §C① ⓒ안. - 새 프리팹 Assets/Res_Addr/PC/LH_M05.prefab — M05 모델 + Ai01 컴포넌트 구성 이식 (WizardActor·NavMeshAgent·Rigidbody·CapsuleCollider·SkinnedMeshAfterImage · Layer 3 · rootMotion 0) 무기 소켓 7/7 을 Ai01 과 **같은 본 경로**에 같은 로컬 TRS 로 재생성 → ClassConfig 무기 인덱스 무변경 Animator 아바타 = M05 자신의 Humanoid → 기존 pcanim_* 12개 + 이벤트 250개가 그대로 리타깃 - 되돌리기 스위치 WLCharacterSwapSettings(SO) — enabled/pcPrefabName/verboseLog · off 면 원본 100 % - 크기 보정 WLPcScaleCompensator — 원 높이 1.1316 × 1.5038 = 1.7017 m(= Ai01) → 인게임 1.1912 m · 로비 1.7017 m 로 Ai01 과 동일. **테이블 ClassConfig 수정 0** (f_Scale 을 고치면 스위치를 껐을 때 Ai01 이 1.79 m 가 되어 되돌리기가 깨진다) - CapsuleCollider 는 루트 스케일을 받으므로 로컬 값을 1.5038 로 나눠 월드 크기를 Ai01 과 동일하게 - 원본 수정 = PCInfo.cs 1줄(상한) · Addressables 0 · Assets/Suriyun/** 수정 0(참조만) 실측: 머리:키 5.49 → 2.55 · 도트A 머리 픽셀 7.6 → 16.5 px (+115.5 %) Co-Authored-By: Claude Opus 5 --- AgentScripts/WL814n_Build.cs | 177 + Assets/Res_Addr/PC/LH_M05.prefab | 7913 +++++++++++++++++ Assets/Res_Addr/PC/LH_M05.prefab.meta | 7 + Assets/Script/Info/PCInfo.cs | 2 +- Assets/WL/Character.meta | 8 + .../WL/Character/WLCharacterSwapSettings.cs | 115 + .../Character/WLCharacterSwapSettings.cs.meta | 2 + Assets/WL/Character/WLPcScaleCompensator.cs | 73 + .../WL/Character/WLPcScaleCompensator.cs.meta | 2 + .../WL/WLCharacterSwapSettings.asset | 19 + .../WL/WLCharacterSwapSettings.asset.meta | 8 + 11 files changed, 8325 insertions(+), 1 deletion(-) create mode 100644 AgentScripts/WL814n_Build.cs create mode 100644 Assets/Res_Addr/PC/LH_M05.prefab create mode 100644 Assets/Res_Addr/PC/LH_M05.prefab.meta create mode 100644 Assets/WL/Character.meta create mode 100644 Assets/WL/Character/WLCharacterSwapSettings.cs create mode 100644 Assets/WL/Character/WLCharacterSwapSettings.cs.meta create mode 100644 Assets/WL/Character/WLPcScaleCompensator.cs create mode 100644 Assets/WL/Character/WLPcScaleCompensator.cs.meta create mode 100644 Assets/WL/Settings/Resources/WL/WLCharacterSwapSettings.asset create mode 100644 Assets/WL/Settings/Resources/WL/WLCharacterSwapSettings.asset.meta diff --git a/AgentScripts/WL814n_Build.cs b/AgentScripts/WL814n_Build.cs new file mode 100644 index 000000000..6d76dd4b2 --- /dev/null +++ b/AgentScripts/WL814n_Build.cs @@ -0,0 +1,177 @@ +// ───────────────────────────────────────────────────────────────────────────── +// WL814n_Build.cs — `Assets/Res_Addr/PC/LH_M05.prefab` 조립 (에디터 전용 · 발주서 WL-814n §1-2) +// +// M05(Little Heroes RedKnight) 모델을 본체로 하고 `Ai01` 의 컴포넌트 구성·직렬화 값을 그대로 이식한다. +// 🔴 원본 `Ai01.prefab` 과 `Assets/Suriyun/**` 은 **읽기만** 한다(수정 0). +// +// 하는 일 +// 1. M05 프리팹을 인스턴스화 → 언팩(원본 연결 끊기) → 이름 LH_M05 +// 2. 레이어 3 전체 적용(Ai01 실측: 223 중 222 가 L3) +// 3. Animator: 아바타 = M05 자신(Humanoid) · 컨트롤러·applyRootMotion·cullingMode 는 Ai01 과 동일 배선 +// (런타임에 `PCActor.Set_Obj()` 가 pcanim_* 로 갈아끼운다) +// 4. Ai01 루트의 WizardActor · NavMeshAgent · Rigidbody · CapsuleCollider · SkinnedMeshAfterImage 를 +// ComponentUtility 로 값 복사 +// 5. 무기 소켓 7개를 Ai01 과 **같은 본 경로**에 같은 로컬 TRS 로 생성 → WizardActor.tfs_weapon 재배선 +// 6. WLPcScaleCompensator 부착(월드 높이 1.191 m 유지) +// 7. 팩 기본 장착 검 `Sword_M05` 비활성(게임의 Change_Weapon 이 소켓에 무기를 꽂는다) +// ───────────────────────────────────────────────────────────────────────────── + +using System; +using System.Collections.Generic; +using System.Text; +using UnityEditor; +using UnityEngine; +using UnityEditorInternal; +using WL.Character; + +public static class WL814n_Build +{ + const string AI01 = "Assets/Res_Addr/PC/Ai01.prefab"; + const string M05 = "Assets/Suriyun/Characters/RedKnight/Prefab/M05/M05.prefab"; + const string OUT = "Assets/Res_Addr/PC/LH_M05.prefab"; + + // Ai01 실측(PROBE1): 소켓 이름 · 부모 본 경로(루트 제외) · 로컬 TRS + struct Socket { public string name, parentPath; public Vector3 pos, scale; public Quaternion rot; public int layer; } + + static Transform FindPath(Transform root, string path) + { + var t = root; + foreach (var seg in path.Split('/')) + { + t = t.Find(seg); + if (t == null) return null; + } + return t; + } + + static void SetLayerAll(GameObject go, int layer) + { + foreach (var t in go.GetComponentsInChildren(true)) t.gameObject.layer = layer; + } + + public static void Run() + { + var sb = new StringBuilder(); + var ai01Pf = AssetDatabase.LoadAssetAtPath(AI01); + var m05Pf = AssetDatabase.LoadAssetAtPath(M05); + if (ai01Pf == null || m05Pf == null) { Debug.LogError("[WL-814n] 원본 프리팹을 찾지 못함"); return; } + + // ── 1) Ai01 을 읽기 전용으로 인스턴스화해 소켓 정보를 실측 채집 + var ai = (GameObject)PrefabUtility.InstantiatePrefab(ai01Pf); + ai.transform.localScale = Vector3.one; + var aiActor = ai.GetComponent(); + var socks = new List(); + foreach (var tf in aiActor.tfs_weapon) + { + // 루트 이름을 뺀 부모 경로 + var parts = new List(); + var p = tf.parent; + while (p != null && p != ai.transform) { parts.Insert(0, p.name); p = p.parent; } + socks.Add(new Socket + { + name = tf.name, + parentPath = string.Join("/", parts.ToArray()), + pos = tf.localPosition, + rot = tf.localRotation, + scale = tf.localScale, + layer = tf.gameObject.layer + }); + } + sb.AppendLine("Ai01 소켓 채집 " + socks.Count + "/7"); + + // ── 2) M05 인스턴스화 + 언팩 + var go = (GameObject)PrefabUtility.InstantiatePrefab(m05Pf); + PrefabUtility.UnpackPrefabInstance(go, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction); + go.name = "LH_M05"; + go.transform.position = Vector3.zero; + go.transform.rotation = Quaternion.identity; + go.transform.localScale = Vector3.one; + SetLayerAll(go, ai.layer); // Ai01 = Layer 3 + go.tag = ai.tag; // Untagged + + // ── 3) 팩 기본 장착 검 비활성(게임의 Change_Weapon 이 소켓에 꽂는다) + var packSword = FindPath(go.transform, "Root_M/RootPart1_M/Spine1_M/Chest_M/Scapula_R/Shoulder_R/Elbow_R/Wrist_R/Sword_parentR/Sword_M05"); + if (packSword != null) { packSword.gameObject.SetActive(false); sb.AppendLine("팩 기본 검 Sword_M05 비활성"); } + + // ── 4) 무기 소켓 7개를 같은 본 경로에 생성 + var newSockets = new Transform[socks.Count]; + for (int i = 0; i < socks.Count; i++) + { + var s = socks[i]; + var parent = FindPath(go.transform, s.parentPath); + if (parent == null) { Debug.LogError("[WL-814n] M05 에 본 경로 없음: " + s.parentPath); sb.AppendLine("MISSING " + s.parentPath); continue; } + var n = new GameObject(s.name); + n.transform.SetParent(parent, false); + n.transform.localPosition = s.pos; + n.transform.localRotation = s.rot; + n.transform.localScale = s.scale; + n.layer = s.layer; + newSockets[i] = n.transform; + sb.AppendLine(string.Format("소켓 {0} {1} → {2}", i, s.name, s.parentPath)); + } + + // ── 5) Animator 를 Ai01 과 같은 배선으로 (아바타만 M05 자신 것) + var aiAnim = ai.GetComponent(); + var anim = go.GetComponent(); + anim.runtimeAnimatorController = aiAnim.runtimeAnimatorController; // 런타임에 pcanim_* 로 교체된다 + anim.applyRootMotion = aiAnim.applyRootMotion; // false + anim.updateMode = aiAnim.updateMode; + anim.cullingMode = aiAnim.cullingMode; + sb.AppendLine("Animator avatar=" + anim.avatar.name + " isHuman=" + anim.avatar.isHuman + + " ctrl=" + (anim.runtimeAnimatorController ? anim.runtimeAnimatorController.name : "null") + + " rootMotion=" + anim.applyRootMotion); + + // ── 6) Ai01 루트 컴포넌트 값 복사(Transform/Animator 제외) + foreach (var c in ai.GetComponents()) + { + if (c is Transform || c is Animator) continue; + ComponentUtility.CopyComponent(c); + var existing = go.GetComponent(c.GetType()); + if (existing != null) ComponentUtility.PasteComponentValues(existing); + else ComponentUtility.PasteComponentAsNew(go); + sb.AppendLine("컴포넌트 이식 " + c.GetType().Name); + } + + // ── 7) tfs_weapon 재배선 (복사된 참조는 Ai01 것이므로 반드시 덮어쓴다) + var actor = go.GetComponent(); + actor.tfs_weapon = newSockets; + int ok = 0; + foreach (var t in actor.tfs_weapon) if (t != null && t.IsChildOf(go.transform)) ok++; + sb.AppendLine("tfs_weapon 배선 " + ok + "/7 (전부 LH_M05 하위인가)"); + + // ── 8) 크기 보정 컴포넌트 + var comp = go.GetComponent(); + if (comp == null) comp = go.AddComponent(); + float kComp = comp.Compensation; + sb.AppendLine("WLPcScaleCompensator 부착 (보정 " + kComp.ToString("F4") + ")"); + + // ── 8-b) 🔴 CapsuleCollider 재보정 (프로브 실측으로 발견) + // 콜라이더는 루트에 붙어 있어 루트 스케일(0.7 × k)을 그대로 받는다. + // Ai01 값을 그대로 쓰면 월드 크기가 k 배(=1.5배) 커진다 → 로컬 값을 k 로 나눠 + // 월드 크기를 Ai01(h 1.106 · r 0.385 · centerY 0.553)과 **동일**하게 맞춘다. + // (NavMeshAgent 의 radius/height 는 트랜스폼 스케일을 받지 않으므로 Ai01 값 그대로 둔다.) + var aiCc = ai.GetComponent(); + var cc = go.GetComponent(); + if (cc != null && aiCc != null && kComp > 0f) + { + cc.radius = aiCc.radius / kComp; + cc.height = aiCc.height / kComp; + cc.center = aiCc.center / kComp; + sb.AppendLine(string.Format("CapsuleCollider 재보정 r {0:F4}→{1:F4} h {2:F4}→{3:F4} centerY {4:F4}→{5:F4} (월드는 Ai01 과 동일)", + aiCc.radius, cc.radius, aiCc.height, cc.height, aiCc.center.y, cc.center.y)); + } + + // ── 9) 저장 + System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(OUT)); + var saved = PrefabUtility.SaveAsPrefabAsset(go, OUT, out bool success); + sb.AppendLine("저장 " + OUT + " success=" + success); + + UnityEngine.Object.DestroyImmediate(go); + UnityEngine.Object.DestroyImmediate(ai); + AssetDatabase.SaveAssets(); + 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/dev/null +++ b/Assets/Res_Addr/PC/LH_M05.prefab.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 13b0aeca987980646af87711964339c8 +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Script/Info/PCInfo.cs b/Assets/Script/Info/PCInfo.cs index 4c2425f67..ab26c65cc 100644 --- a/Assets/Script/Info/PCInfo.cs +++ b/Assets/Script/Info/PCInfo.cs @@ -13,7 +13,7 @@ public class PCInfo : MonoBehaviourSingletonTemplate var pctable = table_classconfig.Ins.Get_Data_orNull(pcid); var costumeid = sdata.Get_EqiupmentEquip(eItem.PCCostume); var costumetable = table_costumelist.Ins.Get_Data_orNull(costumeid); - AddrResourceMgr.Ins.LoadObject($"Assets/Res_Addr/PC/{costumetable.s_Prefab}.prefab", handle => + AddrResourceMgr.Ins.LoadObject($"Assets/Res_Addr/PC/{WL.Character.WLCharacterSwapSettings.Resolve(costumetable.s_Prefab)}.prefab", handle => { if (handle.IsDone && handle.Status == AsyncOperationStatus.Succeeded) { diff --git a/Assets/WL/Character.meta b/Assets/WL/Character.meta new file mode 100644 index 000000000..1b8dc8282 --- /dev/null +++ b/Assets/WL/Character.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bda3a1571b6bb244693953ba9f558dd3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/WL/Character/WLCharacterSwapSettings.cs b/Assets/WL/Character/WLCharacterSwapSettings.cs new file mode 100644 index 000000000..3010d7971 --- /dev/null +++ b/Assets/WL/Character/WLCharacterSwapSettings.cs @@ -0,0 +1,115 @@ +// ───────────────────────────────────────────────────────────────────────────── +// WLCharacterSwapSettings.cs — 플레이어 캐릭터(PC) 프리팹 교체의 단일 출처(SOT · C45) +// +// PD 결정 #814 (2026-09-12) 「1. 바꿔. 2. 붉은 기사 M05로 해」 +// 발주서 WL-814n · 조사서 `도트_아트풍_달성안_v1.md` §C① (실측 근거 전부) +// +// ■ 왜 (전부 실측 · `AgentScripts/staging/WL814n/PROBE1.txt`) +// 현 PC `Ai01` = 높이 1.7017 m · 턱(Neck_M) 1.2783 → 머리 0.3098 m → **머리:키 5.49** +// `M05`(RedKnight) = 높이 1.1316 m · 턱 0.6560 → 머리 0.4439 m → **머리:키 2.55** +// 도트A(픽셀 높이 240)에서 머리 픽셀 **7.7 px → 16.5 px (+116 %)** = PD 참고(2D 도트 RPG)의 16~24 px 대역. +// +// ■ 어떻게 (원본 수정 = PCInfo.cs 1줄이 상한 · 조사서 §C① ⓒ안) +// 인게임 PC 생성 지점은 단 한 곳 `Assets/Script/Info/PCInfo.cs:16` +// LoadObject($"Assets/Res_Addr/PC/{costumetable.s_Prefab}.prefab", …) +// 여기서 프리팹 **이름만** 이 클래스가 갈아끼운다. Addressables 그룹 `PC.asset` 엔트리가 +// 폴더 1개(주소 = 경로)라 같은 폴더에 프리팹을 두면 주소가 생긴다 → **Addressables 수정 0**. +// +// ■ 크기는 왜 테이블(ClassConfig.f_Scale)이 아니라 프리팹인가 — 🔴 되돌리기(C8) 때문이다 +// `PCActor.cs:324` 가 `transform.localScale = m_ClassData.f_Scale`(12행 전부 0.7)를 대입한다. +// f_Scale 을 1.0525 로 바꾸면 M05 는 1.191 m 로 맞지만 **스위치를 꺼서 Ai01 로 돌아갔을 때 +// Ai01 이 1.79 m 가 되어 원본 100 % 가 깨진다**(그리고 테이블은 xlsm 재익스포트로 날아간다). +// 그래서 보정은 **새 프리팹에만 붙는 `WLPcScaleCompensator`** 가 한다 → 테이블 수정 0 · +// 스위치를 끄면 Ai01 은 손도 대지 않은 원본 그대로다. +// +// 에셋 경로(고정): Assets/WL/Settings/Resources/WL/WLCharacterSwapSettings.asset +// C8 롤백: 에셋이 없거나 enabled = false → `Resolve` 가 원본 문자열을 그대로 돌려준다 = 무동작. +// +// 🔴 원본 프리팹 `Ai01` · `Assets/Suriyun/**` 은 고치지 않는다(발주서 §2 금지 · 참조만). +// 🔴 어셈블리 주의: Assets/WL/Character/ 에 .asmdef 를 만들지 말 것. +// ───────────────────────────────────────────────────────────────────────────── + +using UnityEngine; + +namespace WL.Character +{ + [CreateAssetMenu(fileName = "WLCharacterSwapSettings", menuName = "WL/Character Swap Settings", order = 331)] + public sealed class WLCharacterSwapSettings : ScriptableObject + { + public const string ResourcesPath = "WL/WLCharacterSwapSettings"; + + static WLCharacterSwapSettings s_cached; + static bool s_lookupDone; + + /// 설정 에셋(1회 로드 후 캐시). 없으면 null = 무동작. + public static WLCharacterSwapSettings Instance + { + get + { + if (!s_lookupDone) { s_cached = Resources.Load(ResourcesPath); s_lookupDone = true; } + return s_cached; + } + } + + /// QA·A/B 전용 런타임 스위치. 0 = 에셋의 enabled · 1 = 강제 on · -1 = 강제 off. + public static int RuntimeOverride; + + /// 교체가 살아 있는가. false 면 원본 프리팹 이름이 그대로 나간다(C8). + public static bool Enabled + { + get + { + var i = Instance; + if (i == null || RuntimeOverride < 0) return false; + return RuntimeOverride > 0 || i.enabled; + } + } + + /// 테스트용: 캐시를 비운다. + public static void ClearCache() { s_cached = null; s_lookupDone = false; } + + [Header("전체 스위치 (PD 되돌리기 1순위)")] + [Tooltip("끄면 원본 코스튬 프리팹 이름이 그대로 나간다 = 원본 100 %. 에셋을 지워도 같다.")] + public bool enabled = true; + + [Tooltip("교체·보정이 일어날 때 Debug.Log 를 남긴다(A/B 확인용). 기본 끔.")] + public bool verboseLog; + + [Header("교체 대상")] + [Tooltip("이 이름의 코스튬 프리팹만 교체한다. 비우면 모든 코스튬을 교체한다. 기본 코스튬 110001 = \"Ai01\".")] + public string sourcePrefabName = "Ai01"; + + [Tooltip("대신 쓸 프리팹 이름(Assets/Res_Addr/PC/<이름>.prefab). 기본 \"LH_M05\"(Little Heroes RedKnight).")] + public string pcPrefabName = "LH_M05"; + + [Header("크기 보정 (WLPcScaleCompensator 가 읽는다)")] + [Tooltip("새 프리팹 루트 스케일에 곱하는 값. M05 원 높이 1.1316 m 를 Ai01 원 높이 1.7017 m 로 맞춘다 → 1.7017/1.1316 = 1.5038.\n" + + "그러면 인게임(f_Scale 0.7) 1.1912 m · 로비(scale 1) 1.7017 m 로 Ai01 과 완전히 같아진다 = 카메라·콜라이더·NavMesh·도트 픽셀 수 전부 유지.")] + public float heightCompensation = 1.5038f; + + /// + /// 인게임 PC 코스튬 프리팹 이름을 결정한다. 스위치가 꺼져 있으면 를 그대로 돌려준다. + /// 원본 `PCInfo.cs:16` 이 부르는 유일한 진입점. + /// + public static string Resolve(string original) + { + if (!Enabled) return original; + var i = Instance; + if (i == null || string.IsNullOrEmpty(i.pcPrefabName)) return original; + if (!string.IsNullOrEmpty(i.sourcePrefabName) && original != i.sourcePrefabName) return original; + if (i.verboseLog) Debug.Log("[WL-814n] PC 프리팹 교체: " + original + " → " + i.pcPrefabName); + return i.pcPrefabName; + } + + /// 크기 보정 배수(스위치가 꺼져 있으면 1 = 무보정). + public static float HeightCompensation + { + get + { + var i = Instance; + if (!Enabled || i == null || i.heightCompensation <= 0f) return 1f; + return i.heightCompensation; + } + } + } +} diff --git a/Assets/WL/Character/WLCharacterSwapSettings.cs.meta b/Assets/WL/Character/WLCharacterSwapSettings.cs.meta new file mode 100644 index 000000000..b3a5074ef --- /dev/null +++ b/Assets/WL/Character/WLCharacterSwapSettings.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: fb1f68cba364f334ba9a64e80163650d \ No newline at end of file diff --git a/Assets/WL/Character/WLPcScaleCompensator.cs b/Assets/WL/Character/WLPcScaleCompensator.cs new file mode 100644 index 000000000..d86f70708 --- /dev/null +++ b/Assets/WL/Character/WLPcScaleCompensator.cs @@ -0,0 +1,73 @@ +// ───────────────────────────────────────────────────────────────────────────── +// WLPcScaleCompensator.cs — 치비 PC 프리팹의 월드 높이를 Ai01 과 똑같이 유지한다 +// +// 발주서 WL-814n §1-4 「f_Scale 재계산으로 월드 높이 1.191 m 유지」 +// +// ■ 문제 +// 원본 `PCActor.Set_Obj()` 가 루트 스케일을 **대입**한다(원본 `PCActor.cs:318-325` 실측): +// 로비 : transform.localScale = Vector3.one → 1.0 +// 인게임 : transform.localScale = m_ClassData.f_Scale → 0.7 (ClassConfig 12행 전부) +// M05 원 높이는 1.1316 m 라 그대로 두면 인게임 0.792 m · 로비 1.132 m 로 작아진다. +// +// ■ 왜 여기(프리팹 컴포넌트)에서 고치나 — 되돌리기(C8)와 원본 1줄 상한 때문이다 +// · 테이블 `ClassConfig.f_Scale` 을 바꾸면 스위치를 껐을 때 Ai01 까지 1.79 m 가 된다(원본 100 % 깨짐). +// · `PCActor.cs:324` 에 훅을 하나 더 넣으면 원본 수정이 2줄이 되어 발주서 상한(1줄)을 넘는다. +// · 이 컴포넌트는 **새 프리팹 `LH_M05` 에만** 붙는다 → Ai01 경로는 코드·데이터 모두 무변경. +// +// ■ 어떻게 (멱등 · 누적 곱 아님) +// 원본이 루트 스케일에 새 값을 대입하면(로비 1.0 / 인게임 0.7) LateUpdate 가 그것을 **원 값**으로 보고 +// `원 값 × heightCompensation` 을 다시 대입한다. 자기가 쓴 값은 기억해 두고 건너뛰므로 매 프레임 곱해지지 않는다. +// 스케일은 애니메이션이 건드리지 않으므로(Humanoid 는 위치·회전만 쓴다) LateUpdate 대입으로 충분하다. +// +// ■ 실측 결과 (AgentScripts/staging/WL814n/) +// 1.1316 m × 1.5038 = 1.7017 m(= Ai01 원 높이) → × 0.7 = **1.1912 m**(811s 실측 PC 키와 동일) +// +// 🔴 루트 스케일을 쓰는 이유: Hips 가 `Root_M` = 루트의 직속 자식이라, Hips 이하를 스케일하면 +// Humanoid 리타깃이 매 프레임 쓰는 Hips 위치와 어긋나 발이 땅을 뚫는다(PROBE2 실측). +// ───────────────────────────────────────────────────────────────────────────── + +using UnityEngine; + +namespace WL.Character +{ + [DisallowMultipleComponent] + public sealed class WLPcScaleCompensator : MonoBehaviour + { + [Tooltip("비워 두면 WLCharacterSwapSettings.heightCompensation 을 쓴다. 0 보다 크면 이 값이 우선(프리팹 단위 예외용).")] + public float overrideCompensation; + + float _lastWritten = float.NaN; + + /// 지금 적용 중인 보정 배수. 스위치가 꺼져 있으면 1. + public float Compensation + { + get + { + if (overrideCompensation > 0f) return overrideCompensation; + return WLCharacterSwapSettings.HeightCompensation; + } + } + + void OnEnable() { _lastWritten = float.NaN; Apply(); } + + void LateUpdate() { Apply(); } + + void Apply() + { + float k = Compensation; + if (k <= 0f) return; + + float cur = transform.localScale.x; + // 자기가 마지막으로 쓴 값이면 원본이 아직 안 건드린 것 = 할 일 없음(멱등). + if (!float.IsNaN(_lastWritten) && Mathf.Abs(cur - _lastWritten) <= 1e-5f) return; + + float target = cur * k; + _lastWritten = target; + transform.localScale = new Vector3(target, target, target); + + var s = WLCharacterSwapSettings.Instance; + if (s != null && s.verboseLog) + Debug.Log(string.Format("[WL-814n] PC 크기 보정: {0:F4} × {1:F4} = {2:F4} ({3})", cur, k, target, name)); + } + } +} diff --git a/Assets/WL/Character/WLPcScaleCompensator.cs.meta b/Assets/WL/Character/WLPcScaleCompensator.cs.meta new file mode 100644 index 000000000..2fe62abef --- /dev/null +++ b/Assets/WL/Character/WLPcScaleCompensator.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 79b4c36538bcbfd468d09fd300e9152a \ No newline at end of file diff --git a/Assets/WL/Settings/Resources/WL/WLCharacterSwapSettings.asset b/Assets/WL/Settings/Resources/WL/WLCharacterSwapSettings.asset new file mode 100644 index 000000000..5fed37d00 --- /dev/null +++ b/Assets/WL/Settings/Resources/WL/WLCharacterSwapSettings.asset @@ -0,0 +1,19 @@ +%YAML 1.1 +%TAG !u! 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