From 4175874c513bfc406cdd9e532a73e2ccd9f7ed02 Mon Sep 17 00:00:00 2001 From: swrring Date: Tue, 15 Sep 2026 17:05:42 +0900 Subject: [PATCH] =?UTF-8?q?[WL-816zc]=20PD=20=EC=A1=B0=EC=A0=95=20?= =?UTF-8?q?=E2=80=94=20=EC=9A=B8=ED=83=80=EB=A6=AC=20=EC=BD=9C=EB=9D=BC?= =?UTF-8?q?=EC=9D=B4=EB=8D=94=EB=8F=84=20=EB=81=94(=ED=88=AC=EB=AA=85=20?= =?UTF-8?q?=EB=B2=BD)=20+=203=20s=20=EC=83=81=EC=8B=9C=20=EC=9E=AC?= =?UTF-8?q?=EC=88=A8=EA=B9=80=20=C2=B7=20=EC=83=81=EC=9D=B8/=EC=82=AC?= =?UTF-8?q?=EA=B3=BC=EB=82=98=EB=AC=B4=20=EC=9E=90=EB=A6=AC=20=EA=B5=90?= =?UTF-8?q?=ED=99=98=20=C2=B7=20=EB=8D=98=EC=A0=84=20=EB=B0=9C=ED=8C=90=20?= =?UTF-8?q?=3D=20=EC=9E=85=EA=B5=AC=20=EC=9E=90=EB=A6=AC(0,0,3)=20=C2=B7?= =?UTF-8?q?=20=EC=A2=8C=ED=8C=90=C2=B7=EC=82=AC=EA=B3=BC=EB=82=98=EB=AC=B4?= =?UTF-8?q?=20=EC=BD=9C=EB=9D=BC=EC=9D=B4=EB=8D=94=20=EC=9C=A0=EC=A7=80(?= =?UTF-8?q?=ED=8C=90=EB=A7=A4=C2=B7=EC=88=98=ED=99=95=20=ED=8A=B8=EB=A6=AC?= =?UTF-8?q?=EA=B1=B0)=20(#816)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Fable 5.1 --- .../WL/Island/Resources/WL/WLIslandSettings.asset | 6 +++--- Assets/WL/Island/WLIslandGateFlow.cs | 13 +++++++++++-- Assets/WL/Island/WLIslandSettings.cs | 2 ++ 3 files changed, 16 insertions(+), 5 deletions(-) diff --git a/Assets/WL/Island/Resources/WL/WLIslandSettings.asset b/Assets/WL/Island/Resources/WL/WLIslandSettings.asset index 2faf667ca..95e664ab7 100644 --- a/Assets/WL/Island/Resources/WL/WLIslandSettings.asset +++ b/Assets/WL/Island/Resources/WL/WLIslandSettings.asset @@ -140,7 +140,7 @@ MonoBehaviour: gateColor: {r: 0.28, g: 0.5, b: 0.66, a: 1} gatePrefabPath: Assets/WL/Island/Prefabs/WL_DungeonGate_Arch.prefab platformUseFarm: 0 - platformPosition: {x: -2, y: 0, z: -2} + platformPosition: {x: -2.5, y: 0, z: 8.5} - enabled_: 0 id: 3 displayName: "\uB358\uC804 3" @@ -153,7 +153,7 @@ MonoBehaviour: gateColor: {r: 0.62, g: 0.42, b: 0.24, a: 1} gatePrefabPath: Assets/WL/Island/Prefabs/WL_DungeonGate_Arch.prefab platformUseFarm: 0 - platformPosition: {x: -2.5, y: 0, z: 8.5} + platformPosition: {x: -2, y: 0, z: -2} - enabled_: 0 id: 4 displayName: "\uB358\uC804 4" @@ -166,4 +166,4 @@ MonoBehaviour: gateColor: {r: 0.55, g: 0.24, b: 0.3, a: 1} gatePrefabPath: Assets/WL/Island/Prefabs/WL_DungeonGate_Arch.prefab platformUseFarm: 0 - platformPosition: {x: 6, y: 0, z: -2} + platformPosition: {x: 0, y: 0, z: 3} diff --git a/Assets/WL/Island/WLIslandGateFlow.cs b/Assets/WL/Island/WLIslandGateFlow.cs index 7b4a21314..3c3393da5 100644 --- a/Assets/WL/Island/WLIslandGateFlow.cs +++ b/Assets/WL/Island/WLIslandGateFlow.cs @@ -393,6 +393,13 @@ namespace WL.Island if (rends[r] == null || !rends[r].enabled) continue; rends[r].enabled = false; s_hiddenRends.Add(rends[r]); FenceRenderersHidden++; } + // 2026-09-15 PD 「플레이어 위치에 투명 벽」 — 렌더러만 끈 울타리의 콜라이더가 보이지 않는 벽으로 남았다 → 같이 끈다. + var fcols = ch.GetComponentsInChildren(true); + for (int r = 0; r < fcols.Length; r++) + { + if (fcols[r] == null || !fcols[r].enabled) continue; + fcols[r].enabled = false; s_hiddenCols.Add(fcols[r]); + } } } @@ -425,11 +432,13 @@ namespace WL.Island static IEnumerator Co_ReHideFences(WLIslandSettings cfg, Scene scene) { float wait = Mathf.Max(0.5f, cfg.farmReHideDelaySeconds); - for (int k = 0; k < 8; k++) + // 섬이 살아 있는 동안 3 s 마다 계속 훑는다(이미 꺼진 것은 건너뛰어 비용 0에 가깝다) — 늦게 활성화되는 타일·밭까지 덮는다. + for (int k = 0; k < 400; k++) { yield return new WaitForSeconds(wait); - if (cfg == null || cfg.hideIslandFences == 0) yield break; + if (cfg == null || cfg.hideIslandFences == 0 || !scene.IsValid() || !scene.isLoaded) yield break; HideIslandFences(cfg, scene, null); + if (cfg.hideFarms != 0) { Vector3 _c; HideFarms(cfg, scene, out _c); } // 늦게 생긴 밭의 울타리·소품도 } } diff --git a/Assets/WL/Island/WLIslandSettings.cs b/Assets/WL/Island/WLIslandSettings.cs index fd435f0cf..a34337463 100644 --- a/Assets/WL/Island/WLIslandSettings.cs +++ b/Assets/WL/Island/WLIslandSettings.cs @@ -553,6 +553,7 @@ namespace WL.Island extraSkipIfComponent = "Merchant", // 좌판 안에 이미 상인이 있으면 안 덧붙인다 extraOffset = new Vector3(0f, 0f, -1.1f), yaw = 180f, + keepCollider = 1, // 2026-09-15 PD — 좌판 트리거가 있어야 판매가 된다 }, new WLFlowStepDef { @@ -560,6 +561,7 @@ namespace WL.Island platformFromDungeonRow = 2, // 기존 발판 #3 좌표 kind = "prefab", prefabPath = "Assets/FarmingIsland/Prefabs/FruitTrees/Tree_Apple.prefab", + keepCollider = 1, // 2026-09-15 PD 「과일 나무 수집이 안 된다」 — 콜라이더를 지우면 FI 수확 트리거가 안 걸린다 }, new WLFlowStepDef {