[WL-814r] 시범 전투장 Play 에러 제거 + 데모 카메라 이식 + 이동 리그 (#814)
- PC_LH_M05 씬 인스턴스에서 게임 컴포넌트 7종 제거(WizardActor·NavMeshAgent· Rigidbody·CapsuleCollider·SkinnedMeshAfterImage·WLPcScaleCompensator· WLWeaponFitter) → 게임 초기화 없이 Update 가 돌며 터지던 KeyNotFoundException: 'Freeze'(Actor.cs:1065) 제거. 프리팹 수정 0. 루트 스케일 1.05266 · 몸 높이 1.21651 m 는 제거 전후 델타 0 실측. - Main Camera 를 Demo.unity 실측값으로 이식: 직교 size 10 · euler(30,60,0) · near 0.3 / far 500 · clear Skybox · depth -1 · HDR/MSAA on + UniversalAdditionalCameraData(post off · AA none · rendererIndex -1). - 씬 라이트 3개에 UniversalAdditionalLightData 추가(데모와 동일 구성). - Terrain.drawTreesAndFoliage false→true(데모와 동일). - ArenaWalker.cs(신규 · 씬 전용): WASD 이동 + 방향 회전 + idle/run 상태 재생 + 카메라 추적 + Terrain.SampleHeight 접지. 속도 3.9 / 회전 300 은 LH_M05.prefab NavMeshAgent 실측값. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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// ─────────────────────────────────────────────────────────────────────────────
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// ArenaWalker.cs — 시범 전투장(WL_ArenaProto) 전용 이동 리그 (발주서 WL-814r · PD 「걸어다니며 크기 감 잡기」)
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//
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// ■ 왜 새 스크립트인가
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// 이 씬의 캐릭터는 **전시용**이라 게임 컴포넌트(`WizardActor`·`NavMeshAgent`·`Rigidbody`·`CapsuleCollider`)를
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// 전부 떼어 냈다(814r §1 · 그것들이 게임 초기화 없이 돌면서 `KeyNotFoundException: 'Freeze'` 가 프레임마다 터졌다).
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// 되살리면 에러 0 이 깨지므로, **본편 시스템을 전혀 건드리지 않는 씬 전용 리그**를 따로 둔다.
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//
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// ■ 캐릭터에 붙이지 않고 별도 오브젝트에 두는 이유
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// `PC_LH_M05` 는 프리팹 인스턴스다. 거기에 컴포넌트를 더하면 「전시용 = Transform·Animator·렌더러뿐」이라는
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// 814r §1 의 완료 조건이 흐려진다. 그래서 이 리그가 밖에서 `body` 를 움직인다(프리팹 수정 0 · 인스턴스 추가 0).
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//
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// ■ 실측해서 가져온 값 (하드코딩 아님 · 전부 인스펙터 노출 · 출처 주석)
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// · moveSpeed 3.9 = `Assets/Res_Addr/PC/LH_M05.prefab` NavMeshAgent `m_Speed` (인게임 이동 속도 그대로)
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// · turnSpeed 300 = 같은 프리팹 NavMeshAgent `m_AngularSpeed`
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// · 애니메이션 전환 = 원본 `Actor.AnimationPlay()` 가 쓰는 **상태 이름 직접 재생** 방식 그대로
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// (`Assets/Script/Character/Actor.cs:2031` `m_animation.Play(aniname)` · 이름은 `MyValue.cs:72`
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// `eAnim.Idle→"idle"` / `eAnim.Run→"run"` · `pcanim_mage.controller` 에 두 상태 모두 존재 실측).
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// 🔴 이 컨트롤러의 Base Layer 에는 idle/run 으로 들어가는 **트랜지션이 없다** — 파라미터로는 못 바꾼다.
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//
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// ■ 바닥
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// 콜라이더를 전부 뗐으므로 물리를 쓰지 않는다. 지형 높이는 `Terrain.SampleHeight()` 로 직접 샘플링한다
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// (TerrainCollider 유무와 무관 · Raycast 보다 싸다). 바위·물 통과는 크기 확인용이라 신경 쓰지 않는다(발주 명시).
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//
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// ■ 입력 = 레거시 Input (이 프로젝트 `activeInputHandler: 0`)
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// ─────────────────────────────────────────────────────────────────────────────
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using UnityEngine;
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namespace WL.Look.Arena
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{
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[DisallowMultipleComponent]
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public sealed class ArenaWalker : MonoBehaviour
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{
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[Header("대상")]
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[Tooltip("움직일 캐릭터 루트. 비우면 이 오브젝트 자신.")]
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public Transform body;
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[Tooltip("따라다닐 카메라. 비우면 Camera.main.")]
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public Camera followCamera;
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[Header("이동 (LH_M05.prefab NavMeshAgent 실측값)")]
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[Tooltip("m/s · NavMeshAgent.m_Speed = 3.9")]
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public float moveSpeed = 3.9f;
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[Tooltip("deg/s · NavMeshAgent.m_AngularSpeed = 300")]
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public float turnSpeed = 300f;
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[Header("애니메이션 상태 이름 (MyValue.cs:72)")]
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public string idleState = "idle";
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public string runState = "run";
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Animator _anim;
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Vector3 _camOffset;
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bool _running;
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void Start()
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{
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if (body == null) body = transform;
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if (followCamera == null) followCamera = Camera.main;
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_anim = body.GetComponentInChildren<Animator>();
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if (followCamera != null) _camOffset = followCamera.transform.position - body.position;
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SnapToGround();
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PlayState(idleState);
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}
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void Update()
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{
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if (body == null) return;
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// 카메라 기준 입력(화면에서 보이는 방향대로 움직인다)
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Vector3 fwd = Vector3.forward, right = Vector3.right;
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if (followCamera != null)
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{
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fwd = Vector3.ProjectOnPlane(followCamera.transform.forward, Vector3.up);
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if (fwd.sqrMagnitude < 1e-6f) fwd = Vector3.forward;
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fwd.Normalize();
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right = Vector3.Cross(Vector3.up, fwd);
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}
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Vector3 dir = right * Input.GetAxisRaw("Horizontal") + fwd * Input.GetAxisRaw("Vertical");
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if (dir.sqrMagnitude > 1f) dir.Normalize();
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bool moving = dir.sqrMagnitude > 1e-4f;
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if (moving)
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{
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body.position += dir * (moveSpeed * Time.deltaTime);
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body.rotation = Quaternion.RotateTowards(
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body.rotation, Quaternion.LookRotation(dir, Vector3.up), turnSpeed * Time.deltaTime);
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}
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SnapToGround();
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if (moving != _running)
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{
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_running = moving;
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PlayState(moving ? runState : idleState);
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}
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}
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void LateUpdate()
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{
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if (followCamera != null && body != null)
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followCamera.transform.position = body.position + _camOffset;
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}
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void SnapToGround()
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{
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var t = Terrain.activeTerrain;
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if (t == null) return;
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var p = body.position;
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p.y = t.SampleHeight(p) + t.transform.position.y;
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body.position = p;
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}
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void PlayState(string state)
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{
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if (_anim != null && !string.IsNullOrEmpty(state)) _anim.Play(state, 0, 0f);
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}
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/// <summary>프로브용 — 지금까지 중앙(원점)에서 떨어진 수평 거리(m).</summary>
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public float DistanceFromCenter
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{
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get { var p = body != null ? body.position : transform.position; return new Vector2(p.x, p.z).magnitude; }
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Loading…
Reference in New Issue