diff --git a/Assets/WL/Island/Resources/WL/WLIslandSettings.asset b/Assets/WL/Island/Resources/WL/WLIslandSettings.asset index b623f3a67..d888a30bb 100644 --- a/Assets/WL/Island/Resources/WL/WLIslandSettings.asset +++ b/Assets/WL/Island/Resources/WL/WLIslandSettings.asset @@ -83,14 +83,14 @@ MonoBehaviour: campDecorEnabled: 1 campFirePrefabPath: Assets/WL/Island/Prefabs/WL_Camp_Fireplace.prefab campTentPrefabPath: Assets/WL/Island/Prefabs/WL_Camp_Tent.prefab - campTentCount: 2 + campTentCount: 1 campTentRadius: 2.6 campTentUseZone: 1 campTentZoneScale: 0.85 campTentStartYaw: 35 campTentFaceYawOffset: 0 - campFireScale: 1.2 - campTentScale: 1.6 + campFireScale: 2.4 + campTentScale: 2.4 campDecorSnapToGround: 1 applyStartCoin: 1 startCoin: 10 @@ -121,7 +121,7 @@ MonoBehaviour: sceneName: WL_Dungeon01 mapId: 901 stageIndex: 10 - gatePosition: {x: -3, y: 0, z: 3} + gatePosition: {x: 0, y: 0, z: 3} gateYaw: 180 gateScale: 1 gateColor: {r: 0.45, g: 0.32, b: 0.62, a: 1} @@ -134,7 +134,7 @@ MonoBehaviour: sceneName: WL_Dungeon02 mapId: 902 stageIndex: 11 - gatePosition: {x: 10.5, y: 0, z: -3} + gatePosition: {x: 8, y: 0, z: -1} gateYaw: 0 gateScale: 1 gateColor: {r: 0.28, g: 0.5, b: 0.66, a: 1} @@ -147,7 +147,7 @@ MonoBehaviour: sceneName: WL_Dungeon01 mapId: 903 stageIndex: 12 - gatePosition: {x: 2.5, y: 0, z: 11} + gatePosition: {x: 2.5, y: 0, z: 8.5} gateYaw: 180 gateScale: 1 gateColor: {r: 0.62, g: 0.42, b: 0.24, a: 1} @@ -160,7 +160,7 @@ MonoBehaviour: sceneName: WL_Dungeon02 mapId: 904 stageIndex: 13 - gatePosition: {x: 10.5, y: 0, z: 10.5} + gatePosition: {x: 10, y: 0, z: 10} gateYaw: 0 gateScale: 1 gateColor: {r: 0.55, g: 0.24, b: 0.3, a: 1} diff --git a/Assets/WL/Island/WLIslandGateFlow.cs b/Assets/WL/Island/WLIslandGateFlow.cs index 24f7764b9..702f3f262 100644 --- a/Assets/WL/Island/WLIslandGateFlow.cs +++ b/Assets/WL/Island/WLIslandGateFlow.cs @@ -90,6 +90,10 @@ namespace WL.Island bool haveFarm = HideFarms(cfg, scene, out farmCenter); HideIslandFences(cfg, scene, null); + // 2026-09-15 PD 「게임 시작 시 섬에 울타리가 여전히 남아 있다」 — 시작 직후 FI 타일 활성화가 렌더러를 다시 켜므로 + // farmReHideDelaySeconds 간격으로 3회 더 훑는다(이미 꺼진 것은 건너뛴다 · 값 0 이면 무동작). + if (cfg.hideIslandFences != 0 && WLIslandBridge.Runner != null) + WLIslandBridge.Runner.StartCoroutine(Co_ReHideFences(cfg, scene)); HookIslandActivation(cfg, scene); @@ -399,6 +403,17 @@ namespace WL.Island runner.StartCoroutine(Co_ReHide(cfg, isl)); } + static IEnumerator Co_ReHideFences(WLIslandSettings cfg, Scene scene) + { + float wait = Mathf.Max(0.5f, cfg.farmReHideDelaySeconds); + for (int k = 0; k < 3; k++) + { + yield return new WaitForSeconds(wait); + if (cfg == null || cfg.hideIslandFences == 0) yield break; + HideIslandFences(cfg, scene, null); + } + } + static IEnumerator Co_ReHide(WLIslandSettings cfg, FIIsland isl) { // 확장 애니메이션(DOScale 1초) + 소품 배치(AnimateSoils 0.05초 × 30칸) + 룩 재적용