[WL-816y] PD 조정 — 시작 시 울타리 재숨김 3회 · 텐트 1개(우상단 유지) · 모닥불 2.4× · 텐트 2.4× · 던전 입구 4곳 섬 안쪽으로 (#816)
- WLIslandGateFlow: Co_ReHideFences(3 s 간격 3회) — FI 타일 활성화가 울타리 렌더러를 다시 켜는 것 보정. - WLIslandSettings.asset: campTentCount 2→1 · campFireScale 1.2→2.4 · campTentScale 1.6→2.4 · gatePosition (-3,3)→(0,3) · (10.5,-3)→(8,-1) · (2.5,11)→(2.5,8.5) · (10.5,10.5)→(10,10). Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@ -83,14 +83,14 @@ MonoBehaviour:
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campDecorEnabled: 1
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campDecorEnabled: 1
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campFirePrefabPath: Assets/WL/Island/Prefabs/WL_Camp_Fireplace.prefab
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campFirePrefabPath: Assets/WL/Island/Prefabs/WL_Camp_Fireplace.prefab
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campTentPrefabPath: Assets/WL/Island/Prefabs/WL_Camp_Tent.prefab
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campTentPrefabPath: Assets/WL/Island/Prefabs/WL_Camp_Tent.prefab
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campTentCount: 2
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campTentCount: 1
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campTentRadius: 2.6
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campTentRadius: 2.6
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campTentUseZone: 1
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campTentUseZone: 1
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campTentZoneScale: 0.85
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campTentZoneScale: 0.85
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campTentStartYaw: 35
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campTentStartYaw: 35
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campTentFaceYawOffset: 0
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campTentFaceYawOffset: 0
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campFireScale: 1.2
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campFireScale: 2.4
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campTentScale: 1.6
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campTentScale: 2.4
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campDecorSnapToGround: 1
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campDecorSnapToGround: 1
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applyStartCoin: 1
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applyStartCoin: 1
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startCoin: 10
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startCoin: 10
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@ -121,7 +121,7 @@ MonoBehaviour:
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sceneName: WL_Dungeon01
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sceneName: WL_Dungeon01
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mapId: 901
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mapId: 901
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stageIndex: 10
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stageIndex: 10
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gatePosition: {x: -3, y: 0, z: 3}
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gatePosition: {x: 0, y: 0, z: 3}
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gateYaw: 180
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gateYaw: 180
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gateScale: 1
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gateScale: 1
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gateColor: {r: 0.45, g: 0.32, b: 0.62, a: 1}
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gateColor: {r: 0.45, g: 0.32, b: 0.62, a: 1}
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@ -134,7 +134,7 @@ MonoBehaviour:
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sceneName: WL_Dungeon02
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sceneName: WL_Dungeon02
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mapId: 902
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mapId: 902
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stageIndex: 11
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stageIndex: 11
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gatePosition: {x: 10.5, y: 0, z: -3}
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gatePosition: {x: 8, y: 0, z: -1}
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gateYaw: 0
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gateYaw: 0
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gateScale: 1
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gateScale: 1
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gateColor: {r: 0.28, g: 0.5, b: 0.66, a: 1}
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gateColor: {r: 0.28, g: 0.5, b: 0.66, a: 1}
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@ -147,7 +147,7 @@ MonoBehaviour:
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sceneName: WL_Dungeon01
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sceneName: WL_Dungeon01
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mapId: 903
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mapId: 903
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stageIndex: 12
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stageIndex: 12
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gatePosition: {x: 2.5, y: 0, z: 11}
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gatePosition: {x: 2.5, y: 0, z: 8.5}
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gateYaw: 180
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gateYaw: 180
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gateScale: 1
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gateScale: 1
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gateColor: {r: 0.62, g: 0.42, b: 0.24, a: 1}
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gateColor: {r: 0.62, g: 0.42, b: 0.24, a: 1}
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@ -160,7 +160,7 @@ MonoBehaviour:
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sceneName: WL_Dungeon02
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sceneName: WL_Dungeon02
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mapId: 904
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mapId: 904
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stageIndex: 13
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stageIndex: 13
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gatePosition: {x: 10.5, y: 0, z: 10.5}
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gatePosition: {x: 10, y: 0, z: 10}
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gateYaw: 0
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gateYaw: 0
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gateScale: 1
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gateScale: 1
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gateColor: {r: 0.55, g: 0.24, b: 0.3, a: 1}
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gateColor: {r: 0.55, g: 0.24, b: 0.3, a: 1}
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@ -90,6 +90,10 @@ namespace WL.Island
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bool haveFarm = HideFarms(cfg, scene, out farmCenter);
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bool haveFarm = HideFarms(cfg, scene, out farmCenter);
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HideIslandFences(cfg, scene, null);
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HideIslandFences(cfg, scene, null);
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// 2026-09-15 PD 「게임 시작 시 섬에 울타리가 여전히 남아 있다」 — 시작 직후 FI 타일 활성화가 렌더러를 다시 켜므로
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// farmReHideDelaySeconds 간격으로 3회 더 훑는다(이미 꺼진 것은 건너뛴다 · 값 0 이면 무동작).
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if (cfg.hideIslandFences != 0 && WLIslandBridge.Runner != null)
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WLIslandBridge.Runner.StartCoroutine(Co_ReHideFences(cfg, scene));
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HookIslandActivation(cfg, scene);
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HookIslandActivation(cfg, scene);
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@ -399,6 +403,17 @@ namespace WL.Island
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runner.StartCoroutine(Co_ReHide(cfg, isl));
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runner.StartCoroutine(Co_ReHide(cfg, isl));
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}
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}
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static IEnumerator Co_ReHideFences(WLIslandSettings cfg, Scene scene)
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{
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float wait = Mathf.Max(0.5f, cfg.farmReHideDelaySeconds);
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for (int k = 0; k < 3; k++)
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{
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yield return new WaitForSeconds(wait);
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if (cfg == null || cfg.hideIslandFences == 0) yield break;
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HideIslandFences(cfg, scene, null);
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}
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}
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static IEnumerator Co_ReHide(WLIslandSettings cfg, FIIsland isl)
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static IEnumerator Co_ReHide(WLIslandSettings cfg, FIIsland isl)
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{
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{
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// 확장 애니메이션(DOScale 1초) + 소품 배치(AnimateSoils 0.05초 × 30칸) + 룩 재적용
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// 확장 애니메이션(DOScale 1초) + 소품 배치(AnimateSoils 0.05초 × 30칸) + 룩 재적용
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