[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>
This commit is contained in:
깃 관리자 2026-09-15 15:34:10 +09:00
parent b289d896b3
commit b185d3bf9b
2 changed files with 22 additions and 7 deletions

View File

@ -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}

View File

@ -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