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Opus 5.5 --- .../Animations/pcanim_mage.controller | 6 +- .../Res_Addr/Skill/Skill_BrutalSlash.prefab | 10 + .../Projectile/Skill/Skill_BrutalSlash.cs | 2 +- .../Impact/Resources/WL/WLImpactFx.json | 11 +- Assets/WL/Combat/Weapon/Anim.meta | 8 + .../WL/Combat/Weapon/Anim/WL_OrbMainCast.anim | 6022 +++++++++++++++++ .../Weapon/Anim/WL_OrbMainCast.anim.meta | 8 + .../Weapon/Resources/WL/WLRapidShot.json | 8 +- .../Weapon/Resources/WL/WLSkillTiming.json | 12 + .../Resources/WL/WLSkillTiming.json.meta | 7 + Assets/WL/Combat/Weapon/WLRapidShot.cs | 11 +- Assets/WL/Combat/Weapon/WLSkillTiming.cs | 74 + Assets/WL/Combat/Weapon/WLSkillTiming.cs.meta | 2 + .../WL/Combat/Weapon/WLWeaponAttackPattern.cs | 7 +- 14 files changed, 6171 insertions(+), 17 deletions(-) create mode 100644 Assets/WL/Combat/Weapon/Anim.meta create mode 100644 Assets/WL/Combat/Weapon/Anim/WL_OrbMainCast.anim create mode 100644 Assets/WL/Combat/Weapon/Anim/WL_OrbMainCast.anim.meta create mode 100644 Assets/WL/Combat/Weapon/Resources/WL/WLSkillTiming.json create mode 100644 Assets/WL/Combat/Weapon/Resources/WL/WLSkillTiming.json.meta create mode 100644 Assets/WL/Combat/Weapon/WLSkillTiming.cs create mode 100644 Assets/WL/Combat/Weapon/WLSkillTiming.cs.meta diff --git a/Assets/Res_Addr/Animations/pcanim_mage.controller b/Assets/Res_Addr/Animations/pcanim_mage.controller index b39e27540..d50abec6a 100644 --- a/Assets/Res_Addr/Animations/pcanim_mage.controller +++ b/Assets/Res_Addr/Animations/pcanim_mage.controller @@ -2169,7 +2169,7 @@ AnimatorStateTransition: serializedVersion: 3 m_TransitionDuration: 0.25 m_TransitionOffset: 0 - m_ExitTime: 0.90625 + m_ExitTime: 0.9 m_HasExitTime: 1 m_HasFixedDuration: 1 m_InterruptionSource: 0 @@ -2493,7 +2493,7 @@ AnimatorState: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: casting_end - m_Speed: 1 + m_Speed: 0.1225 m_CycleOffset: 0 m_Transitions: - {fileID: 811731208389968518} @@ -2506,7 +2506,7 @@ AnimatorState: m_MirrorParameterActive: 0 m_CycleOffsetParameterActive: 0 m_TimeParameterActive: 0 - m_Motion: {fileID: 7400000, guid: a9b647a73aef2fb4a83c157be5e4867c, type: 3} + m_Motion: {fileID: 7400000, guid: 9608e81974b7f3e4a85c201446c40a5c, type: 2} m_Tag: m_SpeedParameter: m_MirrorParameter: diff --git a/Assets/Res_Addr/Skill/Skill_BrutalSlash.prefab b/Assets/Res_Addr/Skill/Skill_BrutalSlash.prefab index df94b7559..b73939a56 100644 --- a/Assets/Res_Addr/Skill/Skill_BrutalSlash.prefab +++ b/Assets/Res_Addr/Skill/Skill_BrutalSlash.prefab @@ -76,6 +76,16 @@ PrefabInstance: propertyPath: m_IsActive value: 1 objectReference: {fileID: 0} + - target: {fileID: 1208275532420764258, guid: 8a02c4042c68dd244abad8cf394dab42, + type: 3} + propertyPath: InitialModule.startColor.maxColor.g + value: 0.55 + objectReference: {fileID: 0} + - target: {fileID: 1208275532420764258, guid: 8a02c4042c68dd244abad8cf394dab42, + type: 3} + propertyPath: InitialModule.startColor.maxColor.r + value: 0.3 + objectReference: {fileID: 0} - target: {fileID: 6424247364373830703, guid: 8a02c4042c68dd244abad8cf394dab42, type: 3} propertyPath: m_LocalPosition.x diff --git a/Assets/Script/Character/Projectile/Skill/Skill_BrutalSlash.cs b/Assets/Script/Character/Projectile/Skill/Skill_BrutalSlash.cs index e9f07b7a6..9e051a94c 100644 --- a/Assets/Script/Character/Projectile/Skill/Skill_BrutalSlash.cs +++ b/Assets/Script/Character/Projectile/Skill/Skill_BrutalSlash.cs @@ -81,7 +81,7 @@ public class Skill_BrutalSlash : ProjectileBase var shooterpos = m_ProjecTileData.shooter.Get_position(); gos_effect[0].transform.position = new Vector3(shooterpos.x, 0f, shooterpos.z); m_ProjecTileData.shooter.m_animation.speed = 0f; - yield return new WaitForSeconds(1.0f); + yield return new WaitForSeconds(WL.Combat.Weapon.WLSkillTiming.Seconds(this, "charge", 1.0f)); // WL #976 훅(1줄) — 모으기(애니메이션 멈춤) 시간 = WLSkillTiming.json(비수 기본 0.5 s · 규칙 없으면 원본 1.0 s) m_ProjecTileData.shooter.m_animation.speed = 1f; DSUtil.InActivateGameObjects(gos_effect, 1); m_sacc.Set(m_ProjecTileData); diff --git a/Assets/WL/Combat/Impact/Resources/WL/WLImpactFx.json b/Assets/WL/Combat/Impact/Resources/WL/WLImpactFx.json index 593169938..13a4de914 100644 --- a/Assets/WL/Combat/Impact/Resources/WL/WLImpactFx.json +++ b/Assets/WL/Combat/Impact/Resources/WL/WLImpactFx.json @@ -29,7 +29,8 @@ 10502 ], "prefab": "WL_Hit_Hammer", - "scale": 1.0, + "scale": 0.5, + "_note_976": "#976 PD 「해머 기본 공격 이펙트 크기를 절반으로」 — 피격 1.0 → 0.5 · 휘두르기 WL_Impact_Swing_Orange 1~3타 1.0 → 0.5 · 1타 지면 충격 WL_Impact_Explosion 0.18 → 0.09(10502 수호자의 철퇴 · lineup 밖도 같은 규칙)", "fit": 1.4, "offsetCompensate": true }, @@ -197,7 +198,7 @@ 1 ], "prefab": "WL_Impact_Swing_Orange", - "scale": 1.0, + "scale": 0.5, "euler": [ 0, 0, @@ -218,7 +219,7 @@ 2 ], "prefab": "WL_Impact_Swing_Orange", - "scale": 1.0, + "scale": 0.5, "euler": [ 0, 0, @@ -239,7 +240,7 @@ 3 ], "prefab": "WL_Impact_Swing_Orange", - "scale": 1.0, + "scale": 0.5, "euler": [ 0, 0, @@ -378,7 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+ floatParameter: 0 + intParameter: 0 + messageOptions: 0 + - time: 0.0098 + functionName: SkillEvent + data: + objectReferenceParameter: {fileID: 0} + floatParameter: 0 + intParameter: 0 + messageOptions: 0 diff --git a/Assets/WL/Combat/Weapon/Anim/WL_OrbMainCast.anim.meta b/Assets/WL/Combat/Weapon/Anim/WL_OrbMainCast.anim.meta new file mode 100644 index 000000000..b1afc5f41 --- /dev/null +++ b/Assets/WL/Combat/Weapon/Anim/WL_OrbMainCast.anim.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9608e81974b7f3e4a85c201446c40a5c +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 7400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/WL/Combat/Weapon/Resources/WL/WLRapidShot.json b/Assets/WL/Combat/Weapon/Resources/WL/WLRapidShot.json index d0d405c01..998552d50 100644 --- a/Assets/WL/Combat/Weapon/Resources/WL/WLRapidShot.json +++ b/Assets/WL/Combat/Weapon/Resources/WL/WLRapidShot.json @@ -45,10 +45,12 @@ "holdMaxSeconds": 3.0, "multi": { "enabled": 1, - "projectile": "Projectile_ArcherSkill2Arrow", + "projectile": "Projectile_10402", "volleys": 3, - "interval": 0.5, - "arrows": 10, + "interval": 0.2, + "arrows": 6, + "drawFraction": 0.8, + "note_976": "#976 PD 「활 기본 공격이 투사체 형태로 발사되어야 하는데 투사체처럼 보이지 않아. 기본 활 투사체와 동일한 투사체를 발사하도록 변경하고, 연속 공격 간격을 0.2초로 줄여줘 (발사하는 투사체 수량도 6발로 줄여줘)」 — PM 해석: 활 기본 스킬(멀티샷 Q) · 화살 Projectile_ArcherSkill2Arrow(주력 속사 금빛 줄기) → Projectile_10402(기본 공격 화살 · 겉모습 WLProjectileVisual 그대로) · 간격 0.5 → 0.2 s · 다발마다 10 → 6발(3회 그대로) · 다시 당기기 = 0.2 × 0.8 = 0.16 s(원래 당김 0.23 s 보다 빨리)", "fanDegrees": 60, "rangeMul": 1.0, "pierce": 0, diff --git a/Assets/WL/Combat/Weapon/Resources/WL/WLSkillTiming.json b/Assets/WL/Combat/Weapon/Resources/WL/WLSkillTiming.json new file mode 100644 index 000000000..7f3f931c3 --- /dev/null +++ b/Assets/WL/Combat/Weapon/Resources/WL/WLSkillTiming.json @@ -0,0 +1,12 @@ +{ + "enabled": 1, + "rules": [ + { + "skill": "Skill_BrutalSlash", + "classId": 10202, + "key": "charge", + "seconds": 0.5, + "note": "#976 PD 「비수 기본 스킬 모으기 시간을 절반으로 줄이고」 — 원본 Skill_BrutalSlash.Co_Update 모으기(발밑 이펙트 + 캐릭터 애니메이션 멈춤) 1.0 → 0.5 s · 비수(직업 10202) 기본 스킬 무자비한 일격 703106" + } + ] +} diff --git a/Assets/WL/Combat/Weapon/Resources/WL/WLSkillTiming.json.meta b/Assets/WL/Combat/Weapon/Resources/WL/WLSkillTiming.json.meta new file mode 100644 index 000000000..4e55b27b5 --- /dev/null +++ b/Assets/WL/Combat/Weapon/Resources/WL/WLSkillTiming.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 76f6b7026785dbd419f19d836be39055 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/WL/Combat/Weapon/WLRapidShot.cs b/Assets/WL/Combat/Weapon/WLRapidShot.cs index d79dd4d9f..6770c4590 100644 --- a/Assets/WL/Combat/Weapon/WLRapidShot.cs +++ b/Assets/WL/Combat/Weapon/WLRapidShot.cs @@ -78,6 +78,7 @@ namespace WL.Combat.Weapon public float rangeMul = 1f; // 나는 거리 = 기본 공격 사정거리(흰 원) × 이 값 · 0 = 투사체 원래 수명 public int pierce = 0; // 1 = 관통 public int mark = 0; // 1 = 과녁 표시(주력처럼) + public float drawFraction = 0.8f; // #976 다시 당기는 시간 상한 = interval × 이 값(간격이 당김 동작 0.23 s 보다 짧으면 그만큼 빨리 당긴다) public string note = ""; } @@ -228,10 +229,13 @@ namespace WL.Combat.Weapon float lastFire = -99f; float shotSp = c.shotSpeed; // 발 재생 속도(애니메이터 속도를 직접 씀 = 기본 공격 공속 배율과 무관 · #975 실측 활 컨트롤러 재생 배수 파라미터 없음) float drawDur = Mathf.Max(0f, (releaseN - c.fromNormalized) * ClipLen(an, c.shotClip) / Mathf.Max(0.1f, c.shotSpeed)); // 다시 당겨 놓기까지(초 · 어림 — 실제 놓는 순간은 아래에서 interval 에 맞춤) + // #976 간격(0.2 s)이 당김 동작보다 짧으면 다시 당기기를 interval × drawFraction 안에 끝나게 빨리 재생 + float mDraw = _multi && mc.drawFraction > 0f ? Mathf.Min(drawDur, mc.interval * mc.drawFraction) : drawDur; + float mSp = mDraw > 1e-3f && drawDur > 1e-3f ? c.shotSpeed * drawDur / mDraw : c.shotSpeed; for (int i = 0; i < n; i++) { if (_multi && i > 0) // #975 앞 다발을 놓은 뒤 자세를 이어 재생하다가 interval − 당기는 시간(− 몇 프레임 여유 · 첫 Play 실측 0.54 s = 2 프레임 늦음)에 다시 당긴다 - while (Time.time < lastFire + mc.interval - drawDur - 3f * Time.smoothDeltaTime) + while (Time.time < lastFire + mc.interval - mDraw - 3f * Time.smoothDeltaTime) { if (Broken()) { End(false); yield break; } an.speed = an.GetCurrentAnimatorStateInfo(0).normalizedTime < c.endNormalized ? shotSp : 0f; // 다음 상태로 넘어가지 않게(공격 2타 전이 0.98) @@ -239,12 +243,13 @@ namespace WL.Combat.Weapon } Face(); float startN = i == 0 ? c.drawNormalized : c.fromNormalized, s0 = Time.time; - an.Play(c.shotState, 0, startN); an.speed = Mathf.Max(0.1f, shotSp); + float spNow = _multi && i > 0 ? mSp : shotSp; // #976 멀티샷 다시 당기기 = mSp + an.Play(c.shotState, 0, startN); an.speed = Mathf.Max(0.1f, spNow); yield return null; while (an.GetCurrentAnimatorStateInfo(0).normalizedTime < releaseN && Time.time - s0 < 1f) { if (Broken()) { End(false); yield break; } - if (an.speed != shotSp) an.speed = shotSp; + if (an.speed != spNow) an.speed = spNow; if (!an.GetCurrentAnimatorStateInfo(0).IsName(c.shotState)) an.Play(c.shotState, 0, startN); yield return null; } diff --git a/Assets/WL/Combat/Weapon/WLSkillTiming.cs b/Assets/WL/Combat/Weapon/WLSkillTiming.cs new file mode 100644 index 000000000..36f689a67 --- /dev/null +++ b/Assets/WL/Combat/Weapon/WLSkillTiming.cs @@ -0,0 +1,74 @@ +// ───────────────────────────────────────────────────────────────────────────── +// WLSkillTiming.cs — 원본 스킬 코드에 박힌 대기 시간(초)을 스킬 · 직업별로 바꾼다 (#976 · 2026-10-24) +// +// PD 원문: 「비수 기본 스킬 모으기 시간을 절반으로 줄이고, 마젠타 색상을 정상화 해줘.」 +// ■ 원본 Skill_BrutalSlash.Co_Update = 0.1 초 뒤 발밑 모으기 이펙트 + 캐릭터 애니메이션 멈춤 1.0 초(모으기) → 베기 이펙트 · 판정 +// → 원본 대기 줄을 훅 1줄 `WaitForSeconds(WLSkillTiming.Seconds(this, "charge", 1.0f))` 로 바꿔 규칙 값(없으면 원본 값 그대로) +// ■ 값 = Resources/WL/WLSkillTiming.json (C45) · rules[{skill(원본 스킬 클래스 이름), classId(0 = 모든 직업 · 직업 맞는 행 먼저), key, seconds}] · 끄기 = enabled 0 +// 🔴 Debug.LogError 금지(원본 팝업). +// ───────────────────────────────────────────────────────────────────────────── +using UnityEngine; + +namespace WL.Combat.Weapon +{ + [System.Serializable] + public class WLSkillTimingRule + { + public string skill = "", key = ""; + public int classId; + public float seconds = -1f; + public string note = ""; + } + + [System.Serializable] + public class WLSkillTimingJson + { + public int enabled = 1; + public WLSkillTimingRule[] rules = new WLSkillTimingRule[0]; + } + + public static class WLSkillTiming + { + public const string ResourcesPath = "WL/WLSkillTiming"; + public static int Used; + public static string LastLog = ""; + static WLSkillTimingJson s_cfg; + + [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] static void Reset() { s_cfg = null; } + + static WLSkillTimingJson Cfg + { + get + { + if (s_cfg != null) return s_cfg; + s_cfg = new WLSkillTimingJson(); + var ta = Resources.Load(ResourcesPath); + if (ta == null) { LastLog = "설정 없음 " + ResourcesPath; return s_cfg; } + try { JsonUtility.FromJsonOverwrite(ta.text, s_cfg); } catch (System.Exception ex) { LastLog = "설정 파싱 실패 — " + ex.Message; } + return s_cfg; + } + } + + /// 원본 스킬 대기 시간 — 규칙(스킬 클래스 이름 · 시전자 직업 · 키)이 있으면 그 값, 없으면 원본 값(def). + public static float Seconds(ProjectileBase pb, string key, float def) + { + try + { + var c = Cfg; if (c.enabled == 0 || pb == null || c.rules == null) return def; + var pd = pb.Get_ProjectTileData(); + int cls = pd != null && !DSUtil.CheckNull(pd.shooter) ? pd.shooter.Get_ID() : 0; + string sk = pb.GetType().Name; WLSkillTimingRule any = null; + foreach (var r in c.rules) + { + if (r == null || r.skill != sk || r.key != key || r.seconds < 0f) continue; + if (r.classId == cls) { any = r; break; } + if (r.classId == 0 && any == null) any = r; + } + if (any == null) return def; + Used++; LastLog = sk + " " + key + " " + def.ToString("0.##") + " → " + any.seconds.ToString("0.##") + " s(직업 " + cls + ")"; + return any.seconds; + } + catch (System.Exception ex) { LastLog = "실패 — " + ex.Message; return def; } + } + } +} diff --git a/Assets/WL/Combat/Weapon/WLSkillTiming.cs.meta b/Assets/WL/Combat/Weapon/WLSkillTiming.cs.meta new file mode 100644 index 000000000..7e2ba18f1 --- /dev/null +++ b/Assets/WL/Combat/Weapon/WLSkillTiming.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2c7548fdbb1ae4145bd7f4db88e15d1c \ No newline at end of file diff --git a/Assets/WL/Combat/Weapon/WLWeaponAttackPattern.cs b/Assets/WL/Combat/Weapon/WLWeaponAttackPattern.cs index 158b1b950..695af4e61 100644 --- a/Assets/WL/Combat/Weapon/WLWeaponAttackPattern.cs +++ b/Assets/WL/Combat/Weapon/WLWeaponAttackPattern.cs @@ -82,11 +82,14 @@ namespace WL.Combat.Weapon bool pcChanged = !ReferenceEquals(pc, _pc); if (wid != _weapon || pcChanged) { + // #976 PD 「활 공격 속도만 늦추라고 했는데 다른 무기의 공격 속도도 같이 느려진 것 같아」 — 무기를 바꿀 때 기준을 버리고 지금 값(활 × 0.7 이 덮인 값)을 새 기준으로 잡아 + // 다른 무기에 0.7 배가 남았다 → 같은 PC 면 기준(_baseSpd)을 유지(재계산으로 값이 바뀌었으면 ApplySpeed 가 그 값을 새 기준으로) + bool keepBase = !pcChanged && _baseSpd > 0f && _lastSetSpd > 0f; _pc = pc; _weapon = wid; CurrentWeapon = wid; _steps = wid > 0 ? WLWeaponAttackTable.Steps(wid) : null; var f = _steps != null && _steps.Count > 0 ? _steps[0] : null; _mult = f != null && f.attackSpeedMult > 0f ? f.attackSpeedMult : 1f; - _baseSpd = -1f; _lastSetSpd = -1f; + if (!keepBase) { _baseSpd = -1f; _lastSetSpd = -1f; } // 원거리 계열 = 표 사거리로 탐색·추적 거리 덮기(근접은 에셋 값 그대로) bool ranged = f != null && (f.family == "Bow" || f.family == "Staff"); float r = ranged ? f.rangeM + cfg.rangedRangeMargin : cfg.meleeSearchRange; @@ -107,7 +110,7 @@ namespace WL.Combat.Weapon /// FinalAttackSpeed = 기준 × 배율. 재계산(Reset)으로 값이 바뀌면 그 값을 새 기준으로 삼아 다시 덮는다. void ApplySpeed(PCActor pc) { - if (_steps == null) return; + if (_steps == null && _baseSpd < 0f) return; // #976 표에 없는 무기 = 배율 1 · 앞 무기 배율을 덮었으면 기준으로 되돌린다 ActorStatInfo info; try { info = pc.Get_StatInfo(); } catch { return; } if (info == null) return; float cur = (float)info.Get_Stat(eStat.FinalAttackSpeed);