구 WL 프로토타입 백업 폴더(Backup/WL_Prototype_2026-09-04 · Assets_WL 3.9MB + README) + CLAUDE.md 레포 정보 (2026-09-05 #745)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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깃 관리자 2026-09-05 12:20:11 +09:00
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357 changed files with 92550 additions and 1 deletions

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# WL 플레이어 애니메이션 구조 (PD 지시 #704 ②~⑤)
> 최종 갱신: 2026-09-03 · 근거: PD 지시 #704 (본지시 2~5 + 추가지시 1~3 + 범위확정 1~4)
> 에셋 원본: `Assets/Shinabro/Platform_Animation/` (전 클립 **Humanoid** · 아바타 원본 = `Models/Stander.FBX`)
---
## 1. 한 줄 요약
**공용 모션 4세트는 모든 캐릭터가 같이 쓰고, 전투 모션만 캐릭터(직업)마다 바꾼다.**
그래서 컨트롤러를 **베이스 1개 + 캐릭터별 Override 1개**로 나눴다. 새 캐릭터는 **Override 파일만 하나 추가**하면 된다.
```
Player_Base.controller ← 모든 캐릭터 공통. 상태(state) 구조는 여기서만 관리한다
└ Override_Kazuko.overrideController ← Kazuko 전용. 전투 세트 슬롯 + 고유 감정 모션만 덮어쓴다
└ Override_P09Female.overrideController ← P09 Female 전용 (PD #711)
└ (신규) Override_<캐릭터>.overrideController
```
* **베이스**: `Assets/WL/Animators/Player_Base.controller`
* **Kazuko**: `Assets/WL/Animators/Override_Kazuko.overrideController` (직업 = `01_Sword&Shield`)
* **P09 Female**: `Assets/WL/Animators/Override_P09Female.overrideController` (아래 §7)
* 캐릭터 프리팹의 Animator 에는 **Override 를 꽂는다** (베이스를 직접 꽂지 않는다)
---
## 2. 세트 구성
### 공용 4세트 — 캐릭터가 바뀌어도 그대로 (PD 범위확정)
| 세트 | 폴더 | 담당 상황 |
|---|---|---|
| Base | `Animation/00_Base` | 비전투 기본 이동(대기·걷기·달리기·점프·회피) |
| Adventure | `Animation/50_Adventure` | 수영 · 벽/사다리/밧줄 타기 · 벽점프 |
| Damage | `Animation/98_Damage` | 피격 · 다운 · 기상 · 사망 · 상태이상(스턴·슬로우·넉백) |
| Sub | `Animation/99_Sub` | 일상 대기 · 마법 시전 · 아이템 루팅 · 대화 · 앉기 |
### 전투 세트 — 캐릭터(직업)마다 교체 · 12종
`01_Sword&Shield` · `02_Hammer` · `03_DualBlades` · `04_Bow` · `05_Pistol` · `06_Magic`
`07_Spear` · `08_Staff` · `09_Fighter` · `10_Rapier` · `11_DoubleBlades` · `12_Claymore`
> **Kazuko = `01_Sword&Shield`**. 기존 Kazuko 전투 클립(`Atk1_wing` · `Walk_wing` · `Run_wing` · `Idle_A_wing` · `Damage_wing` · `DieA_wing`)은 컨트롤러에서 **전부 제거**했다.
> 남긴 Kazuko 고유 클립 = **`Cry_wing`(감정 표현)** 뿐. 표정·일상 포즈 클립(`IdleB~G_wing` · `Cutepose` · `Thinking` 등)은 에셋에 그대로 있고 필요할 때 Override 로 붙이면 된다.
---
## 3. 지금 동작하는 상황 (현 단계 = PD 지정 4가지 + 콤보)
| 상황 | 애니메이터 상태 | 세트 | 클립 | 길이 | 발동 조건 |
|---|---|---|---|---|---|
| 대기/이동 | `Locomotion` (BlendTree · Speed) | 전투 01 | `Sword&Shield_Idle` / `_Walk_F` / `_Run` | 1.67 / 0.80 / 0.67s | 기본 상태 |
| 공격 1타 | `Attack1` | 전투 01 | `Sword&Shield_Attack1` | 1.00s | 사거리 내 적 + 쿨타임 |
| 공격 2타 | `Attack2` | 전투 01 | `Sword&Shield_Attack2` | 1.00s | 1타 78% 시점에 대상 유효 |
| 공격 3타 | `Attack3` | 전투 01 | `Sword&Shield_Attack3` | 1.13s | 2타 78% 시점에 대상 유효 |
| 시작 — 쓰러짐 | `Down` (speed 0) | 98 Damage | `LyingFront` | 1.33s | 씬 시작 |
| 시작 — 기상 | `GetUp` (정방향) | 98 Damage | `LyingFront_WakeUp` | 0.67s | 쓰러짐 0.8s 후 |
| ~~시작 — 감정~~ | `Cry` | 99 Sub → **Kazuko 덮어씀** | `Sub_Talk1`**`Cry_wing`** | — | **미사용 (PD #705 ②)** — 상태·매핑은 보존, 시퀀스 호출만 제거 |
| 피격 | `Hit` | 98 Damage | `Damage1` | 0.50s | 피해 수신 (공격/수영 중엔 생략) |
| 사망 | `Death` | 98 Damage | `KnockDown_F_Light` | 1.00s | HP 0 **+ `playerCanDie` 켬** |
| 수영 | `Swim` (BlendTree · Speed) | 50 Adventure | `Swim_Idle` / `_Walk_F` / `_Run` | 2.0 / 1.8 / 1.8s | 수면 아래 0.9m 이상 |
### 콤보 규칙 (PD 추가지시 1·2)
* `Attack1 → Attack2 → Attack3` 3히트. 각 단계마다 피해 판정 **1회** = 콤보당 총 3회.
* 각 클립의 **78%** 지점에서 다음 단계로 넘어간다. 그 시점에 **대상이 죽었거나 사거리를 벗어나면 잇지 않고**, 현재 클립만 끝내고 대기로 복귀한다.
* 공격 쿨타임은 **콤보 단위**로 소비한다(단계마다가 아니라).
* 수치는 전부 `Assets/WL/Settings/CombatSettings.asset``comboStepCount` / `comboAdvanceNormalizedTime` / `comboHitNormalizedTime` / `comboBlendTime`.
### 수영 규칙 (PD 범위확정 1)
* 판정 = `WaterProbe` 가 물 머티리얼(`Shader Graphs/ToonWaterU`)을 쓰는 렌더러의 경계를 읽어 **수면 높이 대비 잠긴 깊이**로 결정. 씬에 트리거 콜라이더를 새로 깔지 않는다.
* 진입 0.9m / 이탈 0.55m (경계 깜빡임 방지). 수영 중에는 중력 대신 수면을 따라간다.
* 수치 = `Assets/WL/Settings/PlayerMoveSettings.asset``swimEnterDepth` / `swimExitDepth` / `swimSpeed` / `swimSurfaceSubmerge` / `swimSurfaceFollowSpeed` / `swimBlendTime`.
---
## 4. 사용 가능한 모션 리스트업 (아직 연결 안 함 — 필요할 때 늘린다)
> PD 지시대로 **처음부터 전부 구현하지 않는다.** 아래는 "쓸 수 있는 재고" 목록이며, 상황이 생기면 베이스 컨트롤러에 상태를 추가하고 `PlayerController` 에서 호출하면 된다.
### 00_Base — 비전투 이동 (전 26종 · 전부 미연결)
`Idle` · `IdleTurn` · `Walk_F` · `Walk_B` · `WalkTurn` · `Jog` · `Run` · `RunEnd` · `RunTurn`
`Jump` · `JumpFall` · `Jump_Run` · `Jump_Roll` · `Crouch` · `Crouch_Walk` · `Dodge` · `DodgeRoll` · `Sliding`
`Chase_Start` · `ChaseUp_Start/End` · `ChaseDown_Start/End`
→ 예상 용도: 마을·비전투 구간 이동, 점프/회피 조작이 생길 때
### 50_Adventure — 탐험 (28종 중 수영 3종만 연결)
* **연결됨**: `Swim_Idle` · `Swim_Walk_F` · `Swim_Run`
* 미연결: `Swim_RunEnd` · `Swim_Walk_B`
* 미연결 — 벽타기: `ClimbWall_In/Loop/Out` · `ClimbWall_Move_Up/Down/Left/Right`
* 미연결 — 사다리: `ClimbLadder_In/Loop/Out` · `ClimbLadder_Move_Up/Down`
* 미연결 — 밧줄: `ClimbRope_In/Loop/Out` · `ClimbRope_Move_Up/Down`
* 미연결 — 절벽/벽점프: `ClimbCliff_In/Loop/Out` · `WallJump_In/Loop/Out`
### 98_Damage — 피격·사망·상태이상 (31종 중 4종 연결)
* **연결됨**: `Damage1`(피격) · `KnockDown_F_Light`(사망) · `LyingFront`(시작 쓰러짐) · `LyingFront_WakeUp`(기상)
* 미연결 — 피격 변형: `Damage1_Pushed` · `Damage2` · `Damage2_Pushed`
* 미연결 — 상태이상: **`Stunned`(2.0s)** · **`Slowed`** · `Pulled` · `Pulled_Loop` · `Pushed` · `Pushed_Loop` · `Pushed_Ground` · `Pushed_Air`
* 미연결 — 다운/기상 변형: `KnockDown_B_Light/Heavy` · `KnockDown_F_Heavy` · `LyingBack` · `LyingBack_WakeUp`
* 미연결 — 공중 피격: `DamageAir_Start` · `DamageAir_Hit_Light/Heavy/Down` · `DamageAir_Fall` · `DamageAir_End_Light/Heavy`
### 99_Sub — 일상·시전·루팅 (18종 중 1종 연결)
* **연결됨**: `Sub_Talk1` (→ Kazuko 는 `Cry_wing` 으로 덮어씀 · 시작 시퀀스 감정 표현)
* 미연결 — 일상 대기: **`Sub_Idle1`** · **`Sub_Idle2`** · `Sub_Sit1` · `Sub_Sit2` · `Sub_Talk2`
→ 예상 용도: 무입력이 일정 시간 지나면 랜덤 재생
* 미연결 — 마법 시전: **`Sub_Spell1~4`**
* 미연결 — 아이템: **`Sub_PickUp`**(줍기) · **`Sub_Get`**(획득) · `Sub_Set`(놓기) · `Sub_Drink`(사용) · `Sub_Throw1`(던지기)
* 미연결 — 기타: `Sub_Enter_In/Out`(문 통과) · `Sub_HeroLanding`(영웅 착지)
### 01_Sword&Shield — 전투 (31종 중 6종 연결)
* **연결됨**: `Attack1` · `Attack2` · `Attack3` · `Idle` · `Walk_F` · `Run`
* 미연결 — 방어/회피: **`Block`**(가드 · 1.60s 루프) · `Dodge` · `DodgeRoll` · `DodgeAttack`
* 미연결 — 스킬 8종: `Skill1_Float` · `Skill2_Slow` · `Skill3_Stun` · `Skill4_Push` · `Skill5_Pull` · `Skill6_Move` · `Skill7_Around` · `Skill8_Air`
→ 스킬 시스템이 생기면 그대로 매핑 가능 (이름이 효과를 그대로 말해 준다)
* 미연결 — 기타: `Walk_B` · `RunEnd` · `Crouch` · `CrouchAttack` · `CrouchBlock` · `Jump` · `JumpFall` · `JumpAttack1~3` · `Weapon_Sheath` / `Unsheath`(무기 납검/발도)
---
## 5. 새 캐릭터를 추가할 때
1. 캐릭터 모델의 Rig 를 **Humanoid** 로 임포트한다(리타깃 조건).
2. `Override_<캐릭터>.overrideController` 를 만들고 베이스를 `Player_Base.controller` 로 지정한다.
3. **전투 세트 슬롯 6개만** 그 캐릭터의 직업 폴더 클립으로 채운다:
`Sword&Shield_Attack1` · `Attack2` · `Attack3` · `Idle` · `Walk_F` · `Run`
→ 예) 궁수면 `04_Bow` 의 대응 클립을 넣는다. **비워 두면 베이스(01) 그대로 쓴다.**
4. 캐릭터 고유 감정 모션이 있으면 `Sub_Talk1` 슬롯에 넣는다(없으면 비워 둔다 → 공용 `Sub_Talk1` 재생).
5. **공용 슬롯(`LyingFront` · `LyingFront_WakeUp` · `Damage1` · `KnockDown_F_Light` · `Swim_*`)은 건드리지 않는다.** 이게 "공용 모션 4종은 전 캐릭터 공용" 규칙이다.
6. 프리팹 Animator 에 그 Override 를 꽂는다.
> 코드는 손댈 필요가 없다. `PlayerController` 는 **상태 이름**으로만 재생하고, 클립 교체는 Override 가 담당한다.
---
## 6. 관련 파일
| 역할 | 경로 |
|---|---|
| 베이스 컨트롤러 | `Assets/WL/Animators/Player_Base.controller` |
| Kazuko Override | `Assets/WL/Animators/Override_Kazuko.overrideController` |
| 상태 재생·콤보·수영·사망 로직 | `Assets/WL/Scripts/Player/PlayerController.cs` |
| 물 판정 | `Assets/WL/Scripts/Player/WaterProbe.cs` |
| 콤보·사망 수치 | `Assets/WL/Settings/CombatSettings.asset` |
| 이동·기상·수영 수치 | `Assets/WL/Settings/PlayerMoveSettings.asset` |
| 캐릭터 교체 목록 | `Assets/WL/Settings/CharacterRoster.asset` |
| P09 Female Override | `Assets/WL/Animators/Override_P09Female.overrideController` |
| P09 Female 프리팹 | `Assets/WL/Prefabs/Player_P09Female.prefab` |
> 상태 이름은 `PlayerController` 인스펙터의 "애니메이터 상태 / 파라미터 이름" 항목에서 바꿀 수 있다(코드 상수 아님 · C45).
---
## 7. P09 Female (PD #711) — 매핑표와 재고 실측
에셋 = `Assets/P09_Modular_Humanoid/` (모델 팩 · Rig **Humanoid** `P09_BodyAvatar` · 리타깃 조건 충족).
프리팹 = `Player_P09Female.prefab` (루트 CharacterController center (0, 0.83, 0) · radius 0.30 · height 1.66 — 활성 렌더러 바운즈 실측 1.661m 기준).
### 7-1. 실제로 적용한 Override 슬롯
| 베이스 슬롯 | P09 클립 | 결과 |
|---|---|---|
| `Sword&Shield_Run` | **`P09_Run_A_v01_x0.5`** (0.83s · 루프 · Humanoid) | P09 자체 이동 모션 · **0.5배 속도 베이크본** (PD #716 ②) |
| `Sword&Shield_Idle` · `Walk_F` | 없음 | 공용(01 세트) 폴백 |
| `Sword&Shield_Attack1~3` | 없음 | 공용(01 세트) 폴백 |
| `LyingFront` · `LyingFront_WakeUp` · `Damage1` · `KnockDown_F_Light` · `Swim_*` | 없음 | **공용 그대로** (PD 지시: P09 에 없으면 현재 공용 사용) |
### 7-2. 왜 대부분 비었는가 — P09 애니메이션 재고 실측
P09 팩은 **모델 팩**이라 FBX 에 내장 클립이 없고, `.anim` 파일 28개 중 대부분이 **1프레임 정지 포즈**다.
| 클립 | 길이 | Humanoid | 판정 |
|---|---|---|---|
| `Run_A_v01` | 0.42s 루프 | O | **유일한 실제 이동 모션** → 0.5배로 늘린 사본을 Run 슬롯에 적용 |
| `Jump` | 1.50s 루프 | O | 실제 모션 (점프 상태가 아직 없어 미연결) |
| `CHECKMOVE` | 59.70s 루프 | O | 테스트용 장시간 클립 (용도 불명 · 미연결) |
| `consttest` · `New Animation` | 2.00s · 1.00s | O | 테스트 클립 (미연결) |
| `Dam_FlyDie_Left_Y26` | 2.10s | O | 날아가며 사망 (현재 사망 연출과 달라 미연결) |
| `P09_Fem_idle` · `P09_Atack` · `P09_Weapon_idle` · `BA_Body_Stand` | **0.04s** | O | **정지 포즈** — 연결하면 그 자세로 굳는다 → 미연결 |
| `Mooove` | 10.00s | **X** | Generic 루트라 리타깃 불가 |
| `P09_Facial_*` 10종 | 0.00s | X | 표정 전용 |
> 그래서 **PD 가 말한 "이동·전투 애니메이션 비교"는 현 시점에 `Run_A_v01`(달리기) 한 종으로만 성립**한다.
> 걷기·대기·공격은 P09 팩에 모션이 없어 공용 세트가 재생된다(PD 지시의 폴백 규칙).
### 7-3. 머티리얼
원본 4종이 **lilToon 미설치로 `Hidden/InternalErrorShader`(분홍 오류) 상태**였다. 백업 후 UTS `Toon/Toon` 으로 전환했다.
| 머티리얼 | 전 | 후 |
|---|---|---|
| `P09_Female_Skin` · `P09_Eye_Purple` · `P09_Female_Armor_003` · `P09_Hair_Red` | `Hidden/InternalErrorShader` | `Toon/Toon` |
| `P09_Weapon_Sword_02` · `P09_Weapon_Shield_02` (PD #716 ①) | `Hidden/InternalErrorShader` (마젠타) | `Toon/Toon` + 금속용 하이컬러 |
> 무기·방패는 프리팹에서 **비활성 + 등에 장착(ParentConstraint 가중치)** 상태였다 → 렌더러 활성화 + 손 소켓 가중치 1 로 전환(PD #715 ④).
> P09 팩 전체 85개 중 나머지 78개는 우리 프리팹이 쓰지 않는 다른 색상·장비 변형이라 오류 셰이더로 남겨 두었다.
* 백업 원본 = `Assets/WL/Backup_Materials_원본/P09Female/`
* 값 기준 = `Kazuko_SkinB.mat` — 1st 셰이드 색 (0.887, 0.682, 0.682) · 셰이드 Step 0.4 / Feather 0.2 · 하이컬러 꺼짐 · **림 5종** (`_RimLight` 1 · 색 (1.000, 0.725, 0.637) · Power 0.7 · InsideMask 0.2 · MaskLevel -0.5) · 아웃라인 등 형상값은 기본

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- _ViewShift: {r: 0, g: 0, b: 0, a: 1}
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m_AllowLocking: 1

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