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assetBundleVariant: -AssetOrigin: - serializedVersion: 1 - productId: 182928 - packageName: Platform Animation - packageVersion: 2.5 - assetPath: Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack1.FBX - uploadId: 568326 diff --git a/Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack2.FBX.meta b/Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack2.FBX.meta index e31d8545d..bec04d27f 100644 --- a/Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack2.FBX.meta +++ b/Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack2.FBX.meta @@ -1,7 +1,14 @@ fileFormatVersion: 2 guid: 6c44c397d64b80543a6d1c1ccf35589e +AssetOrigin: + serializedVersion: 1 + productId: 182928 + packageName: Platform Animation + packageVersion: 2.5 + assetPath: Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack2.FBX + uploadId: 568326 ModelImporter: - serializedVersion: 25 + 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isReadable: 1 meshes: lODScreenPercentages: [] @@ -397,26 +461,39 @@ ModelImporter: meshCompression: 0 addColliders: 0 useSRGBMaterialColor: 1 + sortHierarchyByName: 1 + importPhysicalCameras: 1 importVisibility: 1 importBlendShapes: 1 importCameras: 1 importLights: 1 + nodeNameCollisionStrategy: 0 + fileIdsGeneration: 1 swapUVChannels: 0 generateSecondaryUV: 0 useFileUnits: 1 keepQuads: 0 weldVertices: 1 + bakeAxisConversion: 0 preserveHierarchy: 0 skinWeightsMode: 0 maxBonesPerVertex: 4 minBoneWeight: 0.001 + optimizeBones: 1 + generateMeshLods: 0 + meshLodGenerationFlags: 0 + maximumMeshLod: -1 meshOptimizationFlags: -1 indexFormat: 0 secondaryUVAngleDistortion: 8 secondaryUVAreaDistortion: 15.000001 secondaryUVHardAngle: 88 + secondaryUVMarginMethod: 0 + secondaryUVMinLightmapResolution: 40 + secondaryUVMinObjectScale: 1 secondaryUVPackMargin: 4 useFileScale: 1 + strictVertexDataChecks: 0 tangentSpace: normalSmoothAngle: 60 normalImportMode: 0 @@ -427,7 +504,6 @@ ModelImporter: normalSmoothingSource: 0 referencedClips: [] importAnimation: 1 - copyAvatar: 1 humanDescription: serializedVersion: 3 human: @@ -1137,16 +1213,14 @@ ModelImporter: skeletonHasParents: 1 lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: 61366630e3c077b4b991d36e541d2c9d, type: 3} + autoGenerateAvatarMappingIfUnspecified: 1 animationType: 3 humanoidOversampling: 1 + avatarSetup: 2 + addHumanoidExtraRootOnlyWhenUsingAvatar: 0 + importBlendShapeDeformPercent: 0 + remapMaterialsIfMaterialImportModeIsNone: 1 additionalBone: 0 userData: assetBundleName: assetBundleVariant: -AssetOrigin: - serializedVersion: 1 - productId: 182928 - packageName: Platform Animation - packageVersion: 2.5 - assetPath: Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack2.FBX - uploadId: 568326 diff --git a/Assets/WL/Character/WLWeaponFitter.cs b/Assets/WL/Character/WLWeaponFitter.cs index 34c7aff8c..3b751cd01 100644 --- a/Assets/WL/Character/WLWeaponFitter.cs +++ b/Assets/WL/Character/WLWeaponFitter.cs @@ -135,6 +135,7 @@ namespace WL.Character float k = Fit(w, sock); _applied[id] = k; if (k != 1f) LastApplied++; + WL.Combat.Weapon.WLOrbFloat.TryAttach(w); // #944 오브(맹약) = 손 위 부유 + ×5 (Resources/WL/WLOrbFloat.json · 이름이 안 맞으면 아무것도 안 함) } // ── 팔레트(WL-816b) — 메시(UV)·머티리얼만 바꾼다. 정점 좌표가 같아 위 배수 계산과 무관하다. if (pal && (force || !_paletted.Contains(id))) diff --git a/Assets/WL/Combat/CombatAnimMapping.asset b/Assets/WL/Combat/CombatAnimMapping.asset index 5ab6e8c5d..57322f003 100644 --- a/Assets/WL/Combat/CombatAnimMapping.asset +++ b/Assets/WL/Combat/CombatAnimMapping.asset @@ -1104,7 +1104,7 @@ MonoBehaviour: floatParameter: 0 - classId: 10303 note: "\uC9C0\uD321\uC774 \xB7 Summoner \u2192 Mage Warrior pack Attack2_S (#838 - \uB300\uAE30 Event_Idle \uBCF5\uC6D0)" + \uB300\uAE30 Event_Idle \uBCF5\uC6D0) · #944 PD 「마법책은 오브 모션과 같도록」 → 2타 attack2 = 10301 과 같은 Mage@Attack3_S 서브클립(Cast2_S · Projectile 0.407 · 들어오는 exit 0.854) — 상태는 컨트롤러에 직접 만들고 전이를 pcanim_mage 에서 복제(scripts/wl/probes/944_book_ctl.cs · attack→attack2 0.854/0.15 s · attack2→idle 0.837/0.25 s · 기존 attack→Atk_A1_wing 전이 제거 · Atk_A1_wing 상태는 남김) · PD 「마법책 시전 모션은 RPG Character Mecanim Animation Pack FREE 의 해당 모션처럼」 → Unarmed-Attack-R2(30 fps · 0~24 frame · 원본 Hit 0.393 = 9.43 frame)를 둘로 나눔: casting = 0~6 frame(웅크려 모으기 · 이벤트 없음 · 시전 시간 동안 끝 포즈 유지) · casting_end = 6~24 frame(내지르며 발사 · SkillEvent 0.191 = (9.43-6)/18) · 고른 근거 = 편집 모드 포즈 렌더(944_book_pose.cs · 한 팔 앞 · 다른 팔 접음 · 런지 = 데모 캐릭터 손 앞 1.42 m · 발 벌림 1.55 m 최대)" controllerPathOverride: enabled: 1 states: @@ -1149,6 +1149,57 @@ MonoBehaviour: stringParameter: Projectile_{CID} intParameter: 0 floatParameter: 0 + - stateName: attack2 + sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Attack3_S.FBX + subClipName: Cast2_S_{CID} + sourceClipName: + incomingExitTime: 0.854 + createIfMissing: 0 + firstFrame: -1 + lastFrame: -1 + speed: 0 + events: + - functionName: LookAtTarget + time: 0 + useNormalized: 1 + normalizedTime: 0 + stringParameter: + intParameter: 0 + floatParameter: 0 + - functionName: Projectile + time: 0 + useNormalized: 1 + normalizedTime: 0.407 + stringParameter: Projectile_{CID} + intParameter: 0 + floatParameter: 0 + - stateName: casting + sourceFbxPath: Assets/ExplosiveLLC/RPG Character Mecanim Animation Pack FREE/Animations/Unarmed/RPG-Character@Unarmed-Attack-R2.FBX + subClipName: BookCharge_S_{CID} + sourceClipName: + incomingExitTime: 0 + createIfMissing: 0 + firstFrame: 0 + lastFrame: 6 + speed: 0 + events: [] + - stateName: casting_end + sourceFbxPath: Assets/ExplosiveLLC/RPG Character Mecanim Animation Pack FREE/Animations/Unarmed/RPG-Character@Unarmed-Attack-R2.FBX + subClipName: BookCast_S_{CID} + sourceClipName: + incomingExitTime: 0 + createIfMissing: 0 + firstFrame: 6 + lastFrame: 24 + speed: 0 + events: + - functionName: SkillEvent + time: 0 + useNormalized: 1 + normalizedTime: 0.191 + stringParameter: + intParameter: 0 + floatParameter: 0 - classId: 10801 note: "\uB300\uAC80 \xB7 Greatsword(WL 10801) \u2192 2Handed Attack2_S(1\uD0C0) \xB7 Attack3_S(2\uD0C0) \xB7 Attack1_S(3\uD0C0) + 4\uD0C0 Spearman \uC810\uD504 @@ -1367,15 +1418,14 @@ MonoBehaviour: intParameter: 0 floatParameter: 0 - classId: 10701 - note: "\uCC3D \xB7 Spear(WL 10701) \u2192 Spearman Attack2_S(1\uD0C0) \xB7 \uCC0C\uB974\uAE30 - \uAD6C\uAC04 \xD73(2\uD0C0) \xB7 Attack1(3\uD0C0) (#840 \uC7AC\uBC30\uC5F4 \xB7 #940 2\uD0C0 = \uCC0C\uB974\uAE30 6\uC5F0\uD0C0 \uC18D\uB3C4 3 \xB7 \uD0C0\uACA9 3)" + note: "창 · Spear(WL 10701) → Shinabro Platform Animation Spear 세트(#944 PD 「Platform Animation 에서 찌르기 공격 모션」) · 1타 Spear_Attack1 전체(정면 찌르기 · 30 fps · 내지르기 f4~f6 · 창끝 최대 f6) · 2타 Spear_Attack1 f3~f8 ×6 연타(속도 1 = 1회 0.167 s · exit 0.9 → 0.15 s · 6회 0.9 s · 타격 2a·2c·2e) · 3타 Spear_Attack2 전체(오른쪽 아래로 당겼다 내지르기 · 창끝 최대 f9) — ShowEffect = 내지르기 시작 · Move = 중간 · Projectile = 창끝 최대(편집 모드 포즈 실측 scripts/wl/probes/944_spear_pose.cs · 이전 = Spearman 팩 #840·#940)" controllerPathOverride: Assets/Res_Addr/Animations/pcanim_spear.controller enabled: 1 states: - stateName: attack - sourceFbxPath: Assets/ExplosiveLLC/Spearman Warrior Mecanim Animation Pack/Animations/Spearman@Attack2_S.FBX + sourceFbxPath: Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack1.FBX subClipName: Attack1_S_{CID} - sourceClipName: + sourceClipName: Spear_Attack1 incomingExitTime: 0 createIfMissing: 0 firstFrame: -1 @@ -1385,33 +1435,33 @@ MonoBehaviour: - functionName: ShowEffect time: 0 useNormalized: 1 - normalizedTime: 0.305 + normalizedTime: 0.133 stringParameter: Effect_Slash_10101_1 intParameter: 1 floatParameter: 0 - functionName: Move time: 0 useNormalized: 1 - normalizedTime: 0.365 + normalizedTime: 0.167 stringParameter: intParameter: 0 floatParameter: 0.2 - functionName: Projectile time: 0 useNormalized: 1 - normalizedTime: 0.425 + normalizedTime: 0.2 stringParameter: Projectile_10101 intParameter: 0 floatParameter: 0 - stateName: Attack2 - sourceFbxPath: Assets/ExplosiveLLC/Spearman Warrior Mecanim Animation Pack/Animations/Spearman@Attack2_S.FBX + sourceFbxPath: Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack1.FBX subClipName: Attack2_S_{CID} - sourceClipName: + sourceClipName: Spear_Attack1 incomingExitTime: 0.775 createIfMissing: 0 - firstFrame: 33 - lastFrame: 46 - speed: 3 + firstFrame: 3 + lastFrame: 8 + speed: 1 events: - functionName: LookAtTarget time: 0 @@ -1423,33 +1473,33 @@ MonoBehaviour: - functionName: ShowEffect time: 0 useNormalized: 1 - normalizedTime: 0.32 + normalizedTime: 0.2 stringParameter: Effect_Slash_10101_2 intParameter: 1 floatParameter: 0 - functionName: Move time: 0 useNormalized: 1 - normalizedTime: 0.38 + normalizedTime: 0.4 stringParameter: intParameter: 0 floatParameter: 0.05 - functionName: Projectile time: 0 useNormalized: 1 - normalizedTime: 0.44 + normalizedTime: 0.6 stringParameter: Projectile_10101 intParameter: 0 floatParameter: 0 - stateName: Attack2b - sourceFbxPath: Assets/ExplosiveLLC/Spearman Warrior Mecanim Animation Pack/Animations/Spearman@Attack2_S.FBX + sourceFbxPath: Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack1.FBX subClipName: Attack2b_S_{CID} - sourceClipName: + sourceClipName: Spear_Attack1 incomingExitTime: 0.9 createIfMissing: 1 - firstFrame: 33 - lastFrame: 46 - speed: 3 + firstFrame: 3 + lastFrame: 8 + speed: 1 events: - functionName: LookAtTarget time: 0 @@ -1461,26 +1511,26 @@ MonoBehaviour: - functionName: ShowEffect time: 0 useNormalized: 1 - normalizedTime: 0.32 + normalizedTime: 0.2 stringParameter: Effect_Slash_10101_2 intParameter: 1 floatParameter: 0 - functionName: Move time: 0 useNormalized: 1 - normalizedTime: 0.38 + normalizedTime: 0.4 stringParameter: intParameter: 0 floatParameter: 0.05 - stateName: Attack2c - sourceFbxPath: Assets/ExplosiveLLC/Spearman Warrior Mecanim Animation Pack/Animations/Spearman@Attack2_S.FBX + sourceFbxPath: Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack1.FBX subClipName: Attack2c_S_{CID} - sourceClipName: + sourceClipName: Spear_Attack1 incomingExitTime: 0.9 createIfMissing: 1 - firstFrame: 33 - lastFrame: 46 - speed: 3 + firstFrame: 3 + lastFrame: 8 + speed: 1 events: - functionName: LookAtTarget time: 0 @@ -1492,33 +1542,33 @@ MonoBehaviour: - functionName: ShowEffect time: 0 useNormalized: 1 - normalizedTime: 0.32 + normalizedTime: 0.2 stringParameter: Effect_Slash_10101_2 intParameter: 1 floatParameter: 0 - functionName: Move time: 0 useNormalized: 1 - normalizedTime: 0.38 + normalizedTime: 0.4 stringParameter: intParameter: 0 floatParameter: 0.05 - functionName: Projectile time: 0 useNormalized: 1 - normalizedTime: 0.44 + normalizedTime: 0.6 stringParameter: Projectile_10101 intParameter: 0 floatParameter: 0 - stateName: Attack2d - sourceFbxPath: Assets/ExplosiveLLC/Spearman Warrior Mecanim Animation Pack/Animations/Spearman@Attack2_S.FBX + sourceFbxPath: Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack1.FBX subClipName: Attack2d_S_{CID} - sourceClipName: + sourceClipName: Spear_Attack1 incomingExitTime: 0.9 createIfMissing: 1 - firstFrame: 33 - lastFrame: 46 - speed: 3 + firstFrame: 3 + lastFrame: 8 + speed: 1 events: - functionName: LookAtTarget time: 0 @@ -1530,26 +1580,26 @@ MonoBehaviour: - functionName: ShowEffect time: 0 useNormalized: 1 - normalizedTime: 0.32 + normalizedTime: 0.2 stringParameter: Effect_Slash_10101_2 intParameter: 1 floatParameter: 0 - functionName: Move time: 0 useNormalized: 1 - normalizedTime: 0.38 + normalizedTime: 0.4 stringParameter: intParameter: 0 floatParameter: 0.05 - stateName: Attack2e - sourceFbxPath: Assets/ExplosiveLLC/Spearman Warrior Mecanim Animation Pack/Animations/Spearman@Attack2_S.FBX + sourceFbxPath: Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack1.FBX subClipName: Attack2e_S_{CID} - sourceClipName: + sourceClipName: Spear_Attack1 incomingExitTime: 0.9 createIfMissing: 1 - firstFrame: 33 - lastFrame: 46 - speed: 3 + firstFrame: 3 + lastFrame: 8 + speed: 1 events: - functionName: LookAtTarget time: 0 @@ -1561,33 +1611,33 @@ MonoBehaviour: - functionName: ShowEffect time: 0 useNormalized: 1 - normalizedTime: 0.32 + normalizedTime: 0.2 stringParameter: Effect_Slash_10101_2 intParameter: 1 floatParameter: 0 - functionName: Move time: 0 useNormalized: 1 - normalizedTime: 0.38 + normalizedTime: 0.4 stringParameter: intParameter: 0 floatParameter: 0.05 - functionName: Projectile time: 0 useNormalized: 1 - normalizedTime: 0.44 + normalizedTime: 0.6 stringParameter: Projectile_10101 intParameter: 0 floatParameter: 0 - stateName: Attack2f - sourceFbxPath: Assets/ExplosiveLLC/Spearman Warrior Mecanim Animation Pack/Animations/Spearman@Attack2_S.FBX + sourceFbxPath: Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack1.FBX subClipName: Attack2f_S_{CID} - sourceClipName: + sourceClipName: Spear_Attack1 incomingExitTime: 0.9 createIfMissing: 1 - firstFrame: 33 - lastFrame: 46 - speed: 3 + firstFrame: 3 + lastFrame: 8 + speed: 1 events: - functionName: LookAtTarget time: 0 @@ -1599,21 +1649,21 @@ MonoBehaviour: - functionName: ShowEffect time: 0 useNormalized: 1 - normalizedTime: 0.32 + normalizedTime: 0.2 stringParameter: Effect_Slash_10101_2 intParameter: 1 floatParameter: 0 - functionName: Move time: 0 useNormalized: 1 - normalizedTime: 0.38 + normalizedTime: 0.4 stringParameter: intParameter: 0 floatParameter: 0.05 - stateName: Attack3 - sourceFbxPath: Assets/ExplosiveLLC/Spearman Warrior Mecanim Animation Pack/Animations/Spearman@Attack1.FBX + sourceFbxPath: Assets/Shinabro/Platform_Animation/Animation/07_Spear/Stander@Spear_Attack2.FBX subClipName: Attack3_S_{CID} - sourceClipName: + sourceClipName: Spear_Attack2 incomingExitTime: 0.9 createIfMissing: 0 firstFrame: -1 @@ -1630,21 +1680,21 @@ MonoBehaviour: - functionName: ShowEffect time: 0 useNormalized: 1 - normalizedTime: 0.319 + normalizedTime: 0.125 stringParameter: Effect_Slash_10101_3 intParameter: 1 floatParameter: 0 - functionName: Move time: 0 useNormalized: 1 - normalizedTime: 0.379 + normalizedTime: 0.188 stringParameter: intParameter: 0 floatParameter: 0.3 - functionName: Projectile time: 0 useNormalized: 1 - normalizedTime: 0.439 + normalizedTime: 0.281 stringParameter: Projectile_10101 intParameter: 0 floatParameter: 0 diff --git a/Assets/WL/Combat/Impact/Resources/WL/WLImpactFx.json b/Assets/WL/Combat/Impact/Resources/WL/WLImpactFx.json index f208b7e74..5276c8474 100644 --- a/Assets/WL/Combat/Impact/Resources/WL/WLImpactFx.json +++ b/Assets/WL/Combat/Impact/Resources/WL/WLImpactFx.json @@ -268,8 +268,9 @@ "follow": true, "forward": 0.885, "side": 0.89, - "life": 1.0, - "minInterval": 0.8, + "life": 0.9, + "minInterval": 0.9, + "_note_944": "#944 창 모션이 Platform Spear 로 바뀌어 2타 연타 = 0.9 s(첫·마지막 ShowEffect 간격 0.75 s) → life 0.9 · minInterval 0.9(에이전트 실측 권고 · Play 미확인)", "_note_941": "#941 PD 「창 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+{ + "enabled": 1, + "weaponIds": [ + 9009 + ], + "classIds": [], + "prefab": "WL/Book/WL_Book_Magic", + "count": 1, + "scale": 0.9, + "side": 0.55, + "height": 0.68, + "forward": 0.05, + "euler": [ + 40.0, + 0.0, + 0.0 + ], + "faceCamera": 1, + "bobAmp": 0.05, + "bobHz": 0.45, + "swayYawDeg": 6.0, + "swayRollDeg": 3.0, + "swayHz": 0.3, + "orbitDegPerSec": 0.0, + "followLerp": 10.0, + "turnLerp": 8.0, + "animLoopStartSec": 1.0, + "animLoopEndSec": 2.79, + "matchPcLayer": 1, + "pollSec": 0.25, + "note": "#944 PD 「마법책은 오브 모션과 같도록 수정하고 캐릭터 주위에 책 오브젝트가 떠다니게 해줘(Low Poly Casual Magic Book 활용 · 위치·동작 형태만 참고)」 + 「신규 마법책 장비도 인벤토리에 추가해줘」 — 새 무기 마법책(GroupNo 9009 · 직업 10303) 장착 중 PC 오른쪽 어깨 옆에 펼친 책 1권(WL 사본 Resources/WL/Book/WL_Book_Magic · URP Lit 재질 사본)을 띄운다. 값은 편집 모드 렌더(scripts/wl/probes/944_book_view.cs Scene) 기준 추정 → Play 실측 뒤 보정." +} diff --git a/Assets/WL/Combat/Weapon/Resources/WL/WLFloatingBook.json.meta b/Assets/WL/Combat/Weapon/Resources/WL/WLFloatingBook.json.meta new file mode 100644 index 000000000..e931a935a --- /dev/null +++ b/Assets/WL/Combat/Weapon/Resources/WL/WLFloatingBook.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 7ee21986d7ec64a4799167882bf92d10 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/WL/Combat/Weapon/Resources/WL/WLHitboxFit.json b/Assets/WL/Combat/Weapon/Resources/WL/WLHitboxFit.json index 183b4ccc9..f745b057a 100644 --- a/Assets/WL/Combat/Weapon/Resources/WL/WLHitboxFit.json +++ b/Assets/WL/Combat/Weapon/Resources/WL/WLHitboxFit.json @@ -87,7 +87,7 @@ 10701 ], "stage": 1, - "frontReach": 1.29, + "frontReach": 1.5, "_note_943": "#943-⑥ PD 「창 사거리를 실제 창 길이에 맞게」 — 앞 끝 = 창끝 정면 도달 실측(편집 모드 · 게임과 같은 PC LH_M05 × 1.0527 · 창 WL_W_Spear_T05_003 1.846 m · 60 Hz 포즈 · AgentScripts/WL828_TrailBake.ProbeDump): 1·2타(수평 회전 베기) 최대 1.29 · 3타(내려찍기) 1.55 m. 이전 2.66~2.78 = 사거리 2.5 크기 궤적 기준" }, { @@ -95,14 +95,14 @@ 10701 ], "stage": 2, - "frontReach": 1.29 + "frontReach": 1.5 }, { "classIds": [ 10701 ], "stage": 3, - "frontReach": 1.55 + "frontReach": 1.47 }, { "classIds": [ diff --git a/Assets/WL/Combat/Weapon/Resources/WL/WLOrbFloat.json b/Assets/WL/Combat/Weapon/Resources/WL/WLOrbFloat.json new file mode 100644 index 000000000..f729b1eb3 --- /dev/null +++ b/Assets/WL/Combat/Weapon/Resources/WL/WLOrbFloat.json @@ -0,0 +1,14 @@ +{ + "enabled": 1, + "weaponNames": [ + "Orb" + ], + "scaleMul": 5.0, + "hoverHeight": 0.25, + "forward": 0.0, + "bobAmp": 0.04, + "bobHz": 1.0, + "spinDegPerSec": 40.0, + "tiltDeg": 0.0, + "note": "#944 PD 「오브(손에 빛나는 원형 이펙트)의 크기를 눈에 띄게 5배 키워줘」 + 레퍼런스(펼친 손바닥 위에 떠서 천천히 흔들리는 빛 고리 · 아트는 무시 · 위치·동작만) — 맹약(1057 · 10301) 무기 Orb 프리팹을 WLWeaponFitter 보정 뒤 ×5 · 손 소켓 위 0.25 m 부유(흔들림 0.04 m · 1 Hz · 회전 40°/s). 값은 Play 실측 뒤 보정." +} diff --git a/Assets/WL/Combat/Weapon/Resources/WL/WLOrbFloat.json.meta b/Assets/WL/Combat/Weapon/Resources/WL/WLOrbFloat.json.meta new file mode 100644 index 000000000..40473de95 --- /dev/null +++ b/Assets/WL/Combat/Weapon/Resources/WL/WLOrbFloat.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 89b221ccef44b384c8f8ec0c3ec036a1 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/WL/Combat/Weapon/Resources/WL/WLStarterKit.json b/Assets/WL/Combat/Weapon/Resources/WL/WLStarterKit.json index 3579aa92c..d518772f3 100644 --- a/Assets/WL/Combat/Weapon/Resources/WL/WLStarterKit.json +++ b/Assets/WL/Combat/Weapon/Resources/WL/WLStarterKit.json @@ -10,7 +10,8 @@ 1071, 1057, 9006, - 9008 + 9008, + 9009 ], "synergyPartners": 1, "equipPartners": 0 diff --git a/Assets/WL/Combat/Weapon/Resources/WL/WLWeaponAttackTable.csv b/Assets/WL/Combat/Weapon/Resources/WL/WLWeaponAttackTable.csv index 9af6f70ce..c96efb70e 100644 --- a/Assets/WL/Combat/Weapon/Resources/WL/WLWeaponAttackTable.csv +++ b/Assets/WL/Combat/Weapon/Resources/WL/WLWeaponAttackTable.csv @@ -1,7 +1,7 @@ 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-1435,묵광,Sword,10101,pcanim_onehand,1,CRIT_DMG,1.0,3,Attack3,MeleeArc,1,1.6,1.5,150,0,0,0,0.31,Projectile_10101,Effect_Slash_10101_3,Effect_Hit_10101,703502|703103,M:weapon_id;class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids +1435,묵광,Sword,10101,pcanim_onehand,1,STR,1.0,1,attack,MeleeArc,1,1.0,1.5,120,0,0,0,0.3,Projectile_10101,Effect_Slash_10101_1,Effect_Hit_10101,703502|703103,M:weapon_id;class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids +1435,묵광,Sword,10101,pcanim_onehand,1,STR,1.0,2,Attack2,MeleeArc,1,1.1,1.5,120,0,0,0,0.15,Projectile_10101,Effect_Slash_10101_2,Effect_Hit_10101,703502|703103,M:weapon_id;class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids +1435,묵광,Sword,10101,pcanim_onehand,1,STR,1.0,3,Attack3,MeleeArc,1,1.6,1.5,150,0,0,0,0.31,Projectile_10101,Effect_Slash_10101_3,Effect_Hit_10101,703502|703103,M:weapon_id;class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids 1015,파괴자,Hammer,10501,pcanim_bluntshield,1,STR,1.0,1,attack,MeleeArc,1,1.2,1.5,120,0,0,0,0.3,Projectile_10501,Effect_Slash_10501_1,Effect_Hit_10501,guard_shield|703503,M:weapon_id;class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids 1015,파괴자,Hammer,10501,pcanim_bluntshield,1,STR,1.0,2,Attack2,MeleeArc,1,1.3,1.5,120,0,0,0,0.15,Projectile_10501,Effect_Slash_10501_2,Effect_Hit_10501,guard_shield|703503,M:weapon_id;class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids 1015,파괴자,Hammer,10501,pcanim_bluntshield,1,STR,1.0,3,Attack3,Area,1,2.2,1.5,0,2.0,0,0,0.31,Projectile_10501,Effect_Slash_10501_3,Effect_Hit_10501,guard_shield|703503,M:weapon_id;class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids @@ -9,9 +9,9 @@ 1029,바람쐐기,Bow,10402,pcanim_archer,1,DEX,1.0,2,Bow_Attack2,Projectile,1,0.9,6,0,0,18,0,0,Projectile_10402,,Effect_Hit_10402,703405|703406,M:weapon_id;class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx;ref_skill_ids 1029,바람쐐기,Bow,10402,pcanim_archer,1,DEX,1.0,3,Bow_Attack3,Projectile,3,0.5,6,30,0,18,1,0,Projectile_10402,,Effect_Hit_10402,703405|703406,M:weapon_id;class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx;ref_skill_ids 1071,현자의 지팡이,Staff,10302,pcanim_sorceress,1,INT,1.0,1,attack,Area,1,1.25,5,0,1.2,14,0,0,Projectile_10302,,Effect_Hit_10302,703306|703305,M:weapon_id;class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx;ref_skill_ids -1001,월광,Sword,10102,pcanim_spellblade,2,CRIT_DMG,1.0,1,attack,MeleeArc,1,1.0,1.5,120,0,0,0,0.3,Projectile_10102,Effect_Slash_10102_1,Effect_Hit_10102,703106|703105,M:weapon_id;class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids -1001,월광,Sword,10102,pcanim_spellblade,2,CRIT_DMG,1.0,2,Attack2,MeleeArc,1,1.0,1.5,120,0,0,0,0.15,Projectile_10102,Effect_Slash_10102_2,Effect_Hit_10102,703106|703105,M:weapon_id;class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids -1001,월광,Sword,10102,pcanim_spellblade,2,CRIT_DMG,1.0,3,Attack3,Projectile,1,1.5,4,0,0,16,2,0.31,Projectile_10102,Effect_Slash_10102_3,Effect_Hit_10102,703106|703105,M:weapon_id;class_id;anim_controller;anim_state;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids +1001,월광,Sword,10102,pcanim_spellblade,2,STR,1.0,1,attack,MeleeArc,1,1.0,1.5,120,0,0,0,0.3,Projectile_10102,Effect_Slash_10102_1,Effect_Hit_10102,703106|703105,M:weapon_id;class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids +1001,월광,Sword,10102,pcanim_spellblade,2,STR,1.0,2,Attack2,MeleeArc,1,1.0,1.5,120,0,0,0,0.15,Projectile_10102,Effect_Slash_10102_2,Effect_Hit_10102,703106|703105,M:weapon_id;class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids +1001,월광,Sword,10102,pcanim_spellblade,2,STR,1.0,3,Attack3,Projectile,1,1.5,4,0,0,16,2,0.31,Projectile_10102,Effect_Slash_10102_3,Effect_Hit_10102,703106|703105,M:weapon_id;class_id;anim_controller;anim_state;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids 1057,맹약,Staff,10301,pcanim_mage,2,INT,1.0,1,attack,Projectile,1,1.0,5,0,0,14,0,0,Projectile_10301,,Effect_Hit_10301,703303|703301,M:weapon_id;class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx;ref_skill_ids 1057,맹약,Staff,10301,pcanim_mage,2,INT,1.0,2,attack2,Projectile,1,1.4,5,0,0,14,2,0,Projectile_10301,,Effect_Hit_10301,703303|703301,M:weapon_id;class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx;ref_skill_ids 9001,수호자의 철퇴,Hammer,10502,pcanim_paladin,2,STR,1.0,1,attack,MeleeArc,1,1.1,1.5,160,0,0,0,0.3,Projectile_10502,Effect_Slash_10502_1,Effect_Hit_10502,703505|703506,M:class_id;anim_controller;anim_state;range_m;move_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids @@ -20,19 +20,20 @@ 9002,들꽃 단궁,Bow,10401,pcanim_rookiearcher,2,DEX,1.0,1,attack,Projectile,1,0.7,6,0,0,20,0,0,Projectile_10401,,Effect_Hit_10401,703401|703403,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx;ref_skill_ids 9002,들꽃 단궁,Bow,10401,pcanim_rookiearcher,2,DEX,1.0,2,Bow_Attack2,Projectile,1,0.7,6,0,0,20,0,0,Projectile_10401,,Effect_Hit_10401,703401|703403,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx;ref_skill_ids 9002,들꽃 단궁,Bow,10401,pcanim_rookiearcher,2,DEX,1.0,3,Bow_Attack_Loop,MultiHit,4,0.35,6,0,0,20,0,0,Projectile_10401,,Effect_Hit_10401,703401|703403,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx;ref_skill_ids -1043,비수,Dagger,10202,pcanim_assassin,3,CRIT_RATE,1.0,1,attack,MultiHit,2,0.45,1,90,0,0,0,0,Projectile_10202,Effect_Slash_10202_1,Effect_Hit_10202,703204|703206,M:weapon_id;class_id;anim_controller;anim_state;range_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids -1043,비수,Dagger,10202,pcanim_assassin,3,CRIT_RATE,1.0,2,DualBlades_Attack2,MultiHit,2,0.45,1,90,0,0,0,0,Projectile_10202,Effect_Slash_10202_2,Effect_Hit_10202,703204|703206,M:weapon_id;class_id;anim_controller;anim_state;range_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids -1043,비수,Dagger,10202,pcanim_assassin,3,CRIT_RATE,1.0,3,DualBlades_Attack3,MultiHit,3,0.4,1,90,0,0,0,0,Projectile_10202,Effect_Slash_10202_3,Effect_Hit_10202,703204|703206,M:weapon_id;class_id;anim_controller;anim_state;range_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids -9003,무희의 쌍검,Dagger,10201,pcanim_bladedancer,3,CRIT_RATE,1.0,1,attack,MultiHit,2,0.45,1,120,0,0,0,0,Projectile_10201,Effect_Slash_10201_1,Effect_Hit_10201,703202|703203,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids -9003,무희의 쌍검,Dagger,10201,pcanim_bladedancer,3,CRIT_RATE,1.0,2,DualBlades_Attack2,MultiHit,2,0.45,1,120,0,0,0,0,Projectile_10201,Effect_Slash_10201_2,Effect_Hit_10201,703202|703203,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids -9003,무희의 쌍검,Dagger,10201,pcanim_bladedancer,3,CRIT_RATE,1.0,3,DualBlades_Attack3,Area,4,0.3,1,0,1.5,0,0,0,Projectile_10201,Effect_Slash_10201_3,Effect_Hit_10201,703202|703203,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids +1043,비수,Dagger,10202,pcanim_assassin,3,DEX,1.0,1,attack,MultiHit,2,0.45,1,90,0,0,0,0,Projectile_10202,Effect_Slash_10202_1,Effect_Hit_10202,703204|703206,M:weapon_id;class_id;anim_controller;anim_state;range_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids +1043,비수,Dagger,10202,pcanim_assassin,3,DEX,1.0,2,DualBlades_Attack2,MultiHit,2,0.45,1,90,0,0,0,0,Projectile_10202,Effect_Slash_10202_2,Effect_Hit_10202,703204|703206,M:weapon_id;class_id;anim_controller;anim_state;range_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids +1043,비수,Dagger,10202,pcanim_assassin,3,DEX,1.0,3,DualBlades_Attack3,MultiHit,3,0.4,1,90,0,0,0,0,Projectile_10202,Effect_Slash_10202_3,Effect_Hit_10202,703204|703206,M:weapon_id;class_id;anim_controller;anim_state;range_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids +9003,무희의 쌍검,Dagger,10201,pcanim_bladedancer,3,DEX,1.0,1,attack,MultiHit,2,0.45,1,120,0,0,0,0,Projectile_10201,Effect_Slash_10201_1,Effect_Hit_10201,703202|703203,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids +9003,무희의 쌍검,Dagger,10201,pcanim_bladedancer,3,DEX,1.0,2,DualBlades_Attack2,MultiHit,2,0.45,1,120,0,0,0,0,Projectile_10201,Effect_Slash_10201_2,Effect_Hit_10201,703202|703203,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids +9003,무희의 쌍검,Dagger,10201,pcanim_bladedancer,3,DEX,1.0,3,DualBlades_Attack3,Area,4,0.3,1,0,1.5,0,0,0,Projectile_10201,Effect_Slash_10201_3,Effect_Hit_10201,703202|703203,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;slash_vfx;hit_vfx;ref_skill_ids 9005,정령의 셉터,Staff,10303,pcanim_summoner,4,INT,1.0,1,attack,Projectile,1,1.2,5,0,0,12,0,0,Projectile_10303,,Effect_Hit_10303,703307|703309,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx;ref_skill_ids -9006,철창(가칭),Spear,10701,pcanim_spear,2,STR,1.0,1,attack,MeleeArc,1,1.1,1.29,60,0,0,0,0.3,Projectile_10101,,Effect_Hit_10101,,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx -9006,철창(가칭),Spear,10701,pcanim_spear,2,STR,1.0,2,Attack2,MeleeArc,1,1.1,1.29,60,0,0,0,0.2,Projectile_10101,,Effect_Hit_10101,,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx -9006,철창(가칭),Spear,10701,pcanim_spear,2,STR,1.0,3,Attack3,MeleeArc,1,1.7,1.55,40,0,0,1,0.5,Projectile_10101,,Effect_Hit_10101,,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx -9007,은창(가칭),Spear,10701,pcanim_spear,3,STR,1.0,1,attack,MeleeArc,1,1.1,1.29,60,0,0,0,0.3,Projectile_10101,,Effect_Hit_10101,,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx -9007,은창(가칭),Spear,10701,pcanim_spear,3,STR,1.0,2,Attack2,MeleeArc,1,1.1,1.29,60,0,0,0,0.2,Projectile_10101,,Effect_Hit_10101,,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx -9007,은창(가칭),Spear,10701,pcanim_spear,3,STR,1.0,3,Attack3,MeleeArc,1,1.7,1.55,40,0,0,1,0.5,Projectile_10101,,Effect_Hit_10101,,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx +9009,마법책(가칭),Staff,10303,pcanim_summoner,4,INT,1.0,1,attack,Projectile,1,1.2,5,0,0,12,0,0,Projectile_10303,,Effect_Hit_10303,703307|703309,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx;ref_skill_ids +9006,철창(가칭),Spear,10701,pcanim_spear,2,DEX,1.0,1,attack,MeleeArc,1,1.1,1.5,60,0,0,0,0.3,Projectile_10101,,Effect_Hit_10101,,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx +9006,철창(가칭),Spear,10701,pcanim_spear,2,DEX,1.0,2,Attack2,MeleeArc,1,1.1,1.5,60,0,0,0,0.2,Projectile_10101,,Effect_Hit_10101,,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx +9006,철창(가칭),Spear,10701,pcanim_spear,2,DEX,1.0,3,Attack3,MeleeArc,1,1.7,1.47,40,0,0,1,0.5,Projectile_10101,,Effect_Hit_10101,,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx +9007,은창(가칭),Spear,10701,pcanim_spear,3,DEX,1.0,1,attack,MeleeArc,1,1.1,1.5,60,0,0,0,0.3,Projectile_10101,,Effect_Hit_10101,,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx +9007,은창(가칭),Spear,10701,pcanim_spear,3,DEX,1.0,2,Attack2,MeleeArc,1,1.1,1.5,60,0,0,0,0.2,Projectile_10101,,Effect_Hit_10101,,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx +9007,은창(가칭),Spear,10701,pcanim_spear,3,DEX,1.0,3,Attack3,MeleeArc,1,1.7,1.47,40,0,0,1,0.5,Projectile_10101,,Effect_Hit_10101,,M:class_id;anim_controller;anim_state;range_m;hitbox_prefab;hit_vfx 9008,대검(가칭),Greatsword,10801,pcanim_greatsword,2,STR,1.0,1,attack,MeleeArc,1,1.2,1.8,150,0,0,0,0.3,Projectile_10101,,Effect_Hit_10101,703102|703603,M:class_id;anim_controller;anim_state;hitbox_prefab;hit_vfx 9008,대검(가칭),Greatsword,10801,pcanim_greatsword,2,STR,1.0,2,Attack2,MeleeArc,1,1.2,1.8,150,0,0,0,0.15,Projectile_10101,,Effect_Hit_10101,703102|703603,M:class_id;anim_controller;anim_state;hitbox_prefab;hit_vfx 9008,대검(가칭),Greatsword,10801,pcanim_greatsword,2,STR,1.0,3,Attack3,MeleeArc,1,1.9,2.0,180,0,0,0,0.31,Projectile_10101,,Effect_Hit_10101,703102|703603,M:class_id;anim_controller;anim_state;hitbox_prefab;hit_vfx diff --git a/Assets/WL/Combat/Weapon/Resources/WL/WLWeaponClasses.json b/Assets/WL/Combat/Weapon/Resources/WL/WLWeaponClasses.json index 9a2b2cf0c..da471edb5 100644 --- a/Assets/WL/Combat/Weapon/Resources/WL/WLWeaponClasses.json +++ b/Assets/WL/Combat/Weapon/Resources/WL/WLWeaponClasses.json @@ -53,7 +53,7 @@ "weaponRHIndex": 1, "weaponLHPrefab": "", "weaponLHIndex": -1, - "attackRange": 1.09, + "attackRange": 1.3, "_note_943": "#943-⑥ PD 「창 사거리를 실제 창 길이에 맞게」 — 공격 시작 거리 = 1타 창끝 정면 도달 1.29 m(편집 모드 포즈 실측 = WLHitboxFit.json 1타 앞 끝) − 즉시 공격 여유 0.2(WLTargetingSettings) → 흰 원 1.29 = 1타 판정 앞 끝(검 10101 의 1.18 + 0.2 = 1타 1.38 과 같은 규칙) · 이전 2.5", "attackSpd": -1, "attackClipTokens": [], diff --git a/Assets/WL/Combat/Weapon/Resources/WL/WLWeaponSkillTable.csv b/Assets/WL/Combat/Weapon/Resources/WL/WLWeaponSkillTable.csv index 9036a025d..ee7d82f12 100644 --- a/Assets/WL/Combat/Weapon/Resources/WL/WLWeaponSkillTable.csv +++ b/Assets/WL/Combat/Weapon/Resources/WL/WLWeaponSkillTable.csv @@ -21,5 +21,7 @@ 9003,무희의 쌍검,2,703203,죽음의 칼날,Skill_DeathBlade,bd_skill3,,6,15,0,10,6.5,Poison,,Effect_Poison,5,M:skill_id;skill_name;skill_class;anim;next_anim;range_m;awaken2_extra;vfx;src_cool_ref,,,, 9005,정령의 셉터,1,703307,악마의 꽃,Skill_Flower,casting,casting_end,3,7,0,10,2.2,Burn,,Effect_Burn,5,M:skill_id;skill_name;skill_class;anim;next_anim;range_m;awaken2_extra;vfx;src_cool_ref,,,, 9005,정령의 셉터,2,703309,골렘 소환,Skill_Golem,casting,casting_end,6,25,0,10,1.0,Burn,,Effect_Burn,5,M:skill_id;skill_name;skill_class;anim;next_anim;range_m;awaken2_extra;vfx;src_cool_ref,,,, +9009,마법책(가칭),1,703307,악마의 꽃,Skill_Flower,casting,casting_end,3,7,0,10,2.2,Burn,,Effect_Burn,5,M:skill_id;skill_name;skill_class;anim;next_anim;range_m;awaken2_extra;vfx;src_cool_ref,,,, +9009,마법책(가칭),2,703309,골렘 소환,Skill_Golem,casting,casting_end,6,25,0,10,1.0,Burn,,Effect_Burn,5,M:skill_id;skill_name;skill_class;anim;next_anim;range_m;awaken2_extra;vfx;src_cool_ref,,,, 9008,대검(가칭),1,703102,회심의 일격,Skill_FatalBlow,fatalblow,,3,7,0,5,2.6,Blood,,Effect_Blood,8,PD#882 이동 — 원래 묵광 1번(회심의 일격 = 점프 내려치기),,,, 9008,대검(가칭),2,703603,칼날 폭풍,Skill_Whirlwind,twohandskill3,,6,16,0,5,6.0,Blood,,Effect_Blood,5,PD#883 결정 — E30 칼날 폭풍(힘민지 양손검 · 쿨 16 = 다른 근접 각성과 같게 · 조정 가능),,,, diff --git a/Assets/WL/Combat/Weapon/WLFloatingBook.cs b/Assets/WL/Combat/Weapon/WLFloatingBook.cs new file mode 100644 index 000000000..6ce57e472 --- /dev/null +++ b/Assets/WL/Combat/Weapon/WLFloatingBook.cs @@ -0,0 +1,215 @@ +// ───────────────────────────────────────────────────────────────────────────── +// WLFloatingBook.cs — 마법책(새 무기 9009 · 직업 10303) 장착 중 PC 옆에 떠다니는 책 (#944 · 2026-10-19) +// +// PD 원문: 「신규 마법책 장비도 인벤토리에 추가해줘」(새 무기 9009 · 직업 10303) · 「마법책은 오브 모션과 같도록 수정하고 캐릭터 주위에 책 오브젝트가 떠다니게 해줘. (보유 에셋중 Low Poly Casual Magic Book를 활용하고, +// 부유 위치나 컨셉은 스크린샷을 참고할 것)」 · 「아트 컨셉은 무시해도 되며 위치 및 동작 형태만 참고할 것」 +// ■ 원리 — 원본 코드 훅 0줄. WLWeaponClassApplier 와 같이 씬 로드 뒤 상주 오브젝트 1개를 만들고, WLInventory.Changed(장착 변경) + pollSec 폴링으로 +// 「내 PC 가 있고 · 살아 있고(활성) · 장착 무기 GroupNo 가 weaponIds 에 든다(또는 그 직업이 classIds 에 든다)」를 판정한다. +// 참이면 책 프리팹(Resources · WL 사본)을 PC 와 같은 씬에 count 권 만들고, LateUpdate(애니메이터 뒤)마다 PC 기준 (side · height · forward) 자리로 +// 부드럽게 따라가게 둔다(상하 흔들림 · 좌우 흔들림 · 선택 공전). 거짓이 되면(해제 · 사망 · PC 교체) 바로 없앤다. 씬이 바뀌면 책은 씬과 함께 사라지고 +// 다음 판정에서 새 PC 에 다시 만든다. +// ■ 애니 — 책 클립(7.46 초 · 0~1 초 펼침 · 넘김 · 4.5 초부터 닫힘)을 처음부터 재생해 펼친 뒤 [animLoopStartSec, animLoopEndSec) 을 반복한다(넘김). +// ■ 값 = Resources/WL/WLFloatingBook.json (C45 · 코드 기본값은 0/빈 값 — 파일이 없으면 꺼짐) · 🔴 Debug.LogError 금지(원본 ErrorLogHook 팝업) +// ───────────────────────────────────────────────────────────────────────────── +using System.Collections.Generic; +using UnityEngine; +using WL.Equip; + +namespace WL.Combat.Weapon +{ + [System.Serializable] + public class WLFloatingBookJson + { + public int enabled; + public int[] weaponIds = new int[0]; // 장착 무기 GroupNo 가 여기 들면 띄운다(#944 마법책 9009) + public int[] classIds = new int[0]; // (선택) 장착 무기의 직업(공격표 class_id)이 여기 들어도 띄운다 — 같은 직업을 쓰는 다른 무기에도 뜨므로 기본은 비움 + public string prefab = ""; // Resources 경로(확장자 없음) + public int count = 1; // 권 수(여러 권 = PC 둘레에 고르게) + public float scale = 1f; // 프리팹 배율 + public float side, height, forward; // PC 기준 오른쪽 · 발밑 위 · 정면 m + public float[] euler = new float[3]; // PC(또는 카메라) 방향 기준 책 회전(도) + public int faceCamera; // 1 = 책 방향(yaw)을 카메라 기준으로(펼친 면이 늘 화면 쪽) · 0 = PC 정면 기준 + public float bobAmp, bobHz; // 상하 흔들림 진폭 m · 초당 횟수 + public float swayYawDeg, swayRollDeg, swayHz;// 좌우 돌기 · 기울기 흔들림(도) · 초당 횟수 + public float orbitDegPerSec; // 0 = 옆에 고정 · 그 외 = PC 둘레 공전 + public float followLerp, turnLerp; // 따라가기 · 돌기 부드러움(초당 · 0 = 즉시) + public float animLoopStartSec, animLoopEndSec;// 책 클립 반복 구간(초 · 끝 ≤ 시작 = 반복 안 함) + public int matchPcLayer; // 1 = 책 레이어를 PC 와 같게(같은 카메라 경로로 그려지게) + public float pollSec = 0.25f; + public string note = ""; + } + + public static class WLFloatingBookSettings + { + public const string ResourcesPath = "WL/WLFloatingBook"; + static WLFloatingBookJson s_cfg; static bool s_loaded; + public static WLFloatingBookJson Cfg { get { if (!s_loaded) Load(); return s_cfg; } } + public static void Reload() { s_loaded = false; } + static void Load() + { + s_loaded = true; + try { var ta = Resources.Load(ResourcesPath); s_cfg = ta != null ? JsonUtility.FromJson(ta.text) : null; } + catch (System.Exception ex) { WLFloatingBook.LastLog = "설정 읽기 실패 — " + ex.Message; s_cfg = null; } + if (s_cfg == null) s_cfg = new WLFloatingBookJson { enabled = 0 }; + } + } + + /// 상주 드라이버(씬 로드 뒤 1개 · DontDestroyOnLoad) — 책 만들기 · 없애기 · 매 프레임 배치. + public sealed class WLFloatingBook : MonoBehaviour + { + public static WLFloatingBook Instance { get; private set; } + public static int Spawned, Cleared, Frames, LoopJumps; + public static string LastLog = ""; + + readonly List _books = new List(); + readonly List _anims = new List(); + PCActor _pc; float _t, _t0, _orbit; bool _dirty = true; + + [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] + static void Boot() + { + if (Instance != null) return; + var c = WLFloatingBookSettings.Cfg; if (c == null || c.enabled == 0) return; + var go = new GameObject("WL_FloatingBook"); + DontDestroyOnLoad(go); + Instance = go.AddComponent(); + } + + void OnEnable() { WLInventory.Changed += OnChanged; } + void OnDisable() { WLInventory.Changed -= OnChanged; Clear("비활성"); } + void OnDestroy() { if (Instance == this) Instance = null; } + void OnChanged() { _dirty = true; } + + void Update() + { + var c = WLFloatingBookSettings.Cfg; if (c == null) return; + _t += Time.unscaledDeltaTime; + if (!_dirty && _t < Mathf.Max(0.05f, c.pollSec)) return; + _t = 0f; _dirty = false; + try { Tick(c); } + catch (System.Exception ex) { LastLog = "예외 — " + ex.Message; } + } + + void Tick(WLFloatingBookJson c) + { + PCActor pc = MyValue.bMyPC ? MyValue.MyPC : null; + bool want = c.enabled != 0 && pc != null && !pc.IsDead() && WantsBook(c); + bool missing = false; + for (int i = 0; i < _books.Count; i++) if (_books[i] == null) { missing = true; break; } + if (_books.Count > 0 && (!want || missing || !ReferenceEquals(pc, _pc))) Clear(!want ? "조건 해제" : missing ? "씬 정리됨" : "PC 교체"); + if (want && _books.Count == 0) Spawn(c, pc); + } + + /// 장착 무기(FR GroupNo)가 weaponIds 에 들거나, 그 무기의 공격표 class_id 가 classIds 에 드는가. + static bool WantsBook(WLFloatingBookJson c) + { + bool byWeapon = c.weaponIds != null && c.weaponIds.Length > 0, byClass = c.classIds != null && c.classIds.Length > 0; + if (!byWeapon && !byClass || !WLInventory.EnsureLoaded()) return false; + var w = WLInventory.EquippedInSlot(eFREquipmentType.Weapon); + int gid = w != null && w.itemJson != null ? w.itemJson.GroupNo : 0; + if (gid <= 0) return false; + if (byWeapon && System.Array.IndexOf(c.weaponIds, gid) >= 0) return true; + int cls = byClass ? WLWeaponAttackTable.ClassIdFor(gid) : 0; + return cls > 0 && System.Array.IndexOf(c.classIds, cls) >= 0; + } + + void Spawn(WLFloatingBookJson c, PCActor pc) + { + var prefab = string.IsNullOrEmpty(c.prefab) ? null : Resources.Load(c.prefab); + if (prefab == null) { LastLog = "책 프리팹 없음 — " + c.prefab; return; } + int n = Mathf.Max(1, c.count); + for (int i = 0; i < n; i++) + { + var go = Instantiate(prefab); + _books.Add(go.transform); _anims.Add(go.GetComponentInChildren()); // 먼저 등록(예외가 나도 Clear 가 치운다) · 기본 상태가 처음(닫힘)부터 재생 → 펼친 뒤 반복 구간 + go.name = prefab.name + "_" + i; + var ps = pc.gameObject.scene; // PC 와 같은 씬 → 씬이 바뀌면 함께 사라진다 + if (ps.IsValid() && go.scene != ps) { if (ps.name == "DontDestroyOnLoad") DontDestroyOnLoad(go); else UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene(go, ps); } + go.transform.localScale = prefab.transform.localScale * c.scale; + if (c.matchPcLayer != 0) SetLayer(go.transform, pc.gameObject.layer); + } + _pc = pc; _t0 = Time.time; _orbit = 0f; + Place(c, true); + Spawned++; + LastLog = "책 " + n + "권 생성 — " + prefab.name + " · PC " + pc.name + " · 배율 " + c.scale + " · 옆 " + c.side + " 위 " + c.height + " 앞 " + c.forward; + } + + void Clear(string why) + { + if (_books.Count == 0) return; + for (int i = 0; i < _books.Count; i++) if (_books[i] != null) Destroy(_books[i].gameObject); + _books.Clear(); _anims.Clear(); _pc = null; + Cleared++; LastLog = "책 정리 — " + why; + } + + static void SetLayer(Transform t, int layer) + { + t.gameObject.layer = layer; + for (int i = 0; i < t.childCount; i++) SetLayer(t.GetChild(i), layer); + } + + void LateUpdate() + { + if (_books.Count == 0 || _pc == null) return; + var c = WLFloatingBookSettings.Cfg; if (c == null) return; + Place(c, false); + LoopAnim(c); + Frames++; + } + + void Place(WLFloatingBookJson c, bool snap) + { + float t = Time.time - _t0; + _orbit += c.orbitDegPerSec * Time.deltaTime; + var pt = _pc.transform; + var pcYaw = Quaternion.Euler(0f, pt.eulerAngles.y, 0f); + Quaternion faceYaw = pcYaw; + if (c.faceCamera != 0) { var cam = Camera.main; if (cam != null) { var f = cam.transform.forward; f.y = 0f; if (f.sqrMagnitude > 1e-4f) faceYaw = Quaternion.LookRotation(f.normalized, Vector3.up); } } + var e = c.euler != null && c.euler.Length >= 3 ? Quaternion.Euler(c.euler[0], c.euler[1], c.euler[2]) : Quaternion.identity; + int n = _books.Count; + float kp = snap || c.followLerp <= 0f ? 1f : 1f - Mathf.Exp(-c.followLerp * Time.deltaTime); + float kr = snap || c.turnLerp <= 0f ? 1f : 1f - Mathf.Exp(-c.turnLerp * Time.deltaTime); + for (int i = 0; i < n; i++) + { + var b = _books[i]; if (b == null) continue; + float share = (float)i / n; // 여러 권 = 둘레 · 흔들림 위상 고르게 + var ring = Quaternion.Euler(0f, _orbit + 360f * share, 0f); + float bob = Mathf.Sin((t * c.bobHz + share) * Mathf.PI * 2f) * c.bobAmp; + float sw = Mathf.Sin((t * c.swayHz + share) * Mathf.PI * 2f); + var pos = pt.position + pcYaw * (ring * new Vector3(c.side, 0f, c.forward)) + Vector3.up * (c.height + bob); + var rot = faceYaw * ring * e * Quaternion.Euler(0f, sw * c.swayYawDeg, sw * c.swayRollDeg); + if (kp >= 1f && kr >= 1f) b.SetPositionAndRotation(pos, rot); + else b.SetPositionAndRotation(Vector3.Lerp(b.position, pos, kp), Quaternion.Slerp(b.rotation, rot, kr)); + } + } + + /// 펼친 뒤 넘김 구간 반복 — 상태 시간이 끝 초를 넘으면 시작 초로 되돌린다. + void LoopAnim(WLFloatingBookJson c) + { + if (c.animLoopEndSec <= c.animLoopStartSec) return; + for (int i = 0; i < _anims.Count; i++) + { + var an = _anims[i]; if (an == null || !an.isActiveAndEnabled) continue; + var st = an.GetCurrentAnimatorStateInfo(0); + float len = st.length; if (len <= 0.0001f) continue; + if (st.normalizedTime * len >= c.animLoopEndSec) { an.Play(st.fullPathHash, 0, c.animLoopStartSec / len); LoopJumps++; } + } + } + + /// 프로브용 한 줄 — 책 수 · 셈 · PC 와의 거리/높이. + public static string Describe() + { + var s = "spawned=" + Spawned + " cleared=" + Cleared + " frames=" + Frames + " loops=" + LoopJumps; + var me = Instance; + if (me != null && me._pc != null) + for (int i = 0; i < me._books.Count; i++) + { + var b = me._books[i]; if (b == null) continue; + var d = b.position - me._pc.transform.position; + var local = Quaternion.Inverse(Quaternion.Euler(0f, me._pc.transform.eulerAngles.y, 0f)) * d; + s += " | " + b.name + " local(" + local.x.ToString("F2") + "," + local.y.ToString("F2") + "," + local.z.ToString("F2") + ") scale " + b.localScale.x.ToString("F2"); + } + return s + " · " + LastLog; + } + } +} diff --git a/Assets/WL/Combat/Weapon/WLFloatingBook.cs.meta b/Assets/WL/Combat/Weapon/WLFloatingBook.cs.meta new file mode 100644 index 000000000..db6acb2b2 --- /dev/null +++ b/Assets/WL/Combat/Weapon/WLFloatingBook.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 512426e3b748a7548ba75698c0c70caa \ No newline at end of file diff --git a/Assets/WL/Combat/Weapon/WLOrbFloat.cs b/Assets/WL/Combat/Weapon/WLOrbFloat.cs new file mode 100644 index 000000000..2fe18662f --- /dev/null +++ b/Assets/WL/Combat/Weapon/WLOrbFloat.cs @@ -0,0 +1,81 @@ +// ───────────────────────────────────────────────────────────────────────────── +// WLOrbFloat.cs — 오브 무기(맹약 · Res_Addr/Weapon/Orb.prefab)를 손 위에 띄운다 (#944 · 2026-10-19) +// +// PD 원문: 「오브(손에 빛나는 원형 이펙트)의 크기를 눈에 띄게 5개[배] 키워줘」 · 레퍼런스 = 펼친 손바닥 위에 빛나는 고리가 떠서 천천히 흔들림 +// 「아트 컨셉은 무시해도 되며 오브의 위치 및 동작 형태만 참고할 것」 +// ■ 원리 — 무기는 PCActor.Make_Weapon(Addressables 콜백)으로 손 소켓 자식에 붙고, WLWeaponFitter 가 LateUpdate 소켓 스캔으로 새 자식을 1회 보정한다. +// 그 자리(Fit 직후)에서 이름이 weaponNames 에 든 무기에 이 컴포넌트를 1회 붙인다(훅 1줄). 이 컴포넌트는 LateUpdate(애니메이터 뒤)마다 +// 월드 위치 = 소켓 위치 + 위 hoverHeight + 흔들림(sin) · 회전 = 월드 위 축 spin · 크기 = 보정된 크기 × scaleMul 로 둔다. +// ■ 값 = Resources/WL/WLOrbFloat.json (C45) · enabled 0 = 아무것도 안 함 · 🔴 Debug.LogError 금지(원본 ErrorLogHook 팝업) +// ───────────────────────────────────────────────────────────────────────────── +using UnityEngine; + +namespace WL.Combat.Weapon +{ + [System.Serializable] + public class WLOrbFloatJson + { + public int enabled = 1; + public string[] weaponNames = new[] { "Orb" }; // 소켓 자식 이름 앞부분(프리팹 이름 · "(Clone)" 무시) + public float scaleMul = 5f; // 보정된 크기 × 배수 + public float hoverHeight = 0.25f; // 소켓(손) 위 m + public float forward = 0f; // 소켓 기준 PC 정면 쪽 m + public float bobAmp = 0.04f; // 상하 흔들림 진폭 m + public float bobHz = 1.0f; // 흔들림 주기(초당) + public float spinDegPerSec = 40f; // 월드 위 축 회전 + public float tiltDeg = 0f; // 고리를 눕히는 각(0 = 프리팹 그대로) + public string note = ""; + } + + public static class WLOrbFloatSettings + { + public const string ResourcesPath = "WL/WLOrbFloat"; + static WLOrbFloatJson s_cfg; static bool s_loaded; + public static WLOrbFloatJson Cfg { get { if (!s_loaded) Load(); return s_cfg; } } + public static void Reload() { s_loaded = false; } + static void Load() + { + s_loaded = true; + try { var ta = Resources.Load(ResourcesPath); s_cfg = ta != null ? JsonUtility.FromJson(ta.text) : null; } + catch (System.Exception ex) { WLOrbFloat.LastLog = "설정 읽기 실패 — " + ex.Message; s_cfg = null; } + if (s_cfg == null) s_cfg = new WLOrbFloatJson { enabled = 0 }; + } + } + + /// 손 소켓 자식(오브)에 붙어 손 위에 띄운다. WLWeaponFitter 훅 1줄 → TryAttach. + public sealed class WLOrbFloat : MonoBehaviour + { + public static int Attached, Frames; public static string LastLog = ""; + Transform _socket, _pc; Vector3 _baseScale; float _t0, _spin; + + public static bool TryAttach(Transform weapon) + { + try + { + var c = WLOrbFloatSettings.Cfg; if (c == null || c.enabled == 0 || weapon == null) return false; + string n = weapon.name; bool hit = false; + if (c.weaponNames != null) for (int i = 0; i < c.weaponNames.Length; i++) if (!string.IsNullOrEmpty(c.weaponNames[i]) && n.StartsWith(c.weaponNames[i])) { hit = true; break; } + if (!hit) return false; + var f = weapon.GetComponent(); if (f != null) return true; + f = weapon.gameObject.AddComponent(); + f._socket = weapon.parent; f._pc = f._socket != null ? f._socket.root : null; f._baseScale = weapon.localScale; f._t0 = Time.time; + weapon.localScale = f._baseScale * Mathf.Max(0.01f, c.scaleMul); + Attached++; LastLog = "오브 부착 " + n + " 소켓=" + (f._socket != null ? f._socket.name : "-") + " 크기 ×" + c.scaleMul + " 높이 " + c.hoverHeight; + return true; + } + catch (System.Exception ex) { LastLog = "오브 부착 실패 — " + ex.Message; return false; } + } + + void LateUpdate() + { + var c = WLOrbFloatSettings.Cfg; if (c == null || c.enabled == 0 || _socket == null) return; + float t = Time.time - _t0; + Vector3 fwd = _pc != null ? _pc.forward : Vector3.forward; fwd.y = 0f; if (fwd.sqrMagnitude < 1e-4f) fwd = Vector3.forward; fwd.Normalize(); + Vector3 pos = _socket.position + Vector3.up * (c.hoverHeight + Mathf.Sin(t * c.bobHz * Mathf.PI * 2f) * c.bobAmp) + fwd * c.forward; + _spin += c.spinDegPerSec * Time.deltaTime; + var rot = Quaternion.AngleAxis(_spin, Vector3.up) * Quaternion.Euler(c.tiltDeg, 0f, 0f); + transform.SetPositionAndRotation(pos, rot); + Frames++; + } + } +} diff --git a/Assets/WL/Combat/Weapon/WLOrbFloat.cs.meta b/Assets/WL/Combat/Weapon/WLOrbFloat.cs.meta new file mode 100644 index 000000000..354a8d268 --- /dev/null +++ b/Assets/WL/Combat/Weapon/WLOrbFloat.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 70ffcce8ae428204da0e35e9ad05cb94 \ No newline at end of file diff --git a/Assets/WL/Equip/Resources/WL/WLEquipGui.json b/Assets/WL/Equip/Resources/WL/WLEquipGui.json index 5fe6666bd..42827a426 100644 --- a/Assets/WL/Equip/Resources/WL/WLEquipGui.json +++ b/Assets/WL/Equip/Resources/WL/WLEquipGui.json @@ -869,6 +869,15 @@ "W_Sword_7", "W_Sword_8", "W_Sword_8" + ], + "9009": [ + "W_Wand_4", + "W_Wand_7", + "W_Wand_8", + "W_Wand_9", + "W_Wand_10", + "W_Wand_11", + "W_Wand_12" ] }, "partIcons": { diff --git a/Assets/WL/Equip/Resources/WL/WLItemTableExtra.json b/Assets/WL/Equip/Resources/WL/WLItemTableExtra.json index 0110c527c..329396881 100644 --- a/Assets/WL/Equip/Resources/WL/WLItemTableExtra.json +++ b/Assets/WL/Equip/Resources/WL/WLItemTableExtra.json @@ -754,5 +754,257 @@ "Equipments": "[Type:1,Prefab:Sword_red]", "SkillIndex": 1007, "Desc": "대검 계열(가칭) — 창 9006 행을 복제한 더미(#838 · 2026-10-11) · PD 이름 확정 전" +}, +{ +"Index": 900900, +"Item_name": "마법책(가칭)", +"ItemCategory": 1, +"ItemType": 1, +"IsEquip": 1, +"IsStack": 0, +"WeaponType": 5, +"EquipmentType": 1, +"ItemGrade": 0, +"GradeLv": 0, +"GroupNo": 9009, +"ItemMaxLv": 10, +"ItemLvAbilityID": 10000, +"Equipments": "[Type:1,Prefab:]", +"SkillIndex": 1005, +"Desc": "마법책 계열(가칭) — #944 PD 「신규 마법책 장비도 인벤토리에 추가해줘」 · 등급 행 = 철창 9006 복제 · WeaponType/SkillIndex = 맹약 1057(지팡이 계열) · 손 모델은 직업 10303 행 · 떠다니는 책 = WLFloatingBook · Equipments 는 WL 이 읽지 않음 · PD 이름 확정 전" +}, +{ +"Index": 900901, +"Item_name": "마법책(가칭)", +"ItemCategory": 1, +"ItemType": 1, +"IsEquip": 1, +"IsStack": 0, +"WeaponType": 5, +"EquipmentType": 1, +"ItemGrade": 1, +"GradeLv": 0, +"GroupNo": 9009, +"ItemMaxLv": 20, +"ItemLvAbilityID": 10001, +"Equipments": "[Type:1,Prefab:]", +"SkillIndex": 1005, +"Desc": "마법책 계열(가칭) — #944 PD 「신규 마법책 장비도 인벤토리에 추가해줘」 · 등급 행 = 철창 9006 복제 · WeaponType/SkillIndex = 맹약 1057(지팡이 계열) · 손 모델은 직업 10303 행 · 떠다니는 책 = WLFloatingBook · Equipments 는 WL 이 읽지 않음 · PD 이름 확정 전" +}, +{ +"Index": 900902, +"Item_name": "마법책(가칭)", +"ItemCategory": 1, +"ItemType": 1, +"IsEquip": 1, +"IsStack": 0, +"WeaponType": 5, +"EquipmentType": 1, +"ItemGrade": 2, +"GradeLv": 0, +"GroupNo": 9009, +"ItemMaxLv": 30, +"ItemLvAbilityID": 10002, +"Equipments": "[Type:1,Prefab:]", +"SkillIndex": 1005, +"Desc": "마법책 계열(가칭) — #944 PD 「신규 마법책 장비도 인벤토리에 추가해줘」 · 등급 행 = 철창 9006 복제 · WeaponType/SkillIndex = 맹약 1057(지팡이 계열) · 손 모델은 직업 10303 행 · 떠다니는 책 = WLFloatingBook · Equipments 는 WL 이 읽지 않음 · PD 이름 확정 전" +}, +{ +"Index": 900903, +"Item_name": "마법책(가칭)", +"ItemCategory": 1, +"ItemType": 1, +"IsEquip": 1, +"IsStack": 0, +"WeaponType": 5, +"EquipmentType": 1, +"ItemGrade": 3, +"GradeLv": 0, +"GroupNo": 9009, +"ItemMaxLv": 50, +"ItemLvAbilityID": 10003, +"Equipments": "[Type:1,Prefab:]", +"SkillIndex": 1005, +"Desc": "마법책 계열(가칭) — #944 PD 「신규 마법책 장비도 인벤토리에 추가해줘」 · 등급 행 = 철창 9006 복제 · WeaponType/SkillIndex = 맹약 1057(지팡이 계열) · 손 모델은 직업 10303 행 · 떠다니는 책 = WLFloatingBook · Equipments 는 WL 이 읽지 않음 · PD 이름 확정 전" +}, +{ +"Index": 900904, +"Item_name": "마법책(가칭)", +"ItemCategory": 1, +"ItemType": 1, +"IsEquip": 1, +"IsStack": 0, +"WeaponType": 5, +"EquipmentType": 1, +"ItemGrade": 3, +"GradeLv": 1, +"GroupNo": 9009, +"ItemMaxLv": 60, +"ItemLvAbilityID": 10004, +"Equipments": "[Type:1,Prefab:]", +"SkillIndex": 1005, +"Desc": "마법책 계열(가칭) — #944 PD 「신규 마법책 장비도 인벤토리에 추가해줘」 · 등급 행 = 철창 9006 복제 · WeaponType/SkillIndex = 맹약 1057(지팡이 계열) · 손 모델은 직업 10303 행 · 떠다니는 책 = WLFloatingBook · Equipments 는 WL 이 읽지 않음 · PD 이름 확정 전" +}, +{ +"Index": 900905, +"Item_name": "마법책(가칭)", +"ItemCategory": 1, +"ItemType": 1, +"IsEquip": 1, +"IsStack": 0, +"WeaponType": 5, +"EquipmentType": 1, +"ItemGrade": 3, +"GradeLv": 2, +"GroupNo": 9009, +"ItemMaxLv": 70, +"ItemLvAbilityID": 10005, +"Equipments": "[Type:1,Prefab:]", +"SkillIndex": 1005, +"Desc": "마법책 계열(가칭) — #944 PD 「신규 마법책 장비도 인벤토리에 추가해줘」 · 등급 행 = 철창 9006 복제 · WeaponType/SkillIndex = 맹약 1057(지팡이 계열) · 손 모델은 직업 10303 행 · 떠다니는 책 = WLFloatingBook · Equipments 는 WL 이 읽지 않음 · PD 이름 확정 전" +}, +{ +"Index": 900906, +"Item_name": "마법책(가칭)", +"ItemCategory": 1, +"ItemType": 1, +"IsEquip": 1, +"IsStack": 0, +"WeaponType": 5, +"EquipmentType": 1, +"ItemGrade": 4, +"GradeLv": 0, +"GroupNo": 9009, +"ItemMaxLv": 80, +"ItemLvAbilityID": 10006, +"Equipments": "[Type:1,Prefab:]", +"SkillIndex": 1005, +"Desc": "마법책 계열(가칭) — #944 PD 「신규 마법책 장비도 인벤토리에 추가해줘」 · 등급 행 = 철창 9006 복제 · WeaponType/SkillIndex = 맹약 1057(지팡이 계열) · 손 모델은 직업 10303 행 · 떠다니는 책 = WLFloatingBook · Equipments 는 WL 이 읽지 않음 · PD 이름 확정 전" +}, +{ +"Index": 900907, +"Item_name": "마법책(가칭)", +"ItemCategory": 1, +"ItemType": 1, +"IsEquip": 1, +"IsStack": 0, +"WeaponType": 5, +"EquipmentType": 1, +"ItemGrade": 4, +"GradeLv": 1, +"GroupNo": 9009, +"ItemMaxLv": 90, +"ItemLvAbilityID": 10007, +"Equipments": "[Type:1,Prefab:]", +"SkillIndex": 1005, +"Desc": "마법책 계열(가칭) — #944 PD 「신규 마법책 장비도 인벤토리에 추가해줘」 · 등급 행 = 철창 9006 복제 · WeaponType/SkillIndex = 맹약 1057(지팡이 계열) · 손 모델은 직업 10303 행 · 떠다니는 책 = WLFloatingBook · Equipments 는 WL 이 읽지 않음 · PD 이름 확정 전" +}, +{ +"Index": 900908, +"Item_name": "마법책(가칭)", +"ItemCategory": 1, +"ItemType": 1, +"IsEquip": 1, +"IsStack": 0, +"WeaponType": 5, +"EquipmentType": 1, +"ItemGrade": 4, +"GradeLv": 2, +"GroupNo": 9009, +"ItemMaxLv": 100, +"ItemLvAbilityID": 10008, +"Equipments": "[Type:1,Prefab:]", +"SkillIndex": 1005, +"Desc": "마법책 계열(가칭) — #944 PD 「신규 마법책 장비도 인벤토리에 추가해줘」 · 등급 행 = 철창 9006 복제 · WeaponType/SkillIndex = 맹약 1057(지팡이 계열) · 손 모델은 직업 10303 행 · 떠다니는 책 = WLFloatingBook · Equipments 는 WL 이 읽지 않음 · PD 이름 확정 전" +}, +{ +"Index": 900909, +"Item_name": "마법책(가칭)", +"ItemCategory": 1, +"ItemType": 1, +"IsEquip": 1, +"IsStack": 0, +"WeaponType": 5, +"EquipmentType": 1, +"ItemGrade": 4, +"GradeLv": 3, +"GroupNo": 9009, +"ItemMaxLv": 110, +"ItemLvAbilityID": 10009, +"Equipments": "[Type:1,Prefab:]", +"SkillIndex": 1005, +"Desc": "마법책 계열(가칭) — #944 PD 「신규 마법책 장비도 인벤토리에 추가해줘」 · 등급 행 = 철창 9006 복제 · WeaponType/SkillIndex = 맹약 1057(지팡이 계열) · 손 모델은 직업 10303 행 · 떠다니는 책 = WLFloatingBook · Equipments 는 WL 이 읽지 않음 · PD 이름 확정 전" +}, +{ +"Index": 900910, +"Item_name": "마법책(가칭)", +"ItemCategory": 1, +"ItemType": 1, +"IsEquip": 1, +"IsStack": 0, +"WeaponType": 5, +"EquipmentType": 1, +"ItemGrade": 5, +"GradeLv": 0, +"GroupNo": 9009, +"ItemMaxLv": 120, +"ItemLvAbilityID": 10010, +"Equipments": "[Type:1,Prefab:]", +"SkillIndex": 1005, +"Desc": "마법책 계열(가칭) — #944 PD 「신규 마법책 장비도 인벤토리에 추가해줘」 · 등급 행 = 철창 9006 복제 · WeaponType/SkillIndex = 맹약 1057(지팡이 계열) · 손 모델은 직업 10303 행 · 떠다니는 책 = WLFloatingBook · Equipments 는 WL 이 읽지 않음 · PD 이름 확정 전" +}, +{ +"Index": 900911, +"Item_name": "마법책(가칭)", +"ItemCategory": 1, +"ItemType": 1, +"IsEquip": 1, +"IsStack": 0, +"WeaponType": 5, +"EquipmentType": 1, +"ItemGrade": 5, +"GradeLv": 1, +"GroupNo": 9009, +"ItemMaxLv": 130, +"ItemLvAbilityID": 10011, +"Equipments": "[Type:1,Prefab:]", +"SkillIndex": 1005, +"Desc": "마법책 계열(가칭) — #944 PD 「신규 마법책 장비도 인벤토리에 추가해줘」 · 등급 행 = 철창 9006 복제 · WeaponType/SkillIndex = 맹약 1057(지팡이 계열) · 손 모델은 직업 10303 행 · 떠다니는 책 = WLFloatingBook · Equipments 는 WL 이 읽지 않음 · PD 이름 확정 전" +}, +{ +"Index": 900912, +"Item_name": "마법책(가칭)", +"ItemCategory": 1, +"ItemType": 1, +"IsEquip": 1, +"IsStack": 0, +"WeaponType": 5, +"EquipmentType": 1, +"ItemGrade": 5, +"GradeLv": 2, +"GroupNo": 9009, +"ItemMaxLv": 140, +"ItemLvAbilityID": 10012, +"Equipments": "[Type:1,Prefab:]", +"SkillIndex": 1005, +"Desc": "마법책 계열(가칭) — #944 PD 「신규 마법책 장비도 인벤토리에 추가해줘」 · 등급 행 = 철창 9006 복제 · WeaponType/SkillIndex = 맹약 1057(지팡이 계열) · 손 모델은 직업 10303 행 · 떠다니는 책 = WLFloatingBook · Equipments 는 WL 이 읽지 않음 · PD 이름 확정 전" +}, +{ +"Index": 900913, +"Item_name": "마법책(가칭)", +"ItemCategory": 1, +"ItemType": 1, +"IsEquip": 1, +"IsStack": 0, +"WeaponType": 5, +"EquipmentType": 1, +"ItemGrade": 5, +"GradeLv": 3, +"GroupNo": 9009, +"ItemMaxLv": 150, +"ItemLvAbilityID": 10013, +"Equipments": "[Type:1,Prefab:]", +"SkillIndex": 1005, +"Desc": "마법책 계열(가칭) — #944 PD 「신규 마법책 장비도 인벤토리에 추가해줘」 · 등급 행 = 철창 9006 복제 · WeaponType/SkillIndex = 맹약 1057(지팡이 계열) · 손 모델은 직업 10303 행 · 떠다니는 책 = WLFloatingBook · Equipments 는 WL 이 읽지 않음 · PD 이름 확정 전" } ] diff --git a/Assets/WL/Settings/Resources/WL/SlashTrailSettings.asset b/Assets/WL/Settings/Resources/WL/SlashTrailSettings.asset index 84c37c926..51ebe458d 100644 --- a/Assets/WL/Settings/Resources/WL/SlashTrailSettings.asset +++ b/Assets/WL/Settings/Resources/WL/SlashTrailSettings.asset @@ -783,63 +783,6 @@ MonoBehaviour: straight=0.61 sweep=400.6\xB0 pivot=\uCE7C\uB05D\uC6D0 tipR=0.925 hiltR=0.252 dev=0.053 fitQ=0.89 kind=Swing (\uB7F0\uD0C0\uC784 \uB85C\uCEEC=\uD68C\uC804\uB9CC \xB7 \uCEE8\uD2B8\uB864\uB7EC \uD074\uB9BD)" - - classId: 10701 - clipName: Effect_Slash_10101_1 - kind: 1 - planeNormal: {x: 0.038015425, y: 0.9977091, z: -0.055959173} - pivot: {x: 0.074319184, y: 0.5030525, z: -0.035045374} - bisector: {x: -0.98307157, y: 0.047384575, z: 0.17698874} - startDir: {x: 0.5735504, y: -0.067642264, z: -0.8163727} - tipRadius: 1.332726 - hiltRadius: 0.5697392 - sweepDeg: 270.71988 - stabAxis: {x: -0.4314748, y: 0.02015867, z: 0.90189976} - stabStart: {x: 0.8704324, y: 0.4606447, z: -1.1683016} - stabLength: 2.7308962 - quality: 50 - source: "wl828m1 2026-10-12 12:52 Attack1_S_10701 f24~f32/74@60Hz n=9(\uD2B8\uB9BC - 9\u21929) PC=LH_M05 rootScale=1.0527 weaponK=0.9937 path=6.21 bladeAng=281\xB0 - straight=0.60 sweep=270.7\xB0 pivot=\uCE7C\uB05D\uC6D0 tipR=1.333 hiltR=0.570 - dev=0.041 fitQ=0.94 kind=Swing (\uB7F0\uD0C0\uC784 \uB85C\uCEEC=\uD68C\uC804\uB9CC - \xB7 \uCEE8\uD2B8\uB864\uB7EC \uD074\uB9BD)" - - classId: 10701 - clipName: Effect_Slash_10101_2 - kind: 1 - planeNormal: {x: 0.06909985, y: 0.9951445, z: -0.07009097} - pivot: {x: 0.00859721, y: 0.48270226, z: 0.05625285} - bisector: {x: -0.4852508, y: 0.09491526, z: 0.86920816} - startDir: {x: -0.87254333, y: 0.026227323, z: -0.4878323} - tipRadius: 1.2709038 - hiltRadius: 0.6023491 - sweepDeg: 179.7864 - stabAxis: {x: 0.87280905, y: -0.007052272, z: 0.48801085} - stabStart: {x: -1.112246, y: 0.48289385, z: -0.56674975} - stabLength: 2.5402837 - quality: 50 - source: "wl828m1 2026-10-12 12:52 Attack2_S_10701 f8~f12/26@60Hz n=5(\uD2B8\uB9BC - 5\u21925) PC=LH_M05 rootScale=1.0527 weaponK=0.9937 path=3.90 bladeAng=183\xB0 - straight=0.65 sweep=179.8\xB0 pivot=\uCE7C\uB05D\uC6D0 tipR=1.271 hiltR=0.602 - dev=0.013 fitQ=0.98 kind=Swing (\uB7F0\uD0C0\uC784 \uB85C\uCEEC=\uD68C\uC804\uB9CC - \xB7 \uCEE8\uD2B8\uB864\uB7EC \uD074\uB9BD)" - - classId: 10701 - clipName: Effect_Slash_10101_3 - kind: 1 - planeNormal: {x: 0.95719343, y: 0.28941464, z: -0.0044637853} - pivot: {x: 0.25622573, y: 0.3826955, z: 0.07922937} - bisector: {x: -0.25352824, y: 0.84574616, z: 0.46950716} - startDir: {x: -0.1840746, y: 0.5967516, z: -0.7810276} - tipRadius: 1.5382556 - hiltRadius: 0.4461397 - sweepDeg: 158.71616 - stabAxis: {x: 0.119720384, y: -0.45538092, z: 0.8822104} - stabStart: {x: -0.0034473303, y: 1.3192463, z: -1.1360762} - stabLength: 3.0381339 - quality: 50 - source: "wl828m1 2026-10-12 12:52 Attack3_S_10701 f25~f30/68@60Hz n=6(\uD2B8\uB9BC - 6\u21926) PC=LH_M05 rootScale=1.0527 weaponK=0.9937 path=4.19 bladeAng=169\xB0 - straight=0.72 sweep=158.7\xB0 pivot=\uCE7C\uB05D\uC6D0 tipR=1.538 hiltR=0.446 - dev=0.011 fitQ=0.99 kind=Swing (\uB7F0\uD0C0\uC784 \uB85C\uCEEC=\uD68C\uC804\uB9CC - \xB7 \uCEE8\uD2B8\uB864\uB7EC \uD074\uB9BD)" - classId: 10801 clipName: Effect_Slash_10101_2 kind: 1 @@ -916,6 +859,63 @@ MonoBehaviour: straight=0.65 sweep=218.9\xB0 pivot=\uCE7C\uB05D\uC6D0 tipR=1.664 hiltR=0.405 dev=0.034 fitQ=0.96 kind=Swing (\uB7F0\uD0C0\uC784 \uB85C\uCEEC=\uD68C\uC804\uB9CC \xB7 \uCEE8\uD2B8\uB864\uB7EC \uD074\uB9BD)" + - classId: 10701 + clipName: Effect_Slash_10101_1 + kind: 2 + planeNormal: {x: 0.88158125, y: 0.349564, z: 0.31720594} + pivot: {x: 0.65397054, y: 0.591501, z: -0.05616218} + bisector: {x: -0.28329372, y: -0.1457048, z: 0.9479002} + startDir: {x: -0.29784253, y: -0.109399565, z: 0.94832563} + tipRadius: 1.7077701 + hiltRadius: 0.16302724 + sweepDeg: 4.4824414 + stabAxis: {x: -0.2826259, y: -0.38485995, z: 0.87863845} + stabStart: {x: 0.23207891, y: 0.43653736, z: 1.2871335} + stabLength: 0.5966695 + quality: 50 + source: "wl828m1 2026-10-19 22:18 Attack1_S_10701 f8~f12/60@60Hz n=5(\uD2B8\uB9BC + 5\u21925) PC=LH_M05 rootScale=1.0527 weaponK=0.9937 path=0.78 bladeAng=23\xB0 + straight=0.77 sweep=4.5\xB0 pivot=\uC190\uC7A1\uC774\uC911\uC2EC tipR=1.708 + hiltR=0.163 dev=0.028 fitQ=0.97 kind=Stab (\uB7F0\uD0C0\uC784 \uB85C\uCEEC=\uD68C\uC804\uB9CC + \xB7 \uCEE8\uD2B8\uB864\uB7EC \uD074\uB9BD)" + - classId: 10701 + clipName: Effect_Slash_10101_2 + kind: 2 + planeNormal: {x: 0.8815804, y: 0.34956875, z: 0.31720287} + pivot: {x: 0.65396595, y: 0.5915029, z: -0.05616577} + bisector: {x: -0.2832882, y: -0.14570992, z: 0.94790107} + startDir: {x: -0.29783878, y: -0.109400816, z: 0.94832665} + tipRadius: 1.7077725 + hiltRadius: 0.16302733 + sweepDeg: 4.4829264 + stabAxis: {x: -0.28262606, y: -0.38485983, z: 0.8786383} + stabStart: {x: 0.232079, y: 0.43653727, z: 1.2871336} + stabLength: 0.5966694 + quality: 50 + source: "wl828m1 2026-10-19 22:18 Attack2_S_10701 f2~f6/10@60Hz n=5(\uD2B8\uB9BC + 5\u21925) PC=LH_M05 rootScale=1.0527 weaponK=0.9937 path=0.78 bladeAng=23\xB0 + straight=0.77 sweep=4.5\xB0 pivot=\uC190\uC7A1\uC774\uC911\uC2EC tipR=1.708 + hiltR=0.163 dev=0.028 fitQ=0.97 kind=Stab (\uB7F0\uD0C0\uC784 \uB85C\uCEEC=\uD68C\uC804\uB9CC + \xB7 \uCEE8\uD2B8\uB864\uB7EC \uD074\uB9BD)" + - classId: 10701 + clipName: Effect_Slash_10101_3 + kind: 2 + planeNormal: {x: -0.3317561, y: -0.939542, z: 0.08484529} + pivot: {x: -0.14228718, y: 0.2193865, z: -0.052341327} + bisector: {x: 0.36536872, y: -0.045050137, z: 0.92977214} + startDir: {x: 0.4971443, y: -0.09768714, z: 0.86215127} + tipRadius: 1.8285621 + hiltRadius: 0.21789326 + sweepDeg: 18.031006 + stabAxis: {x: -0.31145805, y: 0.106075756, z: 0.94432086} + stabStart: {x: 0.60700047, y: 0.07215406, z: 1.2470788} + stabLength: 0.90029204 + quality: 50 + source: "wl828m1 2026-10-19 22:18 Attack3_S_10701 f8~f18/64@60Hz n=11(\uD2B8\uB9BC + 11\u219211) PC=LH_M05 rootScale=1.0527 weaponK=0.9937 path=1.00 bladeAng=28\xB0 + straight=0.90 sweep=18.0\xB0 pivot=\uC190\uC7A1\uC774\uC911\uC2EC tipR=1.829 + hiltR=0.218 dev=0.027 fitQ=0.97 kind=Stab (\uB7F0\uD0C0\uC784 \uB85C\uCEEC=\uD68C\uC804\uB9CC + \xB7 \uCEE8\uD2B8\uB864\uB7EC \uD074\uB9BD)" swingMinSweepDegrees: 150 swingMinTipHiltRatio: 3 stabMinStraightness: 0.86 diff --git a/Docs/WLJsonHistory/WLHitboxFit.history.md b/Docs/WLJsonHistory/WLHitboxFit.history.md index efbfb080a..0b1899c18 100644 --- a/Docs/WLJsonHistory/WLHitboxFit.history.md +++ b/Docs/WLJsonHistory/WLHitboxFit.history.md @@ -8,3 +8,5 @@ ## note #904 PD 「소드 공격은 궤적 범위에 비해 실제 판정 범위가 너무 넓음 — 공격 판정 영역을 궤적에 맞게 · 검 2타가 모자라는 부분은 2타 공격 시점에 전진하며 맞추기」 — frontReach = 판정 상자 앞 끝(PC 몸 중심에서 정면 m) = Play 실측 검기 정면 도달(묵광 · 월광 같음 · 1타 1.38 · 2타 1.14 · 3타 1.49) · 원본 상자 = PC 몸 중심 앞 spawnForward 0.3 m 에 깊이 2 m · 중심 z 0.5 = 정면 −0.2 ~ 1.8 m(뒤 끝 · 너비 · 높이는 그대로 두고 앞 끝만 맞춤) · stage = 기본 공격 콤보 단계(0 = 모든 단계) · 검 2타 전진 = WLCombatMotionSettings Attack2_S_101 표(30 cm · 적과 0.9 m 까지) · 표에 없는 직업 · 단계 = 원본 상자 · 다른 근접 무기(PD 「타수마다 사정거리가 다르면 전진하며 맞추거나 궤적을 늘려 자연스러운 타격」) — Play 실측 검기 정면 도달: 비수 10202(원 1.20 · 1타 0.97 · 2타 1.03~1.11 · 3타 1.17 · 4타 돌진 1.89 — 1·2타는 기존 전진 표 + 정지 거리 0.9 m 로 메움) · 대검 10801(원 2.00 · 2.10 / 2.23 / 2.12 · 4타 미측정 = 단계 0 기본 2.2) · 창 10701(원 2.70 · 2.66 / 2.75 / 2.78) — 대검 · 창은 원본 판정 상자(Projectile_10101 · 정면 1.8 m)가 궤적보다 짧았다 · 해머 10501 = 회전 이펙트 반경(칼끝 반경 × radiusFit · 1타 1.05 × 1.3 = 1.37 · 2타 0.91 × 1.6 = 1.46 · 3타 1.10 × 1.6 = 1.76 · 추정 = 이펙트가 PC 가까이 중심을 둔다고 봄) +## _note_944 +#944 PD 「창 모션 = Platform Animation 찌르기」 — 1타 Spear_Attack1 · 2타 Spear_Attack1 f3~f8 ×6 · 3타 Spear_Attack2 로 바뀌어 판정 앞 끝 = 창끝 정면 최대(편집 모드 · 게임과 같은 Animator 구동 = 루트 이동 버림 · PC LH_M05 × 1.0527 · 창 WL_W_Spear_T05_003 1.846 m · scripts/wl/probes/944_spear_pose.cs Dump): 1타 1.50(f6) · 2타 1.50(f6) · 3타 1.47(f9) · attackRange = 1타 1.50 − 즉시 공격 여유 0.2(WLTargetingSettings) = 1.3 · 참고: TrailBake 방식(AnimationMode = 클립 루트 이동이 포즈에 얹힘) 1타 1.81 · 3타 2.11 · 값 파일 안 _note_943 의 1.29/1.55 는 이 값으로 대체 diff --git a/Docs/WLJsonHistory/WLWeaponClasses.history.md b/Docs/WLJsonHistory/WLWeaponClasses.history.md index 9e3e3b511..0b45ad2e7 100644 --- a/Docs/WLJsonHistory/WLWeaponClasses.history.md +++ b/Docs/WLJsonHistory/WLWeaponClasses.history.md @@ -26,3 +26,5 @@ PD 2026-10-09 「해머는 무기가 제대로 보이지 않아(방패를 들고 ## _note_spear_timing #835 (2026-10-11) 창 클립 칼끝 실측(WL804_TipProbe · 30fps): 1타 찌르기 f3~f6(0.10~0.20) · 2타 f2~f9(0.06~0.28) · 3타 휘두르기 f1~f4+f9~f10. 이전 값(이펙트 0.28/0.28/0.33 · 판정 0.4/0.4/0.45)은 찌르기가 끝난 뒤였다 → 이펙트 = 찌르기 시작 직전 · 판정 = 찌르기 끝. +## _note_944 +#944 PD 「창 모션 = Platform Animation 찌르기」 — 1타 Spear_Attack1 · 2타 Spear_Attack1 f3~f8 ×6 · 3타 Spear_Attack2 로 바뀌어 판정 앞 끝 = 창끝 정면 최대(편집 모드 · 게임과 같은 Animator 구동 = 루트 이동 버림 · PC LH_M05 × 1.0527 · 창 WL_W_Spear_T05_003 1.846 m · scripts/wl/probes/944_spear_pose.cs Dump): 1타 1.50(f6) · 2타 1.50(f6) · 3타 1.47(f9) · attackRange = 1타 1.50 − 즉시 공격 여유 0.2(WLTargetingSettings) = 1.3 · 참고: TrailBake 방식(AnimationMode = 클립 루트 이동이 포즈에 얹힘) 1타 1.81 · 3타 2.11 · 값 파일 안 _note_943 의 1.29/1.55 는 이 값으로 대체