WL #950 마법책 PD 지시 2건 — ① 모션 = 지팡이 1타(Attack2_S 34~64 · 발사 0.23)·2타(Attack3_S 48~83 · 0.407) 그대로 + 3타 = 1·2타 빠른 교대 체인 4단계(Cast3→3b→3c→3d · ×2.5 · 각 발사 · Attack3d→idle · 매핑 행 순서 = casting 을 체인 앞으로 두어 체인이 casting 으로 새지 않게) · 책은 체인 중에도 정면 0.6 m(castStates Cast3) ② 각성(골렘 소환) 에러 3곳 = 테스트 씬 전용 NRE(소환 순간·매 프레임 HUD 없음 · 소멸 때 테스트 씬 되살리기 분기 → LoadMapMgr 없음) 가드 · 골렘 24 s 생존→소멸까지 오류 0 실측

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
깃 관리자 2026-10-20 18:27:56 +09:00
parent 4f262b3b8e
commit ff254eff1e
8 changed files with 565 additions and 84 deletions

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@ -643,7 +643,7 @@ public class Actor : MyCoroutine
if (!IsDead()) return; // 부활한 경우 if (!IsDead()) return; // 부활한 경우
#if UNITY_EDITOR #if UNITY_EDITOR
if (WL.SkillTest.WLTestScene.Active) if (WL.SkillTest.WLTestScene.Active && !(this is SummonActor)) // WL #950 — 소환체(골렘)는 원래 길로(테스트 씬 되살리기 분기가 MyActor.On_Regen → LoadMapMgr 없음 NRE 70회 · 실측)
{ {
On_Regen(); On_Regen();
transform.localPosition = Vector3.zero; transform.localPosition = Vector3.zero;

View File

@ -390,7 +390,7 @@ public class MyActor : Actor
public override void On_Regen(bool reincarnation = false, float healrate = 1f) public override void On_Regen(bool reincarnation = false, float healrate = 1f)
{ {
base.On_Regen(reincarnation, healrate); base.On_Regen(reincarnation, healrate);
Set_Warp(LoadMapMgr.Ins.Get_ReincanationPos(MyValue.MyChoiceMapData)); if (!DSUtil.CheckNull(LoadMapMgr.Ins)) Set_Warp(LoadMapMgr.Ins.Get_ReincanationPos(MyValue.MyChoiceMapData)); // WL #950 — 스킬 테스트 씬(맵 관리자 없음)에서 소환체 소멸 때 NRE(실측) · 맵 있으면 원본 그대로
} }
public override void Set_Stat_SelectSkill(SelectSkillTableData _sstd) public override void Set_Stat_SelectSkill(SelectSkillTableData _sstd)

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@ -43,7 +43,7 @@ public class SummonActor : MyActor
break; break;
} }
Set(isEnemy, owner, owner.Get_ServerData(), 0, true); Set(isEnemy, owner, owner.Get_ServerData(), 0, true);
Get_HUDUI().Set_HPSlider(this); var hud0 = Get_HUDUI(); if (!DSUtil.CheckNull(hud0)) hud0.Set_HPSlider(this); // WL #950 — 스킬 테스트 씬(HUD 없음) 소환 순간 NRE 1회(실측) · HUD 있으면 원본 그대로
Set_Coroutine(() => Set_Coroutine(() =>
{ {
@ -68,7 +68,7 @@ public class SummonActor : MyActor
if (LifeTime > 0f) if (LifeTime > 0f)
{ {
LifeTime -= Time.deltaTime; LifeTime -= Time.deltaTime;
Get_HUDUI().Set(this, LifeTime / MaxLifeTime); var hud = Get_HUDUI(); if (!DSUtil.CheckNull(hud)) hud.Set(this, LifeTime / MaxLifeTime); // WL #950 — 스킬 테스트 씬(HUD 없음)에서 매 프레임 NRE(실측 1000회) · HUD 있으면 원본 그대로
} }
if (LifeTime <= 0f || DSUtil.CheckNull(OwnerActor)) if (LifeTime <= 0f || DSUtil.CheckNull(OwnerActor))
{ {

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sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Idle.FBX
subClipName: Idle_S_{CID}
sourceClipName:
incomingExitTime: 0
createIfMissing: 0
firstFrame: -1
lastFrame: -1
speed: 0
events:
- functionName: Event_Idle
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
intParameter: 0
floatParameter: 0
- stateName: attack
sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Attack2_S.FBX
subClipName: Cast1_S_{CID}
sourceClipName:
incomingExitTime: 0
createIfMissing: 0
firstFrame: 34
lastFrame: 64
speed: 0
events:
- functionName: LookAtTarget
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
intParameter: 0
floatParameter: 0
- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.23
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: 48
lastFrame: 83
speed: 0
maskPath:
bakeRootY: -1
mirror: 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: attack3
sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Attack2_S.FBX
subClipName: Cast3_S_{CID}
sourceClipName:
incomingExitTime: 0.85
createIfMissing: 1
firstFrame: 34
lastFrame: 64
speed: 2.5
events:
- functionName: LookAtTarget
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
intParameter: 0
floatParameter: 0
- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.23
stringParameter: Projectile_{CID}
intParameter: 0
floatParameter: 0
- stateName: Attack3b
sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Attack3_S.FBX
subClipName: Cast3b_S_{CID}
sourceClipName:
incomingExitTime: 0.85
createIfMissing: 1
firstFrame: 48
lastFrame: 83
speed: 2.5
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: attack3c
sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Attack2_S.FBX
subClipName: Cast3c_S_{CID}
sourceClipName:
incomingExitTime: 0.85
createIfMissing: 1
firstFrame: 34
lastFrame: 64
speed: 2.5
events:
- functionName: LookAtTarget
time: 0
useNormalized: 1
normalizedTime: 0
stringParameter:
intParameter: 0
floatParameter: 0
- functionName: Projectile
time: 0
useNormalized: 1
normalizedTime: 0.23
stringParameter: Projectile_{CID}
intParameter: 0
floatParameter: 0
- stateName: Attack3d
sourceFbxPath: Assets/ExplosiveLLC/Mage Warrior Mecanim Animation Pack/Animations/Mage@Attack3_S.FBX
subClipName: Cast3d_S_{CID}
sourceClipName:
incomingExitTime: 0.85
createIfMissing: 1
firstFrame: 48
lastFrame: 83
speed: 2.5
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
- classId: 10801 - classId: 10801
note: "\uB300\uAC80 \xB7 Greatsword(WL 10801) \u2192 2Handed Attack2_S(1\uD0C0) 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 \xB7 Attack3_S(2\uD0C0) \xB7 Attack1_S(3\uD0C0) + 4\uD0C0 Spearman \uC810\uD504

View File

@ -11,10 +11,11 @@
"height": 0.72, "height": 0.72,
"forward": 0.45, "forward": 0.45,
"cameraSpace": 1, "cameraSpace": 1,
"castStates": [ "Cast1_S", "Cast2_S", "BookCharge", "BookCast" ], "castStates": [ "Cast1_S", "Cast2_S", "Cast3", "BookCharge", "BookCast" ],
"castSide": 0.25, "castSide": 0.2,
"castHeight": 0.62, "castHeight": 0.62,
"castForward": 0.5, "castForward": 0.6,
"_note_950": "#950 PD 「마법책 모션 = 지팡이 1·2타 · 3타 = 1·2타 빠른 교대 · 이때 책은 플레이어 정면 앞쪽」 — 3타 체인 클립 Cast3/3b/3c/3d 도 시전 자리 · 정면 0.6 m · 옆 0.2",
"hideHandWeapon": 1, "hideHandWeapon": 1,
"_note_949": "#949 PD 「책이 캐릭터를 가리지 않게 가능한 캐릭터보다 뒤쪽에(추적 로직 수정) · 시전 동작 중엔 책이 캐릭터 모션 앞쪽으로 유지」 — 평소 자리 = 카메라 기준(cameraSpace 1 · forward + = 카메라에서 먼 쪽 = 화면 위 = 캐릭터 뒤 0.45 m · 옆 0.35 · 높이 0.72) · 시전 중(클립 이름 Cast1/Cast2/BookCharge/BookCast) = PC 정면 0.5 m · 옆 0.25 · 높이 0.62 · followLerp 로 오간다. 이전 = PC 오른쪽 0.55 · 앞 0.05(카메라에선 몸 앞을 가림)", "_note_949": "#949 PD 「책이 캐릭터를 가리지 않게 가능한 캐릭터보다 뒤쪽에(추적 로직 수정) · 시전 동작 중엔 책이 캐릭터 모션 앞쪽으로 유지」 — 평소 자리 = 카메라 기준(cameraSpace 1 · forward + = 카메라에서 먼 쪽 = 화면 위 = 캐릭터 뒤 0.45 m · 옆 0.35 · 높이 0.72) · 시전 중(클립 이름 Cast1/Cast2/BookCharge/BookCast) = PC 정면 0.5 m · 옆 0.25 · 높이 0.62 · followLerp 로 오간다. 이전 = PC 오른쪽 0.55 · 앞 0.05(카메라에선 몸 앞을 가림)",
"euler": [ "euler": [