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Author SHA1 Message Date
깃 관리자 09e067af02 [WL-816r] 후속 A/B 실측 — 풀 회귀 없음(816q 12.44% vs 816r 10.69%) · 공정 캡처 재작성 (#816)
- 같은 PD 구도·같은 구름 위상·풀 인스턴스 1155 동일에서 816q(원본 mat/텍스처) vs 816r(Arena2) A/B
- 보이는 풀 12.44% -> 10.69% · 에지% 1.65 -> 1.69(노이즈) · HF 1.58 -> 1.43 · 바닥초록 #89B074 -> #89B375
- 원인 후보 전부 실측 기각: 머티리얼 값 차이 0건 · 텍스처 임포트 동일(8x8/RGB24/Point/mip1) · 풀 인스턴스 동일
- 기존 a_demo_vs_island.png 이 서로 다른 프레임(구름 위상)을 나란히 붙여 불공정했던 것 -> 같은 프레임쌍으로 재작성

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-15 09:59:49 +09:00
631 changed files with 504 additions and 156900 deletions

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AgentScripts/WL816r_Ab.cs Normal file
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// WL-816r 후속 — 816q 상태(원본 mat/텍스처) vs 816r 상태(Arena2) 를 **같은 조건**에서 A/B.
// 지표 = 816q 정의: 보이는 풀 %(풀 ON vs OFF 픽셀 차) · 에지 % · HF · 바닥 초록 화면색.
public static class WL816r_Ab
{
public static void Start()
{
var go = UnityEngine.GameObject.Find("~WL816rAb");
if (go != null) UnityEngine.Object.DestroyImmediate(go);
go = new UnityEngine.GameObject("~WL816rAb");
go.AddComponent<WL816r_AbRun>();
}
}
public class WL816r_AbRun : UnityEngine.MonoBehaviour
{
static System.Text.StringBuilder sb;
const int W = 1080, H = 1920;
static string Dir = "Screenshots_WL/WL816r";
static int s_instQ, s_instR;
void Start() { StartCoroutine(Co()); }
System.Collections.IEnumerator Co()
{
sb = new System.Text.StringBuilder();
System.IO.Directory.CreateDirectory(Dir);
if (UnityEngine.SceneManagement.SceneManager.sceneCount < 2)
{
var op = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync("Level01", UnityEngine.SceneManagement.LoadSceneMode.Additive);
while (op != null && !op.isDone) yield return null;
}
for (int i = 0; i < 7; i++) yield return new UnityEngine.WaitForSeconds(1f);
var g = UnityEngine.Object.FindFirstObjectByType<WL.Look.Farm.WLIslandGrass>(UnityEngine.FindObjectsInactive.Include);
if (g == null) { L("WLIslandGrass 없음 — 중단"); Flush(); yield break; }
var src = WL.Look.Farm.WLIslandLookSettings.Instance;
var rt = UnityEngine.Object.Instantiate(src); // 에셋 무변경 — 런타임 복제본
if (rt.scatter != null)
{
var arr = new WL.Look.Farm.WLScatterDef[rt.scatter.Length];
for (int i = 0; i < arr.Length; i++)
{
var s = rt.scatter[i];
arr[i] = new WL.Look.Farm.WLScatterDef { enabled_ = s.enabled_, label = s.label, mesh = s.mesh, material = s.material, probability = s.probability, scale = s.scale, normalOffset = s.normalOffset, density = s.density };
}
rt.scatter = arr;
}
g.cfg = rt;
var matR = src.islandTopMaterial; // 816r (Arena2)
var matQ = UnityEditor.AssetDatabase.LoadAssetAtPath<UnityEngine.Material>(
"Assets/WL/Look/Farm/Materials/Farm_IslandTop_Arena.mat"); // 816q (원본)
L("816r mat=" + (matR ? matR.name : "-") + " tex=" + TexName(matR) + " | 816q mat=" + (matQ ? matQ.name : "-") + " tex=" + TexName(matQ));
if (matQ == null) { L("원본 머티리얼 로드 실패 — 중단"); Flush(); yield break; }
L("머티리얼 값 대조 " + Cmp(matQ, matR));
var topR = new System.Collections.Generic.List<UnityEngine.Renderer>();
foreach (var r in UnityEngine.Object.FindObjectsByType<UnityEngine.Renderer>(UnityEngine.FindObjectsSortMode.None))
foreach (var m in r.sharedMaterials) if (m != null && m == matR) { topR.Add(r); break; }
L("섬윗면 렌더러=" + topR.Count);
var cam = MakePd();
// ── A: 816q 상태 ──────────────────────────────────────────────────
SwapMat(topR, matR, matQ);
yield return null; yield return null;
rt.grassEnabled = 1; g.Rebuild(); yield return null; yield return null; yield return null;
var qOn = Shot(cam); s_instQ = WL.Look.Farm.WLIslandGrass.Instances;
rt.grassEnabled = 0; g.Rebuild(); yield return null; yield return null; yield return null;
var qOff = Shot(cam);
L("[816q] " + Metrics(qOn, qOff) + " · 풀 인스턴스(ON시)=" + s_instQ);
System.IO.File.WriteAllBytes(Dir + "/ab_816q.png", UnityEngine.ImageConversion.EncodeToPNG(ToTex(qOn)));
// ── B: 816r 상태 ──────────────────────────────────────────────────
SwapMat(topR, matQ, matR);
yield return null; yield return null;
rt.grassEnabled = 1; g.Rebuild(); yield return null; yield return null; yield return null;
var rOn = Shot(cam); s_instR = WL.Look.Farm.WLIslandGrass.Instances;
rt.grassEnabled = 0; g.Rebuild(); yield return null; yield return null; yield return null;
var rOff = Shot(cam);
L("[816r] " + Metrics(rOn, rOff) + " · 풀 인스턴스(ON시)=" + s_instR);
System.IO.File.WriteAllBytes(Dir + "/ab_816r.png", UnityEngine.ImageConversion.EncodeToPNG(ToTex(rOn)));
// 풀 다시 켜고 마무리
rt.grassEnabled = 1; g.Rebuild();
Flush();
}
UnityEngine.Color32[] Shot(UnityEngine.Camera cam)
{
var tex = Grab(cam, W, H);
var px = tex.GetPixels32();
UnityEngine.Object.DestroyImmediate(tex);
return px;
}
static UnityEngine.Texture2D ToTex(UnityEngine.Color32[] px)
{
var t = new UnityEngine.Texture2D(W, H, UnityEngine.TextureFormat.RGB24, false);
t.SetPixels32(px); t.Apply();
return t;
}
// 816q 지표
static bool Ground(UnityEngine.Color32 p) { return p.g > p.b + 8 && p.g > 45; }
static float Lum(UnityEngine.Color32 p) { return 0.299f * p.r + 0.587f * p.g + 0.114f * p.b; }
static string Metrics(UnityEngine.Color32[] on, UnityEngine.Color32[] off)
{
int gn = 0, vis = 0;
long rr = 0, gg = 0, bb = 0; int cn = 0;
for (int i = 0; i < off.Length; i++)
{
if (!Ground(off[i])) continue;
gn++;
rr += off[i].r; gg += off[i].g; bb += off[i].b; cn++;
if (System.Math.Abs(Lum(on[i]) - Lum(off[i])) > 8f) vis++;
}
// 에지 % (풀 ON · 지면 픽셀)
int ed = 0, edn = 0;
double hf = 0; int hfn = 0;
for (int y = 0; y < H - 1; y++)
for (int x = 0; x < W - 1; x++)
{
int i = y * W + x;
if (!Ground(on[i])) continue;
edn++;
var r0 = on[i + 1]; var d0 = on[i + W];
if ((Ground(r0) && System.Math.Abs(Lum(on[i]) - Lum(r0)) > 8) || (Ground(d0) && System.Math.Abs(Lum(on[i]) - Lum(d0)) > 8)) ed++;
}
// HF = 8×8 블록 내 편차 평균
int bs = 8;
for (int by = 0; by + bs <= H; by += bs)
for (int bx = 0; bx + bs <= W; bx += bs)
{
double s = 0; int n = 0;
for (int y = 0; y < bs; y++) for (int x = 0; x < bs; x++)
{ var p = on[(by + y) * W + bx + x]; if (!Ground(p)) continue; s += Lum(p); n++; }
if (n < bs * bs / 2) continue;
double mean = s / n;
for (int y = 0; y < bs; y++) for (int x = 0; x < bs; x++)
{ var p = on[(by + y) * W + bx + x]; if (!Ground(p)) continue; hf += System.Math.Abs(Lum(p) - mean); hfn++; }
}
string col = cn == 0 ? "-" : string.Format("#{0:X2}{1:X2}{2:X2}", rr / cn, gg / cn, bb / cn);
return string.Format("지면px(풀off)={0} · 보이는 풀={1:F2}% · 에지%={2:F2} · HF={3:F2} · 바닥초록={4}",
gn, gn == 0 ? 0f : 100f * vis / gn, edn == 0 ? 0f : 100f * ed / edn, hfn == 0 ? 0 : hf / hfn, col);
}
static UnityEngine.Material FindMat(string name)
{
foreach (var m in UnityEngine.Resources.FindObjectsOfTypeAll<UnityEngine.Material>())
if (m != null && m.name == name) return m;
return null;
}
static string TexName(UnityEngine.Material m)
{
if (m == null) return "-";
var t = m.GetTexture("_BaseMap");
return t ? t.name : "-";
}
static string Cmp(UnityEngine.Material a, UnityEngine.Material b)
{
string[] fs = { "_Shades", "_Brightness", "_MinimumDarkness", "_Cloud_Strength", "_Cloud_Density", "_Cloud_Cover", "_Cloud_Change" };
string[] cs = { "_DiffuseColor", "_ShadowDiffuseColor" };
var s = new System.Text.StringBuilder();
int diff = 0;
foreach (var f in fs) { float x = a.GetFloat(f), y = b.GetFloat(f); if (UnityEngine.Mathf.Abs(x - y) > 0.0001f) { diff++; s.Append(" " + f + " " + x + "→" + y); } }
foreach (var c in cs) { var x = a.GetColor(c); var y = b.GetColor(c); if (x != y) { diff++; s.Append(" " + c + " " + x + "→" + y); } }
var ka = string.Join(",", a.shaderKeywords); var kb = string.Join(",", b.shaderKeywords);
if (ka != kb) { diff++; s.Append(" kw [" + ka + "]→[" + kb + "]"); }
// 텍스처 임포트 성질
var ta = a.GetTexture("_BaseMap") as UnityEngine.Texture2D;
var tb = b.GetTexture("_BaseMap") as UnityEngine.Texture2D;
if (ta != null && tb != null)
s.Append(" | tex A " + ta.width + "x" + ta.height + "/" + ta.format + "/" + ta.filterMode + "/mip" + ta.mipmapCount
+ " B " + tb.width + "x" + tb.height + "/" + tb.format + "/" + tb.filterMode + "/mip" + tb.mipmapCount);
return (diff == 0 ? "값 차이 0" : "차이 " + diff + "건:") + s;
}
static void SwapMat(System.Collections.Generic.List<UnityEngine.Renderer> rs, UnityEngine.Material from, UnityEngine.Material to)
{
foreach (var r in rs)
{
var ms = r.sharedMaterials; bool hit = false;
for (int i = 0; i < ms.Length; i++) if (ms[i] == from) { ms[i] = to; hit = true; }
if (hit) r.sharedMaterials = ms;
}
}
static UnityEngine.Camera MakePd()
{
UnityEngine.Vector3 tgt = UnityEngine.Vector3.zero;
var pc = UnityEngine.GameObject.FindGameObjectWithTag("Player"); if (pc != null) tgt = pc.transform.position;
var go = UnityEngine.GameObject.Find("~816rAbPd"); if (go == null) go = new UnityEngine.GameObject("~816rAbPd");
var c = go.GetComponent<UnityEngine.Camera>(); if (c == null) c = go.AddComponent<UnityEngine.Camera>();
c.orthographic = false; c.fieldOfView = 60f; c.nearClipPlane = 0.1f; c.farClipPlane = 300f;
c.transform.rotation = UnityEngine.Quaternion.Euler(45f, 45f, 0f);
c.transform.position = tgt - c.transform.forward * 12f;
c.enabled = false; return c;
}
static UnityEngine.Texture2D Grab(UnityEngine.Camera cam, int w, int h)
{
var rt = new UnityEngine.RenderTexture(w, h, 24, UnityEngine.RenderTextureFormat.ARGB32, UnityEngine.RenderTextureReadWrite.sRGB);
rt.Create(); cam.targetTexture = rt; cam.Render();
var prev = UnityEngine.RenderTexture.active; UnityEngine.RenderTexture.active = rt;
var tex = new UnityEngine.Texture2D(w, h, UnityEngine.TextureFormat.RGB24, false);
tex.ReadPixels(new UnityEngine.Rect(0, 0, w, h), 0, 0); tex.Apply();
UnityEngine.RenderTexture.active = prev; cam.targetTexture = null;
rt.Release(); UnityEngine.Object.DestroyImmediate(rt);
return tex;
}
static void L(string s) { sb.AppendLine(s); Flush(); }
static void Flush()
{
System.IO.File.WriteAllText("AgentScripts/WL816r_AB.txt", sb.ToString());
UnityEngine.Debug.Log("[816r ab]\n" + sb.ToString());
}
}

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// WL816t_Bake.cs — 검기 호 ↔ 무기 정합 실측·재베이크 (PD #816t)
// unity command run_script --file AgentScripts/WL816t_Bake.cs --entry WL816t_Bake.Probe --args "[10101, false]"
// unity command run_script --file AgentScripts/WL816t_Bake.cs --entry WL816t_Bake.Probe --args "[10101, true]" (SO 기록)
//
// WL804_Bake 와 같은 수식(SlashArcMeasure)·같은 프리뷰 샘플링을 쓰되 **런타임과 같은 캐릭터**로 잰다.
// · WL804_Bake : Assets/Res_Addr/PC/Ai01.prefab · root scale 1 · 무기 localScale 1 · root.InverseTransformPoint(스케일 포함)
// · 런타임 : WLCharacterSwapSettings.Resolve("Ai01") = LH_M05 · root scale = f_Scale × heightCompensation
// · 무기 = WLWeaponFitter.Fit(targetRatio 0.6) · ToLocalPos = 회전만(스케일 제외)
// 두 좌표계가 달라서 베이크 행이 현재 캐릭터의 칼끝 원과 어긋난다 — 그 편차를 재고 새 행을 만든다.
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using WL.Combat;
public static class WL816t_Bake
{
const string SettingsPath = "Assets/WL/Settings/Resources/WL/SlashTrailSettings.asset";
const string ClassConfigJson = "Assets/ResWork/Table/Export/ClassConfig.json";
const string AnimDir = "Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack{0}_S.FBX";
const float BakedQuality = 50f;
class Row
{
public int stage; public string clipName;
public Vector3 pivot, normal, bisector, startDir; public float tipR, hiltR, sweep, path, fitQ, q;
public Vector3 tipMid; // 스윙 중간 프레임의 칼끝(런타임 로컬)
public string src;
}
static readonly int[] Classes = { 10101, 10102, 10501, 10502 };
public static object Probe(int classId, bool apply) { return Run(classId, apply, true); }
public static object ProbeAll()
{
var sb = new StringBuilder();
foreach (var c in Classes) sb.AppendLine(Run(c, false, false));
return sb.ToString();
}
public static object ApplyAll()
{
var sb = new StringBuilder();
foreach (var c in Classes) sb.AppendLine(Run(c, true, false));
return sb.ToString();
}
/// <summary>공격 범위 정합 스위치 on/off + 배수. 되돌리기 = Set(false, 1)</summary>
public static object SetRangeFit(bool on, float rangeScale)
{
var s = AssetDatabase.LoadAssetAtPath<SlashTrailSettings>(SettingsPath);
if (s == null) return "설정 에셋 없음";
string before = string.Format("before: arcFitAttackRange={0} arcRangeScale={1:F2} arcSizeScale={2:F2}", s.arcFitAttackRange, s.arcRangeScale, s.arcSizeScale);
s.arcFitAttackRange = on; s.arcRangeScale = rangeScale;
EditorUtility.SetDirty(s); AssetDatabase.SaveAssets();
return before + string.Format(" → after: arcFitAttackRange={0} arcRangeScale={1:F2} arcSizeScale={2:F2}", s.arcFitAttackRange, s.arcRangeScale, s.arcSizeScale);
}
/// <summary>공격 범위(사거리) 정적 검산 — 런타임 ResolveAttackReach 와 같은 SOT.</summary>
public static object Reach(int classId)
{
float atk = 0f;
var arr = Newtonsoft.Json.Linq.JArray.Parse(System.IO.File.ReadAllText(ClassConfigJson));
foreach (var row in arr) { if ((string)row["n_ClassID"] == classId.ToString()) { float.TryParse((string)row["f_AttackRange"], out atk); break; } }
float margin = WL.Settings.WLTargetingSettings.ImmediateAttackMargin;
return string.Format("class {0} · f_AttackRange={1:F2} + AttackRange_Up(평시 0) + immediateAttackMargin={2:F2} = reach {3:F2} m", classId, atk, margin, atk + margin);
}
static string Run(int classId, bool apply, bool table)
{
var sb = new StringBuilder();
var settings = AssetDatabase.LoadAssetAtPath<SlashTrailSettings>(SettingsPath);
if (settings == null) return "설정 에셋 없음";
// ── ClassConfig (C45 · 상수 금지) ────────────────────────────────────
string weaponName = null; int socketIndex = -1; float fScale = 1f, atkRange = 0f;
try
{
var arr = Newtonsoft.Json.Linq.JArray.Parse(System.IO.File.ReadAllText(ClassConfigJson));
foreach (var row in arr)
{
if ((string)row["n_ClassID"] != classId.ToString()) continue;
weaponName = (string)row["s_WeaponRHPrefab"]; socketIndex = int.Parse((string)row["n_WeaponRHIndex"]);
if (string.IsNullOrEmpty(weaponName)) { weaponName = (string)row["s_WeaponLHPrefab"]; socketIndex = int.Parse((string)row["n_WeaponLHIndex"]); }
float.TryParse((string)row["f_Scale"], out fScale);
float.TryParse((string)row["f_AttackRange"], out atkRange);
break;
}
}
catch (System.Exception ex) { return "ClassConfig parse fail: " + ex.Message; }
if (string.IsNullOrEmpty(weaponName) || socketIndex < 0) return "class " + classId + " weapon not found";
// ── 런타임과 같은 PC 프리팹·스케일 ──────────────────────────────────
string pcName = WL.Character.WLCharacterSwapSettings.Resolve("Ai01");
float heightComp = WL.Character.WLCharacterSwapSettings.HeightCompensation;
string pcPath = "Assets/Res_Addr/PC/" + pcName + ".prefab";
var model = AssetDatabase.LoadAssetAtPath<GameObject>(pcPath);
var weaponPrefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Res_Addr/Weapon/" + weaponName + ".prefab");
if (model == null || weaponPrefab == null) return "load fail pc=" + pcPath + " weapon=" + weaponName;
float rootScale = Mathf.Max(fScale, 0.01f) * Mathf.Max(heightComp, 0.01f);
sb.AppendLine(string.Format("== class {0} · PC {1}(swap:{2}) rootScale={3:F4}(f_Scale {4:F2} × heightComp {5:F4}) · weapon {6}@{7} · f_AttackRange={8:F2}",
classId, pcName, pcName != "Ai01", rootScale, fScale, heightComp, weaponName, socketIndex, atkRange));
var scene = EditorSceneManager.NewPreviewScene();
bool animMode = false;
var rows = new List<Row>();
try
{
var go = (GameObject)PrefabUtility.InstantiatePrefab(model, scene);
go.transform.position = Vector3.zero; go.transform.rotation = Quaternion.identity;
go.transform.localScale = Vector3.one * rootScale;
var pc = go.GetComponentInChildren<PCActor>(true);
if (pc == null || pc.tfs_weapon == null || socketIndex >= pc.tfs_weapon.Length) return sb + "\ntfs_weapon missing";
var socket = pc.tfs_weapon[socketIndex];
var w = (GameObject)PrefabUtility.InstantiatePrefab(weaponPrefab, scene);
w.transform.SetParent(socket, false);
w.transform.localPosition = Vector3.zero; w.transform.localRotation = Quaternion.identity; w.transform.localScale = Vector3.one;
// ── 814p 무기 축소(런타임과 동일 경로) ──────────────────────────
var fitter = go.GetComponent<WL.Character.WLWeaponFitter>();
if (fitter == null) fitter = go.AddComponent<WL.Character.WLWeaponFitter>();
float wk = fitter.Fit(w.transform, socket);
sb.AppendLine(string.Format(" 무기 보정 ×{0:F4} (WLWeaponFitter.Fit · targetRatio={1:F2})", wk, WL.Character.WLWeaponFitSettings.ResolveRatio(w.name)));
// ── 칼자루/칼끝 로컬(WL804_Bake·MeasureSlot 과 같은 규칙) ────────
Renderer best = null; Mesh bestMesh = null; float bestExtent = 0f;
foreach (var r in socket.GetComponentsInChildren<Renderer>(true))
{
var mf2 = r.GetComponent<MeshFilter>(); var smr = r as SkinnedMeshRenderer;
var mesh = smr != null ? smr.sharedMesh : (mf2 != null ? mf2.sharedMesh : null);
if (mesh == null) continue;
var ws = Vector3.Scale(mesh.bounds.size, Abs(r.transform.lossyScale));
float longest = Mathf.Max(ws.x, Mathf.Max(ws.y, ws.z));
if (longest > bestExtent) { bestExtent = longest; best = r; bestMesh = mesh; }
}
if (best == null) return sb + "\nno renderer under socket";
var b = bestMesh.bounds; var size = Vector3.Scale(b.size, Abs(best.transform.lossyScale));
int axis = size.x >= size.y && size.x >= size.z ? 0 : (size.y >= size.z ? 1 : 2);
Vector3 axisDir = Vector3.zero; axisDir[axis] = 1f;
Vector3 eA = best.transform.TransformPoint(b.center - axisDir * b.extents[axis]);
Vector3 eB = best.transform.TransformPoint(b.center + axisDir * b.extents[axis]);
bool aIsHilt = (eA - socket.position).sqrMagnitude <= (eB - socket.position).sqrMagnitude;
Vector3 hiltLocal = socket.InverseTransformPoint(aIsHilt ? eA : eB);
Vector3 tipLocal = socket.InverseTransformPoint(aIsHilt ? eB : eA);
sb.AppendLine(string.Format(" 무기 월드 길이 {0:F3} m · 칼끝-자루 {1:F3} m", bestExtent,
Vector3.Distance(socket.TransformPoint(tipLocal), socket.TransformPoint(hiltLocal))));
var anim = go.GetComponentInChildren<Animator>();
var animGo = anim.gameObject; anim.applyRootMotion = false;
var root = go.transform;
AnimationMode.StartAnimationMode(); animMode = true;
for (int stage = 1; stage <= 3; stage++)
{
var fbx = string.Format(AnimDir, stage);
var clips = AssetDatabase.LoadAllAssetsAtPath(fbx).OfType<AnimationClip>().Where(c => !c.name.StartsWith("__preview")).ToArray();
var clip = clips.FirstOrDefault(c => c.name == "Attack" + stage + "_S_" + classId) ?? clips.FirstOrDefault(c => c.name.StartsWith("Attack" + stage));
if (clip == null) { sb.AppendLine(" [" + stage + "타] 클립 없음 " + fbx); continue; }
// 클립 전체를 60 Hz 로 훑고 런타임과 같은 속도 트림으로 스윙 구간만 남긴다
int n0 = Mathf.Max(8, Mathf.RoundToInt(clip.length * 60f) + 1);
var tAll = new Vector3[n0]; var hAll = new Vector3[n0];
for (int i = 0; i < n0; i++)
{
float t = clip.length * i / (n0 - 1);
AnimationMode.BeginSampling();
AnimationMode.SampleAnimationClip(animGo, clip, t);
AnimationMode.EndSampling();
// 🔴 런타임 ToLocalPos 와 동일 = 회전만(스케일 제외)
tAll[i] = Quaternion.Inverse(root.rotation) * (socket.TransformPoint(tipLocal) - root.position);
hAll[i] = Quaternion.Inverse(root.rotation) * (socket.TransformPoint(hiltLocal) - root.position);
}
int lo = 0, hi = n0 - 1;
float ratio = settings.swingTrimSpeedRatio;
if (ratio > 0f)
{
float maxStep = 0f; var step = new float[n0];
for (int i = 1; i < n0; i++) { step[i] = Vector3.Distance(tAll[i], tAll[i - 1]); if (step[i] > maxStep) maxStep = step[i]; }
float th = maxStep * ratio; int f = -1, l = -1;
for (int i = 1; i < n0; i++) if (step[i] >= th) { if (f < 0) f = i - 1; l = i; }
if (f >= 0 && l > f) { lo = f; hi = l; }
}
int n = hi - lo + 1;
if (n < 3) { lo = 0; hi = n0 - 1; n = n0; }
var tips = new Vector3[n]; var hilts = new Vector3[n];
for (int i = 0; i < n; i++) { tips[i] = tAll[lo + i]; hilts[i] = hAll[lo + i]; }
// ── #816v 감아올리기 트림 (런타임 MeasureSwingCalibration 과 같은 헬퍼) ──
int nBefore = n;
if (settings.arcTrimWindupWrap)
n = SlashArcMeasure.TrimWindupWrap(tips, n, settings.arcFitMaxDeviation, Mathf.Max(settings.arcMinSamples, 3));
hi = lo + n - 1;
float fullPath = 0f; Vector3 pd = (tips[0] - hilts[0]).normalized; float bladeAng = 0f;
for (int i = 1; i < n; i++)
{
fullPath += Vector3.Distance(tips[i], tips[i - 1]);
var d = (tips[i] - hilts[i]).normalized; bladeAng += Vector3.Angle(pd, d); pd = d;
}
var fit = SlashArcMeasure.FitArcOrdered(tips, n);
if (!fit.valid) { sb.AppendLine(" [" + stage + "타] 원 피팅 실패 (n=" + n + ")"); continue; }
Vector3 nrm = fit.normal, pivot = fit.center;
float tipR = SlashArcMeasure.MeanRadius(tips, n, pivot, nrm);
float hiltR = SlashArcMeasure.MeanRadius(hilts, n, pivot, nrm);
float dev = SlashArcMeasure.RadiusDeviation(tips, n, pivot, nrm, tipR);
string pivotSrc = "칼끝원";
if (tipR < 1e-3f || tipR <= hiltR * 1.15f || dev > tipR * Mathf.Max(settings.arcFitMaxDeviation, 0.01f))
{
Vector3 tc = SlashArcMeasure.CentroidOnPlane(tips, n, nrm, tips[0]);
pivot = SlashArcMeasure.CentroidOnPlane(hilts, n, nrm, tc);
tipR = SlashArcMeasure.MeanRadius(tips, n, pivot, nrm);
hiltR = SlashArcMeasure.MeanRadius(hilts, n, pivot, nrm);
pivotSrc = "손잡이중심";
}
Vector3 sd2, bis; float sweep;
if (!SlashArcMeasure.RecomputeAboutPivot(tips, n, pivot, ref nrm, out sd2, out bis, out sweep))
{ sb.AppendLine(" [" + stage + "타] RecomputeAboutPivot 실패"); continue; }
float fitQ = Mathf.Clamp01(1f - (dev / Mathf.Max(tipR, 1e-3f)) * 2f);
rows.Add(new Row
{
stage = stage, clipName = "Effect_Slash_" + classId + "_" + stage,
pivot = pivot, normal = nrm, bisector = bis, startDir = sd2,
tipR = tipR, hiltR = hiltR, sweep = sweep, path = fullPath, fitQ = fitQ,
q = fullPath * Mathf.Max(fitQ, 0.05f), tipMid = tips[n / 2],
src = string.Format("wl816v {0:yyyy-MM-dd HH:mm} {1} f{2}~f{3}/{4}@60Hz n={5}(감아올리기트림 {17}→{5}) PC={6} rootScale={7:F4} weaponK={8:F4} path={9:F2} bladeAng={10:F0}° sweep={11:F1}° pivot={12} tipR={13:F3} hiltR={14:F3} dev={15:F3} fitQ={16:F2} (런타임 로컬=회전만)",
System.DateTime.Now, clip.name, lo, hi, n0 - 1, n, pcName, rootScale, wk, fullPath, bladeAng, sweep, pivotSrc, tipR, hiltR, dev, fitQ, nBefore)
});
}
AnimationMode.StopAnimationMode(); animMode = false;
// ── 비교 + 8방향 편차 ───────────────────────────────────────────
sb.AppendLine("");
sb.AppendLine("clip | old pivot(로컬) tipR | new pivot(로컬) tipR | Δpivot(m) ΔtipR(m) Δnormal(°)");
var cams = CamBasis();
var devTable = new StringBuilder();
foreach (var r in rows)
{
var old = settings.FindCalibration(classId, r.clipName);
if (old == null) { sb.AppendLine(string.Format("{0,-23} | (없음) | {1} {2:F3} | -", r.clipName, V(r.pivot), r.tipR)); continue; }
float dPiv = Vector3.Distance(old.pivot, r.pivot);
float dTip = r.tipR - old.tipRadius;
float dNrm = Vector3.Angle(old.planeNormal, r.normal);
sb.AppendLine(string.Format("{0,-23} | {1} {2:F3} | {3} {4:F3} | {5:F3} {6:+0.000;-0.000} {7:F1}",
r.clipName, V(old.pivot), old.tipRadius, V(r.pivot), r.tipR, dPiv, dTip, dNrm));
// 8방향: 구 행으로 배치한 호의 중심/테두리 vs 실제 칼끝
if (!table) continue;
devTable.AppendLine(" " + r.clipName);
devTable.AppendLine(" yaw | Δ중심(m) 화면Δ가로(m) 화면Δ세로(m) | 칼끝-호테두리 반경차(m)");
for (int k = 0; k < 8; k++)
{
float yaw = k * 45f;
var rot = Quaternion.Euler(0f, yaw, 0f);
Vector3 oldPivW = rot * old.pivot; // root at origin
Vector3 newPivW = rot * r.pivot;
Vector3 tipW = rot * r.tipMid;
Vector3 d = oldPivW - newPivW;
float radialGap = Vector3.Distance(tipW, oldPivW) - old.tipRadius * Mathf.Max(settings.arcSizeScale, 0.01f);
devTable.AppendLine(string.Format(" {0,3:F0} | {1:F3} {2,8:+0.000;-0.000} {3,8:+0.000;-0.000} | {4,8:+0.000;-0.000}",
yaw, d.magnitude, Vector3.Dot(d, cams[0]), Vector3.Dot(d, cams[1]), radialGap));
}
}
sb.AppendLine("");
sb.AppendLine("8방향 편차(카메라 기준 · PD 구도 yaw45 내려보기 45°)");
sb.Append(devTable);
if (apply)
{
int removed = 0;
foreach (var r in rows)
{
removed += settings.swingCalibrations.RemoveAll(c => c != null && c.classId == classId && c.clipName == r.clipName);
settings.swingCalibrations.Add(new SwingCalibration
{
classId = classId, clipName = r.clipName, kind = SwingKind.Swing,
planeNormal = r.normal, bisector = r.bisector, startDir = r.startDir,
pivot = r.pivot, tipRadius = r.tipR, hiltRadius = r.hiltR, sweepDeg = r.sweep,
stabAxis = Vector3.forward, stabStart = r.pivot, stabLength = Mathf.Max(r.tipR, 1e-3f),
quality = Mathf.Max(BakedQuality, r.q), source = r.src
});
}
EditorUtility.SetDirty(settings);
AssetDatabase.SaveAssets();
sb.AppendLine(string.Format("APPLIED {0}행 (기존 {1}행 교체 · 총 {2}행)", rows.Count, removed, settings.swingCalibrations.Count));
}
else sb.AppendLine("(dry)");
}
finally
{
if (animMode) AnimationMode.StopAnimationMode();
EditorSceneManager.ClosePreviewScene(scene);
}
return sb.ToString();
}
/// <summary>PD 구도(비스듬히 내려보는 카메라)의 화면 가로·세로 축(월드).</summary>
static Vector3[] CamBasis()
{
var rot = Quaternion.Euler(45f, 45f, 0f);
return new[] { rot * Vector3.right, rot * Vector3.up };
}
static string V(Vector3 v) { return string.Format("({0,6:F3},{1,6:F3},{2,6:F3})", v.x, v.y, v.z); }
static Vector3 Abs(Vector3 v) { return new Vector3(Mathf.Abs(v.x), Mathf.Abs(v.y), Mathf.Abs(v.z)); }
}

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@ -1,156 +0,0 @@
// WL816t_Cap.cs — 8방향 격자 · 3타 연속 캡처 (에디트 모드 · Play 없음)
// unity command run_script --file AgentScripts/WL816t_Cap.cs --entry WL816t_Cap.Grid8 --args "[10101, 2, \"Screenshots_WL/WL816t_before_8dir.png\"]"
// unity command run_script --file AgentScripts/WL816t_Cap.cs --entry WL816t_Cap.Combo3 --args "[10101, \"Screenshots_WL/WL816t_after_combo.png\"]"
// PlaceArc 와 같은 수식으로 실제 Effect_WLSwingArc 프리팹을 배치하고 ParticleSystem.Simulate 로 굽는다.
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
using WL.Combat;
public static class WL816t_Cap
{
const string SettingsPath = "Assets/WL/Settings/Resources/WL/SlashTrailSettings.asset";
const string ClassConfigJson = "Assets/ResWork/Table/Export/ClassConfig.json";
const string ArcPrefab = "Assets/Res_Addr/Effect/Effect_WLSwingArc.prefab";
public static object Grid8(int classId, int stage, string outPath) { return Build(classId, new[] { stage }, true, outPath); }
public static object Combo3(int classId, string outPath) { return Build(classId, new[] { 1, 2, 3 }, false, outPath); }
static string Build(int classId, int[] stages, bool grid8, string outPath)
{
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
var settings = AssetDatabase.LoadAssetAtPath<SlashTrailSettings>(SettingsPath);
var arcGo = AssetDatabase.LoadAssetAtPath<GameObject>(ArcPrefab);
if (settings == null || arcGo == null) return "load fail";
string weaponName = null; int socketIndex = -1; float fScale = 1f, atkRange = 0f;
var arr = Newtonsoft.Json.Linq.JArray.Parse(System.IO.File.ReadAllText(ClassConfigJson));
foreach (var row in arr)
{
if ((string)row["n_ClassID"] != classId.ToString()) continue;
weaponName = (string)row["s_WeaponRHPrefab"]; socketIndex = int.Parse((string)row["n_WeaponRHIndex"]);
if (string.IsNullOrEmpty(weaponName)) { weaponName = (string)row["s_WeaponLHPrefab"]; socketIndex = int.Parse((string)row["n_WeaponLHIndex"]); }
float.TryParse((string)row["f_Scale"], out fScale); float.TryParse((string)row["f_AttackRange"], out atkRange);
break;
}
string pcName = WL.Character.WLCharacterSwapSettings.Resolve("Ai01");
float rootScale = fScale * WL.Character.WLCharacterSwapSettings.HeightCompensation;
var model = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Res_Addr/PC/" + pcName + ".prefab");
var weaponPrefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Res_Addr/Weapon/" + weaponName + ".prefab");
if (model == null || weaponPrefab == null) return "pc/weapon load fail";
float reach = settings.arcFitAttackRange ? (atkRange + WL.Settings.WLTargetingSettings.ImmediateAttackMargin) * settings.arcRangeScale : 0f;
var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
var log = new System.Text.StringBuilder();
try
{
var lightGo = new GameObject("Sun"); var lt = lightGo.AddComponent<Light>();
lt.type = LightType.Directional; lt.intensity = 1.2f; lightGo.transform.rotation = Quaternion.Euler(50f, -30f, 0f);
var ground = GameObject.CreatePrimitive(PrimitiveType.Plane);
ground.transform.localScale = Vector3.one * 5f; ground.name = "Ground";
int cols = grid8 ? 4 : stages.Length;
int cells = grid8 ? 8 : stages.Length;
float pitch = 3.2f;
var pss = new List<ParticleSystem>();
for (int i = 0; i < cells; i++)
{
float yaw = grid8 ? i * 45f : 0f;
int stage = grid8 ? stages[0] : stages[i];
var cal = settings.FindCalibration(classId, "Effect_Slash_" + classId + "_" + stage);
if (cal == null) { log.AppendLine("cal 없음 stage " + stage); continue; }
Vector3 cell = new Vector3((i % cols) * pitch - (cols - 1) * pitch * 0.5f, 0f, -(i / cols) * pitch);
var go = (GameObject)PrefabUtility.InstantiatePrefab(model);
go.transform.position = cell; go.transform.rotation = Quaternion.Euler(0f, yaw, 0f);
go.transform.localScale = Vector3.one * rootScale;
var pc = go.GetComponentInChildren<PCActor>(true);
var socket = pc.tfs_weapon[socketIndex];
var w = (GameObject)PrefabUtility.InstantiatePrefab(weaponPrefab);
w.transform.SetParent(socket, false);
w.transform.localPosition = Vector3.zero; w.transform.localRotation = Quaternion.identity; w.transform.localScale = Vector3.one;
var fitter = go.GetComponent<WL.Character.WLWeaponFitter>() ?? go.AddComponent<WL.Character.WLWeaponFitter>();
fitter.Fit(w.transform, socket);
FreezeAtSwingMid(go, classId, stage);
// ── PlaceArc 와 같은 수식 ────────────────────────────────────
var geo = settings.FindGeometry("Effect_WLSwingArc");
if (geo == null || !geo.arcValid) { log.AppendLine("geo 없음"); continue; }
var fx = (GameObject)PrefabUtility.InstantiatePrefab(arcGo);
Quaternion rootRot = go.transform.rotation; Vector3 rootPos = go.transform.position;
Vector3 nW = (rootRot * cal.planeNormal).normalized;
Vector3 bW = rootRot * cal.bisector; bW -= nW * Vector3.Dot(bW, nW); bW.Normalize();
Vector3 pivotW = rootPos + rootRot * cal.pivot;
float s = cal.tipRadius / geo.arcRadiusOuter;
if (reach > 0.01f) s = reach / geo.arcRadiusOuter;
s *= Mathf.Max(settings.arcSizeScale, 0.01f);
Quaternion frame = Quaternion.LookRotation(geo.arcNormal, geo.arcBisector);
Quaternion rot = Quaternion.LookRotation(nW, bW) * Quaternion.Inverse(frame);
fx.transform.rotation = rot;
fx.transform.localScale = Vector3.one * s;
fx.transform.position = pivotW + nW * settings.arcPlaneOffset + bW * settings.arcRadialOffset - rot * (geo.arcCenter * s);
fx.SetActive(true);
foreach (var tr in fx.GetComponentsInChildren<Transform>(true)) tr.gameObject.SetActive(true);
foreach (var r in fx.GetComponentsInChildren<Renderer>(true)) r.enabled = true;
foreach (var ps in fx.GetComponentsInChildren<ParticleSystem>(true)) pss.Add(ps);
if (i == 0) log.AppendLine(" fx: ps=" + fx.GetComponentsInChildren<ParticleSystem>(true).Length
+ " rend=" + fx.GetComponentsInChildren<Renderer>(true).Length
+ " mesh=" + fx.GetComponentsInChildren<MeshRenderer>(true).Length);
log.AppendLine(string.Format(" yaw {0,3:F0} stage {1} · s={2:F3} r={3:F3} pivotW={4}", yaw, stage, s, geo.arcRadiusOuter * s, pivotW.ToString("F2")));
}
int alive = 0;
foreach (var ps in pss) { ps.Simulate(0.12f, true, true, false); alive += ps.particleCount; }
log.AppendLine(" particles alive = " + alive + " (ps " + pss.Count + "개)");
// ── 카메라 (PD 구도 · 비스듬히 내려보기) ────────────────────────
var camGo = new GameObject("CapCam"); var cam = camGo.AddComponent<Camera>();
cam.clearFlags = CameraClearFlags.SolidColor; cam.backgroundColor = new Color(0.12f, 0.13f, 0.16f);
float span = grid8 ? 12f : 6f;
camGo.transform.rotation = Quaternion.Euler(38f, 0f, 0f);
Vector3 focus = new Vector3(0f, 0.9f, grid8 ? -pitch * 0.5f : 0f);
camGo.transform.position = focus - camGo.transform.forward * span;
cam.fieldOfView = 45f;
string full = System.IO.Path.Combine(System.IO.Directory.GetCurrentDirectory(), outPath);
System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(full));
var rt = new RenderTexture(1600, 900, 24, RenderTextureFormat.ARGB32);
cam.targetTexture = rt; cam.Render();
RenderTexture.active = rt;
var tex = new Texture2D(1600, 900, TextureFormat.RGB24, false);
tex.ReadPixels(new Rect(0, 0, 1600, 900), 0, 0); tex.Apply();
RenderTexture.active = null; cam.targetTexture = null;
System.IO.File.WriteAllBytes(full, tex.EncodeToPNG());
Object.DestroyImmediate(tex); rt.Release(); Object.DestroyImmediate(rt);
log.AppendLine("SAVED " + full + " · reach=" + reach.ToString("F2") + " · arcFitAttackRange=" + settings.arcFitAttackRange);
}
finally { }
return log.ToString();
}
static void FreezeAtSwingMid(GameObject go, int classId, int stage)
{
var fbx = string.Format("Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack{0}_S.FBX", stage);
var clips = AssetDatabase.LoadAllAssetsAtPath(fbx).OfType<AnimationClip>().Where(c => !c.name.StartsWith("__preview")).ToArray();
var clip = clips.FirstOrDefault(c => c.name == "Attack" + stage + "_S_" + classId) ?? clips.FirstOrDefault(c => c.name.StartsWith("Attack" + stage));
if (clip == null) return;
var anim = go.GetComponentInChildren<Animator>();
if (anim == null) return;
anim.applyRootMotion = false;
var bones = go.GetComponentsInChildren<Transform>(true);
var trs = new Vector3[bones.Length]; var rots = new Quaternion[bones.Length]; var scl = new Vector3[bones.Length];
AnimationMode.StartAnimationMode();
AnimationMode.BeginSampling();
AnimationMode.SampleAnimationClip(anim.gameObject, clip, clip.length * 0.42f);
AnimationMode.EndSampling();
for (int i = 0; i < bones.Length; i++) { trs[i] = bones[i].localPosition; rots[i] = bones[i].localRotation; scl[i] = bones[i].localScale; }
AnimationMode.StopAnimationMode();
anim.enabled = false;
for (int i = 0; i < bones.Length; i++) { bones[i].localPosition = trs[i]; bones[i].localRotation = rots[i]; bones[i].localScale = scl[i]; }
}
}

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@ -1,362 +0,0 @@
// WL816v_Probe.cs — 1타 검기 정합 원인 실측 (PD #816v)
// unity command run_script --file AgentScripts/WL816v_Probe.cs --entry WL816v_Probe.Events --args "[10101]"
// unity command run_script --file AgentScripts/WL816v_Probe.cs --entry WL816v_Probe.Windows --args "[10101]"
//
// 목적: 베이크 행(클립 전체 속도트림 구간)과 **런타임이 실제로 이펙트를 띄우는 순간부터의 구간**
// (ShowEffect 이벤트 → +swingWindowNormalized) 의 호 피팅이 타별로 얼마나 다른지 잰다.
// WL816t_Bake 와 같은 캐릭터·스케일·무기보정·로컬 규약(회전만)을 쓴다.
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using WL.Combat;
public static class WL816v_Probe
{
const string SettingsPath = "Assets/WL/Settings/Resources/WL/SlashTrailSettings.asset";
const string ClassConfigJson = "Assets/ResWork/Table/Export/ClassConfig.json";
const string AnimDir = "Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack{0}_S.FBX";
static Vector3 Abs(Vector3 v) { return new Vector3(Mathf.Abs(v.x), Mathf.Abs(v.y), Mathf.Abs(v.z)); }
static string V(Vector3 v) { return string.Format("({0,6:F3},{1,6:F3},{2,6:F3})", v.x, v.y, v.z); }
/// <summary>클립별 애니메이션 이벤트 전수 — ShowEffect 시각·문자열 파라미터.</summary>
public static object Events(int classId)
{
var sb = new StringBuilder();
var settings = AssetDatabase.LoadAssetAtPath<SlashTrailSettings>(SettingsPath);
for (int stage = 1; stage <= 3; stage++)
{
var fbx = string.Format(AnimDir, stage);
var clips = AssetDatabase.LoadAllAssetsAtPath(fbx).OfType<AnimationClip>().Where(c => !c.name.StartsWith("__preview")).ToArray();
var clip = clips.FirstOrDefault(c => c.name == "Attack" + stage + "_S_" + classId) ?? clips.FirstOrDefault(c => c.name.StartsWith("Attack" + stage));
if (clip == null) { sb.AppendLine(stage + "타 클립 없음 " + fbx); continue; }
sb.AppendLine(string.Format("[{0}타] {1} len={2:F3}s frameRate={3:F0}", stage, clip.name, clip.length, clip.frameRate));
foreach (var ev in AnimationUtility.GetAnimationEvents(clip))
sb.AppendLine(string.Format(" ev {0,-14} t={1:F4}s norm={2:F4} int={3} str='{4}' float={5:F3}",
ev.functionName, ev.time, clip.length > 0 ? ev.time / clip.length : 0f, ev.intParameter, ev.stringParameter, ev.floatParameter));
if (settings != null)
{
foreach (var ev in AnimationUtility.GetAnimationEvents(clip))
{
if (ev.functionName != "ShowEffect" || string.IsNullOrEmpty(ev.stringParameter)) continue;
var cal = settings.FindCalibration(classId, ev.stringParameter);
sb.AppendLine(string.Format(" → FindCalibration({0},'{1}') = {2}", classId, ev.stringParameter,
cal == null ? "없음(런타임 실측 폴백)" : string.Format("pivot{0} tipR={1:F3} sweep={2:F1}deg kind={3}", V(cal.pivot), cal.tipRadius, cal.sweepDeg, cal.kind)));
}
}
}
sb.AppendLine(string.Format("settings: swingWindowNormalized={0:F3} swingTrimSpeedRatio={1:F3} arcFitAttackRange={2} arcRangeScale={3:F2}",
settings.swingWindowNormalized, settings.swingTrimSpeedRatio, settings.arcFitAttackRange, settings.arcRangeScale));
return sb.ToString();
}
class Fit
{
public bool ok; public Vector3 pivot, normal, bisector, startDir; public float tipR, hiltR, sweep, path, bladeAng, dev; public int lo, hi, n;
}
static Fit FitRange(Vector3[] tAll, Vector3[] hAll, int lo, int hi, SlashTrailSettings settings)
{
var f = new Fit { lo = lo, hi = hi };
int n = hi - lo + 1;
if (n < 3) return f;
var tips = new Vector3[n]; var hilts = new Vector3[n];
for (int i = 0; i < n; i++) { tips[i] = tAll[lo + i]; hilts[i] = hAll[lo + i]; }
f.n = n;
Vector3 pd = (tips[0] - hilts[0]).normalized;
for (int i = 1; i < n; i++)
{
f.path += Vector3.Distance(tips[i], tips[i - 1]);
var d = (tips[i] - hilts[i]).normalized; f.bladeAng += Vector3.Angle(pd, d); pd = d;
}
var fit = SlashArcMeasure.FitArcOrdered(tips, n);
if (!fit.valid) return f;
Vector3 nrm = fit.normal, pivot = fit.center;
float tipR = SlashArcMeasure.MeanRadius(tips, n, pivot, nrm);
float hiltR = SlashArcMeasure.MeanRadius(hilts, n, pivot, nrm);
float dev = SlashArcMeasure.RadiusDeviation(tips, n, pivot, nrm, tipR);
if (tipR < 1e-3f || tipR <= hiltR * 1.15f || dev > tipR * 0.25f)
{
Vector3 tc = SlashArcMeasure.CentroidOnPlane(tips, n, nrm, tips[0]);
pivot = SlashArcMeasure.CentroidOnPlane(hilts, n, nrm, tc);
tipR = SlashArcMeasure.MeanRadius(tips, n, pivot, nrm);
hiltR = SlashArcMeasure.MeanRadius(hilts, n, pivot, nrm);
}
Vector3 sd2, bis; float sweep;
if (!SlashArcMeasure.RecomputeAboutPivot(tips, n, pivot, ref nrm, out sd2, out bis, out sweep)) return f;
f.ok = true; f.pivot = pivot; f.normal = nrm; f.bisector = bis; f.startDir = sd2;
f.tipR = tipR; f.hiltR = hiltR; f.sweep = sweep; f.dev = dev;
return f;
}
static int TrimLo(Vector3[] tAll, float ratio, out int hiOut)
{
int n0 = tAll.Length; int lo = 0, hi = n0 - 1;
if (ratio > 0f)
{
float maxStep = 0f; var step = new float[n0];
for (int i = 1; i < n0; i++) { step[i] = Vector3.Distance(tAll[i], tAll[i - 1]); if (step[i] > maxStep) maxStep = step[i]; }
float th = maxStep * ratio; int f = -1, l = -1;
for (int i = 1; i < n0; i++) if (step[i] >= th) { if (f < 0) f = i - 1; l = i; }
if (f >= 0 && l > f) { lo = f; hi = l; }
}
hiOut = hi; return lo;
}
/// <summary>새 SO 필드를 에셋에 직렬화한다(기본값이 파일에 보이도록).</summary>
public static object SaveCoreSettings()
{
var cfg = Resources.Load<WL.Combat.Core.WLCombatCoreSettings>(WL.Combat.Core.WLCombatCoreSettings.ResourcesPath);
if (cfg == null) return "WLCombatCoreSettings 없음";
EditorUtility.SetDirty(cfg); AssetDatabase.SaveAssets();
return string.Format("saved · hit1LookAtTarget={0} pattern='{1}' fn='{2}' poll={3:F2}",
cfg.hit1LookAtTarget, cfg.hit1ClipNamePattern, cfg.hit1EventFunctionName, cfg.hit1PollSeconds);
}
/// <summary>
/// 이슈 ① — 1타 LookAtTarget 런타임 주입을 **에디트 모드에서 같은 코드 경로로** 검증한다.
/// ① 컨트롤러가 물고 있는 Attack1/2/3 클립의 이벤트 전/후
/// ② Actor.LookAtTarget() = transform.LookAt(target) 의 정렬 각 오차 8방향 표
/// ③ 검증 뒤 FBX 재임포트로 메모리 변경 폐기(에셋 무오염)
/// </summary>
public static object Hit1(int classId)
{
var sb = new StringBuilder();
var cfg = Resources.Load<WL.Combat.Core.WLCombatCoreSettings>(WL.Combat.Core.WLCombatCoreSettings.ResourcesPath);
if (cfg == null) return "WLCombatCoreSettings 없음";
sb.AppendLine(string.Format("SO: hit1LookAtTarget={0} pattern='{1}' fn='{2}' poll={3:F2}s",
cfg.hit1LookAtTarget, cfg.hit1ClipNamePattern, cfg.hit1EventFunctionName, cfg.hit1PollSeconds));
// ── 컨트롤러 = ClassConfig s_AnimationController (C45) ──
string ctrlName = null;
var arr = Newtonsoft.Json.Linq.JArray.Parse(System.IO.File.ReadAllText(ClassConfigJson));
foreach (var row in arr)
if ((string)row["n_ClassID"] == classId.ToString()) { ctrlName = (string)row["s_AnimationController"]; break; }
if (string.IsNullOrEmpty(ctrlName)) return sb + "\ns_AnimationController 비어 있음";
string ctrlPath = null;
foreach (var g in AssetDatabase.FindAssets(System.IO.Path.GetFileNameWithoutExtension(ctrlName) + " t:AnimatorController"))
{
var p = AssetDatabase.GUIDToAssetPath(g);
if (System.IO.Path.GetFileNameWithoutExtension(p) == System.IO.Path.GetFileNameWithoutExtension(ctrlName)) { ctrlPath = p; break; }
}
if (ctrlPath == null) return sb + "\n컨트롤러 못 찾음: " + ctrlName;
var ctrl = AssetDatabase.LoadAssetAtPath<RuntimeAnimatorController>(ctrlPath);
sb.AppendLine("controller = " + ctrlPath + " · clips=" + ctrl.animationClips.Length);
string[] want = { "Attack1_S_" + classId, "Attack2_S_" + classId, "Attack3_S_" + classId };
System.Action<string> dump = tag =>
{
foreach (var wn in want)
foreach (var c in ctrl.animationClips)
{
if (c == null || c.name != wn) continue;
var names = new List<string>();
foreach (var e in c.events) names.Add(string.Format("{0}@{1:F4}s(int={2},str='{3}')", e.functionName, e.time, e.intParameter, e.stringParameter));
sb.AppendLine(string.Format(" [{0}] {1,-20} 이벤트 {2}개 : {3}", tag, c.name, c.events.Length, string.Join(" · ", names.ToArray())));
break;
}
};
dump("전");
int added = WL.Combat.Auto.Hit1LookAtTarget.Inject(ctrl.animationClips, classId, cfg.hit1ClipNamePattern);
sb.AppendLine(" Inject() → 주입 " + added + "건 · " + WL.Combat.Auto.Hit1LookAtTarget.LastResult);
dump("후");
// ── ② 정렬 각 오차 — Actor.LookAtTarget() 은 transform.LookAt(m_Target.Get_position()) ──
sb.AppendLine("");
sb.AppendLine("정렬 각 오차 (Actor.cs:2406 transform.LookAt · 대상 거리 = 공격 범위 1.70 m)");
sb.AppendLine(" 캐릭터yaw | 대상방위 | yaw오차 전 | yaw오차 후 | pitch 후(대상 높이차 0 / +0.5 m)");
var probe = new GameObject("WL816v_yawProbe");
try
{
float[] yaws = { 0, 45, 90, 135, 180, 225, 270, 315 };
for (int i = 0; i < yaws.Length; i++)
{
float charYaw = yaws[i];
float tgtYaw = (yaws[i] + 37f) % 360f; // 임의 비정렬(오차가 0 이 아닌 상태)
Vector3 tgt = Quaternion.Euler(0f, tgtYaw, 0f) * Vector3.forward * 1.70f;
probe.transform.position = Vector3.zero;
probe.transform.rotation = Quaternion.Euler(0f, charYaw, 0f);
float before = Mathf.Abs(Mathf.DeltaAngle(probe.transform.eulerAngles.y, tgtYaw));
probe.transform.LookAt(tgt);
float after = Mathf.Abs(Mathf.DeltaAngle(probe.transform.eulerAngles.y, tgtYaw));
float pitch0 = Mathf.DeltaAngle(0f, probe.transform.eulerAngles.x);
probe.transform.rotation = Quaternion.Euler(0f, charYaw, 0f);
probe.transform.LookAt(tgt + Vector3.up * 0.5f);
float pitchH = Mathf.DeltaAngle(0f, probe.transform.eulerAngles.x);
sb.AppendLine(string.Format(" {0,8:F0}° | {1,7:F0}° | {2,9:F2}° | {3,9:F2}° | {4:F2}° / {5:F2}°",
charYaw, tgtYaw, before, after, pitch0, pitchH));
}
}
finally { Object.DestroyImmediate(probe); }
// ── ③ 메모리 변경 폐기 — 임포트된 서브클립을 원본에서 다시 읽는다 ──
var fbxSet = new HashSet<string>();
foreach (var c in ctrl.animationClips)
{
var p = AssetDatabase.GetAssetPath(c);
if (!string.IsNullOrEmpty(p) && p.EndsWith(".FBX", System.StringComparison.OrdinalIgnoreCase)) fbxSet.Add(p);
}
foreach (var p in fbxSet) AssetDatabase.ImportAsset(p, ImportAssetOptions.ForceUpdate);
sb.AppendLine("");
sb.AppendLine("메모리 변경 폐기 — FBX 재임포트 " + fbxSet.Count + "건");
dump("원복");
return sb.ToString();
}
/// <summary>창 후보 전수 스캔 — 시작 프레임 × 끝 프레임별 칼끝 원 피팅 품질.</summary>
public static object Scan(int classId, int stage) { return Windows(classId, stage); }
/// <summary>베이크 창(클립 전체 속도트림) vs 런타임 창(ShowEffect → +swingWindowNormalized) 비교.</summary>
public static object Windows(int classId) { return Windows(classId, 0); }
public static object Windows(int classId, int scanStage)
{
var sb = new StringBuilder();
var settings = AssetDatabase.LoadAssetAtPath<SlashTrailSettings>(SettingsPath);
if (settings == null) return "설정 에셋 없음";
string weaponName = null; int socketIndex = -1; float fScale = 1f;
var arr = Newtonsoft.Json.Linq.JArray.Parse(System.IO.File.ReadAllText(ClassConfigJson));
foreach (var row in arr)
{
if ((string)row["n_ClassID"] != classId.ToString()) continue;
weaponName = (string)row["s_WeaponRHPrefab"]; socketIndex = int.Parse((string)row["n_WeaponRHIndex"]);
if (string.IsNullOrEmpty(weaponName)) { weaponName = (string)row["s_WeaponLHPrefab"]; socketIndex = int.Parse((string)row["n_WeaponLHIndex"]); }
float.TryParse((string)row["f_Scale"], out fScale);
break;
}
string pcName = WL.Character.WLCharacterSwapSettings.Resolve("Ai01");
float rootScale = Mathf.Max(fScale, 0.01f) * Mathf.Max(WL.Character.WLCharacterSwapSettings.HeightCompensation, 0.01f);
var model = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Res_Addr/PC/" + pcName + ".prefab");
var weaponPrefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Res_Addr/Weapon/" + weaponName + ".prefab");
if (model == null || weaponPrefab == null) return "load fail";
var scene = EditorSceneManager.NewPreviewScene();
bool animMode = false;
try
{
var go = (GameObject)PrefabUtility.InstantiatePrefab(model, scene);
go.transform.position = Vector3.zero; go.transform.rotation = Quaternion.identity;
go.transform.localScale = Vector3.one * rootScale;
var pc = go.GetComponentInChildren<PCActor>(true);
var socket = pc.tfs_weapon[socketIndex];
var w = (GameObject)PrefabUtility.InstantiatePrefab(weaponPrefab, scene);
w.transform.SetParent(socket, false);
w.transform.localPosition = Vector3.zero; w.transform.localRotation = Quaternion.identity; w.transform.localScale = Vector3.one;
var fitter = go.GetComponent<WL.Character.WLWeaponFitter>();
if (fitter == null) fitter = go.AddComponent<WL.Character.WLWeaponFitter>();
fitter.Fit(w.transform, socket);
Renderer best = null; Mesh bestMesh = null; float bestExtent = 0f;
foreach (var r in socket.GetComponentsInChildren<Renderer>(true))
{
var mf2 = r.GetComponent<MeshFilter>(); var smr = r as SkinnedMeshRenderer;
var mesh = smr != null ? smr.sharedMesh : (mf2 != null ? mf2.sharedMesh : null);
if (mesh == null) continue;
var ws = Vector3.Scale(mesh.bounds.size, Abs(r.transform.lossyScale));
float longest = Mathf.Max(ws.x, Mathf.Max(ws.y, ws.z));
if (longest > bestExtent) { bestExtent = longest; best = r; bestMesh = mesh; }
}
var b = bestMesh.bounds; var size = Vector3.Scale(b.size, Abs(best.transform.lossyScale));
int axis = size.x >= size.y && size.x >= size.z ? 0 : (size.y >= size.z ? 1 : 2);
Vector3 axisDir = Vector3.zero; axisDir[axis] = 1f;
Vector3 eA = best.transform.TransformPoint(b.center - axisDir * b.extents[axis]);
Vector3 eB = best.transform.TransformPoint(b.center + axisDir * b.extents[axis]);
bool aIsHilt = (eA - socket.position).sqrMagnitude <= (eB - socket.position).sqrMagnitude;
Vector3 hiltLocal = socket.InverseTransformPoint(aIsHilt ? eA : eB);
Vector3 tipLocal = socket.InverseTransformPoint(aIsHilt ? eB : eA);
var anim = go.GetComponentInChildren<Animator>();
var animGo = anim.gameObject; anim.applyRootMotion = false;
var root = go.transform;
AnimationMode.StartAnimationMode(); animMode = true;
for (int stage = 1; stage <= 3; stage++)
{
var fbx = string.Format(AnimDir, stage);
var clips = AssetDatabase.LoadAllAssetsAtPath(fbx).OfType<AnimationClip>().Where(c => !c.name.StartsWith("__preview")).ToArray();
var clip = clips.FirstOrDefault(c => c.name == "Attack" + stage + "_S_" + classId) ?? clips.FirstOrDefault(c => c.name.StartsWith("Attack" + stage));
if (clip == null) continue;
int n0 = Mathf.Max(8, Mathf.RoundToInt(clip.length * 60f) + 1);
var tAll = new Vector3[n0]; var hAll = new Vector3[n0];
for (int i = 0; i < n0; i++)
{
float t = clip.length * i / (n0 - 1);
AnimationMode.BeginSampling();
AnimationMode.SampleAnimationClip(animGo, clip, t);
AnimationMode.EndSampling();
tAll[i] = Quaternion.Inverse(root.rotation) * (socket.TransformPoint(tipLocal) - root.position);
hAll[i] = Quaternion.Inverse(root.rotation) * (socket.TransformPoint(hiltLocal) - root.position);
}
if (scanStage > 0 && stage != scanStage) continue;
int bHi; int bLo = TrimLo(tAll, settings.swingTrimSpeedRatio, out bHi);
var bakeFit = FitRange(tAll, hAll, bLo, bHi, settings);
if (scanStage > 0)
{
float evT0 = -1f;
foreach (var ev in AnimationUtility.GetAnimationEvents(clip))
if (ev.functionName == "ShowEffect") { evT0 = ev.time; break; }
int evF = Mathf.Clamp(Mathf.RoundToInt(evT0 / clip.length * (n0 - 1)), 0, n0 - 1);
sb.AppendLine(string.Format("== SCAN [{0}타] {1} n0={2} bake f{3}~f{4} ev f{5}", stage, clip.name, n0 - 1, bLo, bHi, evF));
sb.AppendLine("start end n | tipR dev dev/R | sweep path | pivot");
int[] starts = { bLo, evF, evF + 1, evF + 2 };
foreach (int st in starts)
{
for (int e = st + 3; e <= Mathf.Min(bHi + 4, n0 - 1); e++)
{
var g = FitRange(tAll, hAll, st, e, settings);
if (!g.ok) continue;
sb.AppendLine(string.Format("f{0,-5} f{1,-4} {2,2} | {3:F3} {4:F3} {5,5:F2} | {6,6:F1} {7,5:F2} | {8}",
st, e, g.n, g.tipR, g.dev, g.tipR > 1e-4f ? g.dev / g.tipR : 9f, g.sweep, g.path, V(g.pivot)));
}
sb.AppendLine("");
}
continue;
}
float evT = -1f; string evStr = null;
foreach (var ev in AnimationUtility.GetAnimationEvents(clip))
if (ev.functionName == "ShowEffect") { evT = ev.time; evStr = ev.stringParameter; break; }
sb.AppendLine(string.Format("== [{0}타] {1} len={2:F3}s · ShowEffect t={3:F4}s(norm {4:F3}) str='{5}'",
stage, clip.name, clip.length, evT, clip.length > 0 ? evT / clip.length : -1f, evStr));
sb.AppendLine(string.Format(" 베이크창 f{0}~f{1}/{2} n={3} · pivot{4} tipR={5:F3} sweep={6:F1}deg bladeAng={7:F0}deg path={8:F2} dev={9:F3} normal{10} bis{11}",
bakeFit.lo, bakeFit.hi, n0 - 1, bakeFit.n, V(bakeFit.pivot), bakeFit.tipR, bakeFit.sweep, bakeFit.bladeAng, bakeFit.path, bakeFit.dev, V(bakeFit.normal), V(bakeFit.bisector)));
if (evT >= 0f)
{
int rLo = Mathf.Clamp(Mathf.RoundToInt(evT / clip.length * (n0 - 1)), 0, n0 - 1);
float winSec = settings.swingWindowNormalized * clip.length;
int rHi = Mathf.Clamp(Mathf.RoundToInt((evT + winSec) / clip.length * (n0 - 1)), rLo + 1, n0 - 1);
// 런타임은 이 구간을 다시 속도 트림한다(MeasureSwingCalibration 과 같은 규칙)
int sub = rHi - rLo + 1;
var subT = new Vector3[sub]; var subH = new Vector3[sub];
for (int i = 0; i < sub; i++) { subT[i] = tAll[rLo + i]; subH[i] = hAll[rLo + i]; }
int tHi; int tLo = TrimLo(subT, settings.swingTrimSpeedRatio, out tHi);
var runFit = FitRange(subT, subH, tLo, tHi, settings);
sb.AppendLine(string.Format(" 런타임창 f{0}~f{1}(ev f{2} +win {3:F3}s) n={4} · pivot{5} tipR={6:F3} sweep={7:F1}deg bladeAng={8:F0}deg path={9:F2} dev={10:F3} normal{11} bis{12}",
rLo + tLo, rLo + tHi, rLo, winSec, runFit.n, V(runFit.pivot), runFit.tipR, runFit.sweep, runFit.bladeAng, runFit.path, runFit.dev, V(runFit.normal), V(runFit.bisector)));
if (bakeFit.ok && runFit.ok)
sb.AppendLine(string.Format(" Δ(베이크→런타임): pivot={0:F3} m · normal={1:F1}deg · bisector={2:F1}deg · tipR={3:F3} m · sweep={4:F1}deg",
Vector3.Distance(bakeFit.pivot, runFit.pivot), Vector3.Angle(bakeFit.normal, runFit.normal),
Vector3.Angle(bakeFit.bisector, runFit.bisector), runFit.tipR - bakeFit.tipR, runFit.sweep - bakeFit.sweep));
// 이벤트 프레임의 칼끝·칼자루 (검기가 뜨는 그 순간의 실제 무기 위치)
sb.AppendLine(string.Format(" ev프레임 칼끝{0} 칼자루{1} · 창끝 프레임 칼끝{2}",
V(tAll[rLo]), V(hAll[rLo]), V(tAll[rHi])));
}
sb.AppendLine("");
}
}
finally
{
if (animMode) AnimationMode.StopAnimationMode();
EditorSceneManager.ClosePreviewScene(scene);
}
return sb.ToString();
}
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