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wl/gamepla
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@ -0,0 +1,311 @@
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// WL816t_Bake.cs — 검기 호 ↔ 무기 정합 실측·재베이크 (PD #816t)
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// unity command run_script --file AgentScripts/WL816t_Bake.cs --entry WL816t_Bake.Probe --args "[10101, false]"
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// unity command run_script --file AgentScripts/WL816t_Bake.cs --entry WL816t_Bake.Probe --args "[10101, true]" (SO 기록)
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//
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// WL804_Bake 와 같은 수식(SlashArcMeasure)·같은 프리뷰 샘플링을 쓰되 **런타임과 같은 캐릭터**로 잰다.
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// · WL804_Bake : Assets/Res_Addr/PC/Ai01.prefab · root scale 1 · 무기 localScale 1 · root.InverseTransformPoint(스케일 포함)
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// · 런타임 : WLCharacterSwapSettings.Resolve("Ai01") = LH_M05 · root scale = f_Scale × heightCompensation
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// · 무기 = WLWeaponFitter.Fit(targetRatio 0.6) · ToLocalPos = 회전만(스케일 제외)
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// 두 좌표계가 달라서 베이크 행이 현재 캐릭터의 칼끝 원과 어긋난다 — 그 편차를 재고 새 행을 만든다.
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using WL.Combat;
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public static class WL816t_Bake
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{
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const string SettingsPath = "Assets/WL/Settings/Resources/WL/SlashTrailSettings.asset";
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const string ClassConfigJson = "Assets/ResWork/Table/Export/ClassConfig.json";
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const string AnimDir = "Assets/Res_Addr/Animations/Animation/OneHand/Knight@Attack{0}_S.FBX";
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const float BakedQuality = 50f;
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class Row
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{
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public int stage; public string clipName;
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public Vector3 pivot, normal, bisector, startDir; public float tipR, hiltR, sweep, path, fitQ, q;
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public Vector3 tipMid; // 스윙 중간 프레임의 칼끝(런타임 로컬)
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public string src;
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}
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static readonly int[] Classes = { 10101, 10102, 10501, 10502 };
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public static object Probe(int classId, bool apply) { return Run(classId, apply, true); }
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public static object ProbeAll()
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{
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var sb = new StringBuilder();
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foreach (var c in Classes) sb.AppendLine(Run(c, false, false));
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return sb.ToString();
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}
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public static object ApplyAll()
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{
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var sb = new StringBuilder();
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foreach (var c in Classes) sb.AppendLine(Run(c, true, false));
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return sb.ToString();
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}
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/// <summary>공격 범위 정합 스위치 on/off + 배수. 되돌리기 = Set(false, 1)</summary>
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public static object SetRangeFit(bool on, float rangeScale)
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{
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var s = AssetDatabase.LoadAssetAtPath<SlashTrailSettings>(SettingsPath);
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if (s == null) return "설정 에셋 없음";
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string before = string.Format("before: arcFitAttackRange={0} arcRangeScale={1:F2} arcSizeScale={2:F2}", s.arcFitAttackRange, s.arcRangeScale, s.arcSizeScale);
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s.arcFitAttackRange = on; s.arcRangeScale = rangeScale;
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EditorUtility.SetDirty(s); AssetDatabase.SaveAssets();
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return before + string.Format(" → after: arcFitAttackRange={0} arcRangeScale={1:F2} arcSizeScale={2:F2}", s.arcFitAttackRange, s.arcRangeScale, s.arcSizeScale);
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}
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/// <summary>공격 범위(사거리) 정적 검산 — 런타임 ResolveAttackReach 와 같은 SOT.</summary>
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public static object Reach(int classId)
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{
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float atk = 0f;
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var arr = Newtonsoft.Json.Linq.JArray.Parse(System.IO.File.ReadAllText(ClassConfigJson));
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foreach (var row in arr) { if ((string)row["n_ClassID"] == classId.ToString()) { float.TryParse((string)row["f_AttackRange"], out atk); break; } }
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float margin = WL.Settings.WLTargetingSettings.ImmediateAttackMargin;
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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);
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}
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static string Run(int classId, bool apply, bool table)
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{
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var sb = new StringBuilder();
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var settings = AssetDatabase.LoadAssetAtPath<SlashTrailSettings>(SettingsPath);
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if (settings == null) return "설정 에셋 없음";
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// ── ClassConfig (C45 · 상수 금지) ────────────────────────────────────
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string weaponName = null; int socketIndex = -1; float fScale = 1f, atkRange = 0f;
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try
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{
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var arr = Newtonsoft.Json.Linq.JArray.Parse(System.IO.File.ReadAllText(ClassConfigJson));
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foreach (var row in arr)
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{
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if ((string)row["n_ClassID"] != classId.ToString()) continue;
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weaponName = (string)row["s_WeaponRHPrefab"]; socketIndex = int.Parse((string)row["n_WeaponRHIndex"]);
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if (string.IsNullOrEmpty(weaponName)) { weaponName = (string)row["s_WeaponLHPrefab"]; socketIndex = int.Parse((string)row["n_WeaponLHIndex"]); }
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float.TryParse((string)row["f_Scale"], out fScale);
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float.TryParse((string)row["f_AttackRange"], out atkRange);
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break;
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}
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}
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catch (System.Exception ex) { return "ClassConfig parse fail: " + ex.Message; }
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if (string.IsNullOrEmpty(weaponName) || socketIndex < 0) return "class " + classId + " weapon not found";
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// ── 런타임과 같은 PC 프리팹·스케일 ──────────────────────────────────
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string pcName = WL.Character.WLCharacterSwapSettings.Resolve("Ai01");
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float heightComp = WL.Character.WLCharacterSwapSettings.HeightCompensation;
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string pcPath = "Assets/Res_Addr/PC/" + pcName + ".prefab";
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var model = AssetDatabase.LoadAssetAtPath<GameObject>(pcPath);
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var weaponPrefab = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Res_Addr/Weapon/" + weaponName + ".prefab");
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if (model == null || weaponPrefab == null) return "load fail pc=" + pcPath + " weapon=" + weaponName;
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float rootScale = Mathf.Max(fScale, 0.01f) * Mathf.Max(heightComp, 0.01f);
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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}",
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classId, pcName, pcName != "Ai01", rootScale, fScale, heightComp, weaponName, socketIndex, atkRange));
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var scene = EditorSceneManager.NewPreviewScene();
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bool animMode = false;
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var rows = new List<Row>();
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try
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{
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var go = (GameObject)PrefabUtility.InstantiatePrefab(model, scene);
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go.transform.position = Vector3.zero; go.transform.rotation = Quaternion.identity;
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go.transform.localScale = Vector3.one * rootScale;
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var pc = go.GetComponentInChildren<PCActor>(true);
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if (pc == null || pc.tfs_weapon == null || socketIndex >= pc.tfs_weapon.Length) return sb + "\ntfs_weapon missing";
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var socket = pc.tfs_weapon[socketIndex];
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var w = (GameObject)PrefabUtility.InstantiatePrefab(weaponPrefab, scene);
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w.transform.SetParent(socket, false);
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w.transform.localPosition = Vector3.zero; w.transform.localRotation = Quaternion.identity; w.transform.localScale = Vector3.one;
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// ── 814p 무기 축소(런타임과 동일 경로) ──────────────────────────
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var fitter = go.GetComponent<WL.Character.WLWeaponFitter>();
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if (fitter == null) fitter = go.AddComponent<WL.Character.WLWeaponFitter>();
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float wk = fitter.Fit(w.transform, socket);
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sb.AppendLine(string.Format(" 무기 보정 ×{0:F4} (WLWeaponFitter.Fit · targetRatio={1:F2})", wk, WL.Character.WLWeaponFitSettings.ResolveRatio(w.name)));
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// ── 칼자루/칼끝 로컬(WL804_Bake·MeasureSlot 과 같은 규칙) ────────
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Renderer best = null; Mesh bestMesh = null; float bestExtent = 0f;
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foreach (var r in socket.GetComponentsInChildren<Renderer>(true))
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{
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var mf2 = r.GetComponent<MeshFilter>(); var smr = r as SkinnedMeshRenderer;
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var mesh = smr != null ? smr.sharedMesh : (mf2 != null ? mf2.sharedMesh : null);
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if (mesh == null) continue;
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var ws = Vector3.Scale(mesh.bounds.size, Abs(r.transform.lossyScale));
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float longest = Mathf.Max(ws.x, Mathf.Max(ws.y, ws.z));
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if (longest > bestExtent) { bestExtent = longest; best = r; bestMesh = mesh; }
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}
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if (best == null) return sb + "\nno renderer under socket";
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var b = bestMesh.bounds; var size = Vector3.Scale(b.size, Abs(best.transform.lossyScale));
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int axis = size.x >= size.y && size.x >= size.z ? 0 : (size.y >= size.z ? 1 : 2);
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Vector3 axisDir = Vector3.zero; axisDir[axis] = 1f;
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Vector3 eA = best.transform.TransformPoint(b.center - axisDir * b.extents[axis]);
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Vector3 eB = best.transform.TransformPoint(b.center + axisDir * b.extents[axis]);
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bool aIsHilt = (eA - socket.position).sqrMagnitude <= (eB - socket.position).sqrMagnitude;
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Vector3 hiltLocal = socket.InverseTransformPoint(aIsHilt ? eA : eB);
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Vector3 tipLocal = socket.InverseTransformPoint(aIsHilt ? eB : eA);
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sb.AppendLine(string.Format(" 무기 월드 길이 {0:F3} m · 칼끝-자루 {1:F3} m", bestExtent,
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Vector3.Distance(socket.TransformPoint(tipLocal), socket.TransformPoint(hiltLocal))));
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var anim = go.GetComponentInChildren<Animator>();
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var animGo = anim.gameObject; anim.applyRootMotion = false;
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var root = go.transform;
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AnimationMode.StartAnimationMode(); animMode = true;
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for (int stage = 1; stage <= 3; stage++)
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{
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var fbx = string.Format(AnimDir, stage);
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var clips = AssetDatabase.LoadAllAssetsAtPath(fbx).OfType<AnimationClip>().Where(c => !c.name.StartsWith("__preview")).ToArray();
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var clip = clips.FirstOrDefault(c => c.name == "Attack" + stage + "_S_" + classId) ?? clips.FirstOrDefault(c => c.name.StartsWith("Attack" + stage));
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if (clip == null) { sb.AppendLine(" [" + stage + "타] 클립 없음 " + fbx); continue; }
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// 클립 전체를 60 Hz 로 훑고 런타임과 같은 속도 트림으로 스윙 구간만 남긴다
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int n0 = Mathf.Max(8, Mathf.RoundToInt(clip.length * 60f) + 1);
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var tAll = new Vector3[n0]; var hAll = new Vector3[n0];
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for (int i = 0; i < n0; i++)
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{
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float t = clip.length * i / (n0 - 1);
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AnimationMode.BeginSampling();
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AnimationMode.SampleAnimationClip(animGo, clip, t);
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AnimationMode.EndSampling();
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// 🔴 런타임 ToLocalPos 와 동일 = 회전만(스케일 제외)
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tAll[i] = Quaternion.Inverse(root.rotation) * (socket.TransformPoint(tipLocal) - root.position);
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hAll[i] = Quaternion.Inverse(root.rotation) * (socket.TransformPoint(hiltLocal) - root.position);
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}
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int lo = 0, hi = n0 - 1;
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float ratio = settings.swingTrimSpeedRatio;
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if (ratio > 0f)
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{
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float maxStep = 0f; var step = new float[n0];
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for (int i = 1; i < n0; i++) { step[i] = Vector3.Distance(tAll[i], tAll[i - 1]); if (step[i] > maxStep) maxStep = step[i]; }
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float th = maxStep * ratio; int f = -1, l = -1;
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for (int i = 1; i < n0; i++) if (step[i] >= th) { if (f < 0) f = i - 1; l = i; }
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if (f >= 0 && l > f) { lo = f; hi = l; }
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}
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int n = hi - lo + 1;
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if (n < 3) { lo = 0; hi = n0 - 1; n = n0; }
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var tips = new Vector3[n]; var hilts = new Vector3[n];
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for (int i = 0; i < n; i++) { tips[i] = tAll[lo + i]; hilts[i] = hAll[lo + i]; }
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// ── #816v 감아올리기 트림 (런타임 MeasureSwingCalibration 과 같은 헬퍼) ──
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int nBefore = n;
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if (settings.arcTrimWindupWrap)
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n = SlashArcMeasure.TrimWindupWrap(tips, n, settings.arcFitMaxDeviation, Mathf.Max(settings.arcMinSamples, 3));
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hi = lo + n - 1;
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float fullPath = 0f; Vector3 pd = (tips[0] - hilts[0]).normalized; float bladeAng = 0f;
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for (int i = 1; i < n; i++)
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{
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fullPath += Vector3.Distance(tips[i], tips[i - 1]);
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var d = (tips[i] - hilts[i]).normalized; bladeAng += Vector3.Angle(pd, d); pd = d;
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}
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var fit = SlashArcMeasure.FitArcOrdered(tips, n);
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if (!fit.valid) { sb.AppendLine(" [" + stage + "타] 원 피팅 실패 (n=" + n + ")"); continue; }
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Vector3 nrm = fit.normal, pivot = fit.center;
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float tipR = SlashArcMeasure.MeanRadius(tips, n, pivot, nrm);
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float hiltR = SlashArcMeasure.MeanRadius(hilts, n, pivot, nrm);
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float dev = SlashArcMeasure.RadiusDeviation(tips, n, pivot, nrm, tipR);
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string pivotSrc = "칼끝원";
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if (tipR < 1e-3f || tipR <= hiltR * 1.15f || dev > tipR * Mathf.Max(settings.arcFitMaxDeviation, 0.01f))
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{
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Vector3 tc = SlashArcMeasure.CentroidOnPlane(tips, n, nrm, tips[0]);
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pivot = SlashArcMeasure.CentroidOnPlane(hilts, n, nrm, tc);
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tipR = SlashArcMeasure.MeanRadius(tips, n, pivot, nrm);
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hiltR = SlashArcMeasure.MeanRadius(hilts, n, pivot, nrm);
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pivotSrc = "손잡이중심";
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}
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Vector3 sd2, bis; float sweep;
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if (!SlashArcMeasure.RecomputeAboutPivot(tips, n, pivot, ref nrm, out sd2, out bis, out sweep))
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{ sb.AppendLine(" [" + stage + "타] RecomputeAboutPivot 실패"); continue; }
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float fitQ = Mathf.Clamp01(1f - (dev / Mathf.Max(tipR, 1e-3f)) * 2f);
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rows.Add(new Row
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{
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stage = stage, clipName = "Effect_Slash_" + classId + "_" + stage,
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pivot = pivot, normal = nrm, bisector = bis, startDir = sd2,
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tipR = tipR, hiltR = hiltR, sweep = sweep, path = fullPath, fitQ = fitQ,
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q = fullPath * Mathf.Max(fitQ, 0.05f), tipMid = tips[n / 2],
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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)",
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System.DateTime.Now, clip.name, lo, hi, n0 - 1, n, pcName, rootScale, wk, fullPath, bladeAng, sweep, pivotSrc, tipR, hiltR, dev, fitQ, nBefore)
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});
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}
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AnimationMode.StopAnimationMode(); animMode = false;
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// ── 비교 + 8방향 편차 ───────────────────────────────────────────
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sb.AppendLine("");
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sb.AppendLine("clip | old pivot(로컬) tipR | new pivot(로컬) tipR | Δpivot(m) ΔtipR(m) Δnormal(°)");
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var cams = CamBasis();
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var devTable = new StringBuilder();
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foreach (var r in rows)
|
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{
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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)); }
|
||||
}
|
||||
|
|
@ -0,0 +1,156 @@
|
|||
// 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]; }
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,362 @@
|
|||
// 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)
|
||||
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