// WL884_Fx.cs — PD 지시 #884 칼날 폭풍 이펙트 구조 확인(읽기 전용) // unity command run_script --file AgentScripts/WL884_Fx.cs --entry WL884_Fx.Tree --args '["Assets/Res_Addr/Skill/Skill_Whirlwind.prefab"]' using System.Text; using UnityEditor; using UnityEngine; public static class WL884_Fx { public static object Tree(string path) { var go = AssetDatabase.LoadAssetAtPath(path); if (go == null) return "프리팹 없음 " + path; var sb = new StringBuilder(); Walk(go.transform, 0, sb); return sb.ToString(); } static void Walk(Transform t, int depth, StringBuilder sb) { sb.Append(new string(' ', depth * 2)).Append(t.name).Append(t.gameObject.activeSelf ? "" : " (꺼짐)"); var ps = t.GetComponent(); if (ps != null) { var m = ps.main; sb.Append(" [PS loop=").Append(m.loop).Append(" dur=").Append(m.duration.ToString("F2")).Append(" life=").Append(m.startLifetime.constantMax.ToString("F2")) .Append(" play=").Append(m.playOnAwake).Append(" sim=").Append(m.simulationSpace).Append(" rate=").Append(ps.emission.rateOverTime.constantMax.ToString("F1")) .Append(" bursts=").Append(ps.emission.burstCount).Append(']'); } foreach (var c in t.GetComponents()) { if (c == null) { sb.Append(" "); continue; } var n = c.GetType().Name; if (n == "Transform" || n == "ParticleSystem" || n == "ParticleSystemRenderer") continue; sb.Append(" <").Append(n).Append('>'); } sb.Append('\n'); foreach (Transform ch in t) Walk(ch, depth + 1, sb); } }