// 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); } /// 클립별 애니메이션 이벤트 전수 — ShowEffect 시각·문자열 파라미터. public static object Events(int classId) { var sb = new StringBuilder(); var settings = AssetDatabase.LoadAssetAtPath(SettingsPath); for (int stage = 1; stage <= 3; stage++) { var fbx = string.Format(AnimDir, stage); var clips = AssetDatabase.LoadAllAssetsAtPath(fbx).OfType().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; } /// 창 후보 전수 스캔 — 시작 프레임 × 끝 프레임별 칼끝 원 피팅 품질. public static object Scan(int classId, int stage) { return Windows(classId, stage); } /// 베이크 창(클립 전체 속도트림) vs 런타임 창(ShowEffect → +swingWindowNormalized) 비교. 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(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("Assets/Res_Addr/PC/" + pcName + ".prefab"); var weaponPrefab = AssetDatabase.LoadAssetAtPath("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(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(); if (fitter == null) fitter = go.AddComponent(); fitter.Fit(w.transform, socket); Renderer best = null; Mesh bestMesh = null; float bestExtent = 0f; foreach (var r in socket.GetComponentsInChildren(true)) { var mf2 = r.GetComponent(); 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(); 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().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(); } }