// WL-816j2 — ⑧ 최종 확인: PD 구도 전/후 · 사방 띠 · 확장 · 걷기 · 성능 · 되돌리기 using System.Collections; using System.Text; using UnityEngine; using UnityEngine.Rendering.Universal; using UnityEngine.SceneManagement; using WL.Look.Farm; using FIIsland = CryingSnow.FarmingIsland.Island; public static class WL816j2_Final { public const string D = "Screenshots_WL/WL816j2/"; public const int PW = 1280, PH = 720; public static void Open() { UnityEditor.SceneManagement.EditorSceneManager.OpenScene( "Assets/Scenes/InGame.unity", UnityEditor.SceneManagement.OpenSceneMode.Single); } public static void Start() { var go = GameObject.Find("~WL816j2F"); if (go != null) Object.DestroyImmediate(go); go = new GameObject("~WL816j2F"); go.AddComponent(); } public static string Shot(Camera cam, string path, int w, int h) { System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(path)); var rt = new RenderTexture(w, h, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB); rt.antiAliasing = 1; rt.Create(); var pT = cam.targetTexture; var pA = RenderTexture.active; cam.targetTexture = rt; cam.Render(); RenderTexture.active = rt; var t = new Texture2D(w, h, TextureFormat.RGB24, false); t.ReadPixels(new Rect(0, 0, w, h), 0, 0); t.Apply(); RenderTexture.active = pA; cam.targetTexture = pT; rt.Release(); Object.DestroyImmediate(rt); System.IO.File.WriteAllBytes(path, t.EncodeToPNG()); var px = t.GetPixels32(); long r = 0, g = 0, b = 0; int n = 0; long fr = 0, fg = 0, fb = 0; int fn = 0, tot = 0; for (int y = 20; y < Mathf.Min(320, h); y += 2) for (int x = 20; x < Mathf.Min(340, w); x += 2) { var c = px[y * w + x]; r += c.r; g += c.g; b += c.b; n++; } int y1 = (int)(h * 0.55f); for (int y = 0; y < y1; y++) for (int x = 0; x < w; x += 2) { var c = px[y * w + x]; tot++; if (c.r > 200 && c.g > 195 && c.b > 195) { fr += c.r; fg += c.g; fb += c.b; fn++; } } Object.DestroyImmediate(t); string foam = fn == 0 ? "거품 0%" : "거품 " + (100f * fn / tot).ToString("F2") + "% #" + ((int)(fr / fn)).ToString("X2") + ((int)(fg / fn)).ToString("X2") + ((int)(fb / fn)).ToString("X2") + "(R−B " + ((int)(fr / fn) - (int)(fb / fn)) + ")"; return "바다평균 #" + ((int)(r / n)).ToString("X2") + ((int)(g / n)).ToString("X2") + ((int)(b / n)).ToString("X2") + " · " + foam + " → " + path; } public static float Ms(Camera cam, int frames) { var rt = new RenderTexture(PW, PH, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB); rt.antiAliasing = 1; rt.Create(); var pT = cam.targetTexture; cam.targetTexture = rt; for (int i = 0; i < 10; i++) cam.Render(); var sw = System.Diagnostics.Stopwatch.StartNew(); for (int i = 0; i < frames; i++) cam.Render(); sw.Stop(); cam.targetTexture = pT; rt.Release(); Object.DestroyImmediate(rt); return (float)sw.Elapsed.TotalMilliseconds / frames; } public static void Strip(string[] paths, string outPath) { var ts = new Texture2D[paths.Length]; int w = 0, h = 0; for (int i = 0; i < paths.Length; i++) { if (!System.IO.File.Exists(paths[i])) return; ts[i] = new Texture2D(2, 2, TextureFormat.RGB24, false); ts[i].LoadImage(System.IO.File.ReadAllBytes(paths[i])); w = Mathf.Max(w, ts[i].width); h += ts[i].height; } var o = new Texture2D(w, h, TextureFormat.RGB24, false); var f = new Color32[w * h]; for (int i = 0; i < f.Length; i++) f[i] = new Color32(24, 24, 28, 255); o.SetPixels32(f); int y = h; for (int i = 0; i < ts.Length; i++) { y -= ts[i].height; o.SetPixels32(0, y, ts[i].width, ts[i].height, ts[i].GetPixels32()); } o.Apply(); System.IO.File.WriteAllBytes(outPath, o.EncodeToPNG()); Object.DestroyImmediate(o); for (int i = 0; i < ts.Length; i++) Object.DestroyImmediate(ts[i]); } } public class WL816j2_FinalRunner : MonoBehaviour { static StringBuilder sb; static void L(string s) { sb.AppendLine(s); } const string D = WL816j2_Final.D; const string MatDir = "Assets/WL/Look/Farm/Materials/"; const int PW = WL816j2_Final.PW, PH = WL816j2_Final.PH; void Start() { StartCoroutine(Co()); } IEnumerator Co() { sb = new StringBuilder(); L("=== WL-816j2 ⑧ 최종 (PD 구도 1280×720) ==="); bool viaGame = false; try { if (InGameInfo.Ins != null) { InGameInfo.Ins.Load_Map(900); viaGame = true; } } catch { } L("Load_Map(900) = " + (viaGame ? "성공" : "🔴 로그인 없이는 못 탄다 → LoadSceneAsync(Level01, Additive)")); if (!viaGame) { var op = SceneManager.LoadSceneAsync("Level01", LoadSceneMode.Additive); while (op != null && !op.isDone) yield return null; } for (int i = 0; i < 8; i++) yield return new WaitForSeconds(1f); Renderer water = null; foreach (var r in Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None)) if (r != null && r.gameObject.scene.name == "Level01" && r.name == "Water") water = r; Camera live = null; foreach (var c in Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None)) { if (!c.gameObject.activeInHierarchy || !c.enabled || c.targetTexture != null) continue; if (c.name.StartsWith("~WL816")) continue; if (live == null || c.depth > live.depth) live = c; } var foam = Object.FindFirstObjectByType(FindObjectsInactive.Include); if (water == null || live == null || foam == null) { L("🔴 없음"); Done(); yield break; } var mr = foam.GetComponent(); var E = water.sharedMaterial; var Dm = UnityEditor.AssetDatabase.LoadAssetAtPath(MatDir + "Farm_Water_WL_D.mat"); var FI = UnityEditor.AssetDatabase.LoadAssetAtPath(MatDir + "Farm_SimpleWater_Demo.mat"); L("물 = " + E.name + " · 둘레 띠 = " + WLShoreFoam.LastLog); // 1) 전/후 mr.enabled = false; water.sharedMaterial = Dm; yield return null; yield return new WaitForSeconds(0.4f); L(""); L("1) [전] main(물 D · 띠 없음 = PD 가 본 화면) " + WL816j2_Final.Shot(live, D + "z2_before_pd.png", PW, PH)); mr.enabled = true; water.sharedMaterial = E; yield return null; yield return new WaitForSeconds(0.4f); L(" [후] 816j2(물 E · 둘레 띠) " + WL816j2_Final.Shot(live, D + "z2_after_pd.png", PW, PH)); WL816j2_Final.Strip(new[] { D + "z2_before_pd.png", D + "z2_after_pd.png" }, D + "z2_pd_before_after.png"); L(" 세로(게임 기준 1080×1920) " + WL816j2_Final.Shot(live, D + "z2_after_portrait.png", 1080, 1920)); // 2) 사방 + 물가 확대 var tgo = new GameObject("~WL816j2FT"); tgo.hideFlags = HideFlags.DontSave; var tc = tgo.AddComponent(); tc.fieldOfView = 55f; tc.nearClipPlane = 0.1f; tc.farClipPlane = 2000f; tc.clearFlags = CameraClearFlags.Skybox; tc.cullingMask = ~0; tc.depth = -100f; tgo.AddComponent().renderPostProcessing = true; tgo.transform.position = new Vector3(0f, 42f, -12f); tgo.transform.LookAt(Vector3.zero); L(""); L("2) 사방(위에서) " + WL816j2_Final.Shot(tc, D + "z2_top.png", PW, PH)); var b = mr.bounds; var zgo = new GameObject("~WL816j2FZ"); zgo.hideFlags = HideFlags.DontSave; var zc = zgo.AddComponent(); zc.fieldOfView = 34f; zc.nearClipPlane = 0.1f; zc.farClipPlane = 2000f; zc.clearFlags = CameraClearFlags.Skybox; zc.cullingMask = ~0; zc.depth = -100f; zgo.AddComponent().renderPostProcessing = true; zgo.transform.position = new Vector3(b.center.x, 3.2f, b.min.z - 9f); zgo.transform.LookAt(new Vector3(b.center.x, -1f, b.min.z + 2f)); mr.enabled = false; water.sharedMaterial = Dm; yield return null; yield return null; L(" 물가 확대 [전] " + WL816j2_Final.Shot(zc, D + "z2_zoom_before.png", PW, PH)); mr.enabled = true; water.sharedMaterial = E; yield return null; yield return null; L(" 물가 확대 [후] " + WL816j2_Final.Shot(zc, D + "z2_zoom_after.png", PW, PH)); WL816j2_Final.Strip(new[] { D + "z2_zoom_before.png", D + "z2_zoom_after.png" }, D + "z2_zoom_pair.png"); // 3) 걷기 + 확장 var cc = Object.FindFirstObjectByType(FindObjectsInactive.Exclude); if (cc != null) { var p0 = cc.transform.position; var dir = new Vector3(1f, 0f, 1f).normalized; float moved = 0f; for (int i = 0; i < 120 && moved < 6f; i++) { cc.Move(dir * 0.05f + Vector3.down * 0.05f); moved += 0.05f; yield return null; } L(""); L("3) 걷기 " + p0.ToString("F2") + " → " + cc.transform.position.ToString("F2") + " · 이동 " + Vector3.Distance(new Vector3(p0.x, 0, p0.z), new Vector3(cc.transform.position.x, 0, cc.transform.position.z)).ToString("F2") + " m · grounded=" + cc.isGrounded); } var islands = Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None); FIIsland target = null; foreach (var isl in islands) if (isl != null && isl.IsUnlocked && isl.gameObject.activeInHierarchy) target = isl; if (target != null) { target.gameObject.SetActive(false); yield return new WaitForSeconds(2.5f); L(" 확장 1칸 잠금 → " + WLShoreFoam.LastLog); L(" " + WL816j2_Final.Shot(tc, D + "z2_top_locked.png", PW, PH)); target.gameObject.SetActive(true); yield return new WaitForSeconds(3.5f); L(" 다시 열기 → " + WLShoreFoam.LastLog + " · 띠 재생성 " + WL.Look.Farm.WLIslandLook.ShoreFoamRebuilds + "회"); L(" " + WL816j2_Final.Shot(tc, D + "z2_top_unlocked.png", PW, PH)); WL816j2_Final.Strip(new[] { D + "z2_top.png", D + "z2_top_locked.png", D + "z2_top_unlocked.png" }, D + "z2_expand_steps.png"); } // 4) 성능 L(""); L("4) 성능 (PD 구도 1280×720 · 60프레임 · 교대 2회)"); for (int round = 0; round < 2; round++) { mr.enabled = false; water.sharedMaterial = Dm; yield return null; yield return null; L(" " + round + "회차 전(물 D · 띠 없음) = " + WL816j2_Final.Ms(live, 60).ToString("F3") + " ms"); mr.enabled = true; water.sharedMaterial = E; yield return null; yield return null; L(" " + round + "회차 후(물 E · 띠 on) = " + WL816j2_Final.Ms(live, 60).ToString("F3") + " ms"); mr.enabled = false; yield return null; yield return null; L(" " + round + "회차 후(물 E · 띠 off) = " + WL816j2_Final.Ms(live, 60).ToString("F3") + " ms"); mr.enabled = true; } L(" 띠 = " + WLShoreFoam.LastLog); // 5) 되돌리기 L(""); L("5) 되돌리기"); mr.enabled = false; water.sharedMaterial = Dm; yield return null; yield return new WaitForSeconds(0.3f); L(" shoreFoamEnabled 0 + waterTo=D → 816j 그대로 " + WL816j2_Final.Shot(live, D + "z2_rollback_816j.png", PW, PH)); water.sharedMaterial = FI; yield return null; yield return new WaitForSeconds(0.3f); L(" waterMode 0 → FI 원본 물 " + WL816j2_Final.Shot(live, D + "z2_rollback_fi.png", PW, PH)); water.sharedMaterial = E; mr.enabled = true; yield return null; Object.DestroyImmediate(tgo); Object.DestroyImmediate(zgo); Done(); } void Done() { System.IO.File.WriteAllText("AgentScripts/WL816j2_FINAL.txt", sb.ToString()); Debug.Log("[816j2 final]\n" + sb); } }