// WL811def_Probe.cs — #811d/e/f 전투 연출 3종 검증 프로브 (읽기 전용 · 에셋 무수정 · 가짜 이벤트 발행) // // 헤드리스에서는 PlayFab 초기화가 실패해 인게임에 못 들어간다(811b 실측) → Play 의존 검증은 **Title Play 에서 가짜 이벤트**로 대체한다. // 가짜 = RealCamera 1개(빈 GO) · MobActor/PCActor 컴포넌트(비활성 · Awake 만 · 실 몹 머티리얼 T_Aspethis_D = MK Toon) · CombatEvents.Raise* 직접 호출. // // unity command run_script --file AgentScripts/WL811def_Probe.cs --entry WL811def_Probe.Dump // 3 SO 값 · 구독 상태 (Edit/Play) // unity command run_script --file AgentScripts/WL811def_Probe.cs --entry WL811def_Probe.Props // ⓔ 몹 프리팹 299 → 셰이더별 프로퍼티 실측 표 (Edit) // unity command run_script --file AgentScripts/WL811def_Probe.cs --entry WL811def_Probe.KillCam // ⓑ 줌·슬로모 발동/복원 ms · 쿨 · 히트스톱 스킵 (Title Play) // unity command run_script --file AgentScripts/WL811def_Probe.cs --entry WL811def_Probe.BossCam // ⓒ Spawned(isBoss) → 오빗 1.2 s (Title Play) // unity command run_script --file AgentScripts/WL811def_Probe.cs --entry WL811def_Probe.ComboLead // 3타 리드 ×1.3 → 복원 (Title Play) // unity command run_script --file AgentScripts/WL811def_Probe.cs --entry WL811def_Probe.Chain // ⓓ 3 s 안 2·3·5킬 티어 · 폭발 슬롯 ≤1 (Title Play) // unity command run_script --file AgentScripts/WL811def_Probe.cs --entry WL811def_Probe.Merge // ⓓ 합산 윈도우 0.25 s (Title Play) // unity command run_script --file AgentScripts/WL811def_Probe.cs --entry WL811def_Probe.Blink // ⓔ 10회 피격 → MPB on/off 20 · 머티리얼 인스턴스 0 · 잔류 0 (Title Play) // unity command run_script --file AgentScripts/WL811def_Probe.cs --entry WL811def_Probe.GcCheck // ⓕ 구독자별 100회 GC 증가 (Title Play) // unity command run_script --file AgentScripts/WL811def_Probe.cs --entry WL811def_Probe.Toggle // ⓖ 3 SO 런타임 off → 연출 0 (Title Play) // unity command run_script --file AgentScripts/WL811def_Probe.cs --entry WL811def_Probe.Status // 카운터 전부 // unity command run_script --file AgentScripts/WL811def_Probe.cs --entry WL811def_Probe.FixCheck // 리뷰 FIX-1/2/3 회귀 (Title Play) // unity command run_script --file AgentScripts/WL811def_Probe.cs --entry WL811def_Probe.Budget --args '[5.0]' // 병합 후 실전투(메인 에디터): ON/OFF fps·setPass 비교 // 결과: Screenshots_WL/WL811def/<이름>_.txt + Console using System; using System.Collections; using System.Collections.Generic; using System.Text; using UnityEngine; using UnityEngine.AI; using WL.Combat.Core; using WL.Combat.Reaction; using WL.CombatCamera; public static class WL811def_Probe { const string OutDir = "Screenshots_WL/WL811def"; const string SampleMat = "Assets/ResWork/Suriyun/Monster Pack Pyramid/Materials/Aspethis/T_Aspethis_D.mat"; const string DissolveMat = "Assets/ThirdParty/Dissolve Edge by Moonflower Carnivore/Materials/mat_DissolveEdge.mat"; public static void KillCam() { Launch(h => h.Co_KillCam()); } public static void BossCam() { Launch(h => h.Co_BossCam()); } public static void ComboLead() { Launch(h => h.Co_ComboLead()); } public static void Chain() { Launch(h => h.Co_Chain()); } public static void Merge() { Launch(h => h.Co_Merge()); } public static void Blink() { Launch(h => h.Co_Blink()); } public static void GcCheck() { Launch(h => h.Co_Gc()); } public static void Toggle() { Launch(h => h.Co_Toggle()); } public static void Budget(float seconds) { Launch(h => h.Co_Budget(seconds <= 0f ? 5f : seconds)); } public static void FixCheck() { Launch(h => h.Co_FixCheck()); } public static object Dump() { var sb = new StringBuilder(); sb.AppendLine("# WL811def Dump " + DateTime.Now.ToString("HH:mm:ss") + " playing=" + Application.isPlaying + " core=" + WLCombatCoreSettings.Enabled); var cam = WLCombatCameraSettings.Instance; var re = WLReactionSettings.Instance; var bl = WLHitBlinkSettings.Instance; sb.AppendLine("camera asset=" + (cam != null ? "found" : "NULL") + " Enabled=" + WLCombatCameraSettings.Enabled + " subscribed=" + CombatCameraDirector.Subscribed); sb.AppendLine("reaction asset=" + (re != null ? "found" : "NULL") + " Enabled=" + WLReactionSettings.Enabled + " chainSub=" + KillChain.Subscribed + " mergeSub=" + DamageAggregator.Subscribed); sb.AppendLine("blink asset=" + (bl != null ? "found" : "NULL") + " Enabled=" + WLHitBlinkSettings.Enabled + " subscribed=" + MobHitFlash.Subscribed); sb.AppendLine("subs: Killed=" + CombatEvents.Killed.Count + " Spawned=" + CombatEvents.Spawned.Count + " ComboStage=" + CombatEvents.ComboStage.Count + " HitConfirmed=" + CombatEvents.HitConfirmed.Count); var core = WLCombatCoreSettings.Instance; if (core != null) sb.AppendLine("core: cinematicDefaultScale=" + core.cinematicDefaultScale + " killCamCooldownSeconds=" + core.killCamCooldownSeconds + " clusterBurstMax=" + core.clusterBurstMax + " dissolveMax=" + core.dissolveMax); if (cam != null) sb.AppendLine("## WLCombatCameraSettings\n" + JsonUtility.ToJson(cam, true)); if (re != null) sb.AppendLine("## WLReactionSettings\n" + JsonUtility.ToJson(re, true)); if (bl != null) sb.AppendLine("## WLHitBlinkSettings\n" + JsonUtility.ToJson(bl, true)); Save("dump", sb); return sb.ToString(); } /// ⓔ 몹 프리팹 전수(Res_Addr/Mobs) → 비파티클 렌더러의 셰이더별 프로퍼티 존재(Shader.FindPropertyIndex) 표. Edit 모드. public static object Props() { var sb = new StringBuilder(); sb.AppendLine("# WL811def Props " + DateTime.Now.ToString("HH:mm:ss")); string[] names = { "_AlbedoColor", "_BaseColor", "_Color", "_EmissionColor", "_EdgeAroundHDR", "_EdgeAround", "_Progress" }; var byShader = new Dictionary(); // [rendererCount, prefabCount, prop0..] var lastPrefab = new Dictionary(); int prefabs = 0, renderers = 0, particle = 0; foreach (var folder in new[] { "Assets/Res_Addr/Mobs/Mob", "Assets/Res_Addr/Mobs/Elite", "Assets/Res_Addr/Mobs/FieldBoss" }) { var guids = UnityEditor.AssetDatabase.FindAssets("t:Prefab", new[] { folder }); foreach (var g in guids) { var path = UnityEditor.AssetDatabase.GUIDToAssetPath(g); var go = UnityEditor.AssetDatabase.LoadAssetAtPath(path); if (go == null) continue; prefabs++; var seen = new HashSet(); foreach (var r in go.GetComponentsInChildren(true)) { if (r is ParticleSystemRenderer) { particle++; continue; } renderers++; var m = r.sharedMaterial; var sh = m != null ? m.shader : null; string key = sh != null ? sh.name : "(null shader)"; int[] row; if (!byShader.TryGetValue(key, out row)) { row = new int[2 + names.Length]; if (sh != null) for (int i = 0; i < names.Length; i++) row[2 + i] = sh.FindPropertyIndex(names[i]) >= 0 ? 1 : 0; byShader[key] = row; } row[0]++; if (seen.Add(key)) { row[1]++; lastPrefab[key] = System.IO.Path.GetFileNameWithoutExtension(path); } } } } sb.AppendLine("prefabs=" + prefabs + " renderers(non-particle)=" + renderers + " particleRenderers(skipped)=" + particle); sb.AppendLine(string.Format("{0,-45} {1,5} {2,5} | {3}", "shader", "rend", "pref", string.Join(" ", names))); foreach (var kv in byShader) { var row = kv.Value; var cols = new StringBuilder(); for (int i = 0; i < names.Length; i++) cols.Append(string.Format("{0,-" + names[i].Length + "} ", row[2 + i] == 1 ? "Y" : "-")); sb.AppendLine(string.Format("{0,-45} {1,5} {2,5} | {3} e.g. {4}", kv.Key, row[0], row[1], cols.ToString().TrimEnd(), lastPrefab[kv.Key])); } var dis = UnityEditor.AssetDatabase.LoadAssetAtPath(DissolveMat); if (dis != null && dis.shader != null) { var cols = new StringBuilder(); for (int i = 0; i < names.Length; i++) cols.Append(names[i] + "=" + (dis.shader.FindPropertyIndex(names[i]) >= 0 ? "Y" : "-") + " "); sb.AppendLine("dissolve mat=" + dis.name + " shader=" + dis.shader.name + " | " + cols + "| _EdgeAroundHDR=" + dis.GetFloat("_EdgeAroundHDR") + " _EdgeAround=" + dis.GetFloat("_EdgeAround")); } var found = Shader.Find(WLHitBlinkSettings.Instance != null ? WLHitBlinkSettings.Instance.dissolveShaderName : "MoonflowerCarnivore/Dissolve Edge"); sb.AppendLine("Shader.Find(dissolveShaderName)=" + (found != null ? found.name : "NULL")); Save("props", sb); return sb.ToString(); } public static object Status() { var sb = new StringBuilder(); sb.AppendLine("# WL811def Status " + DateTime.Now.ToString("HH:mm:ss") + " timeScale=" + Time.timeScale.ToString("F2") + " arbiter=" + TimeScaleArbiter.Active); sb.AppendLine("camera: killCam=" + CombatCameraDirector.KillCamCount + " skip(role/cool/runcap/guard/nocam/busy)=" + CombatCameraDirector.KillCamSkippedRole + "/" + CombatCameraDirector.KillCamSkippedCooldown + "/" + CombatCameraDirector.KillCamSkippedRunCap + "/" + CombatCameraDirector.KillCamSkippedGuard + "/" + CombatCameraDirector.KillCamSkippedNoCam + "/" + CombatCameraDirector.KillCamSkippedBusy + " abandoned=" + CombatCameraDirector.KillCamAbandoned + " rebased=" + CombatCameraDirector.KillCamRebased + " pending=" + CombatCameraDirector.KillCamPending + " boss=" + CombatCameraDirector.BossCamCount + " bossSkip=" + CombatCameraDirector.BossCamSkipped + " preset(applied/restored/abandoned/active)=" + CombatCameraDirector.BossPresetApplied + "/" + CombatCameraDirector.BossPresetRestored + "/" + CombatCameraDirector.BossPresetAbandoned + "/" + CombatCameraDirector.BossPresetActive + " lead=" + CombatCameraDirector.ComboLeadCount + " active(kill/boss)=" + CombatCameraDirector.KillCamActive + "/" + CombatCameraDirector.BossCamActive + " zoom=" + CombatCameraDirector.CurrentZoomScale.ToString("F3") + " lastKillCam=" + CombatCameraDirector.LastKillCamMeasured.ToString("F3") + " lastBoss=" + CombatCameraDirector.LastBossCamMeasured.ToString("F3") + " slowmo=" + CombatCameraDirector.LastSlowMoResult + " run=" + CombatCameraDirector.RunCount + " last=" + CombatCameraDirector.LastInfo); sb.AppendLine("chain: kills=" + KillChain.KillCount + " tiers=" + KillChain.TierCount + " chains=" + KillChain.ChainCount + " best=" + KillChain.BestChainEver + " cur=" + KillChain.ChainKills + " burst=" + KillChain.BurstCount + " denied=" + KillChain.BurstDeniedBudget + " outOfView=" + KillChain.BurstSkippedView + " noInfo=" + KillChain.BurstNoInGameInfo + " held=" + KillChain.BurstHeld + " budget=" + EffectBudget.Count(EffectBudgetKind.ClusterBurst) + "/" + EffectBudget.Limit(EffectBudgetKind.ClusterBurst) + " last=" + KillChain.LastInfo); sb.AppendLine("merge: hits=" + DamageAggregator.HitCount + " flush=" + DamageAggregator.FlushCount + " maxMerged=" + DamageAggregator.MaxHitsMerged + " evict=" + DamageAggregator.EvictCount + " active=" + DamageAggregator.ActiveSlots + " reentrant=" + DamageAggregator.ReentrantHits + " dispatching=" + DamageAggregator.Dispatching); sb.AppendLine("blink: on=" + MobHitFlash.OnCount + " off=" + MobHitFlash.OffCount + " extend=" + MobHitFlash.ExtendCount + " throttled=" + MobHitFlash.ThrottledCount + " tint=" + MobHitFlash.TintCount + " clear=" + MobHitFlash.ClearCount + " skipFilter=" + MobHitFlash.SkippedFilter + " noProp=" + MobHitFlash.SkippedNoProperty + " states=" + MobHitFlash.StateCount + " active=" + MobHitFlash.ActiveCount + " reflect=" + MobHitFlash.RendererFieldViaReflection + " dissolve(resolved/hdr/range)=" + MobHitFlash.DissolveResolved + "/" + MobHitFlash.DissolveHasHdr + "/" + MobHitFlash.DissolveHasRange); sb.AppendLine("lead multiplier=" + CameraMoveLead.LeadMultiplier.ToString("F2") + " runner(reaction)=" + WLReactionRunner.Exists); Save("status", sb); return sb.ToString(); } // ───────────────────────────────────────────── 공용 static void Save(string name, StringBuilder sb) { try { System.IO.Directory.CreateDirectory(OutDir); string path = System.IO.Path.Combine(OutDir, name + "_" + DateTime.Now.ToString("HHmmss") + ".txt"); System.IO.File.WriteAllText(path, sb.ToString(), new UTF8Encoding(false)); Debug.Log("[WL811def] 저장 " + path); } catch (Exception e) { Debug.LogWarning("[WL811def] 저장 실패 " + e.Message); } Debug.Log(sb.ToString()); } static void Launch(Func make) { if (!Application.isPlaying) { Debug.LogWarning("[WL811def] Play 모드에서만(Title Play). Edit 모드는 Dump/Props/Status 만."); return; } var old = GameObject.Find("__wl811def_probe"); if (old != null) UnityEngine.Object.DestroyImmediate(old); var go = new GameObject("__wl811def_probe"); var h = go.AddComponent(); h.StartCoroutine(make(h)); } /// 가짜 몹: 비활성 GO 에 컴포넌트를 얹고(NavMeshAgent 는 비활성 → 네비메시 에러 0) 활성화해 Awake(arr_Renderer 캐시)만 돌린다. Start/Update 없음. static MobActor MakeMob(string name, eSubRol sub, Vector3 pos, Material mat) { var go = new GameObject(name); go.SetActive(false); go.transform.position = pos; go.AddComponent().isKinematic = true; go.AddComponent(); go.AddComponent(); var agent = go.AddComponent(); agent.enabled = false; var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.name = "Body"; cube.transform.SetParent(go.transform, false); UnityEngine.Object.Destroy(cube.GetComponent()); if (mat != null) cube.GetComponent().sharedMaterial = mat; var mob = go.AddComponent(); mob.enabled = false; mob.m_SubRole = sub; go.SetActive(true); InitCC(mob); return mob; } /// 실 액터는 Set/On_Regen 이 Init_CC 로 dic_ccData 를 채운다 — 가짜는 리플렉션으로 같은 메서드를 1회 호출(Get_MoveSpeed 의 KeyNotFound 방지 · 1차 실측 76건). static void InitCC(Actor a) { var m = typeof(Actor).GetMethod("Init_CC", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Public); if (m != null) m.Invoke(a, null); else Debug.LogWarning("[WL811def] Init_CC 미발견"); } static PCActor MakePC(string name, Vector3 pos) { var go = new GameObject(name); go.SetActive(false); go.transform.position = pos; go.AddComponent().isKinematic = true; go.AddComponent(); go.AddComponent(); var agent = go.AddComponent(); agent.enabled = false; var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.transform.SetParent(go.transform, false); UnityEngine.Object.Destroy(cube.GetComponent()); var pc = go.AddComponent(); pc.enabled = false; go.SetActive(true); InitCC(pc); return pc; } /// 진단용 읽기 — RealCamera.list_tfCamactionTarget(private · 인트로 CamStatus 0 에서만 소비)의 길이 확인(FIX-3). static List CamActionList(RealCamera cam) { var f = typeof(RealCamera).GetField("list_tfCamactionTarget", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Public); return f != null && cam != null ? f.GetValue(cam) as List : null; } static Material LoadSampleMat() { return UnityEditor.AssetDatabase.LoadAssetAtPath(SampleMat); // 에디터 전용 프로브(Roslyn run_script 에 UNITY_EDITOR 심볼이 없을 수 있어 #if 미사용) } static DamageInfo MakeDamage(double dmg, bool cri, bool kill) { var d = new DamageInfo { Beater = null, Critical = cri ? eStat.CRI : eStat.None, IsDeadByThisDamage = kill }; d.Damage = dmg; d.BaseDmg = dmg; return d; } public class Host : MonoBehaviour { StringBuilder _sb; float _t0; RealCamera _cam; Transform _dummy; bool _camInstalled; RealCamera _prevCam; readonly List _trash = new List(); string Pre() { return string.Format("{0,7:F0} | f{1,-5} | ts={2:F2} | ", (Time.unscaledTime - _t0) * 1000f, Time.frameCount, Time.timeScale); } static string N(UnityEngine.Object o) { return o != null ? o.name : "null"; } IEnumerator Wait(float s) { float t = Time.unscaledTime; while (Time.unscaledTime - t < s) yield return null; } Vector3 Front(float dist) { var c = Camera.main; return c != null ? c.transform.position + c.transform.forward * dist : Vector3.zero; } /// 가짜 RealCamera(빈 GO · 카메라 컴포넌트 없음): 원본 프리팹 [0] 값(3/3/2/78 → 기준서 65) · CamStatus 기본 1 · Set_Target(1인자)로 Update_Cam 만 돈다. void InstallCamera() { _prevCam = MyValue._RealCamera; var go = new GameObject("__wl811def_cam"); _trash.Add(go); _cam = go.AddComponent(); _cam.arr_cCamData = new[] { new cCamData { minDistance = 3f, maxDistance = 3f, DistanceUp = 2f, cameraHeight = 65f }, new cCamData { minDistance = 2f, maxDistance = 3f, DistanceUp = 3.5f, cameraHeight = 78f } }; _cam.minDistance = 3f; _cam.maxDistance = 3f; _cam.DistanceUp = 2f; _cam.cameraHeight = 65f; _cam.rotateAround = 30f; _cam.smooth = 4f; var d = new GameObject("__wl811def_pc"); _trash.Add(d); d.transform.position = Front(6f); _dummy = d.transform; _cam.Set_Target(_dummy); MyValue._RealCamera = _cam; _camInstalled = true; } void Cleanup() { CombatCameraDirector.ReleaseAll(); MobHitFlash.RestoreAll(); KillChain.ClearAll(); DamageAggregator.ClearAll(); if (_camInstalled) { MyValue._RealCamera = _prevCam; _camInstalled = false; } TimeScaleArbiter.ReleaseAll(); Time.timeScale = 1f; for (int i = 0; i < _trash.Count; i++) if (_trash[i] != null) Destroy(_trash[i]); _trash.Clear(); Destroy(gameObject); } string CamRow() { return "min=" + _cam.minDistance.ToString("F3") + " max=" + _cam.maxDistance.ToString("F3") + " up=" + _cam.DistanceUp.ToString("F3") + " yaw=" + _cam.rotateAround.ToString("F2") + " target=" + N(_cam.target) + " zoom=" + CombatCameraDirector.CurrentZoomScale.ToString("F3") + " arb=" + TimeScaleArbiter.Active + " camPos=" + _cam.transform.position.ToString("F2"); } /// ⓑ 킬캠: 엘리트 Killed → 줌(3→2.25→3)·슬로모(0.35→1) 타임라인 · 히트스톱 SkippedHigher · 쿨 안 재발동 0 · ResetRun 뒤 재발동 · 일반 몹 = 스킵. public IEnumerator Co_KillCam() { _sb = new StringBuilder(); _t0 = Time.unscaledTime; _sb.AppendLine("# WL811def KillCam " + DateTime.Now.ToString("HH:mm:ss") + " Enabled=" + WLCombatCameraSettings.Enabled + " core=" + WLCombatCoreSettings.Enabled + " arbiter=" + TimeScaleArbiter.Enabled); var st = WLCombatCameraSettings.Instance; var core = WLCombatCoreSettings.Instance; _sb.AppendLine("# 값: zoom=" + st.killCamZoomScale + " in/hold/out=" + st.killCamZoomInSeconds + "/" + st.killCamHoldSeconds + "/" + st.killCamZoomOutSeconds + " slowmo=" + core.cinematicDefaultScale + "×" + st.killCamSlowMoSeconds + " s cool=" + core.killCamCooldownSeconds + " guardY=" + st.killCamBottomGuardViewportY + " maxPerRun=" + st.killCamMaxPerRun); CombatCameraDirector.ResetDiagnostics(); CombatCameraDirector.ResetRun(); TimeScaleArbiter.ResetDiagnostics(); InstallCamera(); yield return null; yield return null; var elite = MakeMob("__wl811def_elite", eSubRol.Elite, Front(5f), null); _trash.Add(elite.gameObject); var normal = MakeMob("__wl811def_normal", eSubRol.None, Front(5f), null); _trash.Add(normal.gameObject); yield return null; _sb.AppendLine(Pre() + "before " + CamRow()); // ① 일반 몹 → 역할 스킵 CombatEvents.RaiseKilled(normal); _sb.AppendLine(Pre() + "① Normal Killed → killCam=" + CombatCameraDirector.KillCamCount + " skipRole=" + CombatCameraDirector.KillCamSkippedRole + " (기대 0 / 1)"); // ② 엘리트 → 발동 · 타임라인 float minSeen = 99f, tsMin = 9f; float zoomReach = -1f, tsRestore = -1f, camRestore = -1f; float tStart = Time.unscaledTime; CombatEvents.RaiseKilled(elite); _sb.AppendLine(Pre() + "② Elite Killed → killCam=" + CombatCameraDirector.KillCamCount + " slowmo=" + CombatCameraDirector.LastSlowMoResult + " viewportY=" + CombatCameraDirector.LastVictimViewportY.ToString("F2") + " last=" + CombatCameraDirector.LastInfo + " " + CamRow()); bool hsTried = false; ArbiterResult hs = ArbiterResult.Invalid; float tEnd = tStart + st.killCamZoomInSeconds + st.killCamHoldSeconds + st.killCamZoomOutSeconds + 0.4f; int rows = 0; while (Time.unscaledTime < tEnd) { yield return null; float t = Time.unscaledTime - tStart; if (!hsTried && t > 0.08f) { hs = TimeScaleArbiter.Request(TimeLayer.HitStop, 0f, 0.04f); hsTried = true; _sb.AppendLine(Pre() + " 슬로모 중 HitStop 요청 → " + hs + " (" + TimeScaleArbiter.LastInfo + ") 기대=SkippedHigher"); } minSeen = Mathf.Min(minSeen, _cam.minDistance); tsMin = Mathf.Min(tsMin, Time.timeScale); if (zoomReach < 0f && Mathf.Approximately(_cam.minDistance, 3f * st.killCamZoomScale)) zoomReach = t; if (tsRestore < 0f && tsMin < 0.99f && Time.timeScale >= 0.999f) tsRestore = t; if (camRestore < 0f && zoomReach >= 0f && !CombatCameraDirector.KillCamActive) camRestore = t; if ((rows++ % 4) == 0 || !CombatCameraDirector.KillCamActive) _sb.AppendLine(Pre() + " " + CamRow()); if (camRestore >= 0f && tsRestore >= 0f && t > 0.9f) break; } _sb.AppendLine(Pre() + " 결과: minDistance 최소=" + minSeen.ToString("F3") + " (기대 " + (3f * st.killCamZoomScale).ToString("F3") + ") 줌 도달 " + (zoomReach * 1000f).ToString("F0") + " ms · timeScale 최소=" + tsMin.ToString("F2") + " 복원 " + (tsRestore * 1000f).ToString("F0") + " ms(기대 ≈" + (st.killCamSlowMoSeconds * 1000f).ToString("F0") + ") · 카메라 복원 " + (camRestore * 1000f).ToString("F0") + " ms · measured=" + CombatCameraDirector.LastKillCamMeasured.ToString("F3") + " s · abandoned=" + CombatCameraDirector.KillCamAbandoned + " · 종료 " + CamRow() + " arbiterMeasured=" + TimeScaleArbiter.LastMeasured.ToString("F3")); // ③ 쿨 안 재발동 → 스킵 CombatEvents.RaiseKilled(elite); _sb.AppendLine(Pre() + "③ 쿨 안 Elite Killed → killCam=" + CombatCameraDirector.KillCamCount + " skipCooldown=" + CombatCameraDirector.KillCamSkippedCooldown + " (기대 1 / 1) last=" + CombatCameraDirector.LastInfo); // ④ ResetRun(쿨·런 초기화) → 재발동 · 보스 킬 var boss = MakeMob("__wl811def_boss", eSubRol.Boss, Front(5f), null); _trash.Add(boss.gameObject); CombatCameraDirector.ResetRun(); CombatEvents.RaiseKilled(boss); _sb.AppendLine(Pre() + "④ ResetRun 후 Boss Killed → killCam=" + CombatCameraDirector.KillCamCount + " (기대 2) slowmo=" + CombatCameraDirector.LastSlowMoResult + " " + CamRow()); yield return Wait(st.killCamZoomInSeconds + st.killCamHoldSeconds + st.killCamZoomOutSeconds + 0.3f); _sb.AppendLine(Pre() + " 복원 확인 " + CamRow() + " active=" + CombatCameraDirector.KillCamActive + " measured=" + CombatCameraDirector.LastKillCamMeasured.ToString("F3")); // ⑤ 런 상한: ResetRun 뒤 쿨만 매번 지우며(ResetCooldown) maxPerRun 회 발동 → 다음은 runcap 스킵 int cap = st.killCamMaxPerRun; if (cap > 0) { CombatCameraDirector.ResetRun(); int before = CombatCameraDirector.KillCamCount, cool0 = CombatCameraDirector.KillCamSkippedCooldown; for (int i = 0; i < cap; i++) { CombatCameraDirector.ResetCooldown(); CombatEvents.RaiseKilled(elite); CombatCameraDirector.ReleaseAll(); TimeScaleArbiter.ReleaseAll(); yield return null; } CombatCameraDirector.ResetCooldown(); CombatEvents.RaiseKilled(elite); _sb.AppendLine(Pre() + "⑤ 런 상한 " + cap + ": 발동+" + (CombatCameraDirector.KillCamCount - before) + " (기대 " + cap + ") skipRunCap=" + CombatCameraDirector.KillCamSkippedRunCap + " (기대 1) skipCool+" + (CombatCameraDirector.KillCamSkippedCooldown - cool0) + " (기대 0) run=" + CombatCameraDirector.RunCount); } _sb.AppendLine("# 종료 timeScale=" + Time.timeScale.ToString("F2") + " arbiter=" + TimeScaleArbiter.Active + " " + CamRow()); Save("killcam", _sb); Cleanup(); } /// ⓒ 보스 캠: Spawned(isBoss) → Set_Target(보스) · sin 오빗 · 거리 배율 → 1.2 s 뒤 전부 복원 · arr_cCamData[1] 프리셋. public IEnumerator Co_BossCam() { _sb = new StringBuilder(); _t0 = Time.unscaledTime; var st = WLCombatCameraSettings.Instance; _sb.AppendLine("# WL811def BossCam " + DateTime.Now.ToString("HH:mm:ss") + " Enabled=" + WLCombatCameraSettings.Enabled + " sec=" + st.bossCamSeconds + " orbit=" + st.bossCamOrbitDegrees + "° dist×" + st.bossCamDistanceScale + " retarget=" + st.bossCamRetarget + " preset=" + st.bossPresetApply + "(" + st.bossPresetDistance + " m · " + st.bossPresetCameraHeight + "°)"); CombatCameraDirector.ResetDiagnostics(); InstallCamera(); yield return null; yield return null; var boss = MakeMob("__wl811def_boss", eSubRol.Boss, Front(5f) + Vector3.right * 2f, null); _trash.Add(boss.gameObject); var normal = MakeMob("__wl811def_normal", eSubRol.None, Front(5f), null); _trash.Add(normal.gameObject); yield return null; float yaw0 = _cam.rotateAround; var preset0 = _cam.arr_cCamData[1]; _sb.AppendLine(Pre() + "before " + CamRow() + " preset[1]=" + preset0.minDistance + "/" + preset0.maxDistance + "/" + preset0.cameraHeight + "°"); CombatEvents.RaiseSpawned(normal); _sb.AppendLine(Pre() + "① Normal Spawned → boss=" + CombatCameraDirector.BossCamCount + " (기대 0)"); float tStart = Time.unscaledTime; float yawMax = -999f, yawMin = 999f; bool sawBossTarget = false; CombatEvents.RaiseSpawned(boss); _sb.AppendLine(Pre() + "② Boss Spawned → boss=" + CombatCameraDirector.BossCamCount + " active=" + CombatCameraDirector.BossCamActive + " preset[1]=" + preset0.minDistance + "/" + preset0.maxDistance + "/" + preset0.cameraHeight + "° up=" + preset0.DistanceUp + " " + CamRow()); int rows = 0; float tRestore = -1f; while (Time.unscaledTime - tStart < st.bossCamSeconds + 0.5f) { yield return null; float rel = Mathf.DeltaAngle(yaw0, _cam.rotateAround); yawMax = Mathf.Max(yawMax, rel); yawMin = Mathf.Min(yawMin, rel); if (ReferenceEquals(_cam.target, boss.transform)) sawBossTarget = true; if (tRestore < 0f && !CombatCameraDirector.BossCamActive) tRestore = Time.unscaledTime - tStart; if ((rows++ % 6) == 0 || tRestore >= 0f && rows % 6 == 1) _sb.AppendLine(Pre() + " yawRel=" + rel.ToString("F2") + " " + CamRow()); if (tRestore >= 0f && Time.unscaledTime - tStart > st.bossCamSeconds + 0.2f) break; } _sb.AppendLine(Pre() + " 결과: yaw 진폭 max=" + yawMax.ToString("F2") + " min=" + yawMin.ToString("F2") + " (기대 ≈+" + st.bossCamOrbitDegrees + ") · 종료 yawRel=" + Mathf.DeltaAngle(yaw0, _cam.rotateAround).ToString("F3") + " (기대 0) · 보스 타겟 관측=" + sawBossTarget + " · 복원 " + (tRestore * 1000f).ToString("F0") + " ms(기대 ≈" + (st.bossCamSeconds * 1000f).ToString("F0") + ") · measured=" + CombatCameraDirector.LastBossCamMeasured.ToString("F3") + " · target 복원=" + ReferenceEquals(_cam.target, _dummy) + " · " + CamRow()); Save("bosscam", _sb); Cleanup(); } /// 3타 리드: ComboStage(isLast) → LeadMultiplier 1.3 → comboLeadSeconds 뒤 1. public IEnumerator Co_ComboLead() { _sb = new StringBuilder(); _t0 = Time.unscaledTime; var st = WLCombatCameraSettings.Instance; _sb.AppendLine("# WL811def ComboLead " + DateTime.Now.ToString("HH:mm:ss") + " ×" + st.comboLeadMultiplier + " " + st.comboLeadSeconds + " s"); var pc = MakePC("__wl811def_pcactor", Front(5f)); _trash.Add(pc.gameObject); yield return null; CombatEvents.RaiseComboStage(pc, 2, "Attack2_S", 0f, false); _sb.AppendLine(Pre() + "① stage2(isLast=false) → mult=" + CameraMoveLead.LeadMultiplier.ToString("F2") + " (기대 1.00) count=" + CombatCameraDirector.ComboLeadCount); float t0 = Time.unscaledTime; CombatEvents.RaiseComboStage(pc, 3, "Attack3_S", 0f, true); _sb.AppendLine(Pre() + "② stage3(isLast) → mult=" + CameraMoveLead.LeadMultiplier.ToString("F2") + " (기대 " + st.comboLeadMultiplier.ToString("F2") + ") count=" + CombatCameraDirector.ComboLeadCount); float tBack = -1f; while (Time.unscaledTime - t0 < st.comboLeadSeconds + 0.3f) { yield return null; if (tBack < 0f && Mathf.Approximately(CameraMoveLead.LeadMultiplier, 1f)) tBack = Time.unscaledTime - t0; } _sb.AppendLine(Pre() + " 복원 " + (tBack * 1000f).ToString("F0") + " ms (기대 ≈" + (st.comboLeadSeconds * 1000f).ToString("F0") + ") mult=" + CameraMoveLead.LeadMultiplier.ToString("F2")); Save("combolead", _sb); Cleanup(); } int _tier, _ended; string _tierLog = ""; void OnTier(in KillChainTierEvent e) { _tier++; _tierLog += Pre() + " TierReached " + e.name + " tier=" + e.tier + " kills=" + e.kills + " centroid=" + e.centroid.ToString("F1") + " burst=" + e.burstSpawned + "\n"; } void OnEnded(in KillChainEndedEvent e) { _ended++; _tierLog += Pre() + " Ended kills=" + e.kills + " best=" + e.bestTier + " dur=" + e.duration.ToString("F2") + "\n"; } /// ⓓ 연쇄: 3 s 안 3킬 → DOUBLE·TRIPLE · 폭발 슬롯 1(홀드) · 윈도우 만료 Ended · 5킬 RAMPAGE · 홀드 중 폭발 거부. public IEnumerator Co_Chain() { _sb = new StringBuilder(); _t0 = Time.unscaledTime; _tier = 0; _ended = 0; _tierLog = ""; var st = WLReactionSettings.Instance; _sb.AppendLine("# WL811def Chain " + DateTime.Now.ToString("HH:mm:ss") + " Enabled=" + WLReactionSettings.Enabled + " window=" + st.killChainWindowSeconds + " burstMinTier=" + st.clusterBurstMinTier + " prefab=" + st.clusterBurstPrefab + " hold=" + st.clusterBurstHoldSeconds + " InGameInfo=" + (InGameInfo.Ins != null)); KillChain.ResetDiagnostics(); KillChain.ClearAll(); EffectBudget.ResetAll(); KillChain.TierReached.Add(OnTier); KillChain.Ended.Add(OnEnded); var mobs = new MobActor[5]; for (int i = 0; i < 5; i++) { mobs[i] = MakeMob("__wl811def_mob" + i, eSubRol.None, Front(5f) + Vector3.right * (i - 2), null); _trash.Add(mobs[i].gameObject); } yield return null; for (int i = 0; i < 3; i++) { CombatEvents.RaiseKilled(mobs[i]); yield return Wait(0.15f); } _sb.AppendLine(Pre() + "① 0.45 s 안 3킬 → tiers=" + _tier + " (기대 2: DOUBLE·TRIPLE) chain=" + KillChain.ChainKills + " burstHeld=" + KillChain.BurstHeld + " budget=" + EffectBudget.Count(EffectBudgetKind.ClusterBurst) + " burst/noInfo/denied=" + KillChain.BurstCount + "/" + KillChain.BurstNoInGameInfo + "/" + KillChain.BurstDeniedBudget); _sb.Append(_tierLog); _tierLog = ""; yield return Wait(st.clusterBurstHoldSeconds + 0.1f); _sb.AppendLine(Pre() + " 홀드 만료 → burstHeld=" + KillChain.BurstHeld + " budget=" + EffectBudget.Count(EffectBudgetKind.ClusterBurst) + " (기대 false/0)"); yield return Wait(st.killChainWindowSeconds - st.clusterBurstHoldSeconds); _sb.AppendLine(Pre() + "② 윈도우 만료 → ended=" + _ended + " (기대 1) chain=" + KillChain.ChainKills + " (기대 0)"); _sb.Append(_tierLog); _tierLog = ""; int denied0 = KillChain.BurstDeniedBudget; for (int i = 0; i < 5; i++) { CombatEvents.RaiseKilled(mobs[i]); yield return null; } _sb.AppendLine(Pre() + "③ 5킬 연속 → tiers+=" + _tier + " (누적 기대 5) best=" + KillChain.BestChainEver + " burstDenied+" + (KillChain.BurstDeniedBudget - denied0) + " (TRIPLE 슬롯 홀드 중 RAMPAGE 폭발 거부 = 동시 ≤1) budget=" + EffectBudget.Count(EffectBudgetKind.ClusterBurst)); _sb.Append(_tierLog); KillChain.TierReached.Remove(OnTier); KillChain.Ended.Remove(OnEnded); Save("chain", _sb); Cleanup(); } int _flush; string _flushLog = ""; void OnFlush(in DamageMergeEvent e) { _flush++; _flushLog += Pre() + " Flushed victim=" + N(e.victim) + " total=" + e.total.ToString("F0") + " hits=" + e.hits + " max=" + e.maxSingle.ToString("F0") + " cri=" + e.anyCritical + " kill=" + e.isKill + " window=" + ((e.time - e.firstTime) * 1000f).ToString("F0") + " ms\n"; } /// ⓓ 합산: 0.25 s 안 3타(10+20+30 · 2타 크리) → 플러시 1(60 · 3타) · 처치 타격 → 즉시 플러시. public IEnumerator Co_Merge() { _sb = new StringBuilder(); _t0 = Time.unscaledTime; _flush = 0; _flushLog = ""; var st = WLReactionSettings.Instance; _sb.AppendLine("# WL811def Merge " + DateTime.Now.ToString("HH:mm:ss") + " window=" + st.damageMergeWindowSeconds + " flushOnKill=" + st.damageMergeFlushOnKill); DamageAggregator.ResetDiagnostics(); DamageAggregator.ClearAll(); DamageAggregator.Flushed.Add(OnFlush); var mob = MakeMob("__wl811def_mob", eSubRol.None, Front(5f), null); _trash.Add(mob.gameObject); yield return null; CombatEvents.RaiseHitConfirmed(mob, MakeDamage(10, false, false)); yield return null; CombatEvents.RaiseHitConfirmed(mob, MakeDamage(20, true, false)); yield return null; CombatEvents.RaiseHitConfirmed(mob, MakeDamage(30, false, false)); double pend; int ph; bool has = DamageAggregator.TryGetPending(mob, out pend, out ph); _sb.AppendLine(Pre() + "① 3타 → pending=" + has + " total=" + pend.ToString("F0") + " hits=" + ph + " flush=" + _flush + " (기대 true/60/3/0)"); yield return Wait(st.damageMergeWindowSeconds + 0.1f); _sb.AppendLine(Pre() + " 윈도우 만료 → flush=" + _flush + " (기대 1) active=" + DamageAggregator.ActiveSlots); _sb.Append(_flushLog); _flushLog = ""; CombatEvents.RaiseHitConfirmed(mob, MakeDamage(5, false, false)); yield return null; CombatEvents.RaiseHitConfirmed(mob, MakeDamage(999, false, true)); _sb.AppendLine(Pre() + "② 처치 타격 → 즉시 flush=" + _flush + " (기대 2) active=" + DamageAggregator.ActiveSlots); _sb.Append(_flushLog); DamageAggregator.Flushed.Remove(OnFlush); Save("merge", _sb); Cleanup(); } /// ⓔ 점멸: MK Toon 실 머티리얼 큐브 몹 10회 피격(0.1 s 간격) → on/off 20 · HasPropertyBlock 잔류 0 · 머티리얼 수 증가 0 · sharedMaterial 불변 · Killed 엣지 → Spawned 정리. public IEnumerator Co_Blink() { _sb = new StringBuilder(); _t0 = Time.unscaledTime; var st = WLHitBlinkSettings.Instance; _sb.AppendLine("# WL811def Blink " + DateTime.Now.ToString("HH:mm:ss") + " Enabled=" + WLHitBlinkSettings.Enabled + " on/off=" + st.blinkOnSeconds + "/" + st.blinkOffSeconds + " color=" + st.blinkColor + " emission=" + st.useEmission); MobHitFlash.ResetDiagnostics(); var mat = LoadSampleMat(); _sb.AppendLine("# 머티리얼 " + (mat != null ? mat.name + " shader=" + mat.shader.name : "NULL(기본 큐브 머티리얼)")); var mob = MakeMob("__wl811def_mob", eSubRol.Elite, Front(5f), mat); _trash.Add(mob.gameObject); yield return null; var rend = mob.GetComponentInChildren(); int matsBefore = Resources.FindObjectsOfTypeAll().Length; int sharedId = rend.sharedMaterial != null ? rend.sharedMaterial.GetInstanceID() : 0; _sb.AppendLine(Pre() + "before block=" + rend.HasPropertyBlock() + " materials=" + matsBefore + " sharedId=" + sharedId); int onDuringSeen = 0; for (int i = 0; i < 10; i++) { CombatEvents.RaiseHitConfirmed(mob, MakeDamage(10, false, false)); bool hasNow = rend.HasPropertyBlock(); if (hasNow) onDuringSeen++; if (i < 3) _sb.AppendLine(Pre() + " hit" + (i + 1) + " on=" + MobHitFlash.OnCount + " off=" + MobHitFlash.OffCount + " block=" + hasNow); yield return Wait(0.1f); } yield return Wait(0.1f); int matsAfter = Resources.FindObjectsOfTypeAll().Length; int sharedAfter = rend.sharedMaterial != null ? rend.sharedMaterial.GetInstanceID() : 0; _sb.AppendLine(Pre() + "① 10회 피격 → on=" + MobHitFlash.OnCount + " off=" + MobHitFlash.OffCount + " (기대 10/10 = 20) extend=" + MobHitFlash.ExtendCount + " throttled=" + MobHitFlash.ThrottledCount + " 켜진 직후 block 관측=" + onDuringSeen + "/10 · 잔류 block=" + rend.HasPropertyBlock() + " (기대 False) · 머티리얼 " + matsBefore + "→" + matsAfter + " (증가 " + (matsAfter - matsBefore) + " · 기대 0) · sharedId " + sharedId + "→" + sharedAfter + " (기대 동일) · noProp=" + MobHitFlash.SkippedNoProperty + " reflect=" + MobHitFlash.RendererFieldViaReflection); // 같은 프레임 다중 히트 → 1회 점멸(연장) int on0 = MobHitFlash.OnCount, ext0 = MobHitFlash.ExtendCount; for (int i = 0; i < 5; i++) CombatEvents.RaiseHitConfirmed(mob, MakeDamage(10, false, false)); yield return Wait(0.15f); _sb.AppendLine(Pre() + "② 같은 프레임 5히트 → on+" + (MobHitFlash.OnCount - on0) + " extend+" + (MobHitFlash.ExtendCount - ext0) + " (기대 1 / 4) block=" + rend.HasPropertyBlock()); // Killed → 디졸브 엣지 MPB(Shader.Find 폴백) → Spawned → 정리 CombatEvents.RaiseKilled(mob); _sb.AppendLine(Pre() + "③ Killed(Elite) → tint=" + MobHitFlash.TintCount + " dissolve resolved/hdr/range=" + MobHitFlash.DissolveResolved + "/" + MobHitFlash.DissolveHasHdr + "/" + MobHitFlash.DissolveHasRange + " block=" + rend.HasPropertyBlock() + " (기대 True) noProp=" + MobHitFlash.SkippedNoProperty); var mpb = new MaterialPropertyBlock(); rend.GetPropertyBlock(mpb); _sb.AppendLine(Pre() + " MPB _EdgeAroundHDR=" + mpb.GetFloat("_EdgeAroundHDR").ToString("F2") + " _EdgeAround=" + mpb.GetFloat("_EdgeAround").ToString("F3") + " _Progress 포함=" + mpb.HasFloat("_Progress") + " (기대 False)"); CombatEvents.RaiseSpawned(mob); _sb.AppendLine(Pre() + "④ Spawned → clear=" + MobHitFlash.ClearCount + " block=" + rend.HasPropertyBlock() + " (기대 False)"); _sb.AppendLine("# GC: 100 피격 → " + GcOf(() => CombatEvents.RaiseHitConfirmed(mob, MakeDamage(10, false, false)), 100) + " (DamageInfo 생성 포함 · 프로브 측 할당)"); Save("blink", _sb); Cleanup(); } static string GcOf(Action act, int n) { for (int i = 0; i < 10; i++) act(); long m0 = GC.GetTotalMemory(false); long p0 = UnityEngine.Profiling.Profiler.GetMonoUsedSizeLong(); for (int i = 0; i < n; i++) act(); long m1 = GC.GetTotalMemory(false); long p1 = UnityEngine.Profiling.Profiler.GetMonoUsedSizeLong(); return "GC.GetTotalMemory delta=" + (m1 - m0) + " B · MonoUsed delta=" + (p1 - p0) + " B"; } /// ⓕ 구독자별 100회 GC: DamageInfo 는 미리 1개 만들어 재사용(프로브 측 할당 0). 카메라/반응/점멸을 RuntimeDisabled 로 하나씩 켜서 잰다. public IEnumerator Co_Gc() { _sb = new StringBuilder(); _t0 = Time.unscaledTime; _sb.AppendLine("# WL811def GcCheck " + DateTime.Now.ToString("HH:mm:ss") + " (기준 각 < 2048 B)"); InstallCamera(); yield return null; yield return null; var mat = LoadSampleMat(); var elite = MakeMob("__wl811def_elite", eSubRol.Elite, Front(5f), mat); _trash.Add(elite.gameObject); var boss = MakeMob("__wl811def_boss", eSubRol.Boss, Front(5f), mat); _trash.Add(boss.gameObject); var pc = MakePC("__wl811def_pcactor", Front(5f)); _trash.Add(pc.gameObject); yield return null; var dmg = MakeDamage(10, false, false); bool c0 = WLCombatCameraSettings.RuntimeDisabled, r0 = WLReactionSettings.RuntimeDisabled, b0 = WLHitBlinkSettings.RuntimeDisabled; Action set = (c, r, b) => { WLCombatCameraSettings.RuntimeDisabled = !c; WLReactionSettings.RuntimeDisabled = !r; WLHitBlinkSettings.RuntimeDisabled = !b; }; // 워밍업(상태·버퍼 1회 할당) set(true, true, true); CombatEvents.RaiseKilled(elite); CombatEvents.RaiseHitConfirmed(elite, dmg); CombatEvents.RaiseComboStage(pc, 3, "Attack3_S", 0f, true); CombatEvents.RaiseSpawned(boss); yield return null; CombatCameraDirector.ReleaseAll(); TimeScaleArbiter.ReleaseAll(); yield return null; set(true, false, false); CombatCameraDirector.ResetRun(); _sb.AppendLine("camera Killed×100(쿨로 1회 발동+99 스킵): " + GcOf(() => CombatEvents.RaiseKilled(elite), 100)); CombatCameraDirector.ReleaseAll(); TimeScaleArbiter.ReleaseAll(); yield return null; _sb.AppendLine("camera ComboStage×100: " + GcOf(() => CombatEvents.RaiseComboStage(pc, 3, "Attack3_S", 0f, true), 100)); _sb.AppendLine("camera Spawned(boss)×100(1회 발동+99 busy): " + GcOf(() => CombatEvents.RaiseSpawned(boss), 100)); CombatCameraDirector.ReleaseAll(); yield return null; set(false, true, false); KillChain.ClearAll(); DamageAggregator.ClearAll(); _sb.AppendLine("reaction Killed×100(연쇄 100 · 티어 4): " + GcOf(() => CombatEvents.RaiseKilled(elite), 100)); _sb.AppendLine("reaction HitConfirmed×100(합산 1슬롯): " + GcOf(() => CombatEvents.RaiseHitConfirmed(elite, dmg), 100)); KillChain.ClearAll(); DamageAggregator.ClearAll(); yield return null; set(false, false, true); _sb.AppendLine("blink HitConfirmed×100(on 1+연장 99): " + GcOf(() => CombatEvents.RaiseHitConfirmed(elite, dmg), 100)); _sb.AppendLine("blink Killed×100(엣지 세팅): " + GcOf(() => CombatEvents.RaiseKilled(elite), 100)); _sb.AppendLine("blink Spawned×100(정리): " + GcOf(() => CombatEvents.RaiseSpawned(elite), 100)); yield return null; set(false, false, false); _sb.AppendLine("core-only(3 SO off) Killed×100: " + GcOf(() => CombatEvents.RaiseKilled(elite), 100) + " ← CombatEvents.RaiseKilled 의 Log(문자열 결합 · victim.name) 몫"); _sb.AppendLine("core-only(3 SO off) HitConfirmed×100: " + GcOf(() => CombatEvents.RaiseHitConfirmed(elite, dmg), 100)); set(true, true, true); CombatCameraDirector.ResetRun(); _sb.AppendLine("all3 Killed×100: " + GcOf(() => CombatEvents.RaiseKilled(elite), 100)); _sb.AppendLine("all3 HitConfirmed×100: " + GcOf(() => CombatEvents.RaiseHitConfirmed(elite, dmg), 100)); WLCombatCameraSettings.RuntimeDisabled = c0; WLReactionSettings.RuntimeDisabled = r0; WLHitBlinkSettings.RuntimeDisabled = b0; _sb.AppendLine("# 원복 RuntimeDisabled cam/re/blink=" + c0 + "/" + r0 + "/" + b0); Save("gc", _sb); Cleanup(); } /// ⓖ C8: 3 SO 런타임 off → 같은 이벤트에 카운터 0 · 카메라 필드 불변 · MPB 0 · timeScale 1 → on 복귀. public IEnumerator Co_Toggle() { _sb = new StringBuilder(); _t0 = Time.unscaledTime; _sb.AppendLine("# WL811def Toggle " + DateTime.Now.ToString("HH:mm:ss")); InstallCamera(); yield return null; yield return null; var mat = LoadSampleMat(); var elite = MakeMob("__wl811def_elite", eSubRol.Elite, Front(5f), mat); _trash.Add(elite.gameObject); var boss = MakeMob("__wl811def_boss", eSubRol.Boss, Front(5f), mat); _trash.Add(boss.gameObject); var pc = MakePC("__wl811def_pcactor", Front(5f)); _trash.Add(pc.gameObject); yield return null; var rend = elite.GetComponentInChildren(); CombatCameraDirector.ResetDiagnostics(); CombatCameraDirector.ResetRun(); KillChain.ResetDiagnostics(); KillChain.ClearAll(); DamageAggregator.ResetDiagnostics(); DamageAggregator.ClearAll(); MobHitFlash.ResetDiagnostics(); WLCombatCameraSettings.RuntimeDisabled = true; WLReactionSettings.RuntimeDisabled = true; WLHitBlinkSettings.RuntimeDisabled = true; float minB = _cam.minDistance, yawB = _cam.rotateAround; CombatEvents.RaiseKilled(elite); CombatEvents.RaiseSpawned(boss); CombatEvents.RaiseComboStage(pc, 3, "Attack3_S", 0f, true); for (int i = 0; i < 3; i++) CombatEvents.RaiseHitConfirmed(elite, MakeDamage(10, false, false)); yield return null; yield return null; _sb.AppendLine(Pre() + "OFF: killCam=" + CombatCameraDirector.KillCamCount + " boss=" + CombatCameraDirector.BossCamCount + " lead=" + CombatCameraDirector.ComboLeadCount + " mult=" + CameraMoveLead.LeadMultiplier.ToString("F2") + " chainKills=" + KillChain.KillCount + " tiers=" + KillChain.TierCount + " mergeHits=" + DamageAggregator.HitCount + " blinkOn=" + MobHitFlash.OnCount + " block=" + rend.HasPropertyBlock() + " cam(min/yaw) " + minB.ToString("F2") + "→" + _cam.minDistance.ToString("F2") + " / " + yawB.ToString("F2") + "→" + _cam.rotateAround.ToString("F2") + " timeScale=" + Time.timeScale.ToString("F2") + " (기대 전부 0 · 불변 · 1.00)"); WLCombatCameraSettings.RuntimeDisabled = false; WLReactionSettings.RuntimeDisabled = false; WLHitBlinkSettings.RuntimeDisabled = false; CombatEvents.RaiseKilled(elite); CombatEvents.RaiseComboStage(pc, 3, "Attack3_S", 0f, true); for (int i = 0; i < 3; i++) CombatEvents.RaiseHitConfirmed(elite, MakeDamage(10, false, false)); yield return null; _sb.AppendLine(Pre() + "ON : killCam=" + CombatCameraDirector.KillCamCount + " lead=" + CombatCameraDirector.ComboLeadCount + " mult=" + CameraMoveLead.LeadMultiplier.ToString("F2") + " chainKills=" + KillChain.KillCount + " mergeHits=" + DamageAggregator.HitCount + " blinkOn=" + MobHitFlash.OnCount + " block=" + rend.HasPropertyBlock() + " timeScale=" + Time.timeScale.ToString("F2") + " (기대 1/1/1.30/1/3/1/True/0.35)"); yield return Wait(1.2f); _sb.AppendLine(Pre() + "복원: timeScale=" + Time.timeScale.ToString("F2") + " block=" + rend.HasPropertyBlock() + " min=" + _cam.minDistance.ToString("F2") + " mult=" + CameraMoveLead.LeadMultiplier.ToString("F2")); Save("toggle", _sb); Cleanup(); } /// 리뷰 WL-811def FIX 회귀: ① 처치 스택의 Init_Cam 덮어쓰기 뒤에도 킬캠 줌이 유지되나(FIX-1) /// ② arr_cCamData[1] 프리셋이 busy 검사 뒤에만 써지고 보스 처치·사라짐에 원복되나(FIX-2) ③ list_tfCamactionTarget 길이가 불변인가(FIX-3). public IEnumerator Co_FixCheck() { _sb = new StringBuilder(); _t0 = Time.unscaledTime; var st = WLCombatCameraSettings.Instance; _sb.AppendLine("# WL811def FixCheck " + DateTime.Now.ToString("HH:mm:ss") + " Enabled=" + WLCombatCameraSettings.Enabled + " zoom=" + st.killCamZoomScale + " scaleUp=" + st.killCamScaleDistanceUp + " preset=" + st.bossPresetApply + "(" + st.bossPresetDistance + " m · " + st.bossPresetCameraHeight + "°) retarget=" + st.bossCamRetarget + " bossCam=" + st.bossCamSeconds + " s"); CombatCameraDirector.ResetDiagnostics(); CombatCameraDirector.ResetRun(); InstallCamera(); yield return null; yield return null; var boss = MakeMob("__wl811def_boss", eSubRol.Boss, Front(5f), null); _trash.Add(boss.gameObject); var boss2 = MakeMob("__wl811def_boss2", eSubRol.Boss, Front(5f) + Vector3.right * 2f, null); _trash.Add(boss2.gameObject); var list = CamActionList(_cam); int list0 = list != null ? list.Count : -1; var d1 = _cam.arr_cCamData[1]; float p0Min = d1.minDistance, p0Max = d1.maxDistance, p0H = d1.cameraHeight, p0Up = d1.DistanceUp; yield return null; _sb.AppendLine(Pre() + "before " + CamRow() + " | [1]=" + p0Min.ToString("F2") + "/" + p0Max.ToString("F2") + "/" + p0H.ToString("F0") + "° up=" + p0Up.ToString("F2") + " · camActionList=" + list0); // ───── ① FIX-1: 실전투 보스 처치 스택 재현 — RaiseKilled 직후 같은 프레임에 Set_LockTarget(null) → Init_Cam() 이 궤도 3필드를 덮어쓴다 _cam.Set_LockTarget(boss.transform); // 원본 MonsterSimpleInfo.OnClick_Lock 경로(보스만 락타겟) → Init_Cam → arr_cCamData[1] yield return null; _sb.AppendLine(Pre() + "① 보스 락타겟 → " + CamRow() + " (Init_Cam 이 [1] 값을 씀)"); float lockedMin = _cam.minDistance; CombatEvents.RaiseKilled(boss); _cam.Set_LockTarget(null); // ← 같은 스택 · MonsterSimpleInfo.DeadTarget → Off() 가 하는 일 → Init_Cam → [0] 값 _sb.AppendLine(Pre() + " Killed + 같은 프레임 Set_LockTarget(null) → pending=" + CombatCameraDirector.KillCamPending + " (기대 True · 시작을 미룸) · 궤도 " + lockedMin.ToString("F2") + "→" + _cam.minDistance.ToString("F2") + " (외부 덮어쓰기) killCam=" + CombatCameraDirector.KillCamCount); float expectZoom = _cam.arr_cCamData[0].minDistance * st.killCamZoomScale; float zoomMin = 99f; float zoomReach = -1f; float tK = Time.unscaledTime; int rows = 0; while (Time.unscaledTime - tK < st.killCamZoomInSeconds + st.killCamHoldSeconds + st.killCamZoomOutSeconds + 0.4f) { yield return null; zoomMin = Mathf.Min(zoomMin, _cam.minDistance); if (zoomReach < 0f && Mathf.Approximately(_cam.minDistance, expectZoom)) zoomReach = (Time.unscaledTime - tK) * 1000f; if ((rows++ % 8) == 0) _sb.AppendLine(Pre() + " " + CamRow()); if (zoomReach >= 0f && !CombatCameraDirector.KillCamActive) break; } _sb.AppendLine(Pre() + " 결과: 줌 최소=" + zoomMin.ToString("F3") + " (기대 " + expectZoom.ToString("F3") + " = [0] " + _cam.arr_cCamData[0].minDistance.ToString("F2") + " × " + st.killCamZoomScale + ") 도달 " + zoomReach.ToString("F0") + " ms · rebased=" + CombatCameraDirector.KillCamRebased + " (기대 1 = base 재취득) · abandoned=" + CombatCameraDirector.KillCamAbandoned + " (기대 0 · 수정 전엔 1) · measured=" + CombatCameraDirector.LastKillCamMeasured.ToString("F3") + " s · 복원 " + CamRow()); // ───── ② FIX-2: 프리셋 스냅샷·복원 · busy 검사 뒤 적용 CombatCameraDirector.ResetRun(); CombatEvents.RaiseSpawned(boss); _sb.AppendLine(Pre() + "② Boss Spawned → bossCam=" + CombatCameraDirector.BossCamCount + " presetApplied=" + CombatCameraDirector.BossPresetApplied + " active=" + CombatCameraDirector.BossPresetActive + " [1]=" + d1.minDistance.ToString("F2") + "/" + d1.maxDistance.ToString("F2") + "/" + d1.cameraHeight.ToString("F0") + "° up=" + d1.DistanceUp.ToString("F2") + " (기대 " + st.bossPresetDistance + "/" + st.bossPresetDistance + "/" + st.bossPresetCameraHeight + "°)"); int applied0 = CombatCameraDirector.BossPresetApplied, skip0 = CombatCameraDirector.BossCamSkipped; yield return null; CombatEvents.RaiseSpawned(boss2); // 오빗 진행 중 = busy → 스킵 · 프리셋도 추가 적용 0(수정 전엔 프리셋만 다시 써졌다) _sb.AppendLine(Pre() + " 진행 중 두 번째 Boss Spawned → bossSkip+" + (CombatCameraDirector.BossCamSkipped - skip0) + " (기대 1) presetApplied+" + (CombatCameraDirector.BossPresetApplied - applied0) + " (기대 0 = busy 검사 뒤로 이동) last=" + CombatCameraDirector.LastInfo); yield return Wait(st.bossCamSeconds + 0.3f); _sb.AppendLine(Pre() + " 오빗 종료 → bossActive=" + CombatCameraDirector.BossCamActive + " presetActive=" + CombatCameraDirector.BossPresetActive + " (기대 False/True = 프리셋은 보스전 동안 유지) [1]=" + d1.minDistance.ToString("F2") + "/" + d1.cameraHeight.ToString("F0") + "°" + " · ③ camActionList " + list0 + "→" + (list != null ? list.Count : -1) + " (기대 동일 = Set_Target 누적 0) · target 복원=" + ReferenceEquals(_cam.target, _dummy) + " · " + CamRow()); CombatCameraDirector.ResetCooldown(); CombatEvents.RaiseKilled(boss); // 보스 처치 → 프리셋 즉시 원복(쿨 스킵과 무관하게 복원 경로가 먼저다) _sb.AppendLine(Pre() + " 보스 처치 → restored=" + CombatCameraDirector.BossPresetRestored + " (기대 1) abandoned=" + CombatCameraDirector.BossPresetAbandoned + " (기대 0) active=" + CombatCameraDirector.BossPresetActive + " [1]=" + d1.minDistance.ToString("F2") + "/" + d1.maxDistance.ToString("F2") + "/" + d1.cameraHeight.ToString("F0") + "° up=" + d1.DistanceUp.ToString("F2") + " (기대 원값 " + p0Min.ToString("F2") + "/" + p0Max.ToString("F2") + "/" + p0H.ToString("F0") + "°/" + p0Up.ToString("F2") + ")"); yield return Wait(st.killCamZoomInSeconds + st.killCamHoldSeconds + st.killCamZoomOutSeconds + 0.3f); // ②-2 사라짐(풀 반납 = SetActive(false)) 경로도 원복하는가 CombatCameraDirector.ResetRun(); CombatEvents.RaiseSpawned(boss2); _sb.AppendLine(Pre() + " 재적용(boss2) → active=" + CombatCameraDirector.BossPresetActive + " [1]=" + d1.minDistance.ToString("F2") + "/" + d1.cameraHeight.ToString("F0") + "°"); boss2.gameObject.SetActive(false); // Actor.Off() 와 같은 상태(IsDead() = !activeInHierarchy) yield return null; yield return null; _sb.AppendLine(Pre() + " 보스 사라짐(비활성) → restored=" + CombatCameraDirector.BossPresetRestored + " (기대 2) active=" + CombatCameraDirector.BossPresetActive + " (기대 False) [1]=" + d1.minDistance.ToString("F2") + "/" + d1.maxDistance.ToString("F2") + "/" + d1.cameraHeight.ToString("F0") + "° up=" + d1.DistanceUp.ToString("F2")); yield return Wait(st.bossCamSeconds + 0.2f); _sb.AppendLine(Pre() + "# 종료 " + CamRow() + " | [1]=" + d1.minDistance.ToString("F2") + "/" + d1.maxDistance.ToString("F2") + "/" + d1.cameraHeight.ToString("F0") + "° up=" + d1.DistanceUp.ToString("F2") + " · camActionList=" + (list != null ? list.Count : -1) + " (기대 " + list0 + ") · abandoned=" + CombatCameraDirector.KillCamAbandoned + " rebased=" + CombatCameraDirector.KillCamRebased + " presetApplied/restored/abandoned=" + CombatCameraDirector.BossPresetApplied + "/" + CombatCameraDirector.BossPresetRestored + "/" + CombatCameraDirector.BossPresetAbandoned + " · merge reentrant=" + DamageAggregator.ReentrantHits + " dispatching=" + DamageAggregator.Dispatching + " · reactionRunner=" + WLReactionRunner.Exists); Save("fixcheck", _sb); Cleanup(); } /// 병합 후 실전투(메인 에디터 · Lead QA): 3 SO ON n초 / OFF n초 UnityStats 비교(WL785_Budget 스타일). public IEnumerator Co_Budget(float sec) { _sb = new StringBuilder(); _t0 = Time.unscaledTime; _sb.AppendLine("# WL811def Budget " + DateTime.Now.ToString("HH:mm:ss") + " " + sec + " s ×2"); for (int pass = 0; pass < 2; pass++) { bool on = pass == 0; WLCombatCameraSettings.RuntimeDisabled = !on; WLReactionSettings.RuntimeDisabled = !on; WLHitBlinkSettings.RuntimeDisabled = !on; yield return Wait(0.3f); int n = 0, mSet = 0, mDraw = 0; long aSet = 0, aDraw = 0; float worst = 0f, sum = 0f; long gc0 = GC.GetTotalMemory(false); int kc0 = CombatCameraDirector.KillCamCount, on0 = MobHitFlash.OnCount, fl0 = DamageAggregator.FlushCount, tr0 = KillChain.TierCount; float t = Time.unscaledTime; while (Time.unscaledTime - t < sec) { yield return null; float dt = Time.unscaledDeltaTime; worst = Mathf.Max(worst, dt); sum += dt; n++; int sp = UnityEditor.UnityStats.setPassCalls, d = UnityEditor.UnityStats.drawCalls; mSet = Mathf.Max(mSet, sp); mDraw = Mathf.Max(mDraw, d); aSet += sp; aDraw += d; } _sb.AppendLine((on ? "연출 ON " : "연출 OFF") + " avgFps=" + (n / Mathf.Max(sum, 0.001f)).ToString("F1") + " worstFrame=" + (worst * 1000f).ToString("F1") + " ms · setPass max/avg=" + mSet + "/" + (n > 0 ? aSet / n : 0) + " draw max/avg=" + mDraw + "/" + (n > 0 ? aDraw / n : 0) + " · GC+" + (GC.GetTotalMemory(false) - gc0) + " B · killCam+" + (CombatCameraDirector.KillCamCount - kc0) + " blinkOn+" + (MobHitFlash.OnCount - on0) + " flush+" + (DamageAggregator.FlushCount - fl0) + " tier+" + (KillChain.TierCount - tr0) + " frames=" + n); } WLCombatCameraSettings.RuntimeDisabled = false; WLReactionSettings.RuntimeDisabled = false; WLHitBlinkSettings.RuntimeDisabled = false; Save("budget", _sb); Destroy(gameObject); } } }