// PD 지시 #757 — 최종 상태 확인 (읽기 전용) public static class WL_SpawnerVerify { public static string Run() { var sb = new System.Text.StringBuilder(); var sc = UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene(); sb.Append("활성 씬=" + sc.path + " dirty=" + sc.isDirty); int dirty = 0; for (int i = 0; i < UnityEditor.SceneManagement.EditorSceneManager.sceneCount; i++) if (UnityEditor.SceneManagement.EditorSceneManager.GetSceneAt(i).isDirty) dirty++; sb.Append(" / 열린 씬 " + UnityEditor.SceneManagement.EditorSceneManager.sceneCount + "개 중 dirty " + dirty); sb.Append(" / playMode=" + UnityEngine.Application.isPlaying); var root = UnityEditor.PrefabUtility.LoadPrefabContents("Assets/Res_Addr/Map/WL_Start.prefab"); try { var mgrs = root.GetComponentsInChildren(true); int nullLv = 0; var ids = new System.Collections.Generic.List(); for (int i = 0; i < mgrs.Length; i++) { if (mgrs[i].text_lv == null) nullLv++; ids.Add(mgrs[i].SpawnerID); } ids.Sort(); sb.Append(" | 프리팹 스포너 " + mgrs.Length + "개 IDs=" + string.Join(",", ids.ConvertAll(x => x.ToString()).ToArray()) + " text_lv null=" + nullLv); } finally { UnityEditor.PrefabUtility.UnloadPrefabContents(root); } return sb.ToString(); } }