// PD 지시 #750 2단계 — Play 중 WL_Start 검증 프로브 (읽기 전용) // 실행: unity command run_script --file AgentScripts/WL_StartProbe.cs --entry WL_StartProbe.Run // CLAUDE.md §1 준수: using 금지 · 네임스페이스 풀어 쓰기 public static class WL_StartProbe { // 캡처 타이밍 확보용 — 기상 연출(약 2.3초)이 왕복 폴링보다 빨라서 슬로모션으로 늘린다. // 검증이 끝나면 반드시 1 로 되돌린다. public static string SetTimeScale(string v) { float f; if (!float.TryParse(v, out f)) return "parse실패:" + v; UnityEngine.Time.timeScale = f; return "timeScale=" + UnityEngine.Time.timeScale; } // 캡처용으로 StartWakeSettings.asset 의 delayBeforeGetUp 을 일시 조정한다. // 🔴 검증이 끝나면 반드시 원래 값(1.5)으로 되돌린다. public static string SetDelay(string v) { float f; if (!float.TryParse(v, out f)) return "parse실패:" + v; const string path = "Assets/WL/Settings/StartWakeSettings.asset"; var a = UnityEditor.AssetDatabase.LoadAssetAtPath(path); if (a == null) return "설정 에셋 없음: " + path; float old = a.delayBeforeGetUp; a.delayBeforeGetUp = f; UnityEditor.EditorUtility.SetDirty(a); UnityEditor.AssetDatabase.SaveAssets(); UnityEditor.AssetDatabase.Refresh(); var chk = UnityEditor.AssetDatabase.LoadAssetAtPath(path); return "delayBeforeGetUp " + old + " -> " + chk.delayBeforeGetUp; } // 🔴 Game View 캡처 대체 경로. // 에디터가 비포커스면 Game View 가 다시 그려지지 않아 capture_game_view --source screen 이 // 로딩 화면(마지막으로 그려진 프레임)을 돌려준다. Camera.main 도 null 이라 --source camera 도 실패. // → RealCamera 의 Camera 를 직접 찾아 RenderTexture 로 렌더한다. 저장은 Assets 밖. public static string Render(string tag) { UnityEngine.Camera cam = null; var rc = MyValue.m_RealCamera; if (rc != null) { cam = rc.GetComponent(); if (cam == null) cam = rc.GetComponentInChildren(true); } if (cam == null) cam = UnityEngine.Camera.main; if (cam == null) { var all = UnityEngine.Object.FindObjectsByType(UnityEngine.FindObjectsSortMode.None); for (int i = 0; i < all.Length; i++) if (all[i] != null && all[i].isActiveAndEnabled && all[i].targetTexture == null) { cam = all[i]; break; } } if (cam == null) return "카메라를 찾지 못했다"; int w = 1280, h = 720; var rt = new UnityEngine.RenderTexture(w, h, 24, UnityEngine.RenderTextureFormat.ARGB32); var go = new UnityEngine.GameObject("__wlStartCam"); var c = go.AddComponent(); c.CopyFrom(cam); c.targetTexture = rt; c.enabled = false; c.Render(); var prev = UnityEngine.RenderTexture.active; UnityEngine.RenderTexture.active = rt; var tex = new UnityEngine.Texture2D(w, h, UnityEngine.TextureFormat.RGB24, false); tex.ReadPixels(new UnityEngine.Rect(0, 0, w, h), 0, 0); tex.Apply(); UnityEngine.RenderTexture.active = prev; var dir = "Screenshots_WL/start"; System.IO.Directory.CreateDirectory(dir); var path = dir + "/" + tag + ".png"; System.IO.File.WriteAllBytes(path, UnityEngine.ImageConversion.EncodeToPNG(tex)); UnityEngine.Object.DestroyImmediate(go); UnityEngine.Object.DestroyImmediate(tex); rt.Release(); UnityEngine.Object.DestroyImmediate(rt); return "saved " + path + " (cam=" + cam.name + ")"; } // 가벼운 상태 문자열 — 캡처 타이밍을 잡을 때 빠르게 폴링한다. public static string State() { if (!MyValue.bMyPC) return "noPC"; var pc = MyValue.MyPC; var anim = pc.m_animation; string st = "(anim없음)"; if (anim != null && anim.runtimeAnimatorController != null) { var i = anim.GetCurrentAnimatorStateInfo(0); st = i.shortNameHash == UnityEngine.Animator.StringToHash("lying") ? "lying" : i.shortNameHash == UnityEngine.Animator.StringToHash("getup") ? "getup" : i.shortNameHash == UnityEngine.Animator.StringToHash("idle") ? "idle" : i.shortNameHash == UnityEngine.Animator.StringToHash("run") ? "run" : ("hash" + i.shortNameHash); st = anim.runtimeAnimatorController.name + ":" + st + ":n" + i.normalizedTime.ToString("F2"); } return st + " seqPlaying=" + WL.Start.StartWakeSequence.IsPlaying + " pos=" + pc.transform.position.ToString("F3"); } // ⓓ 이동 검증 — 실제 조이스틱 코드 경로(PCActor.Run_byJoystick → NavMeshAgent.Move)를 직접 구동한다. // 터치 하드웨어 대신 코드로 호출하는 것이므로 보고 시 그렇게 명시할 것. public static string MoveTest() { if (!MyValue.bMyPC) return "noPC"; var pc = MyValue.MyPC; var before = pc.transform.position; UnityEngine.AI.NavMeshHit h0; bool onBefore = UnityEngine.AI.NavMesh.SamplePosition(before, out h0, 2f, UnityEngine.AI.NavMesh.AllAreas); var dir = new UnityEngine.Vector3(1f, 0f, 0f); int frames = 30; // Run_byJoystick 은 1유닛 이동마다 Add_TitleCondition(로컬 카운터)을 올린다 — 최소로 유지 for (int i = 0; i < frames; i++) pc.Run_byJoystick(dir); var after = pc.transform.position; UnityEngine.AI.NavMeshHit h1; bool onAfter = UnityEngine.AI.NavMesh.SamplePosition(after, out h1, 2f, UnityEngine.AI.NavMesh.AllAreas); var agent = pc.GetComponent(); return "before=" + before.ToString("F3") + " onNav=" + onBefore + "\nafter =" + after.ToString("F3") + " onNav=" + onAfter + "\nmoved=" + UnityEngine.Vector3.Distance(before, after).ToString("F3") + " calls=" + frames + " agentOnNavMesh=" + (agent == null ? "(없음)" : agent.isOnNavMesh.ToString()) + " PCMove플래그=" + OptionInfo.Ins.Get_PCMove(); } public static string Run() { var sb = new System.Text.StringBuilder(); sb.Append("playing=").Append(UnityEngine.Application.isPlaying).Append("\n"); // 씬 int sc = UnityEngine.SceneManagement.SceneManager.sceneCount; for (int i = 0; i < sc; i++) { var s = UnityEngine.SceneManagement.SceneManager.GetSceneAt(i); sb.Append("scene[").Append(i).Append("]=").Append(s.name).Append(" loaded=").Append(s.isLoaded).Append("\n"); } sb.Append("activeScene=").Append(UnityEngine.SceneManagement.SceneManager.GetActiveScene().name).Append("\n"); // 맵 프리팹 인스턴스 var mapGo = UnityEngine.GameObject.Find("WL_Start(Clone)"); if (mapGo == null) mapGo = UnityEngine.GameObject.Find("WL_Start"); sb.Append("mapInstance=").Append(mapGo == null ? "(없음)" : mapGo.name).Append("\n"); if (mapGo != null) { var md = mapGo.GetComponent(); sb.Append("MapData=").Append(md == null ? "(없음)" : "OK"); if (md != null && md.m_MapZoneData != null && md.m_MapZoneData.Count > 0) { var z = md.m_MapZoneData[0]; sb.Append(" portalPos=").Append(z.go_portal == null ? "(null)" : z.go_portal.transform.position.ToString("F3")) .Append(" CamRot=").Append(z.CamRot_Portal); } sb.Append("\n"); var seq = mapGo.GetComponent(); sb.Append("StartWakeSequence=").Append(seq == null ? "(없음)" : "부착됨") .Append(" IsArmed=").Append(WL.Start.StartWakeSequence.IsArmed) .Append(" IsPlaying=").Append(WL.Start.StartWakeSequence.IsPlaying).Append("\n"); sb.Append("mapChildren=").Append(mapGo.transform.childCount).Append("\n"); var cams = mapGo.GetComponentsInChildren(true); sb.Append("camerasInMap=").Append(cams == null ? 0 : cams.Length).Append("\n"); } // 플레이어 sb.Append("bMyPC=").Append(MyValue.bMyPC).Append("\n"); if (MyValue.bMyPC) { var pc = MyValue.MyPC; var p = pc.transform.position; sb.Append("pcPos=").Append(p.ToString("F3")).Append(" euler=").Append(pc.transform.rotation.eulerAngles.ToString("F1")).Append("\n"); var anim = pc.m_animation; if (anim == null || anim.runtimeAnimatorController == null) sb.Append("animator=(없음)\n"); else { var st = anim.GetCurrentAnimatorStateInfo(0); sb.Append("animController=").Append(anim.runtimeAnimatorController.name) .Append(" stateHash=").Append(st.shortNameHash) .Append(" isLying=").Append(st.shortNameHash == UnityEngine.Animator.StringToHash("lying")) .Append(" isGetUp=").Append(st.shortNameHash == UnityEngine.Animator.StringToHash("getup")) .Append(" isIdle=").Append(st.shortNameHash == UnityEngine.Animator.StringToHash("idle")) .Append(" normTime=").Append(st.normalizedTime.ToString("F2")).Append("\n"); sb.Append("hasLying=").Append(anim.HasState(0, UnityEngine.Animator.StringToHash("lying"))) .Append(" hasGetup=").Append(anim.HasState(0, UnityEngine.Animator.StringToHash("getup"))).Append("\n"); } // NavMesh 판정 UnityEngine.AI.NavMeshHit hit; bool on = UnityEngine.AI.NavMesh.SamplePosition(p, out hit, 2f, UnityEngine.AI.NavMesh.AllAreas); sb.Append("navSample=").Append(on).Append(on ? (" nearest=" + hit.position.ToString("F3") + " dist=" + UnityEngine.Vector3.Distance(p, hit.position).ToString("F3")) : "").Append("\n"); var agent = pc.GetComponent(); sb.Append("navAgent=").Append(agent == null ? "(없음)" : ("있음 onNavMesh=" + agent.isOnNavMesh + " enabled=" + agent.enabled)).Append("\n"); } // 카메라 var rc = MyValue.m_RealCamera; sb.Append("RealCamera=").Append(rc == null ? "(없음)" : "OK"); if (rc != null) { sb.Append(" pos=").Append(rc.transform.position.ToString("F2")) .Append(" euler=").Append(rc.transform.rotation.eulerAngles.ToString("F1")); var f = rc.GetType().GetField("CamStatus", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic); sb.Append(" CamStatus=").Append(f == null ? "(못읽음)" : System.Convert.ToString(f.GetValue(rc))); var f2 = rc.GetType().GetField("rotateAround", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic); sb.Append(" rotateAround=").Append(f2 == null ? "(못읽음)" : System.Convert.ToString(f2.GetValue(rc))); } sb.Append("\n"); // 로비 UI 노출 여부 (ⓔ) var lobbyBtns = new string[] { "btn_Adventure", "btn_Shop", "btn_Inven", "btn_Mission", "btn_Pet", "btn_Farm" }; for (int i = 0; i < lobbyBtns.Length; i++) { var g = UnityEngine.GameObject.Find(lobbyBtns[i]); if (g != null) sb.Append("ui:").Append(lobbyBtns[i]).Append("=활성\n"); } var canvases = UnityEngine.Object.FindObjectsByType(UnityEngine.FindObjectsSortMode.None); sb.Append("canvasCount=").Append(canvases == null ? 0 : canvases.Length).Append("\n"); var buttons = UnityEngine.Object.FindObjectsByType(UnityEngine.FindObjectsSortMode.None); int activeBtn = 0; var names = new System.Text.StringBuilder(); if (buttons != null) for (int i = 0; i < buttons.Length; i++) if (buttons[i] != null && buttons[i].gameObject.activeInHierarchy) { activeBtn++; if (names.Length < 400) names.Append(buttons[i].name).Append(","); } sb.Append("activeButtons=").Append(activeBtn).Append(" [").Append(names.ToString()).Append("]\n"); return sb.ToString(); } }