// WL789_Probe.cs — #789 공격 루트모션 재현 검증 (Play 전용 · 읽기 전용) // unity command run_script --file AgentScripts/WL789_Probe.cs --entry WL789_Probe.Watch --args '[6.0]' // unity command run_script --file AgentScripts/WL789_Probe.cs --entry WL789_Probe.Report // 매 프레임 PC 위치·현재 클립을 기록해 클립별(공격 상태별) 전방 이동 최대치·순 이동을 낸다. AttackRootMotion 카운터도 함께. using System.Collections; using System.Collections.Generic; using System.Linq; using System.Text; using UnityEngine; public static class WL789_Probe { const string Out = "Screenshots_WL/combat5/p_wl789.txt"; class Host : MonoBehaviour { public IEnumerator Co(float seconds) { var sb = new StringBuilder(); var me = Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None).FirstOrDefault(); if (me == null) { Done(sb.AppendLine("MyActor none")); yield break; } var anim = me.GetComponentInChildren(); var rm = anim != null ? anim.GetComponent() : null; sb.AppendLine("AttackRootMotion attached=" + (rm != null) + " applyRootMotion=" + (anim != null ? anim.applyRootMotion.ToString() : "?") + " mode=" + (WL.Combat.WLCombatMotionSettings.Instance != null ? WL.Combat.WLCombatMotionSettings.Instance.attackMoveMode.ToString() : "?")); int apply0 = WL.Combat.AttackRootMotion.ApplyCount; float acc0 = WL.Combat.AttackRootMotion.SwingAccum; float raw0 = WL.Combat.AttackRootMotion.RawAccum; string lastClip = ""; Vector3 segStart = me.transform.position; Vector3 segFwd = me.transform.forward; float segMaxFwd = 0f; float segT0 = Time.time; var rows = new List(); float t0 = Time.time; while (Time.time - t0 < seconds) { string clip = "(none)"; if (anim != null && anim.layerCount > 0) { var ci = anim.GetCurrentAnimatorClipInfo(0); if (ci.Length > 0) clip = ci[0].clip.name; } Vector3 p = me.transform.position; if (clip != lastClip) { if (lastClip != "") { Vector3 d = p - segStart; d.y = 0f; rows.Add(string.Format("{0,-22} {1:F2}s 최대전방 {2:F2} m 순이동 {3:F2} m (전방성분 {4:F2})", lastClip, Time.time - segT0, segMaxFwd, d.magnitude, Vector3.Dot(d, segFwd))); } lastClip = clip; segStart = p; segFwd = me.transform.forward; segFwd.y = 0f; segFwd.Normalize(); segMaxFwd = 0f; segT0 = Time.time; } else { Vector3 d = p - segStart; d.y = 0f; segMaxFwd = Mathf.Max(segMaxFwd, Vector3.Dot(d, segFwd)); } yield return null; } sb.AppendLine("== 클립별 이동 (" + seconds + "s) =="); foreach (var r in rows) sb.AppendLine(" " + r); sb.AppendLine("AttackRootMotion applyCount=" + (WL.Combat.AttackRootMotion.ApplyCount - apply0) + " appliedAccum=" + (WL.Combat.AttackRootMotion.SwingAccum - acc0).ToString("F2") + " m rawAccum=" + (WL.Combat.AttackRootMotion.RawAccum - raw0).ToString("F2") + " m" + " | entry(OnAnimatorMove)=" + WL.Combat.AttackRootMotion.EntryCount + " applyRootMotion=" + (anim != null ? anim.applyRootMotion.ToString() : "?")); sb.AppendLine("AttackStep count=" + WL.Combat.AttackStepDriver.StepCount + " lastInfo=" + WL.Combat.AttackStepDriver.LastInfo); Done(sb); } void Done(StringBuilder sb) { System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(Out)); System.IO.File.WriteAllText(Out, sb.ToString()); Destroy(gameObject); } } public static object Watch(float seconds) { if (!Application.isPlaying) return "not playing"; if (GameObject.Find("__wl789") != null) return "already running"; var h = new GameObject("__wl789").AddComponent(); h.StartCoroutine(h.Co(seconds)); return "started " + seconds + "s"; } public static object Report() { return System.IO.File.Exists(Out) ? System.IO.File.ReadAllText(Out) : "(no report)"; } }