// WL_DressingGrassRemove.cs — PD 지시(2026-09-06 22:3x) "해당 잔디 에셋도 제거" (에디트 모드) // unity command run_script --file AgentScripts/WL_DressingGrassRemove.cs --entry WL_DressingGrassRemove.Count // unity command run_script --file AgentScripts/WL_DressingGrassRemove.cs --entry WL_DressingGrassRemove.Remove // WL_Nature.prefab 드레싱 중 소스 프리팹 경로/이름에 "Grass" 가 들어가는 인스턴스(LMHPOLY Vegetation 풀)를 제거한다. 꽃·버섯·덤불·나무·바위는 유지. using System.Linq; using System.Text; using UnityEditor; using UnityEngine; public static class WL_DressingGrassRemove { const string MapPrefab = "Assets/Res_Addr/Map/WL_Nature.prefab"; static bool IsGrass(GameObject go) { var src = PrefabUtility.GetCorrespondingObjectFromOriginalSource(go); string path = src != null ? AssetDatabase.GetAssetPath(src) : ""; string n = go.name; return (path.IndexOf("Grass", System.StringComparison.OrdinalIgnoreCase) >= 0 || n.IndexOf("Grass", System.StringComparison.OrdinalIgnoreCase) >= 0) && path.IndexOf("/Vegetation/", System.StringComparison.OrdinalIgnoreCase) >= 0; } public static object Count() { var root = PrefabUtility.LoadPrefabContents(MapPrefab); try { var all = root.GetComponentsInChildren(true).Select(t => t.gameObject) .Where(g => PrefabUtility.IsAnyPrefabInstanceRoot(g) && IsGrass(g)).ToList(); var byName = all.GroupBy(g => System.Text.RegularExpressions.Regex.Replace(g.name, @" \(\d+\)$", "")).OrderByDescending(x => x.Count()); var sb = new StringBuilder("grass instances=" + all.Count + "\n"); foreach (var g in byName.Take(12)) sb.AppendLine(" " + g.Key + " x" + g.Count()); return sb.ToString(); } finally { PrefabUtility.UnloadPrefabContents(root); } } public static object Remove() { if (Application.isPlaying) return "refused: Play mode"; var root = PrefabUtility.LoadPrefabContents(MapPrefab); try { var all = root.GetComponentsInChildren(true).Select(t => t.gameObject) .Where(g => PrefabUtility.IsAnyPrefabInstanceRoot(g) && IsGrass(g)).ToList(); int n = all.Count; foreach (var g in all) if (g != null) Object.DestroyImmediate(g); PrefabUtility.SaveAsPrefabAsset(root, MapPrefab); int remain = root.GetComponentsInChildren(true).Count(t => IsGrass(t.gameObject)); return "removed grass instances=" + n + " remaining=" + remain + " saved " + MapPrefab; } finally { PrefabUtility.UnloadPrefabContents(root); } } }