142 lines
7.0 KiB
C#
142 lines
7.0 KiB
C#
// WL-816q 스캔 — 풀이 바닥과 같은 톤 단계에 들어가는 「고원」의 폭과 중심을 찾는다.
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// 구름 위상 3곳에서 재확인해 특정 순간에만 맞는 값을 배제한다. 에셋 무변경.
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public static class WL816q_Scan
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{
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public static void Start()
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{
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var go = UnityEngine.GameObject.Find("~WL816qScan");
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if (go != null) UnityEngine.Object.DestroyImmediate(go);
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go = new UnityEngine.GameObject("~WL816qScan");
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go.AddComponent<WL816q_ScanRunner>();
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}
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}
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public class WL816q_ScanRunner : UnityEngine.MonoBehaviour
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{
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static System.Text.StringBuilder sb;
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const int TS = 512;
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static string Dir = "Screenshots_WL/WL816q";
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static readonly float[] K0 = { 1.0737f, 1.1189f, 1.1365f };
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void Start() { StartCoroutine(Co()); }
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System.Collections.IEnumerator Co()
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{
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sb = new System.Text.StringBuilder();
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System.IO.Directory.CreateDirectory(Dir);
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if (UnityEngine.SceneManagement.SceneManager.sceneCount < 2)
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{
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var op = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync("Level01", UnityEngine.SceneManagement.LoadSceneMode.Additive);
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while (op != null && !op.isDone) yield return null;
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}
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for (int i = 0; i < 5; i++) yield return new UnityEngine.WaitForSeconds(1f);
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var g = UnityEngine.Object.FindFirstObjectByType<WL.Look.Farm.WLIslandGrass>(UnityEngine.FindObjectsInactive.Include);
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if (g == null) { L("grass 없음"); Flush(); yield break; }
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var rt = UnityEngine.Object.Instantiate(WL.Look.Farm.WLIslandLookSettings.Instance);
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var arr = new WL.Look.Farm.WLScatterDef[rt.scatter.Length];
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for (int i = 0; i < arr.Length; i++)
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{
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var s = rt.scatter[i];
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arr[i] = new WL.Look.Farm.WLScatterDef { enabled_ = s.enabled_, label = s.label, mesh = s.mesh, material = s.material,
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probability = s.probability, scale = s.scale, normalOffset = s.normalOffset, density = s.density };
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}
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rt.scatter = arr; g.cfg = rt;
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var baseMat = arr[0].material;
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var dif0 = baseMat.GetColor("_DiffuseColor");
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var shd0 = baseMat.GetColor("_ShadowDiffuseColor");
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var clone = new UnityEngine.Material(baseMat); clone.name = baseMat.name + "_scan";
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for (int i = 0; i < arr.Length; i++) if (arr[i].material == baseMat) arr[i].material = clone;
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var b = g.CalculateInstancesBounds();
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var cam = MakeTop(b.center.x, b.center.z, 6f);
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float[] phases = { 0f, 3.5f, 7f }; // 구름이 흘러간 서로 다른 순간 3곳
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float[] ss = { 0.97f, 0.98f, 0.99f, 1.00f, 1.01f, 1.02f, 1.03f, 1.04f, 1.05f, 1.06f, 1.07f, 1.08f };
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var cov = new float[phases.Length, ss.Length];
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for (int p = 0; p < phases.Length; p++)
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{
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if (p > 0) { UnityEngine.Time.timeScale = 1f; float t0 = UnityEngine.Time.realtimeSinceStartup; while (UnityEngine.Time.realtimeSinceStartup - t0 < 3.5f) yield return null; }
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UnityEngine.Time.timeScale = 0f; yield return null;
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rt.grassEnabled = 0; g.Rebuild(); yield return null; yield return null;
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var A = Grab(cam, TS, TS); var apx = A.GetPixels32();
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rt.grassEnabled = 1;
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for (int i = 0; i < ss.Length; i++)
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{
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float s = ss[i];
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clone.SetColor("_DiffuseColor", new UnityEngine.Color(dif0.r * K0[0] * s, dif0.g * K0[1] * s, dif0.b * K0[2] * s, dif0.a));
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clone.SetColor("_ShadowDiffuseColor", new UnityEngine.Color(shd0.r * K0[0] * s, shd0.g * K0[1] * s, shd0.b * K0[2] * s, shd0.a));
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g.Rebuild(); yield return null; yield return null;
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var Bt = Grab(cam, TS, TS);
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cov[p, i] = Cover(apx, Bt.GetPixels32());
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UnityEngine.Object.DestroyImmediate(Bt);
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}
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UnityEngine.Object.DestroyImmediate(A);
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var line = "구름 위상 " + p + " (t=" + UnityEngine.Time.timeSinceLevelLoad.ToString("F1") + "s) 보이는 풀 % : ";
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for (int i = 0; i < ss.Length; i++) line += ss[i].ToString("F2") + "=" + cov[p, i].ToString("F2") + " ";
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L(line);
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}
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// 세 위상 모두에서 최소인 구간의 중심
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int best = 0; float bestv = 999f;
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for (int i = 0; i < ss.Length; i++)
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{
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float m = 0f; for (int p = 0; p < phases.Length; p++) m = UnityEngine.Mathf.Max(m, cov[p, i]);
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if (m < bestv) { bestv = m; best = i; }
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}
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float sBest = ss[best];
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L("최적 s=" + sBest.ToString("F2") + " (세 위상 최대 보이는 풀 " + bestv.ToString("F2") + "%)");
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L(string.Format("채택 _DiffuseColor = {0:F4} {1:F4} {2:F4}", dif0.r * K0[0] * sBest, dif0.g * K0[1] * sBest, dif0.b * K0[2] * sBest));
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L(string.Format("채택 _ShadowDiffuseColor = {0:F4} {1:F4} {2:F4}", shd0.r * K0[0] * sBest, shd0.g * K0[1] * sBest, shd0.b * K0[2] * sBest));
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UnityEngine.Time.timeScale = 1f;
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Flush();
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}
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static float Cover(UnityEngine.Color32[] a, UnityEngine.Color32[] b)
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{
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int n = 0, tot = 0;
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for (int i = 0; i < a.Length; i++)
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{
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var p = a[i];
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if (!(p.g > p.b + 8 && p.g > 45)) continue;
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tot++;
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var q = b[i];
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if (q.g <= q.b + 4) continue; // 꽃·자갈 제외
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if (System.Math.Abs(p.r - q.r) + System.Math.Abs(p.g - q.g) + System.Math.Abs(p.b - q.b) > 6) n++;
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}
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return tot == 0 ? 0f : 100f * n / tot;
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}
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static UnityEngine.Camera MakeTop(float cx, float cz, float size)
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{
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var go = UnityEngine.GameObject.Find("~816qTop");
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if (go == null) go = new UnityEngine.GameObject("~816qTop");
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var c = go.GetComponent<UnityEngine.Camera>();
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if (c == null) c = go.AddComponent<UnityEngine.Camera>();
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c.orthographic = true; c.orthographicSize = size; c.nearClipPlane = 0.1f; c.farClipPlane = 200f;
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c.transform.rotation = UnityEngine.Quaternion.Euler(90f, 0f, 0f);
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c.transform.position = new UnityEngine.Vector3(cx, 60f, cz);
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c.enabled = false; return c;
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}
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static UnityEngine.Texture2D Grab(UnityEngine.Camera cam, int w, int h)
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{
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var rt = new UnityEngine.RenderTexture(w, h, 24, UnityEngine.RenderTextureFormat.ARGB32, UnityEngine.RenderTextureReadWrite.sRGB);
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rt.Create(); cam.targetTexture = rt; cam.Render();
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var prev = UnityEngine.RenderTexture.active; UnityEngine.RenderTexture.active = rt;
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var tex = new UnityEngine.Texture2D(w, h, UnityEngine.TextureFormat.RGB24, false);
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tex.ReadPixels(new UnityEngine.Rect(0, 0, w, h), 0, 0); tex.Apply();
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UnityEngine.RenderTexture.active = prev; cam.targetTexture = null;
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rt.Release(); UnityEngine.Object.DestroyImmediate(rt);
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return tex;
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}
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static void L(string s) { sb.AppendLine(s); Flush(); }
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static void Flush()
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{
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System.IO.File.WriteAllText("AgentScripts/WL816q_SCAN.txt", sb.ToString());
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UnityEngine.Debug.Log("[816q scan]\n" + sb.ToString());
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}
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}
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