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