Project_WL/AgentScripts/WL811s_PROBE.txt

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=== WL-811s MEASURE · 2026-09-10 01:01:55 (에디트 모드 · Play 0) ===
[A] 액터 높이 (프리팹 렌더러 바운드 · 원 크기 → × 테이블 배율)
kind name rawH(m) rawD(m) tableScale 실높이(m) 실지름(m)
PC Ai01 (10101/10102/10501/10502) 1.702 1.305 0.70 1.191 0.913
PC Ai02 1.611 1.305 0.70 1.127 0.913
PC Eri01 1.689 1.305 0.70 1.182 0.913
존1 Mob/Batty_A 0.358 0.624 1.50 0.537 0.936
존1 Mob/Batty_D 0.358 0.624 1.50 0.537 0.936
존2 Mob/Porin_A 0.491 0.526 1.30 0.639 0.684
존2 Mob/Porin_E 0.539 0.526 1.30 0.701 0.684
존3 Mob/Racco_A 0.582 0.762 1.10 0.640 0.838
존3 Mob/Rabby_Brown 0.385 0.545 1.50 0.577 0.817
존4 Mob/Devilu_A 0.556 0.704 1.20 0.668 0.845
존4 Mob/Devilu_C 0.612 0.704 1.20 0.734 0.845
엘리트1 Elite/Aspethis_D 0.691 0.559 2.30 1.590 1.286
엘리트2 Elite/Cute_Crab_C_Blue 0.376 0.617 2.50 0.941 1.542
엘리트3 Elite/Beeto_A 0.526 0.596 3.00 1.579 1.787
엘리트4 Elite/Mummy_King 0.591 0.401 2.30 1.360 0.921
보스 FieldBoss/Anubis 2.085 1.771 1.50 3.128 2.656
엘리트 배수(WLEliteSettings.scaleMultiplier) = 1.30 → 위 「엘리트*」 실높이 × 1.30
PC 기준 높이 = 1.191 m
[B] 이펙트 원 크기 (프리팹 localScale 포함 · Simulate t 스윕 · 파티클 실좌표 GetParticles)
prefab baseScale ps pMax diaP90(m) diaMax(m) hgt(m) note
Effect_Berserk 1.000 4 19 1.430 3.084 3.340
Effect_PCDash 1.000 4 10 2.036 3.076 2.726
Effect_Howling 1.000 11 20 5.702 10.632 6.765
Effect_Casting_Energyball 1.000 6 15 2.143 2.541 3.824
Effect_Casting_ManaShield 1.000 12 38 2.650 5.000 6.683
Effect_Casting_Meteor 1.000 7 93 1.802 2.747 2.607
Effect_Slash_10101_1 1.000 8 20 3.890 7.790 7.200
Effect_Slash_10101_2 1.000 8 20 5.332 8.108 7.200
Effect_Slash_10101_3 1.000 5 20 14.741 20.928 9.628
Effect_WLSwingArc 1.000 5 15 4.801 5.103 2.808
Effect_Slash_10102_1 1.000 6 20 3.874 6.582 3.704
Effect_Slash_10102_2 1.000 6 20 4.431 4.533 5.912
Effect_SwordShield 1.000 1 1 10.200 15.095 10.200
Effect_STR_EXTRA_SPLASH 1.000 7 20 10.680 20.865 10.221
Effect_Slash_10501_1 1.000 6 12 5.333 6.062 4.520
Effect_Slash_10501_2 1.000 6 12 5.653 6.461 4.522
Effect_Slash_10501_3 1.000 5 20 14.741 20.928 9.628
Effect_Heal 1.000 8 18 2.171 3.512 2.802
Effect_Slash_10502_1 1.000 5 10 4.828 5.472 4.364
Effect_Slash_10502_2 1.000 5 10 5.195 5.641 4.364
Effect_Aggro 1.000 1 3 0.454 0.454 0.454
ShineBulletFlash 1.000 4 11 2.157 5.000 5.000
Effect_Hit_10101 1.000 5 20 3.530 5.216 2.277
Effect_Hit_10102 1.000 6 5 1.150 1.492 1.492
Effect_Hit_10501 1.000 6 20 8.826 20.865 7.670
Effect_Hit_SweepAttack 1.000 6 10 1.961 2.847 2.847
Effect_Hit_Skill_EnergySlashFlash 1.000 8 37 4.925 16.424 16.424
Effect_Hit_Energyball 1.000 4 6 2.705 6.517 6.517
WindBullet_Hit 1.000 5 30 2.840 5.084 5.638
WaveShotHit 1.000 5 100 1.134 3.013 3.000
ShineBulletHit 1.000 5 11 2.700 7.000 7.000
Effect_Hit_Skill_CrossSlash 1.000 5 17 0.638 1.199 1.147
Effect_Hit_Skill_SpinSlash 1.000 3 6 0.463 0.648 0.647
Effect_Stun 1.000 5 10 5.776 6.840 6.802
Effect_Poison 1.000 5 41 1.866 3.130 2.095
Effect_Burn 1.000 10 20 3.151 5.000 5.000
Effect_Blind 1.000 0 0 0.000 0.000 0.000 nops,noparticle
Effect_Curse 1.000 7 30 4.000 5.363 4.989
Effect_Slow 1.000 9 7 3.000 5.011 5.884
Effect_Freezing 1.000 7 24 4.549 4.950 5.515
Effect_Frost 1.000 9 20 7.595 20.865 7.670
Effect_HPBurn 1.000 3 12 3.436 4.998 4.998
Effect_ManaBurn 1.000 4 50 2.355 3.915 3.666
Effect_SilenceCurse 1.000 9 13 3.351 4.936 4.777
Effect_Blood 1.000 5 59 7.199 20.299 7.487
Effect_DefenceDecrease 1.000 4 4 4.226 4.893 8.215
Effect_Barrier 1.000 4 2 22.000 22.000 22.000
Effect_ManaShield 1.000 9 14 1.395 20.000 20.000
Effect_Cure 1.000 4 20 5.249 10.433 4.532
Effect_SpeedUp 1.000 10 7 3.000 5.011 6.857
Effect_StatUp 1.000 4 20 2.231 2.248 8.763
Effect_Reincarnation 1.000 28 40 3.372 4.909 5.948
Effect_VampirHeal 1.000 4 25 8.000 20.299 3.180
Effect_Hit_10201 1.000 8 10 4.421 5.486 5.486
Effect_Hit_10202 1.000 3 10 1.327 1.329 1.329
Effect_Hit_10301 1.000 3 3 1.345 1.505 2.591
Effect_Hit_10302 1.500 5 16 2.167 2.970 2.580
Effect_Hit_10303 1.000 8 22 1.519 2.431 2.552
Effect_Hit_10401 1.000 3 16 1.136 1.726 0.830
Effect_Hit_10402 1.000 4 16 1.818 2.766 1.374
Effect_Hit_10502 1.000 6 10 2.847 3.254 3.087
Effect_Hit_10601 1.000 7 15 2.488 3.425 3.355
Effect_Hit_IceBolt 1.000 7 21 2.961 7.000 7.000
Effect_Hit_Fireball 1.000 12 35 3.503 5.395 7.106
Effect_Hit_Firebolt 1.000 8 15 1.933 2.500 2.500
Effect_Hit_Electronic 1.000 7 15 1.919 2.500 2.504
Effect_Hit_Bead 1.000 7 30 1.205 2.400 1.594
Effect_Hit_BlackHole 1.000 9 20 10.757 22.952 8.449
Effect_Hit_AnubisSkill1 1.000 3 15 1.484 2.047 2.207
Effect_Hit_AnubisSkill2 1.000 9 10 1.587 2.774 2.774
Effect_Hit_BrotherPenguin_Attack 1.000 6 9 2.112 3.421 4.070
Effect_Hit_FlowerDryad_Attack 1.000 4 37 0.933 1.253 1.206
Effect_Hit_IceGolem_Attack 1.000 4 8 1.013 1.497 3.694
Effect_Hit_Shaga_Attack 1.000 5 20 1.385 1.887 2.531
Effect_Hit_Mob_HellfireFlames 1.000 8 20 1.991 2.500 2.500
Effect_Hit_RookieArcherSkill1 1.000 9 11 1.800 3.821 3.185
Effect_Hit_SummonGolem 1.000 6 12 1.163 2.100 2.100
Effect_Hit_SummonWorm 1.000 6 10 1.164 1.750 2.531
Effect_Hit_Skill_DaggerThrow 1.000 5 37 2.590 5.761 8.645
Effect_Hit_Skill_Frozen 1.000 7 20 6.000 20.299 3.229
[C] 카메라 (Main Camera.prefab fov 60.0 · RealCamera yaw 347.21 pan 0.00 · 811o 오버라이드 h 76.0 d 3.00 up 2.40)
camPos(타겟 원점 기준) = (-2.120, 4.585, -4.211) · 거리 6.576 m · 내림각 44.2°
세로 1080×1920 (aspect 0.5625) · 1 m 구가 PC 몸 중심(y=0.60)에 있을 때 세로 점유 = 19.4 %
[C2] 현재 16행 슬롯 4 본체의 화면 세로 점유 (현재 scale · 앵커 Mid = PC 몸 중심)
skill prefab scale dia0(m) dia*(m) 세로점유%
702006 Effect_WLSwingArc 0.58 4.801 2.770 53.7
702009 Effect_STR_EXTRA_SPLASH 0.23 10.680 2.435 47.2
702005 Effect_Slash_10501_3 0.16 14.741 2.344 45.5
702012 ShineBulletFlash 1.00 2.157 2.150 41.7
콘솔 error/exception = 0
=== WL-811s VERIFY · 2026-09-10 01:03:02 (에디트 모드 · Play 0) ===
PASS SO 로드 · spectacle=True effectScale=True rules=57
[G] 새 에셋 guid → 경로(충돌 0 확인)
PASS guid 8115a0c3 · Assets/WL/Combat/Reaction/WLEffectScaleSettings.cs
PASS guid 8115b1d4 · Assets/WL/Combat/Reaction/EffectScaleGuard.cs
PASS guid 8115c2e5 · Assets/WL/Combat/Reaction/EffectScaleGuardRunner.cs
PASS guid 8115d3f6 · Assets/WL/Combat/Settings/Resources/WL/WLEffectScaleSettings.asset
[D] 화면 점유 (fov 60 · 카메라 거리 6.58 m · 1080×1920)
세로 50 % 가 되는 지름 = 2.577 m (= 슬롯 4 본체 캡)
[D2] 16행 전/후 (scale · dia0 = 프리팹 원 지름 실측 · after = dia0 × new)
skill slot label phase prefab dia0 before after 지름before 지름after 세로%before 세로%after
703101 1 연속 베기 body Effect_Slash_10101_1 3.890 1.200 0.459 4.668 1.786 90.6 34.6
703101 1 연속 베기 impact Effect_Hit_10101 3.530 1.000 0.270 3.530 0.953 68.5 18.5
703102 2 회심의 일격 charge Effect_Berserk 1.430 1.000 0.999 1.430 1.429 26.0 25.9
703102 2 회심의 일격 body Effect_Slash_10101_2 5.332 1.300 0.335 6.931 1.786 134.5 34.6
703102 2 회심의 일격 impact Effect_Hit_10101 3.530 1.200 0.270 4.236 0.953 82.2 18.5
703103 3 돌진 베기 charge Effect_PCDash 2.036 1.000 0.702 2.036 1.429 37.0 26.0
703103 3 돌진 베기 body Effect_Slash_10101_3 14.741 1.400 0.121 20.638 1.784 867.8 34.6
703103 3 돌진 베기 impact Effect_Hit_SweepAttack 1.961 1.000 0.486 1.961 0.953 38.0 18.5
702006 4 돌개 바람 charge Effect_Howling 5.702 1.200 0.251 6.842 1.431 124.2 26.0
702006 4 돌개 바람 body Effect_WLSwingArc 4.801 1.500 0.483 7.202 2.319 139.7 45.0
702006 4 돌개 바람 impact WindBullet_Hit 2.840 1.200 0.335 3.408 0.951 66.1 18.5
703106 1 무자비한 일격 body Effect_Slash_10102_1 3.874 1.200 0.461 4.649 1.786 90.2 34.6
703106 1 무자비한 일격 impact Effect_Hit_10102 1.150 1.000 0.829 1.150 0.953 22.3 18.5
703105 2 검기 분출 charge Effect_Casting_Energyball 2.143 1.000 0.667 2.143 1.430 38.9 26.0
703105 2 검기 분출 body Effect_Slash_10102_2 4.431 1.300 0.403 5.761 1.786 111.8 34.6
703105 2 검기 분출 impact Effect_Hit_Skill_EnergySlashFlash 4.925 1.000 0.193 4.925 0.950 95.5 18.4
703104 3 칼날 방패 charge Effect_Casting_ManaShield 2.650 1.000 0.539 2.650 1.428 48.1 25.9
703104 3 칼날 방패 body Effect_SwordShield 10.200 1.350 0.175 13.770 1.785 329.6 34.6
702009 4 마나 폭발 charge Effect_Casting_Meteor 1.802 1.200 0.793 2.163 1.429 39.3 26.0
702009 4 마나 폭발 body Effect_STR_EXTRA_SPLASH 10.680 1.600 0.217 17.088 2.318 499.3 45.0
702009 4 마나 폭발 impact Effect_Hit_Energyball 2.705 1.200 0.352 3.247 0.952 63.0 18.5
703502 1 방패 치기 body Effect_Slash_10501_1 5.333 1.200 0.335 6.400 1.787 124.2 34.7
703502 1 방패 치기 impact Effect_Hit_10501 8.826 1.000 0.108 8.826 0.953 801.3 18.5
703503 2 강력한 일격 charge Effect_PCDash 2.036 1.000 0.702 2.036 1.429 37.0 26.0
703503 2 강력한 일격 body Effect_Slash_10501_2 5.653 1.400 0.316 7.915 1.786 143.7 32.4
703503 2 강력한 일격 impact Effect_Hit_SweepAttack 1.961 1.000 0.486 1.961 0.953 38.0 18.5
703501 3 간식 먹기 body Effect_Heal 2.171 1.300 0.823 2.823 1.787 54.8 34.7
702005 4 휘몰아치는 파도 charge Effect_Howling 5.702 1.200 0.251 6.842 1.431 124.2 26.0
702005 4 휘몰아치는 파도 body Effect_Slash_10501_3 14.741 1.800 0.157 26.535 2.314 1269.4 44.9
702005 4 휘몰아치는 파도 impact WaveShotHit 1.134 1.200 0.840 1.361 0.953 26.4 18.5
703505 1 십자 가르기 body Effect_Slash_10502_1 4.828 1.200 0.370 5.793 1.786 112.4 34.7
703505 1 십자 가르기 impact Effect_Hit_Skill_CrossSlash 0.638 1.000 1.000 0.638 0.638 12.4 12.4
703506 2 회전 베기 body Effect_Slash_10502_2 5.195 1.500 0.344 7.793 1.787 151.2 34.7
703506 2 회전 베기 impact Effect_Hit_Skill_SpinSlash 0.463 1.000 1.000 0.463 0.463 9.0 9.0
703504 3 도발 charge Effect_Howling 5.702 1.000 0.251 5.702 1.431 103.5 26.0
703504 3 도발 body Effect_Aggro 0.454 1.300 1.300 0.590 0.590 11.4 11.4
702012 4 심판의 빛 charge Effect_Casting_Meteor 1.802 1.200 0.793 2.163 1.429 39.3 26.0
702012 4 심판의 빛 body ShineBulletFlash 2.157 1.500 1.075 3.235 2.319 62.8 45.0
702012 4 심판의 빛 impact ShineBulletHit 2.700 1.200 0.353 3.240 0.953 62.9 18.5
[D3] 슬롯 4 본체 캡 판정 (≤ 50 %)
PASS 슬롯4 702006 Effect_WLSwingArc · 지름 2.319 m · 세로 45.0 %
PASS 슬롯4 702009 Effect_STR_EXTRA_SPLASH · 지름 2.318 m · 세로 45.0 %
PASS 슬롯4 702005 Effect_Slash_10501_3 · 지름 2.314 m · 세로 44.9 %
PASS 슬롯4 702012 ShineBulletFlash · 지름 2.319 m · 세로 45.0 %
[E] EffectScaleGuard (가짜 풀 루트 = InGameInfo.tf_Effects · 진짜 이펙트 프리팹 인스턴스)
PASS 규칙 매칭 · Effect_Stun → rule 0 (scale 0.124) · Effect_AnubisCharging → -1(없음 = 원본)
PASS ① 활성 인스턴스 배율 적용 · Effect_Stun 1.000 → 0.1240 (기대 0.1240)
PASS ② 규칙 없는 것은 무변경 · Effect_AnubisCharging 1.0000 (원본 1.0000)
PASS ③ 비활성은 아직 미적용 · Effect_Poison 1.0000
PASS ④ 멱등(3회 더 틱) · scale 0.124000 · Applied 2 → 2
PASS ⑤ 반납(SetActive false) → 원 스케일 복귀 · 1.0000 (원본 1.0000)
PASS ⑥ 재활성 → 다시 적용 · 0.1240
PASS ⑦ 나중에 활성된 인스턴스도 적용 · Effect_Poison → 0.3830
[E2] scaleByTargetHeight (대상 액터 실높이로 재계산)
PASS 리플렉션 필드 존재 · Actor=True Actor.tf_Top=True TurnOff_GO.m_target2=True
PASS Effect_Stun 에 TurnOff_GO 존재 · ok
PASS ⑧ 대상 높이 기반 재계산 · 몹 높이 0.537 m × 0.6 ÷ 5.776 = 0.0558 → scale 0.0558 · 지름 0.322 m · HeightResolved 1
PASS ⑨ 대상 없으면 고정 배율로 폴백 · scale 0.1240 · HeightMissed 0 → 1
[F] GC · C8
PASS ⑩ GC 0 (Tick ×200,000 · 워밍 후) · GetAllocatedBytesForCurrentThread Δ 0 B · MonoUsed Δ 0 B
PASS ⑪ C8 (enabled = 0) → 전량 원복 · stun 1.0000 · hit 1.0000 · ActiveScaled 0
PASS ⑫ C8 상태에서 무동작 · Applied 6 → 6
카운터: Sweep 200012 · Tracked 4 · Ruled 3 · Applied 6 · Restored 6 · Skipped 0
RESULT PASS 24/24 · 콘솔 error/exception = 0