Project_WL/AgentScripts/WL764_Apply.cs

103 lines
5.1 KiB
C#

// PD 지시 #763 + #764 — 설정 에셋 생성 / WL_Start MapData 값 세팅 / 펫 플래그 토글
//
// 실행 (CLAUDE.md §1: using 금지 · 네임스페이스 풀어 쓰기)
// unity command run_script --file AgentScripts/WL764_Apply.cs --entry WL764_Apply.CreateSettings --timeout 120
// unity command run_script --file AgentScripts/WL764_Apply.cs --entry WL764_Apply.SetMapData --timeout 120
// unity command run_script --file AgentScripts/WL764_Apply.cs --entry WL764_Apply.PetOn / PetOff
// unity command run_script --file AgentScripts/WL764_Apply.cs --entry WL764_Apply.Show
//
// 이 스크립트는 **에셋에 값을 쓰는 유일한 경로**다(코드 상수 아님 · C45).
// 아래 상수는 "에셋에 써 넣을 초기값"이며 이후 조정은 인스펙터에서 한다.
public static class WL764_Apply
{
const string kSettingsDir = "Assets/WL/Settings/Resources/WL";
const string kSettingsAsset = "Assets/WL/Settings/Resources/WL/WLGameplaySettings.asset";
const string kTargetPrefab = "Assets/Res_Addr/Map/WL_Start.prefab";
// WL_Start MapData 초기값 (#764) — 실측으로 정한다
const bool kRequireReachable = true;
const float kSpawnSnapRadius = 2.0f; // 무작위 점을 NavMesh 로 끌어당길 최대 거리(m)
const int kSpawnTries = 50; // DSUtil 기존 기본값과 동일
const float kMobNavSnapRadius = 2.0f; // 넉백·끌어당김 후 NavMesh 복귀 반경(m)
public static string CreateSettings()
{
if (!UnityEditor.AssetDatabase.IsValidFolder("Assets/WL/Settings/Resources"))
UnityEditor.AssetDatabase.CreateFolder("Assets/WL/Settings", "Resources");
if (!UnityEditor.AssetDatabase.IsValidFolder(kSettingsDir))
UnityEditor.AssetDatabase.CreateFolder("Assets/WL/Settings/Resources", "WL");
var existing = UnityEditor.AssetDatabase.LoadAssetAtPath<WL.Settings.WLGameplaySettings>(kSettingsAsset);
if (existing != null)
return "이미 존재: " + kSettingsAsset + " spawnPlayerPet=" + existing.spawnPlayerPet;
var so = UnityEngine.ScriptableObject.CreateInstance<WL.Settings.WLGameplaySettings>();
so.spawnPlayerPet = false; // PD 지시 #763
UnityEditor.AssetDatabase.CreateAsset(so, kSettingsAsset);
UnityEditor.AssetDatabase.SaveAssets();
UnityEditor.AssetDatabase.Refresh();
WL.Settings.WLGameplaySettings.ClearCache();
return "생성 완료: " + kSettingsAsset + " spawnPlayerPet=false";
}
public static string PetOn() { return SetPet(true); }
public static string PetOff() { return SetPet(false); }
static string SetPet(bool v)
{
var so = UnityEditor.AssetDatabase.LoadAssetAtPath<WL.Settings.WLGameplaySettings>(kSettingsAsset);
if (so == null) return "[에러] 에셋 없음: " + kSettingsAsset;
so.spawnPlayerPet = v;
UnityEditor.EditorUtility.SetDirty(so);
UnityEditor.AssetDatabase.SaveAssets();
WL.Settings.WLGameplaySettings.ClearCache();
return "spawnPlayerPet = " + v;
}
public static string SetMapData()
{
var root = UnityEditor.PrefabUtility.LoadPrefabContents(kTargetPrefab);
string r;
try
{
var md = root.GetComponent<MapData>();
if (md == null) { return "[에러] MapData 컴포넌트 없음"; }
md.spawnRequireReachableFromPlayer = kRequireReachable;
md.spawnSnapRadius = kSpawnSnapRadius;
md.spawnSampleTries = kSpawnTries;
md.mobNavSnapRadius = kMobNavSnapRadius;
UnityEditor.EditorUtility.SetDirty(md);
UnityEditor.PrefabUtility.SaveAsPrefabAsset(root, kTargetPrefab);
r = "WL_Start MapData: requireReachable=" + md.spawnRequireReachableFromPlayer
+ " snapRadius=" + md.spawnSnapRadius + " tries=" + md.spawnSampleTries
+ " mobNavSnap=" + md.mobNavSnapRadius;
}
finally { UnityEditor.PrefabUtility.UnloadPrefabContents(root); }
UnityEditor.AssetDatabase.SaveAssets();
UnityEditor.AssetDatabase.Refresh();
return r;
}
public static string Show()
{
var sb = new System.Text.StringBuilder();
var so = UnityEditor.AssetDatabase.LoadAssetAtPath<WL.Settings.WLGameplaySettings>(kSettingsAsset);
sb.Append("설정에셋 = " + (so == null ? "없음" : ("spawnPlayerPet=" + so.spawnPlayerPet)));
var root = UnityEditor.PrefabUtility.LoadPrefabContents(kTargetPrefab);
try
{
var md = root.GetComponent<MapData>();
if (md == null) sb.Append(" | MapData 없음");
else sb.Append(" | WL_Start: requireReachable=" + md.spawnRequireReachableFromPlayer
+ " snapRadius=" + md.spawnSnapRadius + " tries=" + md.spawnSampleTries
+ " mobNavSnap=" + md.mobNavSnapRadius);
var mgrs = root.GetComponentsInChildren<MobControlMgr>(true);
sb.Append(" | 스포너 " + mgrs.Length + "개");
}
finally { UnityEditor.PrefabUtility.UnloadPrefabContents(root); }
return sb.ToString();
}
}