diff --git a/Assets/Editor/EditorRender.Stage50.cs b/Assets/Editor/EditorRender.Stage50.cs index 2983af6..54365f3 100644 --- a/Assets/Editor/EditorRender.Stage50.cs +++ b/Assets/Editor/EditorRender.Stage50.cs @@ -1,96 +1,96 @@ -using System; -using System.Collections.Generic; -using UnityEngine; -using VS.Sim; -using VS.View; - -namespace VS.EditorTools -{ - // 스테이지 50 그림(2026-10-30) — 스테이지 선택(챕터 · 등급 · NEW) · 정보 · 안내 카드 · 지형 3 · 필드 6 · 새 기술 6 · 새 소환 3 · 성 능력 4 · 최종 스테이지 - // 장면 = 실제 스테이지(고정 지도 · 스테이지 구성 그대로) + 덱 6칸 · 마나 15 로 카드를 차례로 소환 → 그 요소가 보이는 순간 - public static partial class EditorRender - { - static void Stage50Shots(GameApp app) - { - var g = app.G; var c = g.BC; - int st0 = g.S.battleStage, sl0 = g.S.battleSlots; var seen0 = new List(g.S.seenIntros); - app.BattleTest = null; g.S.battleStage = c.StageCount; g.S.battleSlots = c.slotMax; g.S.seenIntros.Clear(); - app.B = null; // 앞 장면의 시험 전투를 끝내고 스테이지 선택 화면부터 - app.SwitchTab(1); app.RefreshAll(); - // 스테이지 선택 — 보스 · 챕터 첫 스테이지 · 최종 / 정보 / 안내 카드 - foreach (int s in new[] { 10, 13, 21, 31, 47, 50 }) { app.ShowStage(s); StageCheck(app, "s50_select_" + s, s, true); IconCheck(app, s); Shot(app, "s50_select_" + s); } - app.ShowStage(50); app.OpenStageInfo(); Shot(app, "s50_info_50"); app.ClosePopup(); - foreach (int s in new[] { 8, 26 }) - { - app.ShowStage(s); app.StartStage(s, 3); - if (app.OpenPopupId != "StageIntro") { fails++; notes.Add($"s50_intro_{s}: 안내 카드가 안 뜸"); } - else Shot(app, "s50_intro_" + s); - app.CloseAllPopups(); - } - for (int s = 1; s <= c.StageCount; s++) foreach (var e in c.Elements(s)) if (!g.S.seenIntros.Contains(e.id)) g.S.seenIntros.Add(e.id); // 이제부터 카드 없이 전투 - // 지형 - Scene50(app, 8, "s50_map_bridges", b => b.Units.Count >= 14 && b.Units.Exists(u => u.pos.y > c.riverY + 2f)); - Scene50(app, 18, "s50_map_moat", b => b.Units.FindAll(u => u.attacking).Count >= 3); - Scene50(app, 24, "s50_map_canyon", b => b.Units.FindAll(u => u.pos.y > c.canyon.yFrom + 3f).Count >= 6); - // 필드 - Scene50(app, 7, "s50_field_poison", b => b.Units.FindAll(u => u.poisonFx > 0f).Count >= 3, FlagOn(app, "poison")); - Scene50(app, 11, "s50_field_mud", b => b.Units.FindAll(u => u.mudMul < 1f).Count >= 3, FlagOn(app, "mud")); - Scene50(app, 31, "s50_field_lava", b => b.Units.FindAll(u => u.burnFx > 0f).Count >= 2, FlagOn(app, "lava")); - Scene50(app, 21, "s50_field_ice", b => b.Map.Patches.Exists(p => p.def.kind == "freeze" && p.flash > 0.35f) && b.Units.Exists(u => u.freeze > 0f), FlagOn(app, "ice")); - Scene50(app, 26, "s50_field_spikes", b => b.Map.Patches.Exists(p => p.def.kind == "spike" && p.state == 2 && b.Units.Exists(u => !u.def.flying && p.Inside(u.pos))), FlagOn(app, "spikes")); - Scene50(app, 27, "s50_field_trap", b => b.Map.Patches.Exists(p => p.def.kind == "trap" && p.state == 2 && b.Units.Exists(u => !u.def.flying && p.Inside(u.pos))), FlagOn(app, "trap")); - // 새 기술 - Scene50(app, 13, "s50_sk_poisoncloud", b => b.Zones.Exists(z => z.t > 0.6f && z.t < z.life - 1f)); - Scene50(app, 33, "s50_sk_firefield", b => b.Zones.Exists(z => z.def.fx == "burn" && z.t > 0.3f)); - Scene50(app, 32, "s50_sk_boulder", b => b.Boulders.Exists(o => o.pos.y < c.castle.y - 6f)); - Scene50(app, 34, "s50_sk_meteor", b => b.Meteors.FindAll(m => m.shown).Count >= 2); - Scene50(app, 23, "s50_sk_frostnova", b => b.Fx.Exists(f => f.type == "nova" && f.t < 0.2f)); - Scene50(app, 41, "s50_sk_tornado", b => b.Tornadoes.Exists(t => t.t > 1.2f)); - // 새 소환 - Scene50(app, 14, "s50_sm_laserguard", b => b.Fx.Exists(f => f.type == "beam" && f.t < 0.12f)); - Scene50(app, 16, "s50_sm_bomber", b => b.Minions.Exists(m => m.def.kind == "bomb" && m.attacking && Vector2.Distance(m.pos, m.home) > 2.5f)); - Scene50(app, 28, "s50_sm_totem", b => b.Minions.Exists(m => m.def.kind == "totem") && b.TotemHeal > 0f); - // 성 능력 - Scene50(app, 22, "s50_pw_shield", b => b.ShieldUp && b.Units.Count >= 8); - Scene50(app, 36, "s50_pw_thorns", b => b.Units.FindAll(u => u.attacking).Count >= 3); - Scene50(app, 42, "s50_pw_curse", b => b.Units.Exists(u => u.cursed)); - Scene50(app, 47, "s50_pw_rage2", b => b.Rage2 && b.Units.Count >= 8, b => b.CastleHp = b.CastleMaxHp * 0.2f); - // 최종 스테이지 — 상대방 칸 줄 수(좁은 줄) · 화면 비율 - if (Scene50(app, 50, "s50_final", b => b.Units.Count >= 7 && b.Minions.Count >= 1)) { RivalCheck(app, "s50_final"); LayoutCheck(app, "s50_final"); } - g.S.battleStage = st0; g.S.battleSlots = sl0; g.S.seenIntros = seen0; app.BattleTest = null; - } - - /// 스테이지 s 를 시작해 덱(6칸)을 차례로 소환하며 moment 가 될 때까지(최대 80초) → 그림 · 못 잡으면 실패 기록 - static bool Scene50(GameApp app, int s, string name, Func moment, Action setup = null) - { - app.StartStage(s, 100 + s); - var b = app.B; - if (b == null || b.Stage != s || b.State != BattleState.Fighting || app.PopupOpen) { fails++; notes.Add($"{name}: 스테이지 {s} 전투가 시작되지 않음"); app.CloseAllPopups(); return false; } - b.MaxMana = 15; b.Mana = 15; setup?.Invoke(b); - int card = 0; bool ok = false; - for (int i = 0; i < 1600 && !ok; i++) - { - int slot = card % app.G.BattleSlots; var d = app.G.BattleUnit(slot); - if (d != null && b.Mana >= d.cost) { app.DeployCard(slot); card++; } - app.DebugTick(0.05f, 1); - if (b.State != BattleState.Fighting) break; - ok = moment(b); - } - if (!ok) { fails++; notes.Add($"{name}: 스테이지 {s} 장면 못 잡음 (상태 {b.State} 유닛 {b.Units.Count})"); } - Shot(app, name); - return ok; - } - - /// 그 필드 첫 자리에 깃발(유닛이 필드를 지나가게) - static Action FlagOn(GameApp app, string field) => b => { var p = b.Map.Patches.Find(q => q.def.id == field); if (p != null) app.PlaceFlag(p.pos); }; - - /// 스테이지 선택 요소 그림 = 그 스테이지 요소 수 · NEW 표시 = 처음 나오는 요소 수 - static void IconCheck(GameApp app, int s) - { - var icons = app.StageRoot.Find("Icons"); int n = 0, nw = 0; - foreach (Transform ch in icons) { if (!ch.gameObject.activeSelf) continue; n++; if (ch.Find("New") != null) nw++; } - var c = app.G.BC; int want = c.Elements(s).Count, wantNew = c.NewAt(s).Count; - if (n != want || nw != wantNew) { fails++; notes.Add($"s50_select_{s}: 요소 그림 {n}/{want} · NEW {nw}/{wantNew}"); } - } - } -} +using System; +using System.Collections.Generic; +using UnityEngine; +using VS.Sim; +using VS.View; + +namespace VS.EditorTools +{ + // 스테이지 50 그림(2026-10-30) — 스테이지 선택(챕터 · 등급 · NEW) · 정보 · 안내 카드 · 지형 3 · 필드 6 · 새 기술 6 · 새 소환 3 · 성 능력 4 · 최종 스테이지 + // 장면 = 실제 스테이지(고정 지도 · 스테이지 구성 그대로) + 덱 6칸 · 마나 15 로 카드를 차례로 소환 → 그 요소가 보이는 순간 + public static partial class EditorRender + { + static void Stage50Shots(GameApp app) + { + var g = app.G; var c = g.BC; + int st0 = g.S.battleStage, sl0 = g.S.battleSlots; var seen0 = new List(g.S.seenIntros); + app.BattleTest = null; g.S.battleStage = c.StageCount; g.S.battleSlots = c.slotMax; g.S.seenIntros.Clear(); + app.B = null; // 앞 장면의 시험 전투를 끝내고 스테이지 선택 화면부터 + app.SwitchTab(1); app.RefreshAll(); + // 스테이지 선택 — 보스 · 챕터 첫 스테이지 · 최종 / 정보 / 안내 카드 + foreach (int s in new[] { 10, 13, 21, 31, 47, 50 }) { app.ShowStage(s); StageCheck(app, "s50_select_" + s, s, true); IconCheck(app, s); Shot(app, "s50_select_" + s); } + app.ShowStage(50); app.OpenStageInfo(); Shot(app, "s50_info_50"); app.ClosePopup(); + foreach (int s in new[] { 8, 26 }) + { + app.ShowStage(s); app.StartStage(s, 3); + if (app.OpenPopupId != "StageIntro") { fails++; notes.Add($"s50_intro_{s}: 안내 카드가 안 뜸"); } + else Shot(app, "s50_intro_" + s); + app.CloseAllPopups(); + } + for (int s = 1; s <= c.StageCount; s++) foreach (var e in c.Elements(s)) if (!g.S.seenIntros.Contains(e.id)) g.S.seenIntros.Add(e.id); // 이제부터 카드 없이 전투 + // 지형 + Scene50(app, 8, "s50_map_bridges", b => b.Units.Count >= 14 && b.Units.Exists(u => u.pos.y > c.riverY + 2f)); + Scene50(app, 18, "s50_map_moat", b => b.Units.FindAll(u => u.attacking).Count >= 3); + Scene50(app, 24, "s50_map_canyon", b => b.Units.FindAll(u => u.pos.y > c.canyon.yFrom + 3f).Count >= 6); + // 필드 + Scene50(app, 7, "s50_field_poison", b => b.Units.FindAll(u => u.poisonFx > 0f).Count >= 3, FlagOn(app, "poison")); + Scene50(app, 11, "s50_field_mud", b => b.Units.FindAll(u => u.mudMul < 1f).Count >= 3, FlagOn(app, "mud")); + Scene50(app, 31, "s50_field_lava", b => b.Units.FindAll(u => u.burnFx > 0f).Count >= 2, FlagOn(app, "lava")); + Scene50(app, 21, "s50_field_ice", b => b.Map.Patches.Exists(p => p.def.kind == "freeze" && p.flash > 0.35f) && b.Units.Exists(u => u.freeze > 0f), FlagOn(app, "ice")); + Scene50(app, 26, "s50_field_spikes", b => b.Map.Patches.Exists(p => p.def.kind == "spike" && p.state == 2 && b.Units.Exists(u => !u.def.flying && p.Inside(u.pos))), FlagOn(app, "spikes")); + Scene50(app, 27, "s50_field_trap", b => b.Map.Patches.Exists(p => p.def.kind == "trap" && p.state == 2 && b.Units.Exists(u => !u.def.flying && p.Inside(u.pos))), FlagOn(app, "trap")); + // 새 기술 + Scene50(app, 13, "s50_sk_poisoncloud", b => b.Zones.Exists(z => z.t > 0.6f && z.t < z.life - 1f)); + Scene50(app, 33, "s50_sk_firefield", b => b.Zones.Exists(z => z.def.fx == "burn" && z.t > 0.3f)); + Scene50(app, 32, "s50_sk_boulder", b => b.Boulders.Exists(o => o.pos.y < c.castle.y - 6f)); + Scene50(app, 34, "s50_sk_meteor", b => b.Meteors.FindAll(m => m.shown).Count >= 2); + Scene50(app, 23, "s50_sk_frostnova", b => b.Fx.Exists(f => f.type == "nova" && f.t < 0.2f)); + Scene50(app, 41, "s50_sk_tornado", b => b.Tornadoes.Exists(t => t.t > 1.2f)); + // 새 소환 + Scene50(app, 14, "s50_sm_laserguard", b => b.Fx.Exists(f => f.type == "beam" && f.t < 0.12f)); + Scene50(app, 16, "s50_sm_bomber", b => b.Minions.Exists(m => m.def.kind == "bomb" && m.attacking && Vector2.Distance(m.pos, m.home) > 2.5f)); + Scene50(app, 28, "s50_sm_totem", b => b.Minions.Exists(m => m.def.kind == "totem") && b.TotemHeal > 0f); + // 성 능력 + Scene50(app, 22, "s50_pw_shield", b => b.ShieldUp && b.Units.Count >= 8); + Scene50(app, 36, "s50_pw_thorns", b => b.Units.FindAll(u => u.attacking).Count >= 3); + Scene50(app, 42, "s50_pw_curse", b => b.Units.Exists(u => u.cursed)); + Scene50(app, 47, "s50_pw_rage2", b => b.Rage2 && b.Units.Count >= 8, b => b.CastleHp = b.CastleMaxHp * 0.2f); + // 최종 스테이지 — 상대방 칸 줄 수(좁은 줄) · 화면 비율 + if (Scene50(app, 50, "s50_final", b => b.Units.Count >= 7 && b.Minions.Count >= 1)) { RivalCheck(app, "s50_final"); LayoutCheck(app, "s50_final"); } + g.S.battleStage = st0; g.S.battleSlots = sl0; g.S.seenIntros = seen0; app.BattleTest = null; + } + + /// 스테이지 s 를 시작해 덱(6칸)을 차례로 소환하며 moment 가 될 때까지(최대 80초) → 그림 · 못 잡으면 실패 기록 + static bool Scene50(GameApp app, int s, string name, Func moment, Action setup = null) + { + app.StartStage(s, 100 + s); + var b = app.B; + if (b == null || b.Stage != s || b.State != BattleState.Fighting || app.PopupOpen) { fails++; notes.Add($"{name}: 스테이지 {s} 전투가 시작되지 않음"); app.CloseAllPopups(); return false; } + b.MaxMana = 15; b.Mana = 15; setup?.Invoke(b); + int card = 0; bool ok = false; + for (int i = 0; i < 1600 && !ok; i++) + { + int slot = card % app.G.BattleSlots; var d = app.G.BattleUnit(slot); + if (d != null && b.Mana >= d.cost) { app.DeployCard(slot); card++; } + app.DebugTick(0.05f, 1); + if (b.State != BattleState.Fighting) break; + ok = moment(b); + } + if (!ok) { fails++; notes.Add($"{name}: 스테이지 {s} 장면 못 잡음 (상태 {b.State} 유닛 {b.Units.Count})"); } + Shot(app, name); + return ok; + } + + /// 그 필드 첫 자리에 깃발(유닛이 필드를 지나가게) + static Action FlagOn(GameApp app, string field) => b => { var p = b.Map.Patches.Find(q => q.def.id == field); if (p != null) app.PlaceFlag(p.pos); }; + + /// 스테이지 선택 요소 그림 = 그 스테이지 요소 수 · NEW 표시 = 처음 나오는 요소 수 + static void IconCheck(GameApp app, int s) + { + var icons = app.StageRoot.Find("Icons"); int n = 0, nw = 0; + foreach (Transform ch in icons) { if (!ch.gameObject.activeSelf) continue; n++; if (ch.Find("New") != null) nw++; } + var c = app.G.BC; int want = c.Elements(s).Count, wantNew = c.NewAt(s).Count; + if (n != want || nw != wantNew) { fails++; notes.Add($"s50_select_{s}: 요소 그림 {n}/{want} · NEW {nw}/{wantNew}"); } + } + } +} diff --git a/Assets/Editor/EditorRender.cs b/Assets/Editor/EditorRender.cs index 88acb23..6ad6fe3 100644 --- a/Assets/Editor/EditorRender.cs +++ b/Assets/Editor/EditorRender.cs @@ -61,6 +61,52 @@ namespace VS.EditorTools EditorApplication.Exit(exit); } + // 유닛 애니 재생 검증: -executeMethod VS.EditorTools.EditorRender.AnimSeq → animseq/f##.png(0.2초 간격) + frames.txt(틱마다 유닛별 상태·프레임 이름) + public static void AnimSeq() + { + int exit = 0; + try + { + Application.SetStackTraceLogType(LogType.Log, StackTraceLogType.None); + fails = 0; notes.Clear(); + string dir = Path.Combine(OutDir, "animseq"); Directory.CreateDirectory(dir); + EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single); + var app = NewApp(); Progress(app.G); app.RebuildStage(); app.RefreshAll(); + app.G.S.battleSlots = 6; + app.SwitchTab(1); app.RefreshAll(); + app.BattleTest = new BattleSetup { mapType = 0, obstacles = 0, castleX = 9f, shots = new List(), gimmicks = new List() }; + app.NewBattleRound(11); app.B.Start(); app.B.MaxMana = 99; + for (int s = 0; s < 6; s++) { app.B.Mana = 99; app.DeployCard(s); } + GameApp.AnimDtOverride = 0.1f; + var sb = new System.Text.StringBuilder(); + int shots = 0, atkShots = 0; + // 틱 400~429 = 전 유닛 기절(정지) → 대기(idle) 클립 순환 검증(2026-10-30 ③ 원화 스타일 대기 루프 · vs_animseq_check idle 판정) + for (int i = 0; i < 430; i++) + { + if (i >= 400) foreach (var u in app.B.Units) u.stun = 1f; + app.DebugTick(0.1f, 1); + var imgs = new Dictionary(); + foreach (var im in app.BattleRoot.GetComponentsInChildren(false)) imgs[im.name] = im; + var line = new List(); + foreach (var u in app.B.Units) + { + imgs.TryGetValue("U" + u.uid, out var im); + line.Add($"{u.def.id}/{u.uid}:{(u.attacking ? "A" : "w")}cd={u.cd:F2}:{(im != null && im.sprite != null ? im.sprite.name : "null")}"); + } + sb.AppendLine($"t={i * 0.1f:F1} " + string.Join(" ", line)); + // 촬영 = 걷기 처음 2 초(10장) + 근접 유닛(id 1·3·5)이 공격 중인 틱 40장(0.2 초 간격 · 근접은 성까지 20 초 넘게 걸림) + bool meleeAtk = false; foreach (var u in app.B.Units) if (u.attacking && !u.def.flying && u.def.range < 2f) meleeAtk = true; + if (i % 2 == 0 && (i < 20 || (meleeAtk && atkShots < 40))) { if (i >= 20) atkShots++; Shot(app, "animseq/f" + (shots++).ToString("D2") + "_t" + (i * 0.1f).ToString("F1")); } + } + File.WriteAllText(Path.Combine(dir, "frames.txt"), sb.ToString()); + GameApp.AnimDtOverride = -1f; + Debug.Log($"[VS] RENDER ANIMSEQ DONE shots={shots} fails={fails}"); + foreach (var n in notes) Debug.Log("[VS] RENDER NOTE " + n); + } + catch (Exception e) { Debug.LogError("[VS] RENDER EXCEPTION " + e); exit = 2; } + EditorApplication.Exit(exit); + } + static RenderTexture rt; static GameApp NewApp() diff --git a/Assets/Editor/HeadlessRun.Stage50.cs b/Assets/Editor/HeadlessRun.Stage50.cs index 5cc98e4..fc8be33 100644 --- a/Assets/Editor/HeadlessRun.Stage50.cs +++ b/Assets/Editor/HeadlessRun.Stage50.cs @@ -1,276 +1,276 @@ -using System; -using System.Collections.Generic; -using UnityEditor; -using UnityEngine; -using VS.Sim; -using Vector2 = UnityEngine.Vector2; - -namespace VS.EditorTools -{ - // 스테이지 50 검사(2026-10-30 PD 확정 기획서 · 필드 = 전부 해로움) — 스테이지 표 · 고정 지도 · 다리 폭 · 해자 · 협곡 · 필드 6 · 새 기술 6 · 새 소환 3 · 성 능력 4 · 첫 클리어 보상 - // 표 측정: -executeMethod VS.EditorTools.HeadlessRun.StageTable (스테이지마다 자동 플레이로 이길 수 있는지 · 강화 끝(6칸 · 마나 15) / 처음(1칸 · 10)) - public static partial class HeadlessRun - { - static BPatch Patch(Battle b, BFieldDef d, float x, float y, float r) { var p = new BPatch { def = d, pos = new Vector2(x, y), r = r }; b.Map.Patches.Add(p); return p; } - static BUnitDef Flyer() { var d = Dummy(); d.flying = true; return d; } - static void Ticks(Battle b, float sec) { for (float t = 0; t < sec - 1e-4f; t += 0.05f) b.Tick(0.05f); } - - static void Stage50Tests(BattleCfg c, Tables t) - { - float atk = c.castle.atk; // 1단계 공격력 - // ---------------- 스테이지 표 ---------------- - int n = c.StageCount; bool rows = n == 50; - for (int s = 1; s <= n; s++) - { - var rk = c.Rank(s); bool boss = rk != null && rk.firstMul > c.Rank(1).firstMul; - rows &= c.Chapter(s) != null && rk != null && !string.IsNullOrEmpty(c.StageName(s)) - && (s % 10 == 0 ? boss : s % 5 == 0 ? rk.hpMul > 1f && !boss : rk.hpMul == 1f); // 5의 배수 정예 · 10의 배수 보스(50 최종) - } - Check("S50.stages", rows && c.Rank(50).hpMul > c.Rank(10).hpMul && Mathf.Approximately(c.CastleHpAt(10), Mathf.Round(c.castle.hp * Mathf.Pow(c.castle.hpGrowth, 9) * c.Rank(10).hpMul)), $"stages={n}"); - var all = new List(); c.shots.ForEach(d => all.Add(d.id)); c.skills.ForEach(d => all.Add(d.id)); c.summons.ForEach(d => all.Add(d.id)); c.powers.ForEach(d => all.Add(d.id)); c.fields.ForEach(d => all.Add(d.id)); - var never = all.FindAll(id => c.FirstStage(id) == 0); int maxNew = 0; - for (int s = 1; s <= n; s++) maxNew = Math.Max(maxNew, c.NewAt(s).Count); - Check("S50.one_new_at_a_time", never.Count == 0 && maxNew <= 2 && c.NewAt(1).Count >= 1, $"안 나오는 요소={string.Join(",", never)} 한 스테이지 최대 NEW={maxNew}"); - // 고정 지도: 같은 스테이지 = 전투 seed 가 달라도 같은 지도 · 모든 스테이지 길 이어짐 · 다리 칸 수 = 종류 칸 수 합 · 필드 개수 = 종류마다 countMin~Max - bool same = true, reach = true, lanes = true, fieldsOk = true, terrainOk = true; var bad = new List(); - for (int s = 1; s <= n; s++) - { - var row = c.StageRow(s); var a = new Battle(c, s, 10, 11).Map; var b2 = new Battle(c, s, 10, 99).Map; - bool eq = a.Bridges.Length == b2.Bridges.Length && a.Patches.Count == b2.Patches.Count && a.Obstacles.Count == b2.Obstacles.Count; - for (int i = 0; eq && i < a.Patches.Count; i++) eq &= Vector2.Distance(a.Patches[i].pos, b2.Patches[i].pos) < 1e-4f; - same &= eq; reach &= a.Reachable(new Vector2(c.arenaW * 0.5f, c.spawnY)); - int want = 0; foreach (var br in row.bridges) want += c.BridgeCells(br.kind); - int rowY = Mathf.FloorToInt(c.riverY - 0.5f), got = 0; for (int x = 0; x < a.W; x++) if (a.Walk[rowY * a.W + x]) got++; - bool lo = row.bridges.Count == 0 ? got > 0 : got == want; lanes &= lo; - bool fo = true; foreach (var fid in row.fields) { var fd = c.Field(fid); int k = a.Patches.FindAll(p => p.def == fd).Count; fo &= k >= fd.countMin && k <= fd.countMax; } - foreach (var p in a.Patches) fo &= !a.Blocked(p.pos) && Array.IndexOf(row.fields, p.def.id) >= 0; - fieldsOk &= fo; - bool to = a.MoatGates == row.moat && a.Canyon == row.canyon; terrainOk &= to; - if (!(eq && lo && fo && to)) bad.Add(s); - if (!fo) { var cnt = new List(); foreach (var fid in row.fields) cnt.Add($"{fid}={a.Patches.FindAll(p => p.def.id == fid).Count}"); Debug.Log($"[VS] S50 stage {s} 필드 {string.Join(" ", cnt)}"); } - } - Check("S50.fixed_map", same && reach, $"bad={string.Join(",", bad)}"); - Check("S50.bridge_lanes", lanes, $"bad={string.Join(",", bad)}"); - Check("S50.field_count", fieldsOk && terrainOk, $"bad={string.Join(",", bad)}"); - - // ---------------- 지형: 해자 · 협곡 (스테이지 지도 · 성 공격 끔) ---------------- - var walker = Dummy(1.2f); walker.range = 0.8f; - bool MoatRun(int st, out string info) - { - var b = new Battle(c, st, 10, 3, new BattleSetup { shots = L(), gimmicks = L(), fields = L() }); b.Start(); - var u = Put(b, walker, b.SpawnPoint.x, b.SpawnPoint.y); bool noBlock = true, viaGate = true; var m = b.Map; - for (int i = 0; i < 2400 && !u.attacking; i++) - { - b.Tick(0.05f); - if (m.Blocked(u.pos)) noBlock = false; - float d = Vector2.Distance(u.pos, m.Castle); - if (m.MoatGates > 0 && d > m.MoatIn && d < m.MoatOut) - { - float ang = Mathf.Atan2(u.pos.y - m.Castle.y, u.pos.x - m.Castle.x) * Mathf.Rad2Deg; bool g = false; - foreach (var gd in m.GateDeg) if (Mathf.Abs(Mathf.DeltaAngle(ang, gd)) <= c.moat.gateHalfDeg + 6f) g = true; - if (!g) viaGate = false; - } - } - info = $"stage {st} attacking={u.attacking} noBlock={noBlock} viaGate={viaGate} pos={u.pos}"; - return u.attacking && noBlock && viaGate; - } - int moatSt = FirstWith(c, r => r.moat > 0 && !r.canyon), canyonSt = FirstWith(c, r => r.canyon && r.moat == 0), bothSt = FirstWith(c, r => r.canyon && r.moat > 0); - var mm = new Battle(c, moatSt, 10, 1).Map; int ringWater = 0, ringGate = 0; - for (int i = 0; i < mm.Walk.Length; i++) { var p = mm.Center(i); float d = Vector2.Distance(p, mm.Castle); if (d > mm.MoatIn + 0.1f && d < mm.MoatOut - 0.1f) { if (mm.Walk[i]) ringGate++; else ringWater++; } } - Check("S50.moat_ring", mm.MoatGates > 0 && ringWater > 10 && ringGate > 0 && ringGate < ringWater / 2, $"stage {moatSt} water={ringWater} gate={ringGate}"); - Check("S50.moat_reach", MoatRun(moatSt, out var mi), mi); - var cm = new Battle(c, canyonSt, 10, 1).Map; int wallRows = 0; - for (int y = 0; y < cm.H; y++) if (cm.InCanyonWall(0, y) && cm.InCanyonWall(cm.W - 1, y) && !cm.InCanyonWall(cm.W / 2, y)) wallRows++; - bool cOk = MoatRun(canyonSt, out var ci), bOk = MoatRun(bothSt, out var bi); - Check("S50.canyon", wallRows >= 10 && cOk && bOk, $"rows={wallRows} · {ci} · {bi}"); - - // ---------------- 필드 6 (내 땅 유닛만 · 최대 체력 %) ---------------- - var dm = Dummy(); float hp = dm.hp; - { - var f = c.Field("poison"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); Patch(b, f, 9f, 8f, 2f); - var u = Put(b, dm, 9f, 8f); var fl = Put(b, Flyer(), 9.5f, 8f); - Ticks(b, 1f); float in1 = hp - u.hp; - u.pos = new Vector2(3f, 3f); Ticks(b, 1f); float out1 = hp - u.hp - in1; - Ticks(b, f.linger + 0.5f); float h2 = u.hp; Ticks(b, 1f); - Check("FD1.poison", Near(in1, hp * f.dotPct / 100f, hp * 0.004f) && Near(out1, hp * f.dotPct / 100f, hp * 0.004f) && u.hp == h2 && fl.hp == hp, $"in={in1:0} out={out1:0} after={h2 - u.hp:0} fly={hp - fl.hp:0}"); - } - { - var f = c.Field("mud"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); Patch(b, f, 9f, 8f, 2.5f); - var u = Put(b, walker, 9f, 6.2f); var q0 = u.pos; Ticks(b, 0.5f); - Check("FD2.mud", Near((u.pos - q0).magnitude, walker.speed * 0.5f * (1f - f.slowPct / 100f), 0.03), $"moved={(u.pos - q0).magnitude:0.000}"); - } - { - var f = c.Field("lava"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); Patch(b, f, 9f, 8f, 2f); - var u = Put(b, dm, 9f, 8f); Ticks(b, 1f); - Check("FD3.lava", Near(hp - u.hp, hp * f.dotPct / 100f, hp * 0.005f), $"{hp - u.hp:0}"); - } - { - var f = c.Field("ice"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); var p = Patch(b, f, 9f, 6f, 2f); - var u = Put(b, walker, 9f, 5f); - var w0 = u.pos; Ticks(b, f.period - f.warn + 0.1f); bool warned = p.state == 1, movedBefore = (u.pos - w0).magnitude > 0.5f; - u.pos = new Vector2(9f, 6f); Ticks(b, f.warn); bool frozen = u.freeze > 0f; var z0 = u.pos; Ticks(b, 0.5f); - Check("FD4.ice", warned && movedBefore && frozen && (u.pos - z0).magnitude < 1e-4f && b.Frozen >= 1, $"warn={warned} frozen={frozen}"); - } - { - var f = c.Field("spikes"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); var p = Patch(b, f, 9f, 8f, 1f); - var u = Put(b, dm, 9f, 8f); var out0 = Put(b, dm, 11f, 8f); - Ticks(b, f.period - f.warn - f.upSeconds + 0.05f); bool warn = p.state == 1; float before = hp - u.hp; - Ticks(b, f.period); float one = hp - u.hp; Ticks(b, f.period); float two = hp - u.hp; - Check("FD5.spikes", warn && before == 0f && Near(one, hp * f.hitPct / 100f, 1) && Near(two, 2f * hp * f.hitPct / 100f, 1) && out0.hp == hp, $"before={before} one={one} two={two}"); - } - { - var f = c.Field("trap"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); var p = Patch(b, f, 9f, 8f, 1f); - Ticks(b, 1f); bool idle = p.state == 0; - var u = Put(b, dm, 9f, 8f); b.Tick(0.05f); bool armed = p.state == 1; - Ticks(b, f.delay - 0.15f); float early = hp - u.hp; - Ticks(b, 0.3f); float hit = hp - u.hp; - Ticks(b, f.upSeconds + 0.5f); bool rearm = p.state == 3; float during = hp - u.hp; - Ticks(b, f.rearm + f.delay + 0.3f); float again = hp - u.hp; - Check("FD6.trap", idle && armed && early == 0f && Near(hit, hp * f.hitPct / 100f, 1) && rearm && during == hit && Near(again, 2f * hp * f.hitPct / 100f, 1), $"early={early} hit={hit} again={again} state={p.state}"); - } - - // ---------------- 새 기술 6 ---------------- - { - var d = c.Skill("poisonCloud"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("poisonCloud"))); b.Start(); - float y = InY(c, d.range - 1.5f); var a = Put(b, dm, 9f, y); var a2 = Put(b, dm, 9.6f, y); var fl = Put(b, Flyer(), 8.6f, y); - b.CastleSkills[0].cd = 0f; b.Tick(0.05f); bool zone = b.Zones.Count == 1; - Ticks(b, d.duration + 0.3f); - float want = atk * d.dpsPct / 100f * d.duration; - Check("SK1.poison_cloud", zone && Near(hp - a.hp, want, want * 0.05) && Near(hp - a2.hp, want, want * 0.05) && hp - fl.hp > want * 0.9f, $"dmg={hp - a.hp:0}/{want:0} fly={hp - fl.hp:0}"); - } - { - var d = c.Skill("fireField"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("fireField"))); b.Start(); - float y = InY(c, d.range - 1.5f); var a = Put(b, dm, 9f, y); var fl = Put(b, Flyer(), 9.3f, y); - b.CastleSkills[0].cd = 0f; Ticks(b, d.duration + 0.3f); - float want = atk * d.dpsPct / 100f * d.duration; - Check("SK2.fire_field", Near(hp - a.hp, want, want * 0.05) && fl.hp == hp && a.burnFx >= 0f, $"dmg={hp - a.hp:0}/{want:0} fly={hp - fl.hp:0}"); - } - { - var d = c.Skill("boulder"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("boulder"))); b.Start(); - var a = Put(b, dm, 9f, 20f); var a2 = Put(b, dm, 9.4f, 14f); var side = Put(b, dm, 13f, 20f); - b.CastleSkills[0].cd = 0f; b.Tick(0.05f); bool rolling = b.Boulders.Count == 1; float x0 = a.pos.x; - Ticks(b, 5f); - Check("SK3.boulder", rolling && Near(hp - a.hp, atk * d.dmgPct / 100f, 1) && Near(hp - a2.hp, atk * d.dmgPct / 100f, 1) && side.hp == hp && Mathf.Abs(a.pos.x - x0) > d.knock * 0.9f && b.Boulders.Count == 0, $"hit={hp - a.hp} knock={a.pos.x - x0:0.00}"); - // 강(다리 밖)에서 멈춤 — 다리 2개 맵 · 가운데 줄(다리 없음) - var r = new Battle(c, 1, 10, 7, Fixed(L(), L("boulder"), 2)); r.Start(); - var up = Put(r, dm, 9f, c.riverY + 4f); var down = Put(r, dm, 9f, c.riverY - 4f); - r.CastleSkills[0].cd = 0f; Ticks(r, 4f); - Check("SK3.boulder_river", up.hp < hp && down.hp == hp && !r.Map.OnBridge(9f), $"up={hp - up.hp} down={hp - down.hp}"); - } - { - var d = c.Skill("meteor"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("meteor"))); b.Start(); - float y = InY(c, 3f); var us = new List(); for (int i = 0; i < 5; i++) us.Add(Put(b, dm, 8f + i * 0.5f, y)); - b.CastleSkills[0].cd = 0f; b.Tick(0.05f); int queued = b.Meteors.Count; - bool warnFirst = false; float total = 0f; - for (int i = 0; i < 80; i++) { b.Tick(0.05f); total = 0f; foreach (var u in us) total += hp - u.hp; if (total == 0f && b.Meteors.Exists(m => m.shown)) warnFirst = true; } - Check("SK4.meteor", queued == d.count && warnFirst && total >= atk * d.dmgPct / 100f && b.Meteors.Count == 0, $"queued={queued} dmg={total:0}"); - } - { - var d = c.Skill("frostNova"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("frostNova"))); b.Start(); - var a = Put(b, walker, 9f, InY(c, d.range - 0.5f)); var fl = Put(b, Flyer(), 10f, InY(c, d.range - 0.8f)); var far = Put(b, walker, 9f, InY(c, d.range + 2.5f)); - b.CastleSkills[0].cd = 0f; b.Tick(0.05f); - Check("SK5.frost_nova", Near(walker.hp - a.hp, atk * d.dmgPct / 100f, 1) && a.freeze > 0f && fl.freeze > 0f && far.freeze == 0f && far.hp == walker.hp && b.Fx.Exists(f => f.type == "nova"), $"dmg={walker.hp - a.hp} freeze={a.freeze:0.00}"); - } - { - var d = c.Skill("tornado"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("tornado"))); b.Start(); - var a = Put(b, dm, 9f, 24.4f); var g = Put(b, dm, 10.1f, 24.4f); var fl = Put(b, Flyer(), 8.4f, 24.6f); - b.CastleSkills[0].cd = 0f; b.Tick(0.05f); bool spawned = b.Tornadoes.Count == 1; float tx = spawned ? b.Tornadoes[0].pos.x : 0f, gx0 = g.pos.x, fy0 = fl.pos.y; - Ticks(b, 0.6f); - Check("SK6.tornado", spawned && Mathf.Abs(g.pos.x - tx) < Mathf.Abs(gx0 - tx) - 0.2f && fl.pos.y < fy0 - 0.5f && a.hp < hp, $"x={tx:0.0} g {gx0:0.0}→{g.pos.x:0.0} fly {fy0:0.0}→{fl.pos.y:0.0}"); - } - - // ---------------- 새 소환 3 ---------------- - { - var d = c.Summon("laserGuard"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("laserGuard"))); b.Start(); - b.Summoners[0].cd = 0f; b.Tick(0.05f); var g = b.Minions.Count > 0 ? b.Minions[0] : null; var home = g?.pos ?? Vector2.zero; - var a = g != null ? Put(b, dm, home.x, home.y - 3f) : null; var a2 = g != null ? Put(b, dm, home.x, home.y - 5f) : null; - if (g != null) Ticks(b, d.attackInterval + 0.2f); - float want = atk * d.beamPct / 100f; - Check("SM1.laser_guard", g != null && (g.pos - home).magnitude < 1e-4f && Near(hp - a.hp, want, 1) && Near(hp - a2.hp, want, 1), g == null ? "no guard" : $"a={hp - a.hp} b={hp - a2.hp} moved={(g.pos - home).magnitude:0.00}"); - } - { - var d = c.Summon("bomber"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("bomber"))); b.Start(); - b.Summoners[0].cd = 0f; b.Tick(0.05f); - var a = Put(b, dm, 9f, 18f); var far = Put(b, dm, 3f, 6f); - TickUntil(b, () => b.MinionsBlown > 0, 12f); - float want = atk * d.blastPct / 100f; - Check("SM2.bomber", b.MinionsBlown == 1 && Near(hp - a.hp, want, 1) && far.hp == hp && b.Fx.Exists(f => f.type == "blast"), $"blown={b.MinionsBlown} a={hp - a.hp} far={hp - far.hp}"); - } - { - var d = c.Summon("healTotem"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("healTotem"))); b.Start(); - b.Summoners[0].cd = 0f; b.Tick(0.05f); var tm = b.Minions.Count > 0 ? b.Minions[0] : null; var home = tm?.pos ?? Vector2.zero; - b.HitCastle(b.CastleMaxHp * 0.5f); float h0 = b.CastleHp; Ticks(b, 2f); - float want = b.CastleMaxHp * d.healPct / 100f * 2f; - Check("SM3.heal_totem", tm != null && (tm.pos - home).magnitude < 1e-4f && Near(b.CastleHp - h0, want, want * 0.06), $"heal={b.CastleHp - h0:0}/{want:0}"); - } - - // ---------------- 성 능력 4 ---------------- - { - var p = c.Power("shield"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("shield"))); b.Start(); - b.ShieldPower.cd = 0f; b.Tick(0.05f); float sh = b.Shield, h0 = b.CastleHp; - b.HitCastle(sh * 0.5f); float h1 = b.CastleHp; b.HitCastle(sh); float h2 = b.CastleHp; - Ticks(b, p.duration + 0.2f); - Check("PW1.shield", Near(sh, b.CastleMaxHp * p.pct / 100f, 1) && h1 == h0 && Near(h0 - h2, sh * 0.5f, 1) && !b.ShieldUp && b.Shield == 0f, $"shield={sh} h1={h0 - h1} h2={h0 - h2}"); - } - { - var p = c.Power("thorns"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("thorns"))); b.Start(); - var hitter = Dummy(); hitter.damage = 100f; hitter.interval = 1f; hitter.range = 0.8f; - var shooter = Dummy(); shooter.damage = 100f; shooter.interval = 1f; shooter.range = 5f; shooter.projectile = true; - var m = Put(b, hitter, 9f, InY(c, 0.3f)); var r = Put(b, shooter, 12f, InY(c, 3f)); - Ticks(b, 1.2f); - Check("PW2.thorns", Near(hitter.hp - m.hp, 100f * p.pct / 100f, 0.5) && r.hp == shooter.hp && b.HasThorns, $"melee={hitter.hp - m.hp} ranged={shooter.hp - r.hp}"); - } - { - var p = c.Power("curse"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("curse"))); b.Start(); - var hitter = Dummy(); hitter.damage = 100f; hitter.interval = 1f; hitter.range = 0.8f; - var m = Put(b, hitter, 9f, InY(c, 0.3f)); float h0 = b.CastleHp; Ticks(b, 1.2f); - Check("PW3.curse", Near(h0 - b.CastleHp, 100f * (1f - p.pct / 100f), 0.5) && m.cursed, $"dealt={h0 - b.CastleHp} cursed={m.cursed}"); - } - { - var p = c.Power("rage2"); var sn = c.Shot("normal"); - var b = new Battle(c, 1, 10, 1, Fixed(L("normal"), L("rage2"))); b.Start(); - b.CastleHp = b.CastleMaxHp * (p.hpRatio - 0.05f); float mul = b.IntervalMul; - var a = Put(b, dm, 9f, InY(c, sn.range - 1f)); b.CastleShots[0].cd = 0f; TickUntil(b, () => a.hp < hp, 3f); - Check("PW4.rage2", b.Rage2 && Near(mul, p.intervalMul, 1e-4) && Near(hp - a.hp, atk * sn.dmgPct / 100f * p.shotDmgMul, 1), $"mul={mul} dmg={hp - a.hp}"); - } - - // ---------------- 보상: 첫 클리어 × 등급 · 다시 깨기 × 1 ---------------- - { - var g = NewGame(t, out _); int boss = FirstWith(c, r => c.Rank(r.stage).firstMul > c.Rank(1).firstMul); - g.S.battleStage = boss; - Battle WonAt(int st) { var w = g.NewBattle(st, 7, null); w.Start(); w.CastleHpDebugKill(); w.Tick(0.05f); w.Tick(0.05f); return w; } - var r1 = g.WinBattle(WonAt(boss)); var r2 = g.WinBattle(WonAt(boss)); - var bigBoss = new System.Numerics.BigInteger(decimal.Ceiling((decimal)g.BattleReward(boss) * (decimal)c.Rank(boss).firstMul)); - Check("RW1.first_clear", r1 == bigBoss && r2 == g.BattleReward(boss) && g.BattleStage == boss + 1, $"boss {boss} first={r1} replay={r2}"); - } - // ---------------- 안내 카드 요소 ---------------- - var n2 = c.NewAt(FirstWith(c, r => r.bridges.Count > 0)).ConvertAll(e => e.id); - Check("IN1.new_elements", n2.Contains("river") && c.NewAt(FirstWith(c, r => Array.IndexOf(r.fields, "spikes") >= 0)).Exists(e => e.id == "spikes") && c.Elements(50).Count >= 10, $"first bridge stage = {string.Join(",", n2)}"); - } - - static int FirstWith(BattleCfg c, Predicate f) { var r = c.stageLoadouts.Find(f); return r != null ? r.stage : 1; } - - /// 스테이지 표 측정 — 50 스테이지 × (강화 끝: 덱 6칸 · 마나 15 / 처음: 1칸 · 마나 10) 자동 플레이 · 이길 수 있는지 · 걸린 시간 · 남은 성 체력 - public static void StageTable() - { - int exit = 0; - try - { - Application.SetStackTraceLogType(LogType.Log, StackTraceLogType.None); - var t = LoadTables(); var c = t.Battle; var g = NewGame(t, out _); - int winMax = 0, winMin = 0, lastMax = 0; - for (int s = 1; s <= c.StageCount; s++) - { - var hi = AutoBattle(g, s, c.slotMax, c.manaMaxCap, 7f, out float th); - var lo = AutoBattle(g, s, 1, c.manaMaxBase, 5f, out float tl); - if (hi.State == BattleState.Won) { winMax++; lastMax = s; } - if (lo.State == BattleState.Won) winMin++; - Debug.Log($"[VS] STAGE {s,2} {c.StageName(s)} [{c.Rank(s)?.name}] 지도={hi.MapName} 성 체력 {hi.CastleMaxHp:N0} 공격 {hi.Atk:0} · 강화 끝 → {hi.State} {th:0}s 남은 {hi.CastleHp / hi.CastleMaxHp:P0} 소환 {hi.Spawned} 쓰러짐 {hi.Killed} 필드 피해 {hi.FieldHits} 얼림 {hi.Frozen} · 처음 → {lo.State} {tl:0}s 남은 {lo.CastleHp / lo.CastleMaxHp:P0}"); - } - Debug.Log($"[VS] STAGE TABLE 강화 끝 승리 {winMax}/{c.StageCount} (마지막 승리 {lastMax}) · 처음 승리 {winMin}/{c.StageCount}"); - } - catch (Exception e) { Debug.LogError("[VS] EXCEPTION " + e); exit = 2; } - EditorApplication.Exit(exit); - } - } -} +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using VS.Sim; +using Vector2 = UnityEngine.Vector2; + +namespace VS.EditorTools +{ + // 스테이지 50 검사(2026-10-30 PD 확정 기획서 · 필드 = 전부 해로움) — 스테이지 표 · 고정 지도 · 다리 폭 · 해자 · 협곡 · 필드 6 · 새 기술 6 · 새 소환 3 · 성 능력 4 · 첫 클리어 보상 + // 표 측정: -executeMethod VS.EditorTools.HeadlessRun.StageTable (스테이지마다 자동 플레이로 이길 수 있는지 · 강화 끝(6칸 · 마나 15) / 처음(1칸 · 10)) + public static partial class HeadlessRun + { + static BPatch Patch(Battle b, BFieldDef d, float x, float y, float r) { var p = new BPatch { def = d, pos = new Vector2(x, y), r = r }; b.Map.Patches.Add(p); return p; } + static BUnitDef Flyer() { var d = Dummy(); d.flying = true; return d; } + static void Ticks(Battle b, float sec) { for (float t = 0; t < sec - 1e-4f; t += 0.05f) b.Tick(0.05f); } + + static void Stage50Tests(BattleCfg c, Tables t) + { + float atk = c.castle.atk; // 1단계 공격력 + // ---------------- 스테이지 표 ---------------- + int n = c.StageCount; bool rows = n == 50; + for (int s = 1; s <= n; s++) + { + var rk = c.Rank(s); bool boss = rk != null && rk.firstMul > c.Rank(1).firstMul; + rows &= c.Chapter(s) != null && rk != null && !string.IsNullOrEmpty(c.StageName(s)) + && (s % 10 == 0 ? boss : s % 5 == 0 ? rk.hpMul > 1f && !boss : rk.hpMul == 1f); // 5의 배수 정예 · 10의 배수 보스(50 최종) + } + Check("S50.stages", rows && c.Rank(50).hpMul > c.Rank(10).hpMul && Mathf.Approximately(c.CastleHpAt(10), Mathf.Round(c.castle.hp * Mathf.Pow(c.castle.hpGrowth, 9) * c.Rank(10).hpMul)), $"stages={n}"); + var all = new List(); c.shots.ForEach(d => all.Add(d.id)); c.skills.ForEach(d => all.Add(d.id)); c.summons.ForEach(d => all.Add(d.id)); c.powers.ForEach(d => all.Add(d.id)); c.fields.ForEach(d => all.Add(d.id)); + var never = all.FindAll(id => c.FirstStage(id) == 0); int maxNew = 0; + for (int s = 1; s <= n; s++) maxNew = Math.Max(maxNew, c.NewAt(s).Count); + Check("S50.one_new_at_a_time", never.Count == 0 && maxNew <= 2 && c.NewAt(1).Count >= 1, $"안 나오는 요소={string.Join(",", never)} 한 스테이지 최대 NEW={maxNew}"); + // 고정 지도: 같은 스테이지 = 전투 seed 가 달라도 같은 지도 · 모든 스테이지 길 이어짐 · 다리 칸 수 = 종류 칸 수 합 · 필드 개수 = 종류마다 countMin~Max + bool same = true, reach = true, lanes = true, fieldsOk = true, terrainOk = true; var bad = new List(); + for (int s = 1; s <= n; s++) + { + var row = c.StageRow(s); var a = new Battle(c, s, 10, 11).Map; var b2 = new Battle(c, s, 10, 99).Map; + bool eq = a.Bridges.Length == b2.Bridges.Length && a.Patches.Count == b2.Patches.Count && a.Obstacles.Count == b2.Obstacles.Count; + for (int i = 0; eq && i < a.Patches.Count; i++) eq &= Vector2.Distance(a.Patches[i].pos, b2.Patches[i].pos) < 1e-4f; + same &= eq; reach &= a.Reachable(new Vector2(c.arenaW * 0.5f, c.spawnY)); + int want = 0; foreach (var br in row.bridges) want += c.BridgeCells(br.kind); + int rowY = Mathf.FloorToInt(c.riverY - 0.5f), got = 0; for (int x = 0; x < a.W; x++) if (a.Walk[rowY * a.W + x]) got++; + bool lo = row.bridges.Count == 0 ? got > 0 : got == want; lanes &= lo; + bool fo = true; foreach (var fid in row.fields) { var fd = c.Field(fid); int k = a.Patches.FindAll(p => p.def == fd).Count; fo &= k >= fd.countMin && k <= fd.countMax; } + foreach (var p in a.Patches) fo &= !a.Blocked(p.pos) && Array.IndexOf(row.fields, p.def.id) >= 0; + fieldsOk &= fo; + bool to = a.MoatGates == row.moat && a.Canyon == row.canyon; terrainOk &= to; + if (!(eq && lo && fo && to)) bad.Add(s); + if (!fo) { var cnt = new List(); foreach (var fid in row.fields) cnt.Add($"{fid}={a.Patches.FindAll(p => p.def.id == fid).Count}"); Debug.Log($"[VS] S50 stage {s} 필드 {string.Join(" ", cnt)}"); } + } + Check("S50.fixed_map", same && reach, $"bad={string.Join(",", bad)}"); + Check("S50.bridge_lanes", lanes, $"bad={string.Join(",", bad)}"); + Check("S50.field_count", fieldsOk && terrainOk, $"bad={string.Join(",", bad)}"); + + // ---------------- 지형: 해자 · 협곡 (스테이지 지도 · 성 공격 끔) ---------------- + var walker = Dummy(1.2f); walker.range = 0.8f; + bool MoatRun(int st, out string info) + { + var b = new Battle(c, st, 10, 3, new BattleSetup { shots = L(), gimmicks = L(), fields = L() }); b.Start(); + var u = Put(b, walker, b.SpawnPoint.x, b.SpawnPoint.y); bool noBlock = true, viaGate = true; var m = b.Map; + for (int i = 0; i < 2400 && !u.attacking; i++) + { + b.Tick(0.05f); + if (m.Blocked(u.pos)) noBlock = false; + float d = Vector2.Distance(u.pos, m.Castle); + if (m.MoatGates > 0 && d > m.MoatIn && d < m.MoatOut) + { + float ang = Mathf.Atan2(u.pos.y - m.Castle.y, u.pos.x - m.Castle.x) * Mathf.Rad2Deg; bool g = false; + foreach (var gd in m.GateDeg) if (Mathf.Abs(Mathf.DeltaAngle(ang, gd)) <= c.moat.gateHalfDeg + 6f) g = true; + if (!g) viaGate = false; + } + } + info = $"stage {st} attacking={u.attacking} noBlock={noBlock} viaGate={viaGate} pos={u.pos}"; + return u.attacking && noBlock && viaGate; + } + int moatSt = FirstWith(c, r => r.moat > 0 && !r.canyon), canyonSt = FirstWith(c, r => r.canyon && r.moat == 0), bothSt = FirstWith(c, r => r.canyon && r.moat > 0); + var mm = new Battle(c, moatSt, 10, 1).Map; int ringWater = 0, ringGate = 0; + for (int i = 0; i < mm.Walk.Length; i++) { var p = mm.Center(i); float d = Vector2.Distance(p, mm.Castle); if (d > mm.MoatIn + 0.1f && d < mm.MoatOut - 0.1f) { if (mm.Walk[i]) ringGate++; else ringWater++; } } + Check("S50.moat_ring", mm.MoatGates > 0 && ringWater > 10 && ringGate > 0 && ringGate < ringWater / 2, $"stage {moatSt} water={ringWater} gate={ringGate}"); + Check("S50.moat_reach", MoatRun(moatSt, out var mi), mi); + var cm = new Battle(c, canyonSt, 10, 1).Map; int wallRows = 0; + for (int y = 0; y < cm.H; y++) if (cm.InCanyonWall(0, y) && cm.InCanyonWall(cm.W - 1, y) && !cm.InCanyonWall(cm.W / 2, y)) wallRows++; + bool cOk = MoatRun(canyonSt, out var ci), bOk = MoatRun(bothSt, out var bi); + Check("S50.canyon", wallRows >= 10 && cOk && bOk, $"rows={wallRows} · {ci} · {bi}"); + + // ---------------- 필드 6 (내 땅 유닛만 · 최대 체력 %) ---------------- + var dm = Dummy(); float hp = dm.hp; + { + var f = c.Field("poison"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); Patch(b, f, 9f, 8f, 2f); + var u = Put(b, dm, 9f, 8f); var fl = Put(b, Flyer(), 9.5f, 8f); + Ticks(b, 1f); float in1 = hp - u.hp; + u.pos = new Vector2(3f, 3f); Ticks(b, 1f); float out1 = hp - u.hp - in1; + Ticks(b, f.linger + 0.5f); float h2 = u.hp; Ticks(b, 1f); + Check("FD1.poison", Near(in1, hp * f.dotPct / 100f, hp * 0.004f) && Near(out1, hp * f.dotPct / 100f, hp * 0.004f) && u.hp == h2 && fl.hp == hp, $"in={in1:0} out={out1:0} after={h2 - u.hp:0} fly={hp - fl.hp:0}"); + } + { + var f = c.Field("mud"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); Patch(b, f, 9f, 8f, 2.5f); + var u = Put(b, walker, 9f, 6.2f); var q0 = u.pos; Ticks(b, 0.5f); + Check("FD2.mud", Near((u.pos - q0).magnitude, walker.speed * 0.5f * (1f - f.slowPct / 100f), 0.03), $"moved={(u.pos - q0).magnitude:0.000}"); + } + { + var f = c.Field("lava"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); Patch(b, f, 9f, 8f, 2f); + var u = Put(b, dm, 9f, 8f); Ticks(b, 1f); + Check("FD3.lava", Near(hp - u.hp, hp * f.dotPct / 100f, hp * 0.005f), $"{hp - u.hp:0}"); + } + { + var f = c.Field("ice"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); var p = Patch(b, f, 9f, 6f, 2f); + var u = Put(b, walker, 9f, 5f); + var w0 = u.pos; Ticks(b, f.period - f.warn + 0.1f); bool warned = p.state == 1, movedBefore = (u.pos - w0).magnitude > 0.5f; + u.pos = new Vector2(9f, 6f); Ticks(b, f.warn); bool frozen = u.freeze > 0f; var z0 = u.pos; Ticks(b, 0.5f); + Check("FD4.ice", warned && movedBefore && frozen && (u.pos - z0).magnitude < 1e-4f && b.Frozen >= 1, $"warn={warned} frozen={frozen}"); + } + { + var f = c.Field("spikes"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); var p = Patch(b, f, 9f, 8f, 1f); + var u = Put(b, dm, 9f, 8f); var out0 = Put(b, dm, 11f, 8f); + Ticks(b, f.period - f.warn - f.upSeconds + 0.05f); bool warn = p.state == 1; float before = hp - u.hp; + Ticks(b, f.period); float one = hp - u.hp; Ticks(b, f.period); float two = hp - u.hp; + Check("FD5.spikes", warn && before == 0f && Near(one, hp * f.hitPct / 100f, 1) && Near(two, 2f * hp * f.hitPct / 100f, 1) && out0.hp == hp, $"before={before} one={one} two={two}"); + } + { + var f = c.Field("trap"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L())); b.Start(); var p = Patch(b, f, 9f, 8f, 1f); + Ticks(b, 1f); bool idle = p.state == 0; + var u = Put(b, dm, 9f, 8f); b.Tick(0.05f); bool armed = p.state == 1; + Ticks(b, f.delay - 0.15f); float early = hp - u.hp; + Ticks(b, 0.3f); float hit = hp - u.hp; + Ticks(b, f.upSeconds + 0.5f); bool rearm = p.state == 3; float during = hp - u.hp; + Ticks(b, f.rearm + f.delay + 0.3f); float again = hp - u.hp; + Check("FD6.trap", idle && armed && early == 0f && Near(hit, hp * f.hitPct / 100f, 1) && rearm && during == hit && Near(again, 2f * hp * f.hitPct / 100f, 1), $"early={early} hit={hit} again={again} state={p.state}"); + } + + // ---------------- 새 기술 6 ---------------- + { + var d = c.Skill("poisonCloud"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("poisonCloud"))); b.Start(); + float y = InY(c, d.range - 1.5f); var a = Put(b, dm, 9f, y); var a2 = Put(b, dm, 9.6f, y); var fl = Put(b, Flyer(), 8.6f, y); + b.CastleSkills[0].cd = 0f; b.Tick(0.05f); bool zone = b.Zones.Count == 1; + Ticks(b, d.duration + 0.3f); + float want = atk * d.dpsPct / 100f * d.duration; + Check("SK1.poison_cloud", zone && Near(hp - a.hp, want, want * 0.05) && Near(hp - a2.hp, want, want * 0.05) && hp - fl.hp > want * 0.9f, $"dmg={hp - a.hp:0}/{want:0} fly={hp - fl.hp:0}"); + } + { + var d = c.Skill("fireField"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("fireField"))); b.Start(); + float y = InY(c, d.range - 1.5f); var a = Put(b, dm, 9f, y); var fl = Put(b, Flyer(), 9.3f, y); + b.CastleSkills[0].cd = 0f; Ticks(b, d.duration + 0.3f); + float want = atk * d.dpsPct / 100f * d.duration; + Check("SK2.fire_field", Near(hp - a.hp, want, want * 0.05) && fl.hp == hp && a.burnFx >= 0f, $"dmg={hp - a.hp:0}/{want:0} fly={hp - fl.hp:0}"); + } + { + var d = c.Skill("boulder"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("boulder"))); b.Start(); + var a = Put(b, dm, 9f, 20f); var a2 = Put(b, dm, 9.4f, 14f); var side = Put(b, dm, 13f, 20f); + b.CastleSkills[0].cd = 0f; b.Tick(0.05f); bool rolling = b.Boulders.Count == 1; float x0 = a.pos.x; + Ticks(b, 5f); + Check("SK3.boulder", rolling && Near(hp - a.hp, atk * d.dmgPct / 100f, 1) && Near(hp - a2.hp, atk * d.dmgPct / 100f, 1) && side.hp == hp && Mathf.Abs(a.pos.x - x0) > d.knock * 0.9f && b.Boulders.Count == 0, $"hit={hp - a.hp} knock={a.pos.x - x0:0.00}"); + // 강(다리 밖)에서 멈춤 — 다리 2개 맵 · 가운데 줄(다리 없음) + var r = new Battle(c, 1, 10, 7, Fixed(L(), L("boulder"), 2)); r.Start(); + var up = Put(r, dm, 9f, c.riverY + 4f); var down = Put(r, dm, 9f, c.riverY - 4f); + r.CastleSkills[0].cd = 0f; Ticks(r, 4f); + Check("SK3.boulder_river", up.hp < hp && down.hp == hp && !r.Map.OnBridge(9f), $"up={hp - up.hp} down={hp - down.hp}"); + } + { + var d = c.Skill("meteor"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("meteor"))); b.Start(); + float y = InY(c, 3f); var us = new List(); for (int i = 0; i < 5; i++) us.Add(Put(b, dm, 8f + i * 0.5f, y)); + b.CastleSkills[0].cd = 0f; b.Tick(0.05f); int queued = b.Meteors.Count; + bool warnFirst = false; float total = 0f; + for (int i = 0; i < 80; i++) { b.Tick(0.05f); total = 0f; foreach (var u in us) total += hp - u.hp; if (total == 0f && b.Meteors.Exists(m => m.shown)) warnFirst = true; } + Check("SK4.meteor", queued == d.count && warnFirst && total >= atk * d.dmgPct / 100f && b.Meteors.Count == 0, $"queued={queued} dmg={total:0}"); + } + { + var d = c.Skill("frostNova"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("frostNova"))); b.Start(); + var a = Put(b, walker, 9f, InY(c, d.range - 0.5f)); var fl = Put(b, Flyer(), 10f, InY(c, d.range - 0.8f)); var far = Put(b, walker, 9f, InY(c, d.range + 2.5f)); + b.CastleSkills[0].cd = 0f; b.Tick(0.05f); + Check("SK5.frost_nova", Near(walker.hp - a.hp, atk * d.dmgPct / 100f, 1) && a.freeze > 0f && fl.freeze > 0f && far.freeze == 0f && far.hp == walker.hp && b.Fx.Exists(f => f.type == "nova"), $"dmg={walker.hp - a.hp} freeze={a.freeze:0.00}"); + } + { + var d = c.Skill("tornado"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("tornado"))); b.Start(); + var a = Put(b, dm, 9f, 24.4f); var g = Put(b, dm, 10.1f, 24.4f); var fl = Put(b, Flyer(), 8.4f, 24.6f); + b.CastleSkills[0].cd = 0f; b.Tick(0.05f); bool spawned = b.Tornadoes.Count == 1; float tx = spawned ? b.Tornadoes[0].pos.x : 0f, gx0 = g.pos.x, fy0 = fl.pos.y; + Ticks(b, 0.6f); + Check("SK6.tornado", spawned && Mathf.Abs(g.pos.x - tx) < Mathf.Abs(gx0 - tx) - 0.2f && fl.pos.y < fy0 - 0.5f && a.hp < hp, $"x={tx:0.0} g {gx0:0.0}→{g.pos.x:0.0} fly {fy0:0.0}→{fl.pos.y:0.0}"); + } + + // ---------------- 새 소환 3 ---------------- + { + var d = c.Summon("laserGuard"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("laserGuard"))); b.Start(); + b.Summoners[0].cd = 0f; b.Tick(0.05f); var g = b.Minions.Count > 0 ? b.Minions[0] : null; var home = g?.pos ?? Vector2.zero; + var a = g != null ? Put(b, dm, home.x, home.y - 3f) : null; var a2 = g != null ? Put(b, dm, home.x, home.y - 5f) : null; + if (g != null) Ticks(b, d.attackInterval + 0.2f); + float want = atk * d.beamPct / 100f; + Check("SM1.laser_guard", g != null && (g.pos - home).magnitude < 1e-4f && Near(hp - a.hp, want, 1) && Near(hp - a2.hp, want, 1), g == null ? "no guard" : $"a={hp - a.hp} b={hp - a2.hp} moved={(g.pos - home).magnitude:0.00}"); + } + { + var d = c.Summon("bomber"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("bomber"))); b.Start(); + b.Summoners[0].cd = 0f; b.Tick(0.05f); + var a = Put(b, dm, 9f, 18f); var far = Put(b, dm, 3f, 6f); + TickUntil(b, () => b.MinionsBlown > 0, 12f); + float want = atk * d.blastPct / 100f; + Check("SM2.bomber", b.MinionsBlown == 1 && Near(hp - a.hp, want, 1) && far.hp == hp && b.Fx.Exists(f => f.type == "blast"), $"blown={b.MinionsBlown} a={hp - a.hp} far={hp - far.hp}"); + } + { + var d = c.Summon("healTotem"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("healTotem"))); b.Start(); + b.Summoners[0].cd = 0f; b.Tick(0.05f); var tm = b.Minions.Count > 0 ? b.Minions[0] : null; var home = tm?.pos ?? Vector2.zero; + b.HitCastle(b.CastleMaxHp * 0.5f); float h0 = b.CastleHp; Ticks(b, 2f); + float want = b.CastleMaxHp * d.healPct / 100f * 2f; + Check("SM3.heal_totem", tm != null && (tm.pos - home).magnitude < 1e-4f && Near(b.CastleHp - h0, want, want * 0.06), $"heal={b.CastleHp - h0:0}/{want:0}"); + } + + // ---------------- 성 능력 4 ---------------- + { + var p = c.Power("shield"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("shield"))); b.Start(); + b.ShieldPower.cd = 0f; b.Tick(0.05f); float sh = b.Shield, h0 = b.CastleHp; + b.HitCastle(sh * 0.5f); float h1 = b.CastleHp; b.HitCastle(sh); float h2 = b.CastleHp; + Ticks(b, p.duration + 0.2f); + Check("PW1.shield", Near(sh, b.CastleMaxHp * p.pct / 100f, 1) && h1 == h0 && Near(h0 - h2, sh * 0.5f, 1) && !b.ShieldUp && b.Shield == 0f, $"shield={sh} h1={h0 - h1} h2={h0 - h2}"); + } + { + var p = c.Power("thorns"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("thorns"))); b.Start(); + var hitter = Dummy(); hitter.damage = 100f; hitter.interval = 1f; hitter.range = 0.8f; + var shooter = Dummy(); shooter.damage = 100f; shooter.interval = 1f; shooter.range = 5f; shooter.projectile = true; + var m = Put(b, hitter, 9f, InY(c, 0.3f)); var r = Put(b, shooter, 12f, InY(c, 3f)); + Ticks(b, 1.2f); + Check("PW2.thorns", Near(hitter.hp - m.hp, 100f * p.pct / 100f, 0.5) && r.hp == shooter.hp && b.HasThorns, $"melee={hitter.hp - m.hp} ranged={shooter.hp - r.hp}"); + } + { + var p = c.Power("curse"); var b = new Battle(c, 1, 10, 1, Fixed(L(), L("curse"))); b.Start(); + var hitter = Dummy(); hitter.damage = 100f; hitter.interval = 1f; hitter.range = 0.8f; + var m = Put(b, hitter, 9f, InY(c, 0.3f)); float h0 = b.CastleHp; Ticks(b, 1.2f); + Check("PW3.curse", Near(h0 - b.CastleHp, 100f * (1f - p.pct / 100f), 0.5) && m.cursed, $"dealt={h0 - b.CastleHp} cursed={m.cursed}"); + } + { + var p = c.Power("rage2"); var sn = c.Shot("normal"); + var b = new Battle(c, 1, 10, 1, Fixed(L("normal"), L("rage2"))); b.Start(); + b.CastleHp = b.CastleMaxHp * (p.hpRatio - 0.05f); float mul = b.IntervalMul; + var a = Put(b, dm, 9f, InY(c, sn.range - 1f)); b.CastleShots[0].cd = 0f; TickUntil(b, () => a.hp < hp, 3f); + Check("PW4.rage2", b.Rage2 && Near(mul, p.intervalMul, 1e-4) && Near(hp - a.hp, atk * sn.dmgPct / 100f * p.shotDmgMul, 1), $"mul={mul} dmg={hp - a.hp}"); + } + + // ---------------- 보상: 첫 클리어 × 등급 · 다시 깨기 × 1 ---------------- + { + var g = NewGame(t, out _); int boss = FirstWith(c, r => c.Rank(r.stage).firstMul > c.Rank(1).firstMul); + g.S.battleStage = boss; + Battle WonAt(int st) { var w = g.NewBattle(st, 7, null); w.Start(); w.CastleHpDebugKill(); w.Tick(0.05f); w.Tick(0.05f); return w; } + var r1 = g.WinBattle(WonAt(boss)); var r2 = g.WinBattle(WonAt(boss)); + var bigBoss = new System.Numerics.BigInteger(decimal.Ceiling((decimal)g.BattleReward(boss) * (decimal)c.Rank(boss).firstMul)); + Check("RW1.first_clear", r1 == bigBoss && r2 == g.BattleReward(boss) && g.BattleStage == boss + 1, $"boss {boss} first={r1} replay={r2}"); + } + // ---------------- 안내 카드 요소 ---------------- + var n2 = c.NewAt(FirstWith(c, r => r.bridges.Count > 0)).ConvertAll(e => e.id); + Check("IN1.new_elements", n2.Contains("river") && c.NewAt(FirstWith(c, r => Array.IndexOf(r.fields, "spikes") >= 0)).Exists(e => e.id == "spikes") && c.Elements(50).Count >= 10, $"first bridge stage = {string.Join(",", n2)}"); + } + + static int FirstWith(BattleCfg c, Predicate f) { var r = c.stageLoadouts.Find(f); return r != null ? r.stage : 1; } + + /// 스테이지 표 측정 — 50 스테이지 × (강화 끝: 덱 6칸 · 마나 15 / 처음: 1칸 · 마나 10) 자동 플레이 · 이길 수 있는지 · 걸린 시간 · 남은 성 체력 + public static void StageTable() + { + int exit = 0; + try + { + Application.SetStackTraceLogType(LogType.Log, StackTraceLogType.None); + var t = LoadTables(); var c = t.Battle; var g = NewGame(t, out _); + int winMax = 0, winMin = 0, lastMax = 0; + for (int s = 1; s <= c.StageCount; s++) + { + var hi = AutoBattle(g, s, c.slotMax, c.manaMaxCap, 7f, out float th); + var lo = AutoBattle(g, s, 1, c.manaMaxBase, 5f, out float tl); + if (hi.State == BattleState.Won) { winMax++; lastMax = s; } + if (lo.State == BattleState.Won) winMin++; + Debug.Log($"[VS] STAGE {s,2} {c.StageName(s)} [{c.Rank(s)?.name}] 지도={hi.MapName} 성 체력 {hi.CastleMaxHp:N0} 공격 {hi.Atk:0} · 강화 끝 → {hi.State} {th:0}s 남은 {hi.CastleHp / hi.CastleMaxHp:P0} 소환 {hi.Spawned} 쓰러짐 {hi.Killed} 필드 피해 {hi.FieldHits} 얼림 {hi.Frozen} · 처음 → {lo.State} {tl:0}s 남은 {lo.CastleHp / lo.CastleMaxHp:P0}"); + } + Debug.Log($"[VS] STAGE TABLE 강화 끝 승리 {winMax}/{c.StageCount} (마지막 승리 {lastMax}) · 처음 승리 {winMin}/{c.StageCount}"); + } + catch (Exception e) { Debug.LogError("[VS] EXCEPTION " + e); exit = 2; } + EditorApplication.Exit(exit); + } + } +} diff --git a/Assets/Resources/Art/Arena/arena_plain.png b/Assets/Resources/Art/Arena/arena_plain.png index 1638a70..188d30f 100644 Binary files a/Assets/Resources/Art/Arena/arena_plain.png and b/Assets/Resources/Art/Arena/arena_plain.png differ diff --git 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vertices: [] + indices: + edges: [] + weights: [] + outline: [] + customData: + physicsShape: [] + bones: [] + spriteID: e35912dcc5bf440c981b6bb81894acf6 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spriteCustomMetadata: + entries: [] + nameFileIdTable: {} + mipmapLimitGroupName: + pSDRemoveMatte: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Data/battle.json b/Assets/Resources/Data/battle.json index 023be3d..6da3697 100644 --- a/Assets/Resources/Data/battle.json +++ b/Assets/Resources/Data/battle.json @@ -1,221 +1,222 @@ -{ - "source": "전투 모드 클론 설계값 (2026-10-27 PD 지시 · 2026-10-28 PD 전투 수정 6건 + 추가 5건) — 원작에 없는 값 · PD 확정 전. 사거리 = 성 가장자리부터 칸 수 · 「기본 값은 절반 수준」 = 예전 값의 절반(화살 7 → 일반 3.5 · 폭탄 10 → 파이어 볼 5)으로 해석(확정 전) · 시험 창 사거리 ×4 = 맵 절반 해석. 「적은 내 유닛보다 매우 강하게 · 나는 압도적인 물량」 = 성·소환수의 공격력·체력이 내 가장 강한 유닛의 2배 이상 · 카드 1장 = 1마리(2026-10-29 PD 「한 장에 여러 마리 금지 · 물량 = 마력 코스트를 모아 많이 소환」) → 마나 충전 0.5초(1초에 검사 2마리) · 내 유닛끼리 겹치지 않게 살짝 밀어냄(무리가 퍼져 보이고 범위 공격에 한꺼번에 안 맞음)(확정 전)", - "arenaW": 18, - "arenaH": 32, - "riverY": 16, - "riverHalf": 0.9, - "bridgeSource": "다리 폭(2026-10-30 스테이지 50 기획서 「좁은 1.2칸 · 보통 2.4칸 · 넓은 4칸」) = 지나갈 수 있는 칸 수 cells(좁은 1 · 보통 2 · 넓은 4) · 그림 폭 = 칸 수 + 양옆 bridgeRail 칸 · 무작위 맵(시험) 다리 = 보통(확정 전)", - "bridgeKinds": [ - { "id": "narrow", "name": "좁은 다리", "short": "좁은", "cells": 1 }, - { "id": "normal", "name": "다리", "short": "", "cells": 2 }, - { "id": "wide", "name": "넓은 다리", "short": "넓은", "cells": 4 } - ], - "bridgeRail": 0.2, - "moat": { "name": "해자", "inner": 2.4, "outer": 3.4, "gateHalfDeg": 15, "gates": [ { "deg": [270] }, { "deg": [238, 302] } ] }, - "canyon": { "name": "협곡", "wall": 4, "jag": 1, "yFrom": 7, "yTo": 24 }, - "stageMapSeed": 5000, - "bridgeJitter": 1.5, - "mapWeights": [1, 1, 1, 1], - "mapNames": ["강 없는 평지", "다리 1개", "다리 2개", "다리 3개"], - "bridgeSets": [ { "x": [9] }, { "x": [3.5, 14.5] }, { "x": [2.5, 9, 15.5] } ], - "obstacleChance": 0.8, - "obstacleMin": 1, - "obstacleMax": 3, - "obstaclePiecesMin": 2, - "obstaclePiecesMax": 4, - "obstacleRadiusMin": 0.8, - "obstacleRadiusMax": 1.3, - "obstacleDistMin": 4.5, - "obstacleDistMax": 7.5, - "obstacleArcMin": 180, - "obstacleArcMax": 360, - "obstacleSpacing": 1.5, - "obstacleWobble": 0.3, - "obstaclePad": 0.2, - "obstacleCastleGap": 0.8, - "castleSeedPad": 1.0, - "spawnY": 1.6, - "spawnJitter": 0.7, - "unitSight": 4.5, - "unitShotSpeed": 10, - "castleRetarget": 0.1, - "summonArcMin": 205, - "summonArcMax": 335, - "flagReach": 1.0, - "unitSpacing": 0.8, - "unitPush": 6, - "rivalOutfits": [6, 2, 5, 3, 4, 7, 1], - "battleSeconds": 180, - "lastMinuteSeconds": 60, - "lastMinuteRegenMul": 2, - "manaStart": 5, - "manaRegenSeconds": 0.5, - "manaMaxBase": 10, - "manaMaxCap": 15, - "manaUpgradeCost": ["2000", "20000", "200000", "2000000", "20000000"], - "slotStart": 1, - "slotMax": 6, - "slotUnlockCost": ["500", "5000", "50000", "500000", "5000000"], - "rewardPassSeconds": 120, - "rewardPassSecondsPerStage": 60, - "units": [ - { "id": 1, "name": "검사", "cost": 1, "grade": 1, "hp": 220, "damage": 60, "interval": 1.1, "range": 0.8, "speed": 1.2, "radius": 0.45, "flying": false, "projectile": false }, - { "id": 2, "name": "궁수", "cost": 2, "grade": 2, "hp": 150, "damage": 45, "interval": 1.0, "range": 5.0, "speed": 1.2, "radius": 0.4, "flying": false, "projectile": true }, - { "id": 3, "name": "기사", "cost": 3, "grade": 3, "hp": 900, "damage": 120, "interval": 1.2, "range": 0.8, "speed": 1.0, "radius": 0.55, "flying": false, "projectile": false }, - { "id": 4, "name": "마법사", "cost": 4, "grade": 4, "hp": 360, "damage": 170, "interval": 1.4, "range": 5.5, "speed": 1.0, "radius": 0.45, "flying": false, "projectile": true }, - { "id": 5, "name": "자이언트", "cost": 5, "grade": 5, "hp": 2600, "damage": 190, "interval": 1.5, "range": 0.8, "speed": 0.75, "radius": 0.8, "flying": false, "projectile": false }, - { "id": 6, "name": "드래곤", "cost": 6, "grade": 6, "hp": 1000, "damage": 150, "interval": 1.6, "range": 3.5, "speed": 1.5, "radius": 0.7, "flying": true, "projectile": true } - ], - "castle": { - "y": 28.5, "xMin": 6.5, "xMax": 11.5, "radius": 2.0, - "hp": 15000, "hpGrowth": 1.07, - "atk": 400, "atkGrowth": 1.04, "summonGrowth": 1.05, - "enrageHpRatio": 0.5, "enrageIntervalMul": 0.75, - "regenDelay": 5, "regenPct": 1, "regenInterval": 1 - }, - "attackSource": "성 공격 — 투사체 5 · 기술 8(파이어 볼 · 라이트닝 + 2026-10-30 스테이지 50 기획서 새 기술 6) · 소환 5(근접 · 원거리 + 새 소환 3) · 성 능력 4 · 피해 = 성 공격력 × % · desc·tip = 처음 만날 때 안내 카드 글(숫자는 화면이 값에서 만든다) · 새 값 전부 확정 전", - "shots": [ - { "id": "normal", "name": "일반", "dmgPct": 100, "interval": 0.8, "range": 3.5, "speed": 14, "desc": "가장 가까운 유닛 1명에게 화살을 쏜다", "tip": "마나를 모아 많이 소환해 물량으로 밀어붙이세요" }, - { "id": "splash", "name": "범위", "dmgPct": 100, "splashPct": 50, "splashRadius": 1.5, "interval": 1.3, "range": 3, "speed": 11, "desc": "맞은 유닛 둘레에도 피해를 준다", "tip": "무리를 나눠 보내세요" }, - { "id": "multi", "name": "멀티샷", "dmgPct": 60, "count": 5, "spreadDeg": 60, "width": 0.4, "interval": 1.6, "range": 4, "speed": 12, "desc": "부채꼴로 여러 발 · 화살마다 처음 닿는 유닛 1명", "tip": "체력 많은 유닛을 앞세우세요" }, - { "id": "slow", "name": "감속", "dmgPct": 100, "slowPct": 50, "slowSeconds": 2.5, "interval": 1.0, "range": 3.5, "speed": 13, "desc": "맞은 유닛이 잠시 느려진다", "tip": "나는 유닛은 강과 바위를 넘어 빨리 닿아요" }, - { "id": "laser", "name": "레이저", "dmgPct": 80, "width": 0.8, "beamSeconds": 0.35, "interval": 2.2, "range": 5, "desc": "성 앞 직선 위의 유닛 모두에게 피해", "tip": "깃발로 옆길을 잡아 한 줄로 서지 않게 하세요" } - ], - "skills": [ - { "id": "fireball", "name": "파이어 볼", "dmgPct": 100, "splashPct": 60, "splashRadius": 1.6, "interval": 7, "range": 5, "speed": 9, "desc": "유닛이 가장 많은 곳에 불덩이 · 둘레에도 피해", "tip": "한 점에 몰리지 않게 하세요" }, - { "id": "lightning", "name": "라이트닝", "dmgPct": 200, "stunSeconds": 1.5, "beamSeconds": 0.35, "interval": 9, "range": 4, "speed": 0, "desc": "가까운 유닛에게 번개 · 큰 피해 + 기절", "tip": "값싼 유닛을 먼저 보내 번개를 받게 하세요" }, - { "id": "poisonCloud", "name": "독구름", "kind": "cloud", "fx": "poison", "air": true, "dpsPct": 20, "radius": 1.8, "duration": 5, "interval": 9, "range": 6, "desc": "유닛이 가장 많은 곳에 독구름 · 안에 있으면 계속 피해(나는 유닛도)", "tip": "무리를 흩거나 깃발로 비켜 가세요" }, - { "id": "fireField", "name": "화염 장판", "kind": "cloud", "fx": "burn", "air": false, "dpsPct": 40, "radius": 1.2, "duration": 3, "interval": 8, "range": 5, "desc": "땅에 짧고 센 불 장판 · 땅 유닛만", "tip": "빨리 지나가거나 나는 유닛으로" }, - { "id": "boulder", "name": "바위 굴리기", "kind": "boulder", "dmgPct": 150, "radius": 1.0, "speed": 6, "knock": 1.5, "interval": 10, "range": 30, "desc": "땅 유닛이 가장 많은 줄로 성 앞에서 바위를 굴린다 · 닿으면 피해 + 옆으로 밀림 · 강·바위에 닿으면 멈춤", "tip": "줄을 나눠 가거나 다른 다리로" }, - { "id": "meteor", "name": "유성우", "kind": "meteor", "air": true, "dmgPct": 80, "radius": 1.0, "count": 6, "duration": 2.4, "warn": 0.8, "interval": 15, "range": 9, "desc": "유닛 근처에 별똥별 여러 개 · 떨어지기 전 빨간 표시", "tip": "빨간 표시가 보이면 넓게 펼치세요" }, - { "id": "frostNova", "name": "얼음 파동", "kind": "nova", "air": true, "dmgPct": 50, "freezeSeconds": 1.5, "interval": 12, "range": 3, "desc": "성 둘레의 유닛을 모두 얼린다(나는 유닛도)", "tip": "원거리 유닛으로 밖에서 치세요" }, - { "id": "tornado", "name": "회오리", "kind": "tornado", "dpsPct": 15, "radius": 1.5, "speed": 2, "duration": 6, "pull": 2.5, "push": 2.5, "interval": 14, "range": 30, "desc": "성에서 아래로 내려오는 회오리 · 땅 유닛은 가운데로 끌려가고 나는 유닛은 뒤로 밀림", "tip": "회오리 길을 피해 다른 줄로" } - ], - "summons": [ - { "id": "summonMelee", "name": "소환(근접)", "ranged": false, "interval": 8, "max": 2, "hp": 6000, "damage": 400, "attackRange": 0.7, "attackInterval": 1.6, "speed": 1.3, "guardRange": 4, "radius": 0.45, "homeDist": 2.2, "shotSpeed": 0, "desc": "성 둘레를 지키는 근접 병사 · 가까이 오면 공격", "tip": "원거리 유닛으로 먼저 잡으세요" }, - { "id": "summonRanged", "name": "소환(원거리)", "ranged": true, "interval": 10, "max": 2, "hp": 5400, "damage": 400, "attackRange": 3.5, "attackInterval": 2.0, "speed": 1.1, "guardRange": 5, "radius": 0.4, "homeDist": 1.2, "shotSpeed": 10, "desc": "성 둘레에서 활을 쏘는 병사", "tip": "체력 많은 유닛으로 다가가세요" }, - { "id": "laserGuard", "name": "레이저 수호병", "kind": "beam", "ranged": true, "interval": 12, "max": 1, "hp": 4000, "damage": 0, "attackRange": 6, "attackInterval": 3.5, "speed": 0, "guardRange": 6, "radius": 0.5, "homeDist": 1.4, "shotSpeed": 0, "beamPct": 70, "beamLength": 7, "beamWidth": 0.8, "beamSeconds": 0.35, "desc": "성 앞에 서서 가까운 유닛 쪽으로 긴 광선 · 광선 위 전원 피해", "tip": "수호병을 먼저 잡으세요" }, - { "id": "bomber", "name": "폭탄병", "kind": "bomb", "ranged": false, "interval": 8, "max": 3, "hp": 800, "damage": 0, "attackRange": 0.3, "attackInterval": 1, "speed": 2.2, "guardRange": 14, "radius": 0.4, "homeDist": 1.2, "shotSpeed": 0, "blastPct": 120, "blastRadius": 1.5, "desc": "가장 가까운 무리로 달려가 터진다", "tip": "원거리 유닛으로 미리 잡으세요" }, - { "id": "healTotem", "name": "치유 토템", "kind": "totem", "ranged": false, "interval": 15, "max": 2, "hp": 3000, "damage": 0, "attackRange": 0, "attackInterval": 1, "speed": 0, "guardRange": 0, "radius": 0.5, "homeDist": 1.0, "shotSpeed": 0, "healPct": 0.5, "desc": "움직이지 않는 토템 · 살아 있는 동안 성 체력을 계속 채운다", "tip": "깃발로 토템부터 부수세요" } - ], - "powers": [ - { "id": "shield", "name": "보호막", "interval": 16, "duration": 6, "pct": 10, "desc": "잠깐 성에 보호막 · 피해를 먼저 막는다", "tip": "보호막이 끝날 때 몰아치세요" }, - { "id": "thorns", "name": "가시 성벽", "pct": 20, "desc": "성을 근접 공격한 유닛이 준 피해 일부를 돌려받는다", "tip": "원거리 · 체력 많은 유닛으로" }, - { "id": "curse", "name": "저주 오라", "range": 3, "pct": 30, "desc": "성 둘레 유닛의 공격력이 약해진다", "tip": "사거리 긴 유닛으로 밖에서 치세요" }, - { "id": "rage2", "name": "2단 분노", "hpRatio": 0.25, "intervalMul": 0.6, "shotDmgMul": 1.5, "desc": "체력이 많이 줄면 한 번 더 분노 · 공격이 빨라지고 화살이 세진다", "tip": "마지막에는 마나를 모아 한 번에" } - ], - "fieldSource": "필드 효과 6종 — 모두 해로움(2026-10-30 PD 「필드 효과는 전부 네거티브 위주 · 예) 일정 시간 간격마다 솟아나는 가시 · 닿으면 잠시 후 솟아나는 가시 · 날씨 효과는 다른 형태로」 → 눈보라 = 바닥 빙판) · 내 땅 유닛만(나는 유닛 · 성 소환수 무시) · 피해 = 그 유닛 최대 체력의 % · 자리 = 스테이지마다 고정(유닛이 지나는 길 근처) · 수치 확정 전", - "fields": [ - { "id": "poison", "name": "독 늪", "kind": "poison", "countMin": 2, "countMax": 4, "radiusMin": 1.5, "radiusMax": 2.5, "dotPct": 4, "linger": 2, "desc": "들어간 땅 유닛이 중독돼 계속 체력을 잃는다 · 나와도 잠깐 이어짐", "tip": "깃발로 늪을 비켜 가세요" }, - { "id": "mud", "name": "진흙밭", "kind": "slow", "countMin": 2, "countMax": 3, "radiusMin": 1.6, "radiusMax": 2.2, "slowPct": 50, "desc": "땅 유닛이 느려진다", "tip": "돌아가는 길이 더 빠를 수도 있어요" }, - { "id": "lava", "name": "용암", "kind": "burn", "countMin": 2, "countMax": 3, "radiusMin": 1.3, "radiusMax": 1.8, "dotPct": 12, "desc": "땅 유닛이 머무는 동안 큰 피해", "tip": "용암 사이 길로 · 나는 유닛은 괜찮아요" }, - { "id": "ice", "name": "빙판", "kind": "freeze", "countMin": 2, "countMax": 3, "radiusMin": 1.4, "radiusMax": 1.9, "period": 10, "warn": 1.2, "stunSeconds": 1.5, "desc": "정해진 때마다 얼어붙어 위에 있는 땅 유닛을 얼린다 · 얼기 직전 하얗게 빛남", "tip": "빛나면 그 위로 보내지 마세요" }, - { "id": "spikes", "name": "솟는 가시", "kind": "spike", "countMin": 3, "countMax": 4, "radiusMin": 0.9, "radiusMax": 1.1, "period": 4, "warn": 0.8, "upSeconds": 1, "hitPct": 20, "desc": "일정 간격으로 바닥에서 가시가 솟아 위의 땅 유닛에게 피해 · 솟기 전 붉게 빛남", "tip": "가시판을 비켜 가거나 체력 많은 유닛을 앞세우세요" }, - { "id": "trap", "name": "함정 가시", "kind": "trap", "countMin": 3, "countMax": 4, "radiusMin": 0.8, "radiusMax": 1.0, "delay": 0.8, "rearm": 3, "upSeconds": 0.6, "hitPct": 30, "desc": "땅 유닛이 밟으면 잠시 뒤 가시가 솟아 그 위의 땅 유닛 모두 피해 · 다시 장전에 시간이 걸림", "tip": "무리를 한꺼번에 밟게 하지 마세요" } - ], - "fieldPlace": { "yMin": 4.5, "castleGap": 1.5, "spawnGap": 2.5, "gap": 0.6, "laneSpread": 1.4, "tries": 200 }, - "terrains": [ - { "id": "river", "name": "강과 다리", "desc": "강은 다리로만 건넌다(나는 유닛은 그냥 넘음)", "tip": "깃발로 건널 다리를 고르세요" }, - { "id": "narrow", "name": "좁은 다리", "desc": "한 줄로만 건너 무리가 길게 늘어진다", "tip": "범위 공격을 조심하세요" }, - { "id": "wide", "name": "넓은 다리", "desc": "여럿이 한꺼번에 건넌다", "tip": "물량을 몰아 보내기 좋아요" }, - { "id": "moat", "name": "해자", "desc": "성 둘레 물 고리 · 땅 유닛은 입구로만 들어간다", "tip": "원거리 · 나는 유닛은 물 밖에서 공격해요" }, - { "id": "canyon", "name": "협곡", "desc": "양옆이 절벽이라 가운데 길로만 지나간다", "tip": "길이 좁아 범위 공격에 약해요" } - ], - "chapterSource": "챕터 5개 × 10 스테이지(2026-10-30 기획서) · color = 스테이지 선택 글자색 · tint · tintAmt = 전투 바닥 그림과 스테이지 선택 배경을 그 색 쪽으로 물들이는 정도(물은 덜) · 확정 전", - "chapters": [ - { "id": 1, "name": "초원 왕국", "from": 1, "to": 10, "color": "#5BD06A", "tint": "#FFFFFF", "tintAmt": 0 }, - { "id": 2, "name": "독안개 늪지", "from": 11, "to": 20, "color": "#A8D04A", "tint": "#5E6B30", "tintAmt": 0.6 }, - { "id": 3, "name": "얼어붙은 설원", "from": 21, "to": 30, "color": "#7CC8FF", "tint": "#F2F8FF", "tintAmt": 0.75 }, - { "id": 4, "name": "불타는 화산", "from": 31, "to": 40, "color": "#FF8A5A", "tint": "#6A3A30", "tintAmt": 0.55 }, - { "id": 5, "name": "하늘 마왕성", "from": 41, "to": 50, "color": "#C49BFF", "tint": "#7A6E9E", "tintAmt": 0.55 } - ], - "rankSource": "스테이지 등급 = 성 체력 배율 · 첫 클리어 보상 배율(2026-10-30 기획서 「첫 클리어 ×3 · 보스 첫 클리어 ×5 · 다시 깨기 ×1」) · crown = 스테이지 선택 성 위 왕관 · 확정 전", - "ranks": [ - { "id": "", "name": "", "color": "#FFFFFF", "hpMul": 1, "firstMul": 3, "crown": false }, - { "id": "elite", "name": "정예", "color": "#D2B0FF", "hpMul": 1.2, "firstMul": 3, "crown": false }, - { "id": "boss", "name": "보스", "color": "#FF9C8C", "hpMul": 1.5, "firstMul": 5, "crown": true }, - { "id": "final", "name": "최종 보스", "color": "#FF6A6A", "hpMul": 2.0, "firstMul": 5, "crown": true } - ], - "stageSource": "스테이지 50 = 아래 stageLoadouts 한 줄(2026-10-30 PD 「오픈 스펙 50여 스테이지 · 맵마다 기믹 · 스테이지마다 점진적으로 새 기믹」 → 기획서 확정 · 필드만 PD 수정) · 1~8 = PD 예시 그대로 · 새 요소는 한 번에 하나 · 5의 배수 정예 · 10의 배수 보스 · 50 최종 · 지도 = 스테이지마다 고정(bridges · moat 입구 수 · canyon + stageMapSeed) · 성 체력 = hp × hpGrowth^(n−1) × 등급 배율 · 다음에 깰 스테이지까지 열림(확정 전)", - "stageLoadouts": [ - { "stage": 1, "name": "첫 번째 성", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": [] }, - { "stage": 2, "name": "멀티샷 망루", "rank": "", "bridges": [ { "x": 9, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["multi"], "gimmicks": [] }, - { "stage": 3, "name": "병영 요새", "rank": "", "bridges": [ { "x": 9, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": ["summonMelee"] }, - { "stage": 4, "name": "번개 탑", "rank": "", "bridges": [ { "x": 4, "kind": "normal" }, { "x": 14, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": ["lightning"] }, - { "stage": 5, "name": "불꽃 보루", "rank": "elite", "bridges": [ { "x": 9, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": ["fireball"] }, - { "stage": 6, "name": "쌍검 성채", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": [], "shots": ["multi"], "gimmicks": ["summonMelee"] }, - { "stage": 7, "name": "독안개 습지성", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": ["poison"], "shots": ["normal"], "gimmicks": ["summonRanged", "lightning"] }, - { "stage": 8, "name": "두 갈래 다리", "rank": "", "bridges": [ { "x": 4.5, "kind": "narrow" }, { "x": 13, "kind": "wide" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": ["summonMelee", "fireball"] }, - { "stage": 9, "name": "폭발 화살 진지", "rank": "", "bridges": [ { "x": 3, "kind": "normal" }, { "x": 9, "kind": "normal" }, { "x": 15, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["splash"], "gimmicks": ["summonMelee"] }, - { "stage": 10, "name": "초원의 성채", "rank": "boss", "bridges": [ { "x": 5, "kind": "wide" }, { "x": 13.5, "kind": "narrow" } ], "moat": 0, "canyon": false, "fields": ["poison"], "shots": ["multi", "splash"], "gimmicks": ["fireball", "summonMelee", "summonRanged"] }, - { "stage": 11, "name": "진흙 수렁성", "rank": "", "bridges": [ { "x": 9, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": ["mud"], "shots": ["normal"], "gimmicks": ["summonMelee"] }, - { "stage": 12, "name": "얼음 화살 망루", "rank": "", "bridges": [ { "x": 4, "kind": "normal" }, { "x": 14, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["slow", "normal"], "gimmicks": ["fireball"] }, - { "stage": 13, "name": "독술사의 탑", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": ["poison"], "shots": ["normal"], "gimmicks": ["poisonCloud"] }, - { "stage": 14, "name": "레이저 감시탑", "rank": "", "bridges": [ { "x": 9, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": ["laserGuard"] }, - { "stage": 15, "name": "늪지 관문", "rank": "elite", "bridges": [ { "x": 3, "kind": "normal" }, { "x": 9, "kind": "normal" }, { "x": 15, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": ["poison", "mud"], "shots": ["slow", "multi"], "gimmicks": ["poisonCloud", "summonMelee"] }, - { "stage": 16, "name": "자폭 공방", "rank": "", "bridges": [ { "x": 4, "kind": "normal" }, { "x": 14, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": ["bomber"] }, - { "stage": 17, "name": "빛의 성벽", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": [], "shots": ["laser"], "gimmicks": ["summonRanged"] }, - { "stage": 18, "name": "해자의 성", "rank": "", "bridges": [], "moat": 2, "canyon": false, "fields": [], "shots": ["normal", "slow"], "gimmicks": ["lightning", "bomber"] }, - { "stage": 19, "name": "독사의 둥지", "rank": "", "bridges": [ { "x": 9.5, "kind": "narrow" } ], "moat": 0, "canyon": false, "fields": ["poison", "mud"], "shots": ["multi"], "gimmicks": ["poisonCloud", "laserGuard"] }, - { "stage": 20, "name": "늪지의 마녀", "rank": "boss", "bridges": [], "moat": 1, "canyon": false, "fields": ["poison"], "shots": ["slow", "laser"], "gimmicks": ["poisonCloud", "laserGuard", "bomber", "summonRanged"] }, - { "stage": 21, "name": "빙판 초소", "rank": "", "bridges": [ { "x": 4, "kind": "normal" }, { "x": 14, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": ["ice"], "shots": ["normal"], "gimmicks": ["summonMelee"] }, - { "stage": 22, "name": "수정 방패성", "rank": "", "bridges": [ { "x": 9, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["multi"], "gimmicks": ["shield"] }, - { "stage": 23, "name": "서리 요새", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": [], "shots": ["slow"], "gimmicks": ["frostNova"] }, - { "stage": 24, "name": "빙벽 협곡", "rank": "", "bridges": [], "moat": 0, "canyon": true, "fields": [], "shots": ["normal", "splash"], "gimmicks": ["lightning", "summonMelee"] }, - { "stage": 25, "name": "설원 관문", "rank": "elite", "bridges": [ { "x": 3, "kind": "normal" }, { "x": 9, "kind": "normal" }, { "x": 15, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": ["ice"], "shots": ["slow", "multi"], "gimmicks": ["shield", "frostNova"] }, - { "stage": 26, "name": "얼음 가시 주둔지", "rank": "", "bridges": [ { "x": 4, "kind": "normal" }, { "x": 14, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": ["spikes"], "shots": ["laser"], "gimmicks": ["bomber", "summonMelee"] }, - { "stage": 27, "name": "함정 마을성", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": ["trap", "ice"], "shots": ["splash"], "gimmicks": ["poisonCloud", "summonRanged"] }, - { "stage": 28, "name": "치유의 신전", "rank": "", "bridges": [ { "x": 9, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": ["healTotem", "lightning"] }, - { "stage": 29, "name": "얼음 여왕의 정원", "rank": "", "bridges": [], "moat": 2, "canyon": false, "fields": ["ice"], "shots": ["slow", "laser"], "gimmicks": ["frostNova", "healTotem", "laserGuard"] }, - { "stage": 30, "name": "얼음 요새", "rank": "boss", "bridges": [], "moat": 0, "canyon": true, "fields": ["ice", "spikes"], "shots": ["slow", "multi", "laser"], "gimmicks": ["shield", "frostNova", "healTotem", "summonRanged"] }, - { "stage": 31, "name": "용암 개울", "rank": "", "bridges": [ { "x": 4, "kind": "normal" }, { "x": 14, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": ["lava"], "shots": ["normal"], "gimmicks": ["fireball"] }, - { "stage": 32, "name": "바위 굴림 요새", "rank": "", "bridges": [ { "x": 9, "kind": "wide" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": ["boulder"] }, - { "stage": 33, "name": "화염 술사의 탑", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": ["lava"], "shots": ["splash"], "gimmicks": ["fireField"] }, - { "stage": 34, "name": "유성 관측소", "rank": "", "bridges": [ { "x": 3, "kind": "normal" }, { "x": 9, "kind": "normal" }, { "x": 15, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["multi"], "gimmicks": ["meteor"] }, - { "stage": 35, "name": "화산 관문", "rank": "elite", "bridges": [], "moat": 0, "canyon": true, "fields": ["lava"], "shots": ["splash", "laser"], "gimmicks": ["boulder", "fireball"] }, - { "stage": 36, "name": "가시 성채", "rank": "", "bridges": [ { "x": 4.5, "kind": "narrow" }, { "x": 13, "kind": "wide" } ], "moat": 0, "canyon": false, "fields": ["spikes"], "shots": ["normal", "slow"], "gimmicks": ["summonMelee", "bomber", "thorns"] }, - { "stage": 37, "name": "잿빛 해자", "rank": "", "bridges": [], "moat": 2, "canyon": false, "fields": ["lava"], "shots": ["multi"], "gimmicks": ["fireField", "laserGuard"] }, - { "stage": 38, "name": "화산재 평원", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": ["lava", "trap"], "shots": ["laser"], "gimmicks": ["meteor", "healTotem"] }, - { "stage": 39, "name": "불꽃 협곡", "rank": "", "bridges": [], "moat": 0, "canyon": true, "fields": ["mud"], "shots": ["splash", "slow"], "gimmicks": ["boulder", "poisonCloud", "summonRanged"] }, - { "stage": 40, "name": "화산의 군주", "rank": "boss", "bridges": [ { "x": 5, "kind": "wide" }, { "x": 13.5, "kind": "narrow" } ], "moat": 0, "canyon": false, "fields": ["lava"], "shots": ["splash", "laser"], "gimmicks": ["boulder", "meteor", "fireField", "shield"] }, - { "stage": 41, "name": "회오리 첨탑", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": [], "shots": ["multi"], "gimmicks": ["tornado"] }, - { "stage": 42, "name": "저주받은 성", "rank": "", "bridges": [ { "x": 4, "kind": "normal" }, { "x": 14, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["slow"], "gimmicks": ["curse", "summonMelee"] }, - { "stage": 43, "name": "이중 방벽", "rank": "", "bridges": [ { "x": 9, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": ["trap"], "shots": ["laser"], "gimmicks": ["shield", "healTotem", "bomber", "thorns"] }, - { "stage": 44, "name": "폭풍의 다리", "rank": "", "bridges": [ { "x": 3.5, "kind": "narrow" }, { "x": 9, "kind": "wide" }, { "x": 14.5, "kind": "narrow" } ], "moat": 0, "canyon": false, "fields": ["ice"], "shots": ["splash", "multi"], "gimmicks": ["tornado", "lightning"] }, - { "stage": 45, "name": "마왕성 외곽", "rank": "elite", "bridges": [], "moat": 1, "canyon": false, "fields": ["poison"], "shots": ["slow", "laser"], "gimmicks": ["poisonCloud", "laserGuard", "frostNova"] }, - { "stage": 46, "name": "그림자 협곡", "rank": "", "bridges": [], "moat": 0, "canyon": true, "fields": ["lava", "mud"], "shots": ["splash"], "gimmicks": ["boulder", "curse", "summonRanged"] }, - { "stage": 47, "name": "분노의 탑", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": ["spikes"], "shots": ["multi", "laser"], "gimmicks": ["rage2", "meteor", "summonMelee"] }, - { "stage": 48, "name": "마왕의 정원", "rank": "", "bridges": [ { "x": 4.5, "kind": "narrow" }, { "x": 13, "kind": "wide" } ], "moat": 0, "canyon": false, "fields": ["poison", "trap"], "shots": ["slow", "splash"], "gimmicks": ["fireField", "healTotem", "bomber", "tornado"] }, - { "stage": 49, "name": "최후의 관문", "rank": "", "bridges": [], "moat": 1, "canyon": false, "fields": ["ice", "lava"], "shots": ["multi", "laser", "slow"], "gimmicks": ["shield", "frostNova", "laserGuard", "rage2", "thorns"] }, - { "stage": 50, "name": "마왕의 하늘성", "rank": "final", "bridges": [], "moat": 1, "canyon": true, "fields": ["lava", "spikes"], "shots": ["normal", "multi", "laser"], "gimmicks": ["boulder", "meteor", "poisonCloud", "shield", "rage2", "curse", "summonRanged"] } - ], - "testRangeMuls": [1, 2, 4], - "gradeSource": "유닛 등급(2026-10-29 PD) = 일반(회색) → 고급(녹색) → 희귀(파랑) → 에픽(보라) → 전설(주황) → 불멸(빨강) → 신화(무지개) · 등급 수 = 카드의 별 수 · 지금 유닛 6종의 등급 = 마나 비용 순으로 1~6(확정 전)", - "grades": [ - { "id": 1, "name": "일반", "color": "#A2A8B6" }, - { "id": 2, "name": "고급", "color": "#4CC85A" }, - { "id": 3, "name": "희귀", "color": "#3C8CFF" }, - { "id": 4, "name": "에픽", "color": "#A95AF0" }, - { "id": 5, "name": "전설", "color": "#FF9628" }, - { "id": 6, "name": "불멸", "color": "#F04646" }, - { "id": 7, "name": "신화", "color": "rainbow" } - ], - "deckPresets": 3, - "rosterSource": "유닛 목록 = 우리 게임 유닛 그림(Resources/Art/Units/px_) 중 PD 가 고른 28종(2026-10-30 PD 「X표 제외 · 나머지만 사용」 + 「307 도 포함」 = 52종 제외 · 처음 「제작된 리소스 유닛을 모두 목록에 · 초기 보유 외 = 미보유(회색 딤드 + 자물쇠 + 미보유)」) · 초기 보유 = 전투 유닛 6종(units · 그림 = unit_art.json) · 나머지 = 미보유 · 이름 = 그림 모습으로 붙인 임시 이름(확정 전)", - "roster": [ - { "art": 101, "name": "금발 엘프" }, { "art": 102, "name": "은발 검객" }, { "art": 105, "name": "자이언트" }, { "art": 106, "name": "금발 소녀" }, { "art": 110, "name": "앨리스" }, - { "art": 112, "name": "그림자 도적" }, { "art": 116, "name": "숲 사냥꾼" }, { "art": 117, "name": "메이드" }, { "art": 120, "name": "비행사" }, { "art": 202, "name": "은발 수도사" }, - { "art": 206, "name": "노검사" }, { "art": 208, "name": "리본 소녀" }, { "art": 209, "name": "기계 기사" }, { "art": 212, "name": "사신" }, { "art": 218, "name": "흡혈귀" }, - { "art": 302, "name": "붉은 십자" }, { "art": 307, "name": "초록 마녀" }, { "art": 308, "name": "금발 전사" }, { "art": 314, "name": "백발 마도사" }, { "art": 319, "name": "사막 무희" }, { "art": 407, "name": "초록 요정" }, - { "art": 409, "name": "기사" }, { "art": 410, "name": "어둠 인형" }, { "art": 412, "name": "붉은 사제" }, { "art": 414, "name": "기계공" }, { "art": 416, "name": "궁수" }, - { "art": 418, "name": "금발 기사" }, { "art": 419, "name": "붉은 악마" } - ], - "view": { - "source": "전투 화면 비율 — 클래시 로얄 실제 전투 화면을 재서 맞춤(2026-10-29 PD 「유닛 크기를 클래시 로얄과 비슷하게 · 배경·전체 비율도 클래시 로얄 화면 비율에 맞게」). 잰 값: 맵 가로 18칸 = 화면 폭의 약 90~96% · 칸 세로 길이 ≈ 가로 × 0.81(비스듬히 내려다보는 시점) · 병사 키 ≈ 1.5칸 · 아래 카드 칸 높이 ≈ 화면 폭 × 0.34 → 전투 중에는 아래 메뉴가 없어(2026-10-29 PD) 화면 전체 1080×1920 기준 칸 가로 56 · 세로 46 px(맵 = 화면 폭의 93% · 좌우 0.65칸 = 맵 밖 장식) · 카드 칸 360 px · 유닛 그림 한 변 = 반지름 × 4칸(검사 101 px · 몸 키 약 1.6칸 · 자이언트 179 px) · 나는 유닛 = 0.8칸 위 (확정 전)", - "tileX": 56, "tileY": 46, - "sideTiles": 0.65, - "trayH": 360, - "unitArt": 4, - "flyLift": 0.8 - } -} +{ + "source": "전투 모드 클론 설계값 (2026-10-27 PD 지시 · 2026-10-28 PD 전투 수정 6건 + 추가 5건) — 원작에 없는 값 · PD 확정 전. 사거리 = 성 가장자리부터 칸 수 · 「기본 값은 절반 수준」 = 예전 값의 절반(화살 7 → 일반 3.5 · 폭탄 10 → 파이어 볼 5)으로 해석(확정 전) · 시험 창 사거리 ×4 = 맵 절반 해석. 「적은 내 유닛보다 매우 강하게 · 나는 압도적인 물량」 = 성·소환수의 공격력·체력이 내 가장 강한 유닛의 2배 이상 · 카드 1장 = 1마리(2026-10-29 PD 「한 장에 여러 마리 금지 · 물량 = 마력 코스트를 모아 많이 소환」) → 마나 충전 0.5초(1초에 검사 2마리) · 내 유닛끼리 겹치지 않게 살짝 밀어냄(무리가 퍼져 보이고 범위 공격에 한꺼번에 안 맞음)(확정 전)", + "arenaW": 18, + "arenaH": 32, + "riverY": 16, + "riverHalf": 0.9, + "bridgeSource": "다리 폭(2026-10-30 스테이지 50 기획서 「좁은 1.2칸 · 보통 2.4칸 · 넓은 4칸」) = 지나갈 수 있는 칸 수 cells(좁은 1 · 보통 2 · 넓은 4) · 그림 폭 = 칸 수 + 양옆 bridgeRail 칸 · 무작위 맵(시험) 다리 = 보통(확정 전)", + "bridgeKinds": [ + { "id": "narrow", "name": "좁은 다리", "short": "좁은", "cells": 1 }, + { "id": "normal", "name": "다리", "short": "", "cells": 2 }, + { "id": "wide", "name": "넓은 다리", "short": "넓은", "cells": 4 } + ], + "bridgeRail": 0.2, + "moat": { "name": "해자", "inner": 2.4, "outer": 3.4, "gateHalfDeg": 15, "gates": [ { "deg": [270] }, { "deg": [238, 302] } ] }, + "canyon": { "name": "협곡", "wall": 4, "jag": 1, "yFrom": 7, "yTo": 24 }, + "stageMapSeed": 5000, + "bridgeJitter": 1.5, + "mapWeights": [1, 1, 1, 1], + "mapNames": ["강 없는 평지", "다리 1개", "다리 2개", "다리 3개"], + "bridgeSets": [ { "x": [9] }, { "x": [3.5, 14.5] }, { "x": [2.5, 9, 15.5] } ], + "obstacleChance": 0.8, + "obstacleMin": 1, + "obstacleMax": 3, + "obstaclePiecesMin": 2, + "obstaclePiecesMax": 4, + "obstacleRadiusMin": 0.8, + "obstacleRadiusMax": 1.3, + "obstacleDistMin": 4.5, + "obstacleDistMax": 7.5, + "obstacleArcMin": 180, + "obstacleArcMax": 360, + "obstacleSpacing": 1.5, + "obstacleWobble": 0.3, + "obstaclePad": 0.2, + "obstacleCastleGap": 0.8, + "castleSeedPad": 1.0, + "spawnY": 1.6, + "spawnJitter": 0.7, + "unitSight": 4.5, + "unitShotSpeed": 10, + "castleRetarget": 0.1, + "summonArcMin": 205, + "summonArcMax": 335, + "flagReach": 1.0, + "unitSpacing": 0.8, + "unitPush": 6, + "rivalOutfits": [6, 2, 5, 3, 4, 7, 1], + "battleSeconds": 180, + "lastMinuteSeconds": 60, + "lastMinuteRegenMul": 2, + "manaStart": 5, + "manaRegenSeconds": 0.5, + "manaMaxBase": 10, + "manaMaxCap": 15, + "manaUpgradeCost": ["2000", "20000", "200000", "2000000", "20000000"], + "slotStart": 1, + "slotMax": 6, + "slotUnlockCost": ["500", "5000", "50000", "500000", "5000000"], + "rewardPassSeconds": 120, + "rewardPassSecondsPerStage": 60, + "units": [ + { "id": 1, "name": "검사", "cost": 1, "grade": 1, "hp": 220, "damage": 60, "interval": 1.1, "range": 0.8, "speed": 1.2, "radius": 0.45, "flying": false, "projectile": false }, + { "id": 2, "name": "궁수", "cost": 2, "grade": 2, "hp": 150, "damage": 45, "interval": 1.0, "range": 5.0, "speed": 1.2, "radius": 0.4, "flying": false, "projectile": true }, + { "id": 3, "name": "기사", "cost": 3, "grade": 3, "hp": 900, "damage": 120, "interval": 1.2, "range": 0.8, "speed": 1.0, "radius": 0.55, "flying": false, "projectile": false }, + { "id": 4, "name": "마법사", "cost": 4, "grade": 4, "hp": 360, "damage": 170, "interval": 1.4, "range": 5.5, "speed": 1.0, "radius": 0.45, "flying": false, "projectile": true }, + { "id": 5, "name": "자이언트", "cost": 5, "grade": 5, "hp": 2600, "damage": 190, "interval": 1.5, "range": 0.8, "speed": 0.75, "radius": 0.8, "flying": false, "projectile": false }, + { "id": 6, "name": "드래곤", "cost": 6, "grade": 6, "hp": 1000, "damage": 150, "interval": 1.6, "range": 3.5, "speed": 1.5, "radius": 0.7, "flying": true, "projectile": true } + ], + "castle": { + "y": 28.5, "xMin": 6.5, "xMax": 11.5, "radius": 2.0, + "hp": 15000, "hpGrowth": 1.07, + "atk": 400, "atkGrowth": 1.04, "summonGrowth": 1.05, + "enrageHpRatio": 0.5, "enrageIntervalMul": 0.75, + "regenDelay": 5, "regenPct": 1, "regenInterval": 1 + }, + "attackSource": "성 공격 — 투사체 5 · 기술 8(파이어 볼 · 라이트닝 + 2026-10-30 스테이지 50 기획서 새 기술 6) · 소환 5(근접 · 원거리 + 새 소환 3) · 성 능력 4 · 피해 = 성 공격력 × % · desc·tip = 처음 만날 때 안내 카드 글(숫자는 화면이 값에서 만든다) · 새 값 전부 확정 전", + "shots": [ + { "id": "normal", "name": "일반", "dmgPct": 100, "interval": 0.8, "range": 3.5, "speed": 14, "desc": "가장 가까운 유닛 1명에게 화살을 쏜다", "tip": "마나를 모아 많이 소환해 물량으로 밀어붙이세요" }, + { "id": "splash", "name": "범위", "dmgPct": 100, "splashPct": 50, "splashRadius": 1.5, "interval": 1.3, "range": 3, "speed": 11, "desc": "맞은 유닛 둘레에도 피해를 준다", "tip": "무리를 나눠 보내세요" }, + { "id": "multi", "name": "멀티샷", "dmgPct": 60, "count": 5, "spreadDeg": 60, "width": 0.4, "interval": 1.6, "range": 4, "speed": 12, "desc": "부채꼴로 여러 발 · 화살마다 처음 닿는 유닛 1명", "tip": "체력 많은 유닛을 앞세우세요" }, + { "id": "slow", "name": "감속", "dmgPct": 100, "slowPct": 50, "slowSeconds": 2.5, "interval": 1.0, "range": 3.5, "speed": 13, "desc": "맞은 유닛이 잠시 느려진다", "tip": "나는 유닛은 강과 바위를 넘어 빨리 닿아요" }, + { "id": "laser", "name": "레이저", "dmgPct": 80, "width": 0.8, "beamSeconds": 0.35, "interval": 2.2, "range": 5, "desc": "성 앞 직선 위의 유닛 모두에게 피해", "tip": "깃발로 옆길을 잡아 한 줄로 서지 않게 하세요" } + ], + "skills": [ + { "id": "fireball", "name": "파이어 볼", "dmgPct": 100, "splashPct": 60, "splashRadius": 1.6, "interval": 7, "range": 5, "speed": 9, "desc": "유닛이 가장 많은 곳에 불덩이 · 둘레에도 피해", "tip": "한 점에 몰리지 않게 하세요" }, + { "id": "lightning", "name": "라이트닝", "dmgPct": 200, "stunSeconds": 1.5, "beamSeconds": 0.35, "interval": 9, "range": 4, "speed": 0, "desc": "가까운 유닛에게 번개 · 큰 피해 + 기절", "tip": "값싼 유닛을 먼저 보내 번개를 받게 하세요" }, + { "id": "poisonCloud", "name": "독구름", "kind": "cloud", "fx": "poison", "air": true, "dpsPct": 20, "radius": 1.8, "duration": 5, "interval": 9, "range": 6, "desc": "유닛이 가장 많은 곳에 독구름 · 안에 있으면 계속 피해(나는 유닛도)", "tip": "무리를 흩거나 깃발로 비켜 가세요" }, + { "id": "fireField", "name": "화염 장판", "kind": "cloud", "fx": "burn", "air": false, "dpsPct": 40, "radius": 1.2, "duration": 3, "interval": 8, "range": 5, "desc": "땅에 짧고 센 불 장판 · 땅 유닛만", "tip": "빨리 지나가거나 나는 유닛으로" }, + { "id": "boulder", "name": "바위 굴리기", "kind": "boulder", "dmgPct": 150, "radius": 1.0, "speed": 6, "knock": 1.5, "interval": 10, "range": 30, "desc": "땅 유닛이 가장 많은 줄로 성 앞에서 바위를 굴린다 · 닿으면 피해 + 옆으로 밀림 · 강·바위에 닿으면 멈춤", "tip": "줄을 나눠 가거나 다른 다리로" }, + { "id": "meteor", "name": "유성우", "kind": "meteor", "air": true, "dmgPct": 80, "radius": 1.0, "count": 6, "duration": 2.4, "warn": 0.8, "interval": 15, "range": 9, "desc": "유닛 근처에 별똥별 여러 개 · 떨어지기 전 빨간 표시", "tip": "빨간 표시가 보이면 넓게 펼치세요" }, + { "id": "frostNova", "name": "얼음 파동", "kind": "nova", "air": true, "dmgPct": 50, "freezeSeconds": 1.5, "interval": 12, "range": 3, "desc": "성 둘레의 유닛을 모두 얼린다(나는 유닛도)", "tip": "원거리 유닛으로 밖에서 치세요" }, + { "id": "tornado", "name": "회오리", "kind": "tornado", "dpsPct": 15, "radius": 1.5, "speed": 2, "duration": 6, "pull": 2.5, "push": 2.5, "interval": 14, "range": 30, "desc": "성에서 아래로 내려오는 회오리 · 땅 유닛은 가운데로 끌려가고 나는 유닛은 뒤로 밀림", "tip": "회오리 길을 피해 다른 줄로" } + ], + "summons": [ + { "id": "summonMelee", "name": "소환(근접)", "ranged": false, "interval": 8, "max": 2, "hp": 6000, "damage": 400, "attackRange": 0.7, "attackInterval": 1.6, "speed": 1.3, "guardRange": 4, "radius": 0.45, "homeDist": 2.2, "shotSpeed": 0, "desc": "성 둘레를 지키는 근접 병사 · 가까이 오면 공격", "tip": "원거리 유닛으로 먼저 잡으세요" }, + { "id": "summonRanged", "name": "소환(원거리)", "ranged": true, "interval": 10, "max": 2, "hp": 5400, "damage": 400, "attackRange": 3.5, "attackInterval": 2.0, "speed": 1.1, "guardRange": 5, "radius": 0.4, "homeDist": 1.2, "shotSpeed": 10, "desc": "성 둘레에서 활을 쏘는 병사", "tip": "체력 많은 유닛으로 다가가세요" }, + { "id": "laserGuard", "name": "레이저 수호병", "kind": "beam", "ranged": true, "interval": 12, "max": 1, "hp": 4000, "damage": 0, "attackRange": 6, "attackInterval": 3.5, "speed": 0, "guardRange": 6, "radius": 0.5, "homeDist": 1.4, "shotSpeed": 0, "beamPct": 70, "beamLength": 7, "beamWidth": 0.8, "beamSeconds": 0.35, "desc": "성 앞에 서서 가까운 유닛 쪽으로 긴 광선 · 광선 위 전원 피해", "tip": "수호병을 먼저 잡으세요" }, + { "id": "bomber", "name": "폭탄병", "kind": "bomb", "ranged": false, "interval": 8, "max": 3, "hp": 800, "damage": 0, "attackRange": 0.3, "attackInterval": 1, "speed": 2.2, "guardRange": 14, "radius": 0.4, "homeDist": 1.2, "shotSpeed": 0, "blastPct": 120, "blastRadius": 1.5, "desc": "가장 가까운 무리로 달려가 터진다", "tip": "원거리 유닛으로 미리 잡으세요" }, + { "id": "healTotem", "name": "치유 토템", "kind": "totem", "ranged": false, "interval": 15, "max": 2, "hp": 3000, "damage": 0, "attackRange": 0, "attackInterval": 1, "speed": 0, "guardRange": 0, "radius": 0.5, "homeDist": 1.0, "shotSpeed": 0, "healPct": 0.5, "desc": "움직이지 않는 토템 · 살아 있는 동안 성 체력을 계속 채운다", "tip": "깃발로 토템부터 부수세요" } + ], + "powers": [ + { "id": "shield", "name": "보호막", "interval": 16, "duration": 6, "pct": 10, "desc": "잠깐 성에 보호막 · 피해를 먼저 막는다", "tip": "보호막이 끝날 때 몰아치세요" }, + { "id": "thorns", "name": "가시 성벽", "pct": 20, "desc": "성을 근접 공격한 유닛이 준 피해 일부를 돌려받는다", "tip": "원거리 · 체력 많은 유닛으로" }, + { "id": "curse", "name": "저주 오라", "range": 3, "pct": 30, "desc": "성 둘레 유닛의 공격력이 약해진다", "tip": "사거리 긴 유닛으로 밖에서 치세요" }, + { "id": "rage2", "name": "2단 분노", "hpRatio": 0.25, "intervalMul": 0.6, "shotDmgMul": 1.5, "desc": "체력이 많이 줄면 한 번 더 분노 · 공격이 빨라지고 화살이 세진다", "tip": "마지막에는 마나를 모아 한 번에" } + ], + "fieldSource": "필드 효과 6종 — 모두 해로움(2026-10-30 PD 「필드 효과는 전부 네거티브 위주 · 예) 일정 시간 간격마다 솟아나는 가시 · 닿으면 잠시 후 솟아나는 가시 · 날씨 효과는 다른 형태로」 → 눈보라 = 바닥 빙판) · 내 땅 유닛만(나는 유닛 · 성 소환수 무시) · 피해 = 그 유닛 최대 체력의 % · 자리 = 스테이지마다 고정(유닛이 지나는 길 근처) · 수치 확정 전", + "fields": [ + { "id": "poison", "name": "독 늪", "kind": "poison", "countMin": 2, "countMax": 4, "radiusMin": 1.5, "radiusMax": 2.5, "dotPct": 4, "linger": 2, "desc": "들어간 땅 유닛이 중독돼 계속 체력을 잃는다 · 나와도 잠깐 이어짐", "tip": "깃발로 늪을 비켜 가세요" }, + { "id": "mud", "name": "진흙밭", "kind": "slow", "countMin": 2, "countMax": 3, "radiusMin": 1.6, "radiusMax": 2.2, "slowPct": 50, "desc": "땅 유닛이 느려진다", "tip": "돌아가는 길이 더 빠를 수도 있어요" }, + { "id": "lava", "name": "용암", "kind": "burn", "countMin": 2, "countMax": 3, "radiusMin": 1.3, "radiusMax": 1.8, "dotPct": 12, "desc": "땅 유닛이 머무는 동안 큰 피해", "tip": "용암 사이 길로 · 나는 유닛은 괜찮아요" }, + { "id": "ice", "name": "빙판", "kind": "freeze", "countMin": 2, "countMax": 3, "radiusMin": 1.4, "radiusMax": 1.9, "period": 10, "warn": 1.2, "stunSeconds": 1.5, "desc": "정해진 때마다 얼어붙어 위에 있는 땅 유닛을 얼린다 · 얼기 직전 하얗게 빛남", "tip": "빛나면 그 위로 보내지 마세요" }, + { "id": "spikes", "name": "솟는 가시", "kind": "spike", "countMin": 3, "countMax": 4, "radiusMin": 0.9, "radiusMax": 1.1, "period": 4, "warn": 0.8, "upSeconds": 1, "hitPct": 20, "desc": "일정 간격으로 바닥에서 가시가 솟아 위의 땅 유닛에게 피해 · 솟기 전 붉게 빛남", "tip": "가시판을 비켜 가거나 체력 많은 유닛을 앞세우세요" }, + { "id": "trap", "name": "함정 가시", "kind": "trap", "countMin": 3, "countMax": 4, "radiusMin": 0.8, "radiusMax": 1.0, "delay": 0.8, "rearm": 3, "upSeconds": 0.6, "hitPct": 30, "desc": "땅 유닛이 밟으면 잠시 뒤 가시가 솟아 그 위의 땅 유닛 모두 피해 · 다시 장전에 시간이 걸림", "tip": "무리를 한꺼번에 밟게 하지 마세요" } + ], + "fieldPlace": { "yMin": 4.5, "castleGap": 1.5, "spawnGap": 2.5, "gap": 0.6, "laneSpread": 1.4, "tries": 200 }, + "terrains": [ + { "id": "river", "name": "강과 다리", "desc": "강은 다리로만 건넌다(나는 유닛은 그냥 넘음)", "tip": "깃발로 건널 다리를 고르세요" }, + { "id": "narrow", "name": "좁은 다리", "desc": "한 줄로만 건너 무리가 길게 늘어진다", "tip": "범위 공격을 조심하세요" }, + { "id": "wide", "name": "넓은 다리", "desc": "여럿이 한꺼번에 건넌다", "tip": "물량을 몰아 보내기 좋아요" }, + { "id": "moat", "name": "해자", "desc": "성 둘레 물 고리 · 땅 유닛은 입구로만 들어간다", "tip": "원거리 · 나는 유닛은 물 밖에서 공격해요" }, + { "id": "canyon", "name": "협곡", "desc": "양옆이 절벽이라 가운데 길로만 지나간다", "tip": "길이 좁아 범위 공격에 약해요" } + ], + "chapterSource": "챕터 5개 × 10 스테이지(2026-10-30 기획서) · color = 스테이지 선택 글자색 · tint · tintAmt = 전투 바닥 그림과 스테이지 선택 배경을 그 색 쪽으로 물들이는 정도(물은 덜) · 확정 전", + "chapters": [ + { "id": 1, "name": "초원 왕국", "from": 1, "to": 10, "color": "#5BD06A", "tint": "#FFFFFF", "tintAmt": 0 }, + { "id": 2, "name": "독안개 늪지", "from": 11, "to": 20, "color": "#A8D04A", "tint": "#5E6B30", "tintAmt": 0.6 }, + { "id": 3, "name": "얼어붙은 설원", "from": 21, "to": 30, "color": "#7CC8FF", "tint": "#F2F8FF", "tintAmt": 0.75 }, + { "id": 4, "name": "불타는 화산", "from": 31, "to": 40, "color": "#FF8A5A", "tint": "#6A3A30", "tintAmt": 0.55 }, + { "id": 5, "name": "하늘 마왕성", "from": 41, "to": 50, "color": "#C49BFF", "tint": "#7A6E9E", "tintAmt": 0.55 } + ], + "rankSource": "스테이지 등급 = 성 체력 배율 · 첫 클리어 보상 배율(2026-10-30 기획서 「첫 클리어 ×3 · 보스 첫 클리어 ×5 · 다시 깨기 ×1」) · crown = 스테이지 선택 성 위 왕관 · 확정 전", + "ranks": [ + { "id": "", "name": "", "color": "#FFFFFF", "hpMul": 1, "firstMul": 3, "crown": false }, + { "id": "elite", "name": "정예", "color": "#D2B0FF", "hpMul": 1.2, "firstMul": 3, "crown": false }, + { "id": "boss", "name": "보스", "color": "#FF9C8C", "hpMul": 1.5, "firstMul": 5, "crown": true }, + { "id": "final", "name": "최종 보스", "color": "#FF6A6A", "hpMul": 2.0, "firstMul": 5, "crown": true } + ], + "stageSource": "스테이지 50 = 아래 stageLoadouts 한 줄(2026-10-30 PD 「오픈 스펙 50여 스테이지 · 맵마다 기믹 · 스테이지마다 점진적으로 새 기믹」 → 기획서 확정 · 필드만 PD 수정) · 1~8 = PD 예시 그대로 · 새 요소는 한 번에 하나 · 5의 배수 정예 · 10의 배수 보스 · 50 최종 · 지도 = 스테이지마다 고정(bridges · moat 입구 수 · canyon + stageMapSeed) · 성 체력 = hp × hpGrowth^(n−1) × 등급 배율 · 다음에 깰 스테이지까지 열림(확정 전)", + "stageLoadouts": [ + { "stage": 1, "name": "첫 번째 성", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": [] }, + { "stage": 2, "name": "멀티샷 망루", "rank": "", "bridges": [ { "x": 9, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["multi"], "gimmicks": [] }, + { "stage": 3, "name": "병영 요새", "rank": "", "bridges": [ { "x": 9, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": ["summonMelee"] }, + { "stage": 4, "name": "번개 탑", "rank": "", "bridges": [ { "x": 4, "kind": "normal" }, { "x": 14, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": ["lightning"] }, + { "stage": 5, "name": "불꽃 보루", "rank": "elite", "bridges": [ { "x": 9, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": ["fireball"] }, + { "stage": 6, "name": "쌍검 성채", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": [], "shots": ["multi"], "gimmicks": ["summonMelee"] }, + { "stage": 7, "name": "독안개 습지성", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": ["poison"], "shots": ["normal"], "gimmicks": ["summonRanged", "lightning"] }, + { "stage": 8, "name": "두 갈래 다리", "rank": "", "bridges": [ { "x": 4.5, "kind": "narrow" }, { "x": 13, "kind": "wide" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": ["summonMelee", "fireball"] }, + { "stage": 9, "name": "폭발 화살 진지", "rank": "", "bridges": [ { "x": 3, "kind": "normal" }, { "x": 9, "kind": "normal" }, { "x": 15, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["splash"], "gimmicks": ["summonMelee"] }, + { "stage": 10, "name": "초원의 성채", "rank": "boss", "bridges": [ { "x": 5, "kind": "wide" }, { "x": 13.5, "kind": "narrow" } ], "moat": 0, "canyon": false, "fields": ["poison"], "shots": ["multi", "splash"], "gimmicks": ["fireball", "summonMelee", "summonRanged"] }, + { "stage": 11, "name": "진흙 수렁성", "rank": "", "bridges": [ { "x": 9, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": ["mud"], "shots": ["normal"], "gimmicks": ["summonMelee"] }, + { "stage": 12, "name": "얼음 화살 망루", "rank": "", "bridges": [ { "x": 4, "kind": "normal" }, { "x": 14, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["slow", "normal"], "gimmicks": ["fireball"] }, + { "stage": 13, "name": "독술사의 탑", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": ["poison"], "shots": ["normal"], "gimmicks": ["poisonCloud"] }, + { "stage": 14, "name": "레이저 감시탑", "rank": "", "bridges": [ { "x": 9, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": ["laserGuard"] }, + { "stage": 15, "name": "늪지 관문", "rank": "elite", "bridges": [ { "x": 3, "kind": "normal" }, { "x": 9, "kind": "normal" }, { "x": 15, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": ["poison", "mud"], "shots": ["slow", "multi"], "gimmicks": ["poisonCloud", "summonMelee"] }, + { "stage": 16, "name": "자폭 공방", "rank": "", "bridges": [ { "x": 4, "kind": "normal" }, { "x": 14, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": ["bomber"] }, + { "stage": 17, "name": "빛의 성벽", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": [], "shots": ["laser"], "gimmicks": ["summonRanged"] }, + { "stage": 18, "name": "해자의 성", "rank": "", "bridges": [], "moat": 2, "canyon": false, "fields": [], "shots": ["normal", "slow"], "gimmicks": ["lightning", "bomber"] }, + { "stage": 19, "name": "독사의 둥지", "rank": "", "bridges": [ { "x": 9.5, "kind": "narrow" } ], "moat": 0, "canyon": false, "fields": ["poison", "mud"], "shots": ["multi"], "gimmicks": ["poisonCloud", "laserGuard"] }, + { "stage": 20, "name": "늪지의 마녀", "rank": "boss", "bridges": [], "moat": 1, "canyon": false, "fields": ["poison"], "shots": ["slow", "laser"], "gimmicks": ["poisonCloud", "laserGuard", "bomber", "summonRanged"] }, + { "stage": 21, "name": "빙판 초소", "rank": "", "bridges": [ { "x": 4, "kind": "normal" }, { "x": 14, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": ["ice"], "shots": ["normal"], "gimmicks": ["summonMelee"] }, + { "stage": 22, "name": "수정 방패성", "rank": "", "bridges": [ { "x": 9, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["multi"], "gimmicks": ["shield"] }, + { "stage": 23, "name": "서리 요새", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": [], "shots": ["slow"], "gimmicks": ["frostNova"] }, + { "stage": 24, "name": "빙벽 협곡", "rank": "", "bridges": [], "moat": 0, "canyon": true, "fields": [], "shots": ["normal", "splash"], "gimmicks": ["lightning", "summonMelee"] }, + { "stage": 25, "name": "설원 관문", "rank": "elite", "bridges": [ { "x": 3, "kind": "normal" }, { "x": 9, "kind": "normal" }, { "x": 15, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": ["ice"], "shots": ["slow", "multi"], "gimmicks": ["shield", "frostNova"] }, + { "stage": 26, "name": "얼음 가시 주둔지", "rank": "", "bridges": [ { "x": 4, "kind": "normal" }, { "x": 14, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": ["spikes"], "shots": ["laser"], "gimmicks": ["bomber", "summonMelee"] }, + { "stage": 27, "name": "함정 마을성", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": ["trap", "ice"], "shots": ["splash"], "gimmicks": ["poisonCloud", "summonRanged"] }, + { "stage": 28, "name": "치유의 신전", "rank": "", "bridges": [ { "x": 9, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": ["healTotem", "lightning"] }, + { "stage": 29, "name": "얼음 여왕의 정원", "rank": "", "bridges": [], "moat": 2, "canyon": false, "fields": ["ice"], "shots": ["slow", "laser"], "gimmicks": ["frostNova", "healTotem", "laserGuard"] }, + { "stage": 30, "name": "얼음 요새", "rank": "boss", "bridges": [], "moat": 0, "canyon": true, "fields": ["ice", "spikes"], "shots": ["slow", "multi", "laser"], "gimmicks": ["shield", "frostNova", "healTotem", "summonRanged"] }, + { "stage": 31, "name": "용암 개울", "rank": "", "bridges": [ { "x": 4, "kind": "normal" }, { "x": 14, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": ["lava"], "shots": ["normal"], "gimmicks": ["fireball"] }, + { "stage": 32, "name": "바위 굴림 요새", "rank": "", "bridges": [ { "x": 9, "kind": "wide" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["normal"], "gimmicks": ["boulder"] }, + { "stage": 33, "name": "화염 술사의 탑", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": ["lava"], "shots": ["splash"], "gimmicks": ["fireField"] }, + { "stage": 34, "name": "유성 관측소", "rank": "", "bridges": [ { "x": 3, "kind": "normal" }, { "x": 9, "kind": "normal" }, { "x": 15, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["multi"], "gimmicks": ["meteor"] }, + { "stage": 35, "name": "화산 관문", "rank": "elite", "bridges": [], "moat": 0, "canyon": true, "fields": ["lava"], "shots": ["splash", "laser"], "gimmicks": ["boulder", "fireball"] }, + { "stage": 36, "name": "가시 성채", "rank": "", "bridges": [ { "x": 4.5, "kind": "narrow" }, { "x": 13, "kind": "wide" } ], "moat": 0, "canyon": false, "fields": ["spikes"], "shots": ["normal", "slow"], "gimmicks": ["summonMelee", "bomber", "thorns"] }, + { "stage": 37, "name": "잿빛 해자", "rank": "", "bridges": [], "moat": 2, "canyon": false, "fields": ["lava"], "shots": ["multi"], "gimmicks": ["fireField", "laserGuard"] }, + { "stage": 38, "name": "화산재 평원", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": ["lava", "trap"], "shots": ["laser"], "gimmicks": ["meteor", "healTotem"] }, + { "stage": 39, "name": "불꽃 협곡", "rank": "", "bridges": [], "moat": 0, "canyon": true, "fields": ["mud"], "shots": ["splash", "slow"], "gimmicks": ["boulder", "poisonCloud", "summonRanged"] }, + { "stage": 40, "name": "화산의 군주", "rank": "boss", "bridges": [ { "x": 5, "kind": "wide" }, { "x": 13.5, "kind": "narrow" } ], "moat": 0, "canyon": false, "fields": ["lava"], "shots": ["splash", "laser"], "gimmicks": ["boulder", "meteor", "fireField", "shield"] }, + { "stage": 41, "name": "회오리 첨탑", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": [], "shots": ["multi"], "gimmicks": ["tornado"] }, + { "stage": 42, "name": "저주받은 성", "rank": "", "bridges": [ { "x": 4, "kind": "normal" }, { "x": 14, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": [], "shots": ["slow"], "gimmicks": ["curse", "summonMelee"] }, + { "stage": 43, "name": "이중 방벽", "rank": "", "bridges": [ { "x": 9, "kind": "normal" } ], "moat": 0, "canyon": false, "fields": ["trap"], "shots": ["laser"], "gimmicks": ["shield", "healTotem", "bomber", "thorns"] }, + { "stage": 44, "name": "폭풍의 다리", "rank": "", "bridges": [ { "x": 3.5, "kind": "narrow" }, { "x": 9, "kind": "wide" }, { "x": 14.5, "kind": "narrow" } ], "moat": 0, "canyon": false, "fields": ["ice"], "shots": ["splash", "multi"], "gimmicks": ["tornado", "lightning"] }, + { "stage": 45, "name": "마왕성 외곽", "rank": "elite", "bridges": [], "moat": 1, "canyon": false, "fields": ["poison"], "shots": ["slow", "laser"], "gimmicks": ["poisonCloud", "laserGuard", "frostNova"] }, + { "stage": 46, "name": "그림자 협곡", "rank": "", "bridges": [], "moat": 0, "canyon": true, "fields": ["lava", "mud"], "shots": ["splash"], "gimmicks": ["boulder", "curse", "summonRanged"] }, + { "stage": 47, "name": "분노의 탑", "rank": "", "bridges": [], "moat": 0, "canyon": false, "fields": ["spikes"], "shots": ["multi", "laser"], "gimmicks": ["rage2", "meteor", "summonMelee"] }, + { "stage": 48, "name": "마왕의 정원", "rank": "", "bridges": [ { "x": 4.5, "kind": "narrow" }, { "x": 13, "kind": "wide" } ], "moat": 0, "canyon": false, "fields": ["poison", "trap"], "shots": ["slow", "splash"], "gimmicks": ["fireField", "healTotem", "bomber", "tornado"] }, + { "stage": 49, "name": "최후의 관문", "rank": "", "bridges": [], "moat": 1, "canyon": false, "fields": ["ice", "lava"], "shots": ["multi", "laser", "slow"], "gimmicks": ["shield", "frostNova", "laserGuard", "rage2", "thorns"] }, + { "stage": 50, "name": "마왕의 하늘성", "rank": "final", "bridges": [], "moat": 1, "canyon": true, "fields": ["lava", "spikes"], "shots": ["normal", "multi", "laser"], "gimmicks": ["boulder", "meteor", "poisonCloud", "shield", "rage2", "curse", "summonRanged"] } + ], + "testRangeMuls": [1, 2, 4], + "gradeSource": "유닛 등급(2026-10-29 PD) = 일반(회색) → 고급(녹색) → 희귀(파랑) → 에픽(보라) → 전설(주황) → 불멸(빨강) → 신화(무지개) · 등급 수 = 카드의 별 수 · 지금 유닛 6종의 등급 = 마나 비용 순으로 1~6(확정 전)", + "grades": [ + { "id": 1, "name": "일반", "color": "#A2A8B6" }, + { "id": 2, "name": "고급", "color": "#4CC85A" }, + { "id": 3, "name": "희귀", "color": "#3C8CFF" }, + { "id": 4, "name": "에픽", "color": "#A95AF0" }, + { "id": 5, "name": "전설", "color": "#FF9628" }, + { "id": 6, "name": "불멸", "color": "#F04646" }, + { "id": 7, "name": "신화", "color": "rainbow" } + ], + "deckPresets": 3, + "rosterSource": "유닛 목록 = (2026-10-30 R&D PC: 드래곤 501 = Krea 생성 그림 · 보유 전투 유닛이라 roster 에 포함 · B13) · 우리 게임 유닛 그림(Resources/Art/Units/px_) 중 PD 가 고른 28종(2026-10-30 PD 「X표 제외 · 나머지만 사용」 + 「307 도 포함」 = 52종 제외 · 처음 「제작된 리소스 유닛을 모두 목록에 · 초기 보유 외 = 미보유(회색 딤드 + 자물쇠 + 미보유)」) · 초기 보유 = 전투 유닛 6종(units · 그림 = unit_art.json) · 나머지 = 미보유 · 이름 = 그림 모습으로 붙인 임시 이름(확정 전)", + "roster": [ + { "art": 101, "name": "금발 엘프" }, { "art": 102, "name": "은발 검객" }, { "art": 105, "name": "자이언트" }, { "art": 106, "name": "금발 소녀" }, { "art": 110, "name": "앨리스" }, + { "art": 112, "name": "그림자 도적" }, { "art": 116, "name": "숲 사냥꾼" }, { "art": 117, "name": "메이드" }, { "art": 120, "name": "비행사" }, { "art": 202, "name": "은발 수도사" }, + { "art": 206, "name": "노검사" }, { "art": 208, "name": "리본 소녀" }, { "art": 209, "name": "기계 기사" }, { "art": 212, "name": "사신" }, { "art": 218, "name": "흡혈귀" }, + { "art": 302, "name": "붉은 십자" }, { "art": 307, "name": "초록 마녀" }, { "art": 308, "name": "금발 전사" }, { "art": 314, "name": "백발 마도사" }, { "art": 319, "name": "사막 무희" }, { "art": 407, "name": "초록 요정" }, + { "art": 409, "name": "기사" }, { "art": 410, "name": "어둠 인형" }, { "art": 412, "name": "붉은 사제" }, { "art": 414, "name": "기계공" }, { "art": 416, "name": "궁수" }, + { "art": 418, "name": "금발 기사" }, { "art": 419, "name": "붉은 악마" }, + { "art": 501, "name": "드래곤" } + ], + "view": { + "source": "전투 화면 비율 — 클래시 로얄 실제 전투 화면을 재서 맞춤(2026-10-29 PD 「유닛 크기를 클래시 로얄과 비슷하게 · 배경·전체 비율도 클래시 로얄 화면 비율에 맞게」). 잰 값: 맵 가로 18칸 = 화면 폭의 약 90~96% · 칸 세로 길이 ≈ 가로 × 0.81(비스듬히 내려다보는 시점) · 병사 키 ≈ 1.5칸 · 아래 카드 칸 높이 ≈ 화면 폭 × 0.34 → 전투 중에는 아래 메뉴가 없어(2026-10-29 PD) 화면 전체 1080×1920 기준 칸 가로 56 · 세로 46 px(맵 = 화면 폭의 93% · 좌우 0.65칸 = 맵 밖 장식) · 카드 칸 360 px · 유닛 그림 한 변 = 반지름 × 4칸(검사 101 px · 몸 키 약 1.6칸 · 자이언트 179 px) · 나는 유닛 = 0.8칸 위 (확정 전)", + "tileX": 56, "tileY": 46, + "sideTiles": 0.65, + "trayH": 360, + "unitArt": 4, + "flyLift": 0.8 + } +} diff --git a/Assets/Resources/Data/unit_anim.json b/Assets/Resources/Data/unit_anim.json new file mode 100644 index 0000000..ee4b8e0 --- /dev/null +++ b/Assets/Resources/Data/unit_anim.json @@ -0,0 +1,128 @@ +{ + "source": "유닛 이동·공격 프레임(2026-10-30 · Wan 2.2 I2V + 원화 고정 합성 · vs_anim.py) · 프레임 = Art/Units/anim/px___.png · fps · 공격 hit = 타격 프레임 번호(이 프레임까지가 휘두르기) · ③ 원화 스타일(96 px · 이중선형 · idle 클립 = 대기 루프 · seed w3 = vs_cmp34.py smooth · 2026-10-30)", + "fps": 10, + "clips": [ + { + "art": 102, + "act": "walk", + "frames": 8, + "seed": "p" + }, + { + "art": 102, + "act": "attack", + "frames": 5, + "seed": "p", + "hit": 3 + }, + { + "art": 105, + "act": "idle", + "frames": 8, + "seed": "rig1" + }, + { + "art": 105, + "act": "walk", + "frames": 8, + "seed": "rig1" + }, + { + "art": 105, + "act": "attack", + "frames": 4, + "seed": "rig1", + "hit": 2 + }, + { + "art": 314, + "act": "walk", + "frames": 8, + "seed": "p" + }, + { + "art": 314, + "act": "attack", + "frames": 5, + "seed": "p", + "hit": 2 + }, + { + "art": 402, + "act": "walk", + "frames": 17, + "seed": "s2" + }, + { + "art": 402, + "act": "attack", + "frames": 17, + "seed": "s2", + "hit": 8 + }, + { + "art": 409, + "act": "idle", + "frames": 8, + "seed": "rig12" + }, + { + "art": 409, + "act": "walk", + "frames": 8, + "seed": "rig12" + }, + { + "art": 409, + "act": "attack", + "frames": 4, + "seed": "rig12", + "hit": 2 + }, + { + "art": 416, + "act": "idle", + "frames": 8, + "seed": "rig2" + }, + { + "art": 416, + "act": "walk", + "frames": 8, + "seed": "rig2" + }, + { + "art": 416, + "act": "attack", + "frames": 4, + "seed": "rig2", + "hit": 2 + }, + { + "art": 417, + "act": "walk", + "frames": 17, + "seed": "s1" + }, + { + "art": 417, + "act": "attack", + "frames": 17, + "seed": "s1", + "hit": 8 + }, + { + "art": 501, + "act": "walk", + "frames": 8, + "seed": "p" + }, + { + "art": 501, + "act": "attack", + "frames": 5, + "seed": "p", + "hit": 2 + } + ] +} \ No newline at end of file diff --git a/Assets/Resources/Data/unit_anim.json.meta b/Assets/Resources/Data/unit_anim.json.meta new file mode 100644 index 0000000..efdab84 --- /dev/null +++ b/Assets/Resources/Data/unit_anim.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 0f01d01bfb3085344b45c4d9b37020a5 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Resources/Data/unit_art.json b/Assets/Resources/Data/unit_art.json index 6d656e8..4504174 100644 --- a/Assets/Resources/Data/unit_art.json +++ b/Assets/Resources/Data/unit_art.json @@ -1,10 +1,11 @@ { - "source": "전투 유닛 → 도트 그림(Resources/Art/Units/px_.png) · 그림 = PD 원화 시트 80종(101~120 · 201~220 · 301~320 · 401~420 = 시트·행·열) · 매핑 = PM 제안(2026-10-28 · PD 확정 전) · 드래곤(6)은 맞는 원화가 없어 코드 그림 유지 · 2026-10-30 PD 선별(X표 52종 제외 · 28종만 사용)로 검사 402 → 102(은발 검객) · 마법사 417 → 314(백발 마도사)(확정 전)", + "source": "전투 유닛 → 도트 그림(Resources/Art/Units/px_.png) · 그림 = PD 원화 시트 80종(101~120 · 201~220 · 301~320 · 401~420 = 시트·행·열) · 매핑 = PM 제안(2026-10-28 · PD 확정 전) · 2026-10-30 PD 선별(X표 52종 제외 · 28종만 사용)로 검사 402 → 102(은발 검객) · 마법사 417 → 314(백발 마도사)(확정 전) · 드래곤(6) = 501(Krea 2 + k2-pixel32 생성 · 2026-10-30 · 원화 없음)", "units": [ { "id": 1, "art": 102 }, { "id": 2, "art": 416 }, { "id": 3, "art": 409 }, { "id": 4, "art": 314 }, - { "id": 5, "art": 105 } + { "id": 5, "art": 105 }, + { "id": 6, "art": 501 } ] } diff --git a/Assets/Scripts/View/Art.cs b/Assets/Scripts/View/Art.cs index 8261a8a..81e06f4 100644 --- a/Assets/Scripts/View/Art.cs +++ b/Assets/Scripts/View/Art.cs @@ -93,14 +93,29 @@ namespace VS.View Poly(new[] { new Vector2(cx - s * 1.02f, cy + s * 0.1f), new Vector2(cx + s * 1.02f, cy + s * 0.1f), new Vector2(cx, cy - s * 1.05f) }, c); } - public Texture2D Tex() + public Texture2D Tex(bool point = false) { - var t = new Texture2D(W, H, TextureFormat.RGBA32, false) { wrapMode = TextureWrapMode.Clamp, filterMode = FilterMode.Bilinear }; + var t = new Texture2D(W, H, TextureFormat.RGBA32, false) { wrapMode = TextureWrapMode.Clamp, filterMode = point ? FilterMode.Point : FilterMode.Bilinear }; t.SetPixels(Px); t.Apply(false, false); return t; } - public Sprite Sprite(Vector4 border = default, float ppu = 100f) => UnityEngine.Sprite.Create(Tex(), new Rect(0, 0, W, H), new Vector2(0.5f, 0.5f), ppu, 0, SpriteMeshType.FullRect, border); + public Sprite Sprite(Vector4 border = default, float ppu = 100f, bool point = false) => UnityEngine.Sprite.Create(Tex(point), new Rect(0, 0, W, H), new Vector2(0.5f, 0.5f), ppu, 0, SpriteMeshType.FullRect, border); + + /// 도트 그림(읽을 수 있는 텍스처)을 최근접으로 (x0,y0)~(x0+w,y0+h) 에 붙인다 — 도트 배경 위 장애물(2026-10-30) · 반투명은 Blend + public void Blit(Texture2D tex, float x0, float y0, float w, float h) + { + if (tex == null || !tex.isReadable || w < 1f || h < 1f) return; + var px = tex.GetPixels32(); int tw = tex.width, th = tex.height; + int ax = Mathf.Max(0, Mathf.FloorToInt(x0)), ay = Mathf.Max(0, Mathf.FloorToInt(y0)), bx = Mathf.Min(W - 1, Mathf.CeilToInt(x0 + w) - 1), by = Mathf.Min(H - 1, Mathf.CeilToInt(y0 + h) - 1); + for (int y = ay; y <= by; y++) + for (int x = ax; x <= bx; x++) + { + int sx = Mathf.Clamp((int)((x + 0.5f - x0) / w * tw), 0, tw - 1), sy = Mathf.Clamp((int)((y + 0.5f - y0) / h * th), 0, th - 1); + var c = px[sy * tw + sx]; + if (c.a > 0) Blend(x, y, new Color(c.r / 255f, c.g / 255f, c.b / 255f, 1f), c.a / 255f); + } + } } public static class Art diff --git a/Assets/Scripts/View/GameApp.Battle.cs b/Assets/Scripts/View/GameApp.Battle.cs index 31fa3b5..28d65bc 100644 --- a/Assets/Scripts/View/GameApp.Battle.cs +++ b/Assets/Scripts/View/GameApp.Battle.cs @@ -36,7 +36,9 @@ namespace VS.View float rivalRowH = RivalRowH; RectTransform overlay; Image overlayRibbon; Text overlayTitle, overlayInfo, overlayBtnLabel; readonly List<(Button b, Image face, Text cost, Image lockImg, Text lockText)> cards = new List<(Button, Image, Text, Image, Text)>(); - readonly Dictionary unitViews = new Dictionary(); + // 유닛 화면 = 그림 + 체력 막대 + 기절 별 + 애니 상태(2026-10-30 · 걷기 루프 · 공격 = 타격 순간에 hit 프레임이 오도록 예비 동작 → 타격 → 마무리) + class UnitView { public RectTransform rt; public Image img, hp, stun; public int art; public Sprite baseSprite; public Vector2 lastPos; public float t, lastCd, sinceHit = 99f, sz; public string act = ""; } + readonly Dictionary unitViews = new Dictionary(); readonly Dictionary minionViews = new Dictionary(); readonly List shotViews = new List(), fxViews = new List(); readonly List<(Transform t, float key)> depth = new List<(Transform, float)>(); @@ -90,15 +92,17 @@ namespace VS.View Vector2 TileToLocal(Vector2 tp) => new Vector2((tp.x - B.C.arenaW * 0.5f) * V.tileX, (tp.y - B.C.arenaH * 0.5f) * V.tileY); Vector2 TileVec(Vector2 d) => new Vector2(d.x * V.tileX, d.y * V.tileY); - /// 맵 그림 = 좌우 sideTiles 칸 맵 밖 장식(짙은 풀 + 돌 턱 · 강은 끝까지) + 가운데 맵 · 칸당 텍스처 S px → 화면에서 칸 가로·세로 비율대로 늘어남 + /// 맵 그림 = 좌우 sideTiles 칸 맵 밖 장식(짙은 풀·나무 + 돌 턱 · 강은 끝까지) + 가운데 맵 + /// 래스터 1칸 = 화면 2 px(도트 · 유닛 도트 2.1 px 와 같은 밀도 · 2026-10-30 PD 「배경 해상도가 떨어져 보임」 → 예전 칸당 30 px 를 가로 1.87·세로 1.53 배로 비균등 확대하던 것을 고침) · 점 필터 Sprite ArenaSprite(Battle b) { - var c = b.C; var m = b.Map; const float S = 30f; - float ox = c.view.sideTiles * S; - int W = Mathf.RoundToInt((c.arenaW + 2f * c.view.sideTiles) * S), H = Mathf.RoundToInt(c.arenaH * S); + var c = b.C; var m = b.Map; + float Sx = V.tileX * 0.5f, Sy = V.tileY * 0.5f; // 칸 1개 = Sx × Sy 도트(28 × 23) — 화면 비율 그대로라 확대해도 도트가 정사각 + float ox = c.view.sideTiles * Sx; + int W = Mathf.RoundToInt((c.arenaW + 2f * c.view.sideTiles) * Sx), H = Mathf.RoundToInt(c.arenaH * Sy); var r = new Raster(W, H); - // 2026-10-30 그려진 지형(Resources/Art/Arena/arena_{river|plain}.png · 픽셀 도트 · 칸 ≈ 30 px · Krea 2 + k2-pixel32 · 같은 칸 좌표계) - // 이 그림이 있으면 풀밭·측면 장식·돌 턱·강은 그림으로 · 다리·장애물·앞마당·소환 고리는 맵마다 달라 아래 코드로 계속 그린다 · 없으면 예전 코드 그림 + // 그려진 지형(Resources/Art/Arena/arena_{river|plain}.png · 540×736 도트 · scripts/pixel/arena_tiles.py · 같은 칸 좌표계) + // 이 그림이 있으면 풀밭·측면 장식·돌 턱·강은 그림으로 · 다리·장애물·앞마당·소환 고리는 맵마다 달라 아래 코드로 계속 그린다 · 없으면 코드 그림 var bgTex = Resources.Load("Art/Arena/" + (m.River ? "arena_river" : "arena_plain")); if (bgTex != null && bgTex.isReadable) { @@ -109,63 +113,79 @@ namespace VS.View } else { - Color32 g0 = new Color32(96, 180, 110, 255), g1 = new Color32(88, 170, 102, 255), e0 = new Color32(66, 132, 78, 255), e1 = new Color32(60, 124, 72, 255); + Color32 g0 = new Color32(116, 196, 118, 255), g1 = new Color32(106, 186, 108, 255), e0 = new Color32(64, 122, 76, 255), e1 = new Color32(58, 112, 70, 255); for (int y = 0; y < H; y++) for (int x = 0; x < W; x++) { - float tx = (x - ox) / S; - int k = (Mathf.FloorToInt(tx) + (int)(y / S)) & 1; + float tx = (x - ox) / Sx; + int k = (Mathf.FloorToInt(tx) + (int)(y / Sy)) & 1; r.Px[y * W + x] = tx >= 0f && tx < c.arenaW ? (k == 0 ? g0 : g1) : (k == 0 ? e0 : e1); } // 맵 가장자리 돌 턱(클래시 로얄 아레나 옆 벽처럼 — 유닛이 못 나가는 곳) - Color curbDk = new Color32(104, 100, 116, 255), curb = new Color32(156, 152, 166, 255); + Color curbDk = new Color32(84, 82, 100, 255), curb = new Color32(158, 154, 172, 255); foreach (float ex in new[] { ox, W - ox }) { - r.RRect(ex - S * 0.3f, -4, ex + S * 0.3f, H + 4, 2, curbDk); - r.RRect(ex - S * 0.18f, -4, ex + S * 0.18f, H + 4, 2, curb); + r.RRect(ex - 3f, -4, ex + 3f, H + 4, 1, curbDk); + r.RRect(ex - 2f, -4, ex + 2f, H + 4, 1, curb); } } - // 성 앞마당 · 소환 자리(아래 가운데 — 내 진영은 평지) - r.Circle(ox + m.Castle.x * S, m.Castle.y * S, (c.castle.radius + c.castleSeedPad) * S, new Color32(214, 186, 130, 255)); - var sp = b.SpawnPoint; float sr = (c.spawnJitter + 0.8f) * S; - r.Circle(ox + sp.x * S, sp.y * S, sr, new Color(1f, 1f, 1f, 0.16f)); - r.Ring(ox + sp.x * S, sp.y * S, sr, S * 0.25f, new Color(1f, 1f, 1f, 0.55f)); - float ry = c.riverY * S, rh = c.riverHalf * S; + // 성 앞마당(모래 타원 — 칸 원은 화면에서 타원) · 소환 자리(아래 가운데 — 내 진영은 평지) + float pr = c.castle.radius + c.castleSeedPad; + r.Ellipse(ox + m.Castle.x * Sx, m.Castle.y * Sy, pr * Sx, pr * Sy, new Color32(222, 202, 150, 255)); + EllipseRing(r, ox + m.Castle.x * Sx, m.Castle.y * Sy, pr * Sx, pr * Sy, 1.5f, new Color32(178, 152, 102, 255)); + var sp = b.SpawnPoint; float sr = c.spawnJitter + 0.8f; + r.Ellipse(ox + sp.x * Sx, sp.y * Sy, sr * Sx, sr * Sy, new Color(1f, 1f, 1f, 0.16f)); + EllipseRing(r, ox + sp.x * Sx, sp.y * Sy, sr * Sx, sr * Sy, 3f, new Color(1f, 1f, 1f, 0.55f)); + float rvY = c.riverY * Sy, rvH = c.riverHalf * Sy; // 강 줄(도트) if (m.River && bgTex == null) // 그려진 지형에는 강이 이미 있다 · 다리만 코드로 { - r.RRect(-4, ry - rh, W + 4, ry + rh, 4, new Color32(70, 150, 230, 255)); // 강은 맵 밖 장식까지 이어짐 - r.RRect(-4, ry - rh * 0.35f, W + 4, ry + rh * 0.35f, 3, new Color32(110, 190, 250, 255)); + r.RRect(-4, rvY - rvH, W + 4, rvY + rvH, 3, new Color32(72, 152, 232, 255)); // 강은 맵 밖 장식까지 이어짐 + r.RRect(-4, rvY - rvH * 0.35f, W + 4, rvY + rvH * 0.35f, 2, new Color32(112, 188, 246, 255)); } - TintRaster(r, c.Chapter(b.Stage)); // 챕터 빛깔(늪 · 설원 · 화산 · 마왕성) — 바닥만 · 아래 다리·해자·절벽·필드는 제 빛깔 - for (int i = 0; m.River && i < m.Bridges.Length; i++) DrawBridge(r, ox + m.Bridges[i] * S, ry, rh, m.BridgeHalf[i] * S, S); // 다리 폭 = 다리마다(좁은 · 보통 · 넓은) - DrawStageTerrain(r, b, ox, S); - foreach (var o in m.Obstacles) r.Ellipse(ox + o.pos.x * S + S * 0.2f, o.pos.y * S - S * 0.3f, o.r * S * 1.02f, o.r * S * 0.9f, new Color(0f, 0f, 0f, 0.22f)); // 그림자 먼저 - foreach (var o in m.Obstacles) + TintRaster(r, c.Chapter(b.Stage)); // 챕터 빛깔(늪 · 설원 · 화산 · 마왕성) — 바닥만 · 아래 다리·해자·절벽·필드·장애물은 제 빛깔 + for (int i = 0; m.River && i < m.Bridges.Length; i++) DrawBridge(r, ox + m.Bridges[i] * Sx, rvY, rvH, m.BridgeHalf[i] * Sx, Sy); // 다리 폭 = 다리마다(좁은 · 보통 · 넓은) + DrawStageTerrain(r, b, ox, Sx, Sy); // 해자 · 협곡 · 필드(GameApp.StageFx.cs) + // 장애물 = 도트 스프라이트(Resources/Art/Arena/rock_1~3 · hill_1~3 · Krea 2 + k2-pixel32 · 2026-10-30) · 먼 것(y 큰)부터 · 그림자 타원 먼저 · 그림 없으면 코드 그림 + var obs = new List(m.Obstacles); + obs.Sort((p, q) => q.pos.y.CompareTo(p.pos.y)); + foreach (var o in obs) r.Ellipse(ox + o.pos.x * Sx + Sx * 0.12f, o.pos.y * Sy - Sy * 0.2f, o.r * Sx * 1.05f, o.r * Sy * 0.85f, new Color(0f, 0f, 0f, 0.22f)); + foreach (var o in obs) { - float x = ox + o.pos.x * S, y = o.pos.y * S, rr = o.r * S; + float x = ox + o.pos.x * Sx, y = o.pos.y * Sy, w = 2f * o.r * Sx; + int k = 1 + Mathf.Abs(Mathf.RoundToInt(o.pos.x * 7.3f + o.pos.y * 3.1f)) % 3; + var t = Resources.Load("Art/Arena/" + (o.kind == 0 ? "rock_" : "hill_") + k); + if (t != null && t.isReadable) { float h = w * t.height / t.width; r.Blit(t, x - w * 0.5f, y - o.r * Sy, w, h); continue; } + float rx = o.r * Sx, ry = o.r * Sy; if (o.kind == 0) // 바위 { - r.Circle(x, y, rr, new Color32(112, 110, 124, 255)); - r.Circle(x - rr * 0.12f, y + rr * 0.12f, rr * 0.8f, new Color32(152, 150, 164, 255)); - r.Circle(x - rr * 0.36f, y + rr * 0.36f, rr * 0.26f, new Color32(196, 194, 206, 255)); + r.Ellipse(x, y, rx, ry, new Color32(112, 110, 124, 255)); + r.Ellipse(x - rx * 0.12f, y + ry * 0.12f, rx * 0.8f, ry * 0.8f, new Color32(152, 150, 164, 255)); + r.Ellipse(x - rx * 0.36f, y + ry * 0.36f, rx * 0.26f, ry * 0.26f, new Color32(196, 194, 206, 255)); } else // 언덕(흙 둔덕 + 풀) { - r.Circle(x, y, rr, new Color32(128, 96, 60, 255)); - r.Circle(x - rr * 0.05f, y + rr * 0.08f, rr * 0.86f, new Color32(178, 140, 90, 255)); - r.Circle(x - rr * 0.25f, y + rr * 0.3f, rr * 0.45f, new Color32(208, 174, 120, 255)); - r.Circle(x + rr * 0.32f, y + rr * 0.42f, rr * 0.18f, new Color32(96, 160, 80, 255)); + r.Ellipse(x, y, rx, ry, new Color32(128, 96, 60, 255)); + r.Ellipse(x - rx * 0.05f, y + ry * 0.08f, rx * 0.86f, ry * 0.86f, new Color32(178, 140, 90, 255)); + r.Ellipse(x - rx * 0.25f, y + ry * 0.3f, rx * 0.45f, ry * 0.45f, new Color32(208, 174, 120, 255)); + r.Ellipse(x + rx * 0.32f, y + ry * 0.42f, rx * 0.18f, ry * 0.18f, new Color32(96, 160, 80, 255)); } } - return r.Sprite(); + return r.Sprite(point: true); } + /// 타원 테두리(두께 w 도트) — 칸 원이 화면에서 타원이 되므로 Ring 대신 + static void EllipseRing(Raster r, float cx, float cy, float rx, float ry, float w, Color col) + => r.Shape((x, y) => { float dx = (x - cx) / rx, dy = (y - cy) / ry; return Mathf.Abs(Mathf.Sqrt(dx * dx + dy * dy) - 1f) * Mathf.Min(rx, ry) - w * 0.5f; }, col, cx - rx - w, cy - ry - w, cx + rx + w, cy + ry + w); + static readonly Dictionary bcache = new Dictionary(); + /// 성 = 도트 스프라이트(Resources/Art/Arena/castle.png · castle_enraged.png · Krea 2 + k2-pixel32 · 2026-10-30 · 1 도트 = 화면 2 px) · 없으면 코드 그림 static Sprite CastleSprite(bool enraged) { string key = "castle" + enraged; if (bcache.TryGetValue(key, out var s)) return s; + s = Resources.Load("Art/Arena/" + (enraged ? "castle_enraged" : "castle")); + if (s != null) { bcache[key] = s; return s; } var r = new Raster(200, 220); Color stone = new Color32(150, 150, 168, 255), dark = new Color32(108, 108, 126, 255), roof = enraged ? new Color32(255, 80, 60, 255) : new Color32(220, 70, 80, 255); r.RRect(20, 10, 180, 150, 14, dark); r.RRect(30, 20, 170, 140, 10, stone); @@ -357,6 +377,8 @@ namespace VS.View castleImg = UI.Img(unitLayer, "Castle", CastleSprite(false), Color.white); castleImg.rectTransform.anchorMin = castleImg.rectTransform.anchorMax = new Vector2(0.5f, 0.5f); castleImg.rectTransform.sizeDelta = new Vector2(c.castle.radius * 2.4f, c.castle.radius * 2.6f) * v.tileX; + if (castleImg.sprite != null && castleImg.sprite.texture != null && castleImg.sprite.texture.filterMode == FilterMode.Point) + castleImg.rectTransform.sizeDelta = castleImg.sprite.rect.size * 2f; // 도트 성 = 1 도트 2 px(배경·유닛과 같은 밀도) fxLayerB = UI.Rect("Fx", arena).Fill(); var hpBar = UI.Bar(arena, "CastleHp", new Color(0.12f, 0.12f, 0.2f, 0.9f), Pal.Red, out castleHpFill); castleHpBar = hpBar.rectTransform; @@ -692,6 +714,9 @@ namespace VS.View } // ---------------- 진행 · 갱신 ---------------- + /// 에디터 배치 검증용 — 재생 중이 아닐 때 애니 프레임을 흘릴 시간(초/틱) · 음수 = 정지 (EditorRender.AnimSeq) + public static float AnimDtOverride = -1f; + void TickBattle(float dt) { if (B == null || Tab != 1) return; @@ -745,6 +770,7 @@ namespace VS.View var dead = new List(); foreach (var kv in unitViews) if (!alive.Contains(kv.Key)) dead.Add(kv.Key); foreach (var u in dead) { Kill(unitViews[u].rt.gameObject); unitViews.Remove(u); } + float adt = Application.isPlaying ? Time.unscaledDeltaTime : Mathf.Max(0f, AnimDtOverride), fps = UnitArt.Fps; foreach (var u in B.Units) { if (!unitViews.TryGetValue(u, out var v)) @@ -756,12 +782,42 @@ namespace VS.View hb.rectTransform.Place(new Vector2(0.5f, 1), new Vector2(0.5f, 1), new Vector2(0, 6), new Vector2(sz * 0.6f, 12)); var st = UI.Img(im.transform, "Stun", StunSprite(), Color.white); st.rectTransform.Place(new Vector2(0.5f, 1), new Vector2(0.5f, 1), new Vector2(0, 30), new Vector2(sz * 0.7f, sz * 0.35f)); - v = (im.rectTransform, hf, st); unitViews[u] = v; + v = new UnitView { rt = im.rectTransform, img = im, hp = hf, stun = st, art = UnitArt.ArtOf(u.def.id), baseSprite = im.sprite, lastPos = u.pos, lastCd = u.cd, sz = sz }; + unitViews[u] = v; } v.rt.anchoredPosition = TileToLocal(u.pos) + (u.def.flying ? new Vector2(0, V.flyLift * V.tileY) : Vector2.zero); v.hp.fillAmount = Mathf.Clamp01(u.hp / Mathf.Max(1f, u.def.hp)); - v.rt.GetComponent().color = UnitTint(u); - v.rt.localScale = Vector3.one * (u.attacking ? 1f + 0.08f * Mathf.Sin(Time.unscaledTime * 18f) : 1f); + v.img.color = UnitTint(u); // 맞음 · 얼림 · 화상 · 중독 · 저주 · 진흙 · 감속 빛깔(GameApp.StageFx.cs) + // 애니 프레임 — 공격: 타격(cd 가 interval 로 되돌아간 순간)에 hit 프레임이 오도록 cd 로 예비 동작을 맞추고 타격 뒤 마무리 프레임 · 걷기: 자리가 바뀌는 동안(나는 유닛은 항상) 루프 · 그 외 = 걷기 0번 · 프레임 없는 유닛 = 예전 흔들림 + var walk = v.art > 0 ? UnitArt.Frames(v.art, "walk") : null; var atk = v.art > 0 ? UnitArt.Frames(v.art, "attack") : null; var idle = v.art > 0 ? UnitArt.Frames(v.art, "idle") : null; + bool moving = (u.pos - v.lastPos).sqrMagnitude > 1e-8f; v.lastPos = u.pos; + if (u.cd > v.lastCd + 1e-4f) v.sinceHit = 0f; else v.sinceHit += adt; + v.lastCd = u.cd; + if (u.attacking && !u.Frozen && atk != null) // 기절·얼림 중엔 멈춘 자세 + { + int h = UnitArt.HitFrame(v.art, atk.Length), f = -1; + float afps = UnitArt.ClipFps(v.art, "attack"); // 공격은 클립 fps(15 · PD 2026-10-31 「조금 더 빨라야」) · 없으면 전역 10 + // 공격 클립 = 5 프레임 안(0 = 대기 자세 · 예비 · 타격 · 마무리) · 고정 fps 로 짧게 재생(PD 2026-10-30 「공격은 최대 5 프레임 · 과한 역동성 금지」) · 타격 전후 밖의 시간 = 0 번(대기) + if (v.sinceHit * afps < atk.Length - h) f = h + (int)(v.sinceHit * afps); // 타격 틱 = hit 프레임 → 마무리 (h+1 로 시작하면 hit 프레임이 건너뛰어짐) + else { f = h - Mathf.CeilToInt(u.cd * afps); if (f < 0) f = 0; } // 다음 타격 직전 예비 동작 · 그 전 = 0 번 + v.img.sprite = atk[Mathf.Clamp(f, 0, atk.Length - 1)]; v.act = "attack"; v.rt.localScale = Vector3.one; + } + else if ((moving || u.def.flying) && !u.Frozen && walk != null) + { + if (v.act != "walk") v.t = 0f; + v.t += adt; int wf = (int)(v.t * fps); v.img.sprite = walk[wf % walk.Length]; v.act = "walk"; v.rt.localScale = Vector3.one; + // 들썩임은 걷기 프레임 안에 있음(CONTACT·DOWN·PASSING·UP · 2026-10-30 pixel-art-principles) — 코드 들썩임은 뺌(겹치면 2칸 튐) + } + else if (walk != null || atk != null || idle != null) + { + // 대기 = idle 클립이 있으면 루프(③ 원화 스타일 409·105·416 · 2026-10-30 PD 승인) · 없으면 걷기 0번 + if (idle != null) { if (v.act != "idle") v.t = 0f; v.t += adt; v.img.sprite = idle[(int)(v.t * fps) % idle.Length]; } + else v.img.sprite = walk != null ? walk[0] : v.baseSprite; + v.act = "idle"; v.rt.localScale = Vector3.one; + } + else v.rt.localScale = Vector3.one * (u.attacking ? 1f + 0.08f * Mathf.Sin(Time.unscaledTime * 18f) : 1f); + // 그림 폭 = 스프라이트 비율(세로 = sz 고정 · 발밑 pivot) — ③ 긴 무기 유닛의 128×96 프레임(409 대검)이 눌리지 않게(2026-10-30) + if (v.img.sprite != null) { var rr = v.img.sprite.rect; float wv = v.sz * rr.width / Mathf.Max(1f, rr.height); if (Mathf.Abs(v.rt.sizeDelta.x - wv) > 0.5f) v.rt.sizeDelta = new Vector2(wv, v.sz); } v.stun.gameObject.SetActive(u.stun > 0f); if (u.stun > 0f) v.stun.rectTransform.localEulerAngles = new Vector3(0, 0, Mathf.Sin(Time.unscaledTime * 6f) * 15f); } diff --git a/Assets/Scripts/View/GameApp.StageFx.cs b/Assets/Scripts/View/GameApp.StageFx.cs index 5db1443..32365e9 100644 --- a/Assets/Scripts/View/GameApp.StageFx.cs +++ b/Assets/Scripts/View/GameApp.StageFx.cs @@ -49,51 +49,52 @@ namespace VS.View return w; } - static void DrawBridge(Raster r, float x, float ry, float rh, float hw, float S) + /// 나무 다리 = 짙은 테두리 + 널빤지 5장(밝은 줄) · 양 끝 난간 말뚝 · 폭 hw = 다리마다(좁은 · 보통 · 넓은) · 래스터 = 칸 Sx × Sy 도트 + static void DrawBridge(Raster r, float x, float ry, float rh, float hw, float Sy) { - float step = (2 * rh + S * 0.6f) / 5f; - r.RRect(x - hw, ry - rh - S * 0.5f, x + hw, ry + rh + S * 0.5f, 4, new Color32(110, 70, 40, 255)); - r.RRect(x - hw + 2, ry - rh - S * 0.5f + 2, x + hw - 2, ry + rh + S * 0.5f - 2, 3, new Color32(150, 100, 60, 255)); - for (int k = 0; k < 5; k++) { float y0 = ry - rh - S * 0.3f + k * step; r.RRect(x - hw + S * 0.18f, y0, x + hw - S * 0.18f, y0 + S * 0.2f, 2, new Color32(190, 140, 90, 255)); } + float y0 = ry - rh - Sy * 0.5f, y1 = ry + rh + Sy * 0.5f, step = (y1 - y0 - 4f) / 5f; + r.RRect(x - hw, y0, x + hw, y1, 3, new Color32(104, 66, 36, 255)); + r.RRect(x - hw + 2f, y0 + 2f, x + hw - 2f, y1 - 2f, 2, new Color32(168, 112, 64, 255)); + for (int k = 0; k < 5; k++) { float py = y0 + 2f + k * step; r.RRect(x - hw + 3f, py + step - 2f, x + hw - 3f, py + step - 1f, 0, new Color32(124, 80, 44, 255)); r.RRect(x - hw + 3f, py + 1f, x + hw - 3f, py + 2f, 0, new Color32(200, 148, 92, 255)); } + foreach (float px in new[] { x - hw - 1f, x + hw + 1f }) { r.RRect(px - 2f, y0 - 2f, px + 2f, y0 + 4f, 1, new Color32(104, 66, 36, 255)); r.RRect(px - 2f, y1 - 4f, px + 2f, y1 + 2f, 1, new Color32(104, 66, 36, 255)); } } - /// 해자 — 성 둘레 물 고리(입구 = 나무 다리) · 래스터 = 칸 공간(S px/칸) - static void DrawMoat(Raster r, float ox, float S, BMap m, BattleCfg c) + /// 해자 — 성 둘레 물 고리(입구 = 나무 다리) · 판정 = 칸 공간(시뮬과 같은 각도) · 그림 = 칸 Sx × Sy 도트 + static void DrawMoat(Raster r, float ox, float Sx, float Sy, BMap m, BattleCfg c) { if (m.MoatGates <= 0) return; var water = WaterColor(c, out var light); Color bank = new Color32(70, 56, 44, 255); - float cx = ox + m.Castle.x * S, cy = m.Castle.y * S, rin = m.MoatIn * S, rout = m.MoatOut * S; - int x0 = Mathf.Max(0, Mathf.FloorToInt(cx - rout - 2)), x1 = Mathf.Min(r.W - 1, Mathf.CeilToInt(cx + rout + 2)), y0 = Mathf.Max(0, Mathf.FloorToInt(cy - rout - 2)), y1 = Mathf.Min(r.H - 1, Mathf.CeilToInt(cy + rout + 2)); + float rin = m.MoatIn, rout = m.MoatOut, bankW = 0.12f; + int x0 = Mathf.Max(0, Mathf.FloorToInt(ox + (m.Castle.x - rout - 0.3f) * Sx)), x1 = Mathf.Min(r.W - 1, Mathf.CeilToInt(ox + (m.Castle.x + rout + 0.3f) * Sx)); + int y0 = Mathf.Max(0, Mathf.FloorToInt((m.Castle.y - rout - 0.3f) * Sy)), y1 = Mathf.Min(r.H - 1, Mathf.CeilToInt((m.Castle.y + rout + 0.3f) * Sy)); for (int y = y0; y <= y1; y++) for (int x = x0; x <= x1; x++) { - var tp = new Vector2((x + 0.5f - ox) / S, (y + 0.5f) / S); - float d = Vector2.Distance(new Vector2(x + 0.5f, y + 0.5f), new Vector2(cx, cy)); - if (d < rin - 3f || d > rout + 3f) continue; - float a = Mathf.Atan2(y + 0.5f - cy, x + 0.5f - cx) * Mathf.Rad2Deg; if (a < 0f) a += 360f; + float dx = (x + 0.5f - ox) / Sx - m.Castle.x, dy = (y + 0.5f) / Sy - m.Castle.y, d = Mathf.Sqrt(dx * dx + dy * dy); + if (d < rin - bankW || d > rout + bankW) continue; + float a = Mathf.Atan2(dy, dx) * Mathf.Rad2Deg; if (a < 0f) a += 360f; bool gate = false; foreach (var g in m.GateDeg) if (Mathf.Abs(Mathf.DeltaAngle(a, g)) <= c.moat.gateHalfDeg) gate = true; if (gate) continue; - if (d < rin || d > rout) { r.Px[y * r.W + x] = bank; continue; } // 둑(3 px) + if (d < rin || d > rout) { r.Px[y * r.W + x] = bank; continue; } // 둑 float mid = Mathf.Abs(d - (rin + rout) * 0.5f) / ((rout - rin) * 0.5f); r.Px[y * r.W + x] = mid < 0.35f ? light : water; } - // 입구 = 물 끊긴 자리에 나무 다리(성 쪽 → 바깥으로) + // 입구 = 물 끊긴 자리에 나무 다리(성 쪽 → 바깥) foreach (var g in m.GateDeg) { float a = g * Mathf.Deg2Rad; var dir = new Vector2(Mathf.Cos(a), Mathf.Sin(a)); var side = new Vector2(-dir.y, dir.x); float half = Mathf.Sin(c.moat.gateHalfDeg * Mathf.Deg2Rad) * (rin + rout) * 0.5f; - Vector2 P(float rad, float s) => new Vector2(cx, cy) + dir * rad + side * s; - r.Poly(new[] { P(rin - 4, -half), P(rout + 4, -half), P(rout + 4, half), P(rin - 4, half) }, new Color32(110, 70, 40, 255)); - r.Poly(new[] { P(rin - 2, -half + 3), P(rout + 2, -half + 3), P(rout + 2, half - 3), P(rin - 2, half - 3) }, new Color32(150, 100, 60, 255)); - for (int k = 0; k < 4; k++) { float rad = rin + (rout - rin) * (k + 0.5f) / 4f; r.Line(P(rad, -half + 5), P(rad, half - 5), S * 0.18f, new Color32(190, 140, 90, 255)); } + Vector2 P(float rad, float s) { var t = m.Castle + dir * rad + side * s; return new Vector2(ox + t.x * Sx, t.y * Sy); } + r.Poly(new[] { P(rin - 0.15f, -half), P(rout + 0.15f, -half), P(rout + 0.15f, half), P(rin - 0.15f, half) }, new Color32(104, 66, 36, 255)); + r.Poly(new[] { P(rin - 0.08f, -half + 0.1f), P(rout + 0.08f, -half + 0.1f), P(rout + 0.08f, half - 0.1f), P(rin - 0.08f, half - 0.1f) }, new Color32(168, 112, 64, 255)); + for (int k = 0; k < 4; k++) { float rad = rin + (rout - rin) * (k + 0.5f) / 4f; r.Line(P(rad, -half + 0.15f), P(rad, half - 0.15f), 1.5f, new Color32(200, 148, 92, 255)); } } } - /// 협곡 — 양옆 절벽(맵 밖 장식까지 이어짐) · 안쪽 끝 = 짙은 테두리 + 길 쪽 그늘 - static void DrawCanyon(Raster r, float ox, float S, BMap m, BattleCfg c) + /// 협곡 — 양옆 절벽(맵 밖 장식까지) · 윗면 = 바위 바탕 + 칸마다 크고 작은 돌 · 길 쪽 끝 = 밝은 턱 + 짙은 테두리 + 바닥 그늘 · 아래 끝 = 보이는 절벽 면 + static void DrawCanyon(Raster r, float ox, float Sx, float Sy, BMap m, BattleCfg c) { if (!m.Canyon || c.canyon == null) return; - // 절벽 윗면 = 바위 바탕 한 빛깔 + 칸마다 크고 작은 돌(밝은·어두운) · 길 쪽 끝 = 밝은 턱 + 짙은 테두리 + 바닥 그늘 · 아래 끝 = 보이는 절벽 면(비스듬한 시점) Color top = new Color32(140, 128, 120, 255), lite = new Color32(164, 152, 142, 255), dark = new Color32(112, 102, 96, 255), rim = new Color32(176, 164, 152, 255), face = new Color32(88, 78, 74, 255), edge = new Color32(50, 44, 42, 255), shade = new Color(0f, 0f, 0f, 0.22f); int y0 = Mathf.FloorToInt(c.canyon.yFrom), y1 = Mathf.CeilToInt(c.canyon.yTo), side = Mathf.CeilToInt(c.view.sideTiles) + 1; float H(int x, int y, int k) => Mathf.Repeat(Mathf.Sin(x * 12.9898f + y * 78.233f + k * 37.719f) * 43758.5453f, 1f); @@ -101,74 +102,75 @@ namespace VS.View { int lw = 0, rw = 0; for (int x = 0; x < m.W; x++) { if (m.InCanyonWall(x, y)) { if (x < m.W / 2) lw = x + 1; else if (rw == 0) rw = m.W - x; } } - float py0 = y * S, py1 = (y + 1) * S, lx = ox + lw * S, rx = ox + (m.W - rw) * S; + float py0 = y * Sy, py1 = (y + 1) * Sy, lx = ox + lw * Sx, rx = ox + (m.W - rw) * Sx; if (lw > 0) r.RRect(-4, py0, lx, py1, 0, top); if (rw > 0) r.RRect(rx, py0, r.W + 4, py1, 0, top); for (int x = -side; x < m.W + side; x++) { if (!(x < lw || x >= m.W - rw)) continue; - float px0 = ox + x * S; - for (int k = 0; k < 3; k++) r.Circle(px0 + S * (0.15f + 0.7f * H(x, y, k)), py0 + S * (0.15f + 0.7f * H(x, y, k + 5)), S * (0.08f + 0.14f * H(x, y, k + 9)), H(x, y, k + 13) < 0.5f ? dark : lite); + float px0 = ox + x * Sx; + for (int k = 0; k < 3; k++) { float kk = 0.08f + 0.14f * H(x, y, k + 9); r.Ellipse(px0 + Sx * (0.15f + 0.7f * H(x, y, k)), py0 + Sy * (0.15f + 0.7f * H(x, y, k + 5)), Sx * kk, Sy * kk, H(x, y, k + 13) < 0.5f ? dark : lite); } } - if (lw > 0) { r.RRect(lx - S * 0.22f, py0, lx - 4, py1, 0, rim); r.RRect(lx - 4, py0, lx, py1, 0, edge); r.RRect(lx, py0, lx + S * 0.28f, py1, 0, shade); } - if (rw > 0) { r.RRect(rx + 4, py0, rx + S * 0.22f, py1, 0, rim); r.RRect(rx, py0, rx + 4, py1, 0, edge); r.RRect(rx - S * 0.28f, py0, rx, py1, 0, shade); } - // 윗줄보다 넓은 줄 = 그 튀어나온 부분의 아래(보이는) 면 + if (lw > 0) { r.RRect(lx - Sx * 0.22f, py0, lx - 3, py1, 0, rim); r.RRect(lx - 3, py0, lx, py1, 0, edge); r.RRect(lx, py0, lx + Sx * 0.28f, py1, 0, shade); } + if (rw > 0) { r.RRect(rx + 3, py0, rx + Sx * 0.22f, py1, 0, rim); r.RRect(rx, py0, rx + 3, py1, 0, edge); r.RRect(rx - Sx * 0.28f, py0, rx, py1, 0, shade); } + // 윗줄보다 넓은 줄 = 튀어나온 부분의 아래(보이는) 면 int lwUp = 0, rwUp = 0; for (int x = 0; x < m.W; x++) { if (m.InCanyonWall(x, y + 1)) { if (x < m.W / 2) lwUp = x + 1; else if (rwUp == 0) rwUp = m.W - x; } } - if (y == y0) { r.RRect(-4, py0 - S * 0.4f, lx, py0, 0, face); r.RRect(rx, py0 - S * 0.4f, r.W + 4, py0, 0, face); } - if (lwUp > 0 && lwUp < lw) r.RRect(ox + lwUp * S, py1 - 3, lx, py1, 0, edge); - if (rwUp > 0 && rwUp < rw) r.RRect(rx, py1 - 3, ox + (m.W - rwUp) * S, py1, 0, edge); + if (y == y0) { r.RRect(-4, py0 - Sy * 0.4f, lx, py0, 0, face); r.RRect(rx, py0 - Sy * 0.4f, r.W + 4, py0, 0, face); } + if (lwUp > 0 && lwUp < lw) r.RRect(ox + lwUp * Sx, py1 - 2, lx, py1, 0, edge); + if (rwUp > 0 && rwUp < rw) r.RRect(rx, py1 - 2, ox + (m.W - rwUp) * Sx, py1, 0, edge); } } - /// 필드 자리 바닥 그림(종류 = kind) — 독 늪 · 진흙 · 용암 · 빙판 · 가시판 · 함정판 - static void DrawPatch(Raster r, float x, float y, float rr, string kind, int seed) + /// 필드 자리 바닥 그림(종류 = kind) — 독 늪 · 진흙 · 용암 · 빙판 · 가시판 · 함정판 · 가로 rx · 세로 ry(칸 원 = 화면 타원) + static void DrawPatch(Raster r, float x, float y, float rx, float ry, string kind, int seed) { float Rnd(int k) => Mathf.Repeat(Mathf.Sin(seed * 12.9898f + k * 78.233f) * 43758.5453f, 1f); + void E(float fx, float fy, float k, Color col) => r.Ellipse(x + fx * rx, y + fy * ry, k * rx, k * ry, col); switch (kind) { case "poison": - r.Circle(x, y, rr, new Color32(54, 36, 66, 255)); r.Circle(x, y + rr * 0.03f, rr * 0.9f, new Color32(92, 64, 116, 255)); - r.Circle(x - rr * 0.08f, y + rr * 0.06f, rr * 0.68f, new Color32(108, 150, 62, 240)); - for (int k = 0; k < 6; k++) { float a = k * 1.05f + Rnd(k) * 0.6f, d = rr * (0.25f + 0.4f * Rnd(k + 9)); r.Circle(x + Mathf.Cos(a) * d, y + Mathf.Sin(a) * d, rr * (0.06f + 0.05f * Rnd(k + 3)), new Color32(176, 232, 112, 255)); } + E(0f, 0f, 1f, new Color32(54, 36, 66, 255)); E(0f, 0.03f, 0.9f, new Color32(92, 64, 116, 255)); + E(-0.08f, 0.06f, 0.68f, new Color32(108, 150, 62, 240)); + for (int k = 0; k < 6; k++) { float a = k * 1.05f + Rnd(k) * 0.6f, d = 0.25f + 0.4f * Rnd(k + 9); E(Mathf.Cos(a) * d, Mathf.Sin(a) * d, 0.06f + 0.05f * Rnd(k + 3), new Color32(176, 232, 112, 255)); } break; case "slow": - r.Circle(x, y, rr, new Color32(78, 52, 30, 255)); r.Circle(x, y, rr * 0.9f, new Color32(124, 88, 52, 255)); - for (int k = 0; k < 5; k++) { float a = k * 1.3f + Rnd(k), d = rr * 0.5f * Rnd(k + 5); r.Circle(x + Mathf.Cos(a) * d, y + Mathf.Sin(a) * d, rr * (0.14f + 0.1f * Rnd(k + 2)), k % 2 == 0 ? new Color32(98, 68, 40, 255) : new Color32(156, 118, 76, 255)); } + E(0f, 0f, 1f, new Color32(78, 52, 30, 255)); E(0f, 0f, 0.9f, new Color32(124, 88, 52, 255)); + for (int k = 0; k < 5; k++) { float a = k * 1.3f + Rnd(k), d = 0.5f * Rnd(k + 5); E(Mathf.Cos(a) * d, Mathf.Sin(a) * d, 0.14f + 0.1f * Rnd(k + 2), k % 2 == 0 ? new Color32(98, 68, 40, 255) : new Color32(156, 118, 76, 255)); } break; case "burn": - r.Circle(x, y, rr, new Color32(48, 28, 26, 255)); r.Circle(x, y, rr * 0.86f, new Color32(196, 58, 18, 255)); - r.Circle(x - rr * 0.1f, y + rr * 0.1f, rr * 0.62f, new Color32(248, 124, 30, 255)); - for (int k = 0; k < 5; k++) { float a = k * 1.25f + Rnd(k), d = rr * 0.45f * Rnd(k + 4); r.Circle(x + Mathf.Cos(a) * d, y + Mathf.Sin(a) * d, rr * (0.07f + 0.06f * Rnd(k + 1)), new Color32(255, 214, 110, 255)); } + E(0f, 0f, 1f, new Color32(48, 28, 26, 255)); E(0f, 0f, 0.86f, new Color32(196, 58, 18, 255)); + E(-0.1f, 0.1f, 0.62f, new Color32(248, 124, 30, 255)); + for (int k = 0; k < 5; k++) { float a = k * 1.25f + Rnd(k), d = 0.45f * Rnd(k + 4); E(Mathf.Cos(a) * d, Mathf.Sin(a) * d, 0.07f + 0.06f * Rnd(k + 1), new Color32(255, 214, 110, 255)); } break; case "freeze": - r.Circle(x, y, rr, new Color32(108, 160, 204, 255)); r.Circle(x, y, rr * 0.9f, new Color32(184, 222, 248, 255)); - r.Circle(x - rr * 0.15f, y + rr * 0.15f, rr * 0.5f, new Color32(228, 246, 255, 255)); - for (int k = 0; k < 4; k++) { float a = k * 1.57f + Rnd(k) * 0.8f; r.Line(new Vector2(x, y), new Vector2(x + Mathf.Cos(a) * rr * 0.8f, y + Mathf.Sin(a) * rr * 0.8f), 2f, new Color32(140, 190, 226, 255)); } + E(0f, 0f, 1f, new Color32(108, 160, 204, 255)); E(0f, 0f, 0.9f, new Color32(184, 222, 248, 255)); + E(-0.15f, 0.15f, 0.5f, new Color32(228, 246, 255, 255)); + for (int k = 0; k < 4; k++) { float a = k * 1.57f + Rnd(k) * 0.8f; r.Line(new Vector2(x, y), new Vector2(x + Mathf.Cos(a) * rx * 0.8f, y + Mathf.Sin(a) * ry * 0.8f), 1.5f, new Color32(140, 190, 226, 255)); } break; case "spike": case "trap": { bool trap = kind == "trap"; - r.Circle(x, y, rr, trap ? new Color32(84, 70, 62, 255) : new Color32(78, 74, 88, 255)); - r.Circle(x, y, rr * 0.86f, trap ? new Color32(132, 116, 102, 255) : new Color32(140, 136, 152, 255)); - if (trap) { r.RRect(x - rr * 0.45f, y - rr * 0.45f, x + rr * 0.45f, y + rr * 0.45f, 3, new Color32(78, 64, 56, 255)); r.RRect(x - rr * 0.36f, y - rr * 0.36f, x + rr * 0.36f, y + rr * 0.36f, 2, new Color32(170, 150, 128, 255)); } + E(0f, 0f, 1f, trap ? new Color32(84, 70, 62, 255) : new Color32(78, 74, 88, 255)); + E(0f, 0f, 0.86f, trap ? new Color32(132, 116, 102, 255) : new Color32(140, 136, 152, 255)); + if (trap) { r.RRect(x - rx * 0.45f, y - ry * 0.45f, x + rx * 0.45f, y + ry * 0.45f, 2, new Color32(78, 64, 56, 255)); r.RRect(x - rx * 0.36f, y - ry * 0.36f, x + rx * 0.36f, y + ry * 0.36f, 1, new Color32(170, 150, 128, 255)); } int holes = trap ? 4 : 6; - for (int k = 0; k < holes; k++) { float a = k * Mathf.PI * 2f / holes + (trap ? Mathf.PI / 4f : 0f), d = rr * (trap ? 0.66f : 0.55f); r.Circle(x + Mathf.Cos(a) * d, y + Mathf.Sin(a) * d, rr * 0.09f, new Color32(40, 36, 46, 255)); } - if (!trap) r.Circle(x, y, rr * 0.1f, new Color32(40, 36, 46, 255)); + for (int k = 0; k < holes; k++) { float a = k * Mathf.PI * 2f / holes + (trap ? Mathf.PI / 4f : 0f), d = trap ? 0.66f : 0.55f; E(Mathf.Cos(a) * d, Mathf.Sin(a) * d, 0.09f, new Color32(40, 36, 46, 255)); } + if (!trap) E(0f, 0f, 0.1f, new Color32(40, 36, 46, 255)); break; } } } - /// 맵 그림에 지형·필드 얹기(ArenaSprite 가 부름) — 다리 그림 폭 = 다리마다 - void DrawStageTerrain(Raster r, Battle b, float ox, float S) + /// 맵 그림에 지형·필드 얹기(ArenaSprite 가 부름) — 칸 1개 = Sx × Sy 도트 + void DrawStageTerrain(Raster r, Battle b, float ox, float Sx, float Sy) { var c = b.C; var m = b.Map; - DrawMoat(r, ox, S, m, c); - DrawCanyon(r, ox, S, m, c); + DrawMoat(r, ox, Sx, Sy, m, c); + DrawCanyon(r, ox, Sx, Sy, m, c); int i = 0; - foreach (var p in m.Patches) DrawPatch(r, ox + p.pos.x * S, p.pos.y * S, p.r * S, p.def.kind, ++i * 31 + b.Stage); + foreach (var p in m.Patches) DrawPatch(r, ox + p.pos.x * Sx, p.pos.y * Sy, p.r * Sx, p.r * Sy, p.def.kind, ++i * 31 + b.Stage); } // ---------------- 움직이는 그림(필드 빛 · 가시 · 장판 · 바위 · 회오리 · 유성 · 보호막 · 저주 · 토템 줄) ---------------- @@ -462,13 +464,13 @@ namespace VS.View case "rage2": for (int k = 0; k < 2; k++) { float x = 32 + k * 32; r.Poly(new[] { new Vector2(x - 16, 10), new Vector2(x + 16, 10), new Vector2(x + 4, 86), new Vector2(x - 8, 60) }, new Color32(150, 20, 20, 255)); r.Poly(new[] { new Vector2(x - 11, 14), new Vector2(x + 11, 14), new Vector2(x + 2, 72), new Vector2(x - 6, 52) }, new Color32(255, 80, 50, 255)); r.Poly(new[] { new Vector2(x - 5, 16), new Vector2(x + 5, 16), new Vector2(x, 44) }, new Color32(255, 220, 110, 255)); } break; - case "poison": DrawPatch(r, 48, 48, 42, "poison", 3); break; - case "mud": DrawPatch(r, 48, 48, 42, "slow", 5); break; - case "lava": DrawPatch(r, 48, 48, 42, "burn", 7); break; - case "ice": DrawPatch(r, 48, 48, 42, "freeze", 2); break; + case "poison": DrawPatch(r, 48, 48, 42, 42, "poison", 3); break; + case "mud": DrawPatch(r, 48, 48, 42, 42, "slow", 5); break; + case "lava": DrawPatch(r, 48, 48, 42, 42, "burn", 7); break; + case "ice": DrawPatch(r, 48, 48, 42, 42, "freeze", 2); break; case "spikes": case "trap": - DrawPatch(r, 48, 34, 40, id == "trap" ? "trap" : "spike", 4); + DrawPatch(r, 48, 34, 40, 40, id == "trap" ? "trap" : "spike", 4); for (int k = 0; k < 3; k++) { float x = 30 + k * 18; r.Poly(new[] { new Vector2(x - 8, 34), new Vector2(x + 8, 34), new Vector2(x, 86 - (k == 1 ? 0 : 12)) }, new Color32(40, 38, 48, 255)); r.Poly(new[] { new Vector2(x - 5, 36), new Vector2(x + 5, 36), new Vector2(x, 80 - (k == 1 ? 0 : 12)) }, new Color32(210, 208, 222, 255)); } break; case "river": diff --git a/Assets/Scripts/View/UnitArt.cs b/Assets/Scripts/View/UnitArt.cs index 7b1f4a4..5ad01b5 100644 --- a/Assets/Scripts/View/UnitArt.cs +++ b/Assets/Scripts/View/UnitArt.cs @@ -2,17 +2,23 @@ using System; using System.Collections.Generic; using UnityEngine; -// 전투 유닛 도트 그림 — Resources/Art/Units/px_<그림 id>.png(PD 원화 시트 80종 도트화 · 2026-10-28) +// 전투 유닛 도트 그림 — Resources/Art/Units/px_<그림 id>.png(PD 원화 시트 80종 도트화 · 2026-10-28 · 드래곤 501 = Krea 2 생성 2026-10-30) // 유닛 → 그림 = Data/unit_art.json(표에 없거나 그림이 없으면 null → 코드 그림 그대로) +// 애니 프레임(2026-10-30 · Wan 2.2 I2V + 원화 고정 합성 · scripts/pixel/vs_anim.py) = Art/Units/anim/px___.png · 표 = Data/unit_anim.json(fps · 공격 타격 프레임) +// 409·105·416 = ③ 원화 스타일(96×96 · .meta 이중선형 필터 · idle 8 / walk 8 / attack 5 · scripts/pixel/vs_final3_export.py · 2026-10-30 PD 승인) — UI Image 는 sizeDelta 고정이라 화면 크기는 48칸 도트와 같다 namespace VS.View { public static class UnitArt { [Serializable] class Row { public int id; public int art; } [Serializable] class Table { public Row[] units; } + [Serializable] public class Clip { public int art; public string act; public int frames; public int hit = -1; public string seed; public float fps; } // fps 0 = 표 전역 fps · 공격 15(PD 2026-10-31 「공격이 조금 더 빨라야」) + [Serializable] class AnimTable { public float fps = 10f; public Clip[] clips; } static Dictionary map; static readonly Dictionary cache = new Dictionary(); + static readonly Dictionary frames = new Dictionary(); + static AnimTable anim; static void Load() { @@ -38,14 +44,63 @@ namespace VS.View public static Sprite Get(int art) { if (cache.TryGetValue(art, out var s)) return s; - s = Resources.Load("Art/Units/px_" + art); + s = Load("Art/Units/px_" + art); + cache[art] = s; return s; + } + + static Sprite Load(string path) + { + var s = Resources.Load(path); if (s == null) { // .meta 가 Sprite 로 안 들어간 경우 — 텍스처로 읽어 점 필터 스프라이트로 - var tex = Resources.Load("Art/Units/px_" + art); + var tex = Resources.Load(path); if (tex != null) { tex.filterMode = FilterMode.Point; s = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0f), 32); } } - cache[art] = s; return s; + return s; + } + + public static float Fps { get { LoadAnim(); return anim.fps; } } + + static void LoadAnim() + { + if (anim != null) return; + var txt = GameApp.ReadData("unit_anim"); + anim = txt != null ? JsonUtility.FromJson(txt) : new AnimTable { clips = new Clip[0] }; + if (anim.clips == null) anim.clips = new Clip[0]; + if (anim.fps <= 0f) anim.fps = 10f; + } + + /// 그 그림의 동작 프레임(없으면 null) — act = walk · attack + public static Sprite[] Frames(int art, string act) + { + string key = art + "_" + act; + if (frames.TryGetValue(key, out var f)) return f; + var list = new List(); + for (int k = 0; k < 64; k++) + { + var s = Load($"Art/Units/anim/px_{art}_{act}_{k}"); + if (s == null) break; + list.Add(s); + } + f = list.Count > 0 ? list.ToArray() : null; + frames[key] = f; return f; + } + + /// 클립 재생 fps(unit_anim.json 클립 fps · 없으면 전역 fps) + public static float ClipFps(int art, string act) + { + LoadAnim(); + foreach (var c in anim.clips) if (c.art == art && c.act == act && c.fps > 0f) return c.fps; + return anim.fps; + } + + /// 공격 타격 프레임 번호(unit_anim.json hit · 없으면 가운데) — 이 프레임이 시뮬의 타격 순간에 오도록 앞 프레임을 예비 동작으로 재생 + public static int HitFrame(int art, int count) + { + LoadAnim(); + foreach (var c in anim.clips) if (c.art == art && c.act == "attack" && c.hit >= 0) return Mathf.Clamp(c.hit, 0, count - 1); + return count / 2; } } }