feat: 젬 테스트 경로 및 보스 기절 디버그 추가

- 다중 젬 슬롯용 타입을 별도 스크립트로 분리하고 테스트 젬/로드아웃 자산 생성 경로를 정리

- 젬 테스트 전용 공격 스킬과 분리된 애니메이션 자산을 추가해 베이스 스킬 검증 경로를 마련

- PlayerSkillDebugMenu와 MPP 디버그 메뉴를 보강해 젬 프리셋 적용, 원격 테스트, 보스 기절 디버그 메뉴를 추가

- BossCombatBehaviorContext와 공통 BT 액션이 기절 상태를 존중하도록 수정해 보스 추적과 패턴 실행을 중단

- Unity 리프레시와 외부 빌드 통과를 확인하고 드로그전 및 MPP 기준 젬 프리셋 적용 흐름을 검증
This commit is contained in:
2026-03-25 18:38:12 +09:00
parent 35a5b272cb
commit 24b284ad7e
39 changed files with 4443 additions and 463 deletions

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@@ -0,0 +1,356 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using System.IO;
using Process = System.Diagnostics.Process;
using UnityEditor;
using UnityEngine;
namespace Colosseum.Editor
{
/// <summary>
/// Multiplayer Play Mode 관련 상태와 리플렉션 정보를 점검하는 디버그 메뉴입니다.
/// </summary>
public static class MultiplayerPlayModeDebugMenu
{
private const string MultiplayerManagerAssetPath = "ProjectSettings/MultiplayerManager.asset";
private const string DiagnosticsDirectory = "Temp/MPP";
private const string VirtualProjectsRoot = "Library/VP";
[MenuItem("Tools/Colosseum/Multiplayer/Log Play Mode Module Types")]
private static void LogPlayModeModuleTypes()
{
Assembly playModeAssembly = typeof(UnityEditor.PlayModeStateChange).Assembly;
Type[] types = playModeAssembly
.GetTypes()
.Where(type => type.FullName != null &&
(type.FullName.Contains("PlayMode", StringComparison.OrdinalIgnoreCase) ||
type.FullName.Contains("Scenario", StringComparison.OrdinalIgnoreCase) ||
type.FullName.Contains("Multiplayer", StringComparison.OrdinalIgnoreCase)))
.OrderBy(type => type.FullName)
.ToArray();
StringBuilder builder = new StringBuilder();
builder.AppendLine("[MPP] PlayModeModule 타입 목록");
for (int i = 0; i < types.Length; i++)
{
builder.Append("- ");
builder.AppendLine(types[i].FullName);
}
string diagnosticsPath = EnsureDiagnosticsFilePath("PlayModeModuleTypes.txt");
File.WriteAllText(diagnosticsPath, builder.ToString(), Encoding.UTF8);
Debug.Log($"[MPP] PlayModeModule 타입 목록을 저장했습니다. {diagnosticsPath}");
}
[MenuItem("Tools/Colosseum/Multiplayer/Log Play Mode User Settings")]
private static void LogPlayModeUserSettings()
{
Type settingsType = Type.GetType("Unity.PlayMode.Editor.PlayModeUserSettings, UnityEditor.PlayModeModule");
if (settingsType == null)
{
Debug.LogWarning("[MPP] Unity.PlayMode.Editor.PlayModeUserSettings 타입을 찾지 못했습니다.");
return;
}
string diagnosticsPath = EnsureDiagnosticsFilePath("PlayModeUserSettings.txt");
MethodInfo getOrCreateMethod = settingsType.GetMethod(
"GetOrCreateSettings",
BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic);
object settings = getOrCreateMethod?.Invoke(null, null);
if (settings == null)
{
StringBuilder nullBuilder = new StringBuilder();
nullBuilder.AppendLine("[MPP] PlayModeUserSettings 인스턴스를 가져오지 못했습니다.");
nullBuilder.AppendLine($"Type: {settingsType.FullName}");
nullBuilder.AppendLine("Static Members:");
AppendStaticMembers(nullBuilder, settingsType);
File.WriteAllText(diagnosticsPath, nullBuilder.ToString(), Encoding.UTF8);
Debug.LogWarning($"[MPP] PlayModeUserSettings 인스턴스를 가져오지 못했습니다. 진단 파일: {diagnosticsPath}");
return;
}
StringBuilder builder = new StringBuilder();
builder.AppendLine("[MPP] PlayModeUserSettings");
AppendMembers(builder, settingsType, settings);
AppendStaticMembers(builder, settingsType);
File.WriteAllText(diagnosticsPath, builder.ToString(), Encoding.UTF8);
Debug.Log($"[MPP] PlayModeUserSettings 정보를 저장했습니다. {diagnosticsPath}");
}
[MenuItem("Tools/Colosseum/Multiplayer/Enable Local Deployment")]
private static void EnableLocalDeployment()
{
SerializedObject multiplayerManager = GetMultiplayerManagerSerializedObject();
if (multiplayerManager == null)
{
return;
}
SerializedProperty localDeployment = multiplayerManager.FindProperty("m_EnablePlayModeLocalDeployment");
if (localDeployment == null)
{
Debug.LogWarning("[MPP] m_EnablePlayModeLocalDeployment 속성을 찾지 못했습니다.");
return;
}
localDeployment.intValue = 1;
multiplayerManager.ApplyModifiedPropertiesWithoutUndo();
AssetDatabase.SaveAssets();
Debug.Log("[MPP] 로컬 Play Mode 배포를 활성화했습니다.");
}
[MenuItem("Tools/Colosseum/Multiplayer/Disable Local Deployment")]
private static void DisableLocalDeployment()
{
SerializedObject multiplayerManager = GetMultiplayerManagerSerializedObject();
if (multiplayerManager == null)
{
return;
}
SerializedProperty localDeployment = multiplayerManager.FindProperty("m_EnablePlayModeLocalDeployment");
if (localDeployment == null)
{
Debug.LogWarning("[MPP] m_EnablePlayModeLocalDeployment 속성을 찾지 못했습니다.");
return;
}
localDeployment.intValue = 0;
multiplayerManager.ApplyModifiedPropertiesWithoutUndo();
AssetDatabase.SaveAssets();
Debug.Log("[MPP] 로컬 Play Mode 배포를 비활성화했습니다.");
}
[MenuItem("Tools/Colosseum/Multiplayer/Log Multiplayer Manager Settings")]
private static void LogMultiplayerManagerSettings()
{
SerializedObject multiplayerManager = GetMultiplayerManagerSerializedObject();
if (multiplayerManager == null)
{
return;
}
SerializedProperty roles = multiplayerManager.FindProperty("m_EnableMultiplayerRoles");
SerializedProperty localDeployment = multiplayerManager.FindProperty("m_EnablePlayModeLocalDeployment");
SerializedProperty remoteDeployment = multiplayerManager.FindProperty("m_EnablePlayModeRemoteDeployment");
Debug.Log(
$"[MPP] MultiplayerManager | Roles={roles?.intValue ?? -1} | " +
$"LocalDeployment={localDeployment?.intValue ?? -1} | " +
$"RemoteDeployment={remoteDeployment?.intValue ?? -1}");
}
[MenuItem("Tools/Colosseum/Multiplayer/Log Virtual Player Clones")]
private static void LogVirtualPlayerClones()
{
string[] cloneDirectories = GetVirtualPlayerCloneDirectories();
if (cloneDirectories.Length == 0)
{
Debug.LogWarning("[MPP] Library/VP 아래에 가상 플레이어 복제본을 찾지 못했습니다.");
return;
}
StringBuilder builder = new StringBuilder();
builder.AppendLine("[MPP] 가상 플레이어 복제본 목록");
for (int i = 0; i < cloneDirectories.Length; i++)
{
builder.Append("- ");
builder.AppendLine(Path.GetFullPath(cloneDirectories[i]));
}
Debug.Log(builder.ToString());
}
[MenuItem("Tools/Colosseum/Multiplayer/Launch First Virtual Player Clone")]
private static void LaunchFirstVirtualPlayerClone()
{
string[] cloneDirectories = GetVirtualPlayerCloneDirectories();
if (cloneDirectories.Length == 0)
{
Debug.LogWarning("[MPP] 실행할 가상 플레이어 복제본이 없습니다.");
return;
}
string cloneProjectPath = Path.GetFullPath(cloneDirectories[0]);
Process.Start(new System.Diagnostics.ProcessStartInfo
{
FileName = EditorApplication.applicationPath,
Arguments = $"-projectPath \"{cloneProjectPath}\"",
UseShellExecute = true,
});
Debug.Log($"[MPP] 가상 플레이어 복제본을 실행했습니다. {cloneProjectPath}");
}
private static SerializedObject GetMultiplayerManagerSerializedObject()
{
UnityEngine.Object[] assets = AssetDatabase.LoadAllAssetsAtPath(MultiplayerManagerAssetPath);
if (assets == null || assets.Length == 0 || assets[0] == null)
{
Debug.LogWarning("[MPP] MultiplayerManager.asset를 찾지 못했습니다.");
return null;
}
return new SerializedObject(assets[0]);
}
private static void AppendMembers(StringBuilder builder, Type settingsType, object settings)
{
const BindingFlags flags = BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic;
List<PropertyInfo> properties = settingsType.GetProperties(flags)
.Where(property => property.GetIndexParameters().Length == 0)
.OrderBy(property => property.Name)
.ToList();
for (int i = 0; i < properties.Count; i++)
{
PropertyInfo property = properties[i];
object value = null;
bool success = true;
try
{
value = property.GetValue(settings);
}
catch (Exception exception)
{
success = false;
value = exception.GetType().Name;
}
builder.Append("- Property ");
builder.Append(property.Name);
builder.Append(" = ");
builder.AppendLine(success ? FormatValue(value) : $"<error: {value}>");
}
List<FieldInfo> fields = settingsType.GetFields(flags)
.OrderBy(field => field.Name)
.ToList();
for (int i = 0; i < fields.Count; i++)
{
FieldInfo field = fields[i];
object value = field.GetValue(settings);
builder.Append("- Field ");
builder.Append(field.Name);
builder.Append(" = ");
builder.AppendLine(FormatValue(value));
}
}
private static void AppendStaticMembers(StringBuilder builder, Type settingsType)
{
const BindingFlags flags = BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic;
List<PropertyInfo> properties = settingsType.GetProperties(flags)
.Where(property => property.GetIndexParameters().Length == 0)
.OrderBy(property => property.Name)
.ToList();
for (int i = 0; i < properties.Count; i++)
{
PropertyInfo property = properties[i];
object value = null;
bool success = true;
try
{
value = property.GetValue(null);
}
catch (Exception exception)
{
success = false;
value = exception.GetType().Name;
}
builder.Append("- Static Property ");
builder.Append(property.Name);
builder.Append(" = ");
builder.AppendLine(success ? FormatValue(value) : $"<error: {value}>");
}
List<FieldInfo> fields = settingsType.GetFields(flags)
.OrderBy(field => field.Name)
.ToList();
for (int i = 0; i < fields.Count; i++)
{
FieldInfo field = fields[i];
object value = field.GetValue(null);
builder.Append("- Static Field ");
builder.Append(field.Name);
builder.Append(" = ");
builder.AppendLine(FormatValue(value));
}
List<MethodInfo> methods = settingsType.GetMethods(flags)
.Where(method => !method.IsSpecialName)
.OrderBy(method => method.Name)
.ToList();
for (int i = 0; i < methods.Count; i++)
{
MethodInfo method = methods[i];
string parameterSummary = string.Join(
", ",
method.GetParameters().Select(parameter => $"{parameter.ParameterType.Name} {parameter.Name}"));
builder.Append("- Static Method ");
builder.Append(method.ReturnType.Name);
builder.Append(' ');
builder.Append(method.Name);
builder.Append('(');
builder.Append(parameterSummary);
builder.AppendLine(")");
}
}
private static string EnsureDiagnosticsFilePath(string fileName)
{
Directory.CreateDirectory(DiagnosticsDirectory);
return Path.Combine(DiagnosticsDirectory, fileName);
}
private static string[] GetVirtualPlayerCloneDirectories()
{
if (!Directory.Exists(VirtualProjectsRoot))
{
return Array.Empty<string>();
}
return Directory
.GetDirectories(VirtualProjectsRoot, "mppm*")
.OrderBy(path => path)
.ToArray();
}
private static string FormatValue(object value)
{
if (value == null)
{
return "null";
}
if (value is string stringValue)
{
return stringValue;
}
if (value is IEnumerable<object> enumerable)
{
return "[" + string.Join(", ", enumerable.Select(FormatValue)) + "]";
}
return value.ToString();
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: eb18c83f7c6efff429f59061e7f0b07b

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@@ -23,6 +23,7 @@ namespace Colosseum.Editor
private const string ShieldSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_보호막.asset";
private const string SlashSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_베기.asset";
private const string PierceSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_찌르기.asset";
private const string GemTestSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_젬테스트공격.asset";
private const string SpinSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_회전베기.asset";
private const string DashSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_돌진.asset";
private const string ProjectileSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_투사체.asset";
@@ -33,6 +34,14 @@ namespace Colosseum.Editor
private const string StunAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Stun.asset";
private const string SilenceAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Silence.asset";
private const string MarkAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_집행자의낙인.asset";
private const string SkillGemFolderPath = "Assets/_Game/Data/SkillGems";
private const string LoadoutPresetFolderPath = "Assets/_Game/Data/Loadouts";
private const string CrushGemPath = SkillGemFolderPath + "/Data_SkillGem_Player_파쇄.asset";
private const string ChallengerGemPath = SkillGemFolderPath + "/Data_SkillGem_Player_도전자.asset";
private const string GuardianGemPath = SkillGemFolderPath + "/Data_SkillGem_Player_수호.asset";
private const string TankGemPresetPath = LoadoutPresetFolderPath + "/Data_LoadoutPreset_Player_탱커_젬테스트.asset";
private const string SupportGemPresetPath = LoadoutPresetFolderPath + "/Data_LoadoutPreset_Player_지원_젬테스트.asset";
private const string DpsGemPresetPath = LoadoutPresetFolderPath + "/Data_LoadoutPreset_Player_딜러_젬테스트.asset";
[MenuItem("Tools/Colosseum/Debug/Cast Local Skill 3")]
private static void CastLocalSkill3()
@@ -40,6 +49,12 @@ namespace Colosseum.Editor
CastLocalSkill(2);
}
[MenuItem("Tools/Colosseum/Debug/Cast Local Skill R")]
private static void CastLocalSkillR()
{
CastLocalSkill(1);
}
[MenuItem("Tools/Colosseum/Debug/Cast Local Skill 4")]
private static void CastLocalSkill4()
{
@@ -52,6 +67,42 @@ namespace Colosseum.Editor
CastLocalSkill(4);
}
[MenuItem("Tools/Colosseum/Debug/Cast Local Skill 6")]
private static void CastLocalSkill6()
{
CastLocalSkill(5);
}
[MenuItem("Tools/Colosseum/Debug/Cast Client1 Skill R")]
private static void CastClient1SkillR()
{
CastOwnedPlayerSkillAsServer(1, 1);
}
[MenuItem("Tools/Colosseum/Debug/Cast Client1 Skill 1")]
private static void CastClient1Skill1()
{
CastOwnedPlayerSkillAsServer(1, 2);
}
[MenuItem("Tools/Colosseum/Debug/Cast Client1 Skill 2")]
private static void CastClient1Skill2()
{
CastOwnedPlayerSkillAsServer(1, 3);
}
[MenuItem("Tools/Colosseum/Debug/Cast Client1 Skill 3")]
private static void CastClient1Skill3()
{
CastOwnedPlayerSkillAsServer(1, 4);
}
[MenuItem("Tools/Colosseum/Debug/Cast Client1 Skill 4")]
private static void CastClient1Skill4()
{
CastOwnedPlayerSkillAsServer(1, 5);
}
[MenuItem("Tools/Colosseum/Debug/Cast Local Heal")]
private static void CastLocalHeal()
{
@@ -134,14 +185,14 @@ namespace Colosseum.Editor
continue;
if (builder.Length > 0)
builder.AppendLine().AppendLine();
builder.Append(" || ");
builder.Append(enemy.name);
builder.Append(" : ");
builder.Append(enemy.GetThreatDebugSummary().Replace("\r\n", " | ").Replace("\n", " | "));
}
Debug.Log($"[Debug] 보스 위협 요약\n{builder}");
Debug.Log($"[Debug] 보스 위협 요약 | {builder}");
}
[MenuItem("Tools/Colosseum/Debug/Apply Local Stun")]
@@ -162,6 +213,33 @@ namespace Colosseum.Editor
ApplyLocalAbnormality(MarkAbnormalityPath);
}
[MenuItem("Tools/Colosseum/Debug/Apply Boss Stun")]
private static void ApplyBossStun()
{
if (!EditorApplication.isPlaying)
{
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
return;
}
AbnormalityManager abnormalityManager = FindBossAbnormalityManager();
if (abnormalityManager == null)
{
Debug.LogWarning("[Debug] 보스 AbnormalityManager를 찾지 못했습니다.");
return;
}
AbnormalityData abnormality = AssetDatabase.LoadAssetAtPath<AbnormalityData>(StunAbnormalityPath);
if (abnormality == null)
{
Debug.LogWarning($"[Debug] 기절 이상상태 에셋을 찾지 못했습니다: {StunAbnormalityPath}");
return;
}
abnormalityManager.ApplyAbnormality(abnormality, abnormalityManager.gameObject);
Debug.Log($"[Debug] 보스에게 기절 적용 | Target={abnormalityManager.gameObject.name} | Abnormality={abnormality.abnormalityName}");
}
[MenuItem("Tools/Colosseum/Debug/Log HUD Abnormality Summary")]
private static void LogHudAbnormalitySummary()
{
@@ -223,6 +301,131 @@ namespace Colosseum.Editor
EvadeSkillPath);
}
[MenuItem("Tools/Colosseum/Debug/Apply Tank Gem Loadout")]
private static void ApplyTankGemLoadout()
{
ApplyLoadoutPreset(TankGemPresetPath, "탱커 젬");
}
[MenuItem("Tools/Colosseum/Debug/Apply Support Gem Loadout")]
private static void ApplySupportGemLoadout()
{
ApplyLoadoutPreset(SupportGemPresetPath, "지원 젬");
}
[MenuItem("Tools/Colosseum/Debug/Apply DPS Gem Loadout")]
private static void ApplyDpsGemLoadout()
{
ApplyLoadoutPreset(DpsGemPresetPath, "딜러 젬");
}
[MenuItem("Tools/Colosseum/Setup/Create or Update Test Skill Gems")]
public static void CreateOrUpdateTestSkillGems()
{
EnsureFolder("Assets/_Game/Data", "SkillGems");
SkillEffect damageEffect = AssetDatabase.LoadAssetAtPath<SkillEffect>("Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_찌르기_0_데미지.asset");
SkillEffect tauntEffect = AssetDatabase.LoadAssetAtPath<SkillEffect>("Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_도발_0_도발.asset");
SkillEffect shieldEffect = AssetDatabase.LoadAssetAtPath<SkillEffect>("Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_보호막_0_보호막.asset");
CreateOrUpdateGemAsset(
CrushGemPath,
"파쇄",
"고위력 기술의 단일 피해를 강화하는 테스트용 젬",
1.15f,
1.1f,
damageEffect);
CreateOrUpdateGemAsset(
ChallengerGemPath,
"도전자",
"고위력 기술에 위협 선점 기능을 얹는 테스트용 젬",
1f,
1f,
tauntEffect);
CreateOrUpdateGemAsset(
GuardianGemPath,
"수호",
"고위력 기술에 보호막 보조를 얹는 테스트용 젬",
1.05f,
1.1f,
shieldEffect);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("[Debug] 테스트용 젬 자산 생성/갱신 완료");
}
[MenuItem("Tools/Colosseum/Setup/Create or Update Test Loadout Presets")]
public static void CreateOrUpdateTestLoadoutPresets()
{
EnsureFolder("Assets/_Game/Data", "Loadouts");
CreateOrUpdateTestSkillGems();
SkillData slashSkill = AssetDatabase.LoadAssetAtPath<SkillData>(SlashSkillPath);
SkillData tauntSkill = AssetDatabase.LoadAssetAtPath<SkillData>(TauntSkillPath);
SkillData guardSkill = AssetDatabase.LoadAssetAtPath<SkillData>(GuardSkillPath);
SkillData dashSkill = AssetDatabase.LoadAssetAtPath<SkillData>(DashSkillPath);
SkillData ironWallSkill = AssetDatabase.LoadAssetAtPath<SkillData>(IronWallSkillPath);
SkillData pierceSkill = AssetDatabase.LoadAssetAtPath<SkillData>(PierceSkillPath);
SkillData gemTestSkill = AssetDatabase.LoadAssetAtPath<SkillData>(GemTestSkillPath);
SkillData healSkill = AssetDatabase.LoadAssetAtPath<SkillData>(HealSkillPath);
SkillData areaHealSkill = AssetDatabase.LoadAssetAtPath<SkillData>(AreaHealSkillPath);
SkillData shieldSkill = AssetDatabase.LoadAssetAtPath<SkillData>(ShieldSkillPath);
SkillData projectileSkill = AssetDatabase.LoadAssetAtPath<SkillData>(ProjectileSkillPath);
SkillData spinSkill = AssetDatabase.LoadAssetAtPath<SkillData>(SpinSkillPath);
SkillData evadeSkill = AssetDatabase.LoadAssetAtPath<SkillData>(EvadeSkillPath);
SkillGemData crushGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(CrushGemPath);
SkillGemData challengerGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(ChallengerGemPath);
SkillGemData guardianGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(GuardianGemPath);
CreateOrUpdatePresetAsset(
TankGemPresetPath,
"탱커 젬 테스트",
"도전자 젬을 사용하는 탱커 검증 프리셋",
CreateLoadoutEntries(
CreateEntry(slashSkill),
CreateEntry(tauntSkill),
CreateEntry(guardSkill),
CreateEntry(dashSkill),
CreateEntry(ironWallSkill),
CreateEntry(gemTestSkill, challengerGem),
CreateEntry(evadeSkill)));
CreateOrUpdatePresetAsset(
SupportGemPresetPath,
"지원 젬 테스트",
"수호 젬을 사용하는 지원 검증 프리셋",
CreateLoadoutEntries(
CreateEntry(slashSkill),
CreateEntry(healSkill),
CreateEntry(areaHealSkill),
CreateEntry(shieldSkill),
CreateEntry(dashSkill),
CreateEntry(gemTestSkill, guardianGem),
CreateEntry(evadeSkill)));
CreateOrUpdatePresetAsset(
DpsGemPresetPath,
"딜러 젬 테스트",
"파쇄 젬을 사용하는 딜러 검증 프리셋",
CreateLoadoutEntries(
CreateEntry(slashSkill),
CreateEntry(pierceSkill),
CreateEntry(spinSkill),
CreateEntry(dashSkill),
CreateEntry(projectileSkill),
CreateEntry(gemTestSkill, crushGem),
CreateEntry(evadeSkill)));
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("[Debug] 테스트용 젬 프리셋 생성/갱신 완료");
}
[MenuItem("Tools/Colosseum/Debug/Log Local Skill Loadout")]
private static void LogLocalSkillLoadout()
{
@@ -245,9 +448,11 @@ namespace Colosseum.Editor
for (int i = 0; i < slotOrder.Length; i++)
{
SkillData skill = localSkillInput.GetSkill(slotOrder[i]);
SkillLoadoutEntry loadoutEntry = localSkillInput.GetSkillLoadout(slotOrder[i]);
builder.Append(slotNames[i]);
builder.Append(": ");
builder.Append(skill != null ? skill.SkillName : "(비어 있음)");
AppendGemSummary(builder, loadoutEntry);
if (i < slotOrder.Length - 1)
builder.Append(" | ");
@@ -291,6 +496,20 @@ namespace Colosseum.Editor
return localNetworkController.GetComponent<AbnormalityManager>();
}
private static AbnormalityManager FindBossAbnormalityManager()
{
BossEnemy activeBoss = BossEnemy.ActiveBoss;
if (activeBoss != null)
{
AbnormalityManager activeManager = activeBoss.GetComponent<AbnormalityManager>();
if (activeManager != null)
return activeManager;
}
BossEnemy bossEnemy = Object.FindFirstObjectByType<BossEnemy>();
return bossEnemy != null ? bossEnemy.GetComponent<AbnormalityManager>() : null;
}
private static void CastLocalSkill(int slotIndex)
{
if (!EditorApplication.isPlaying)
@@ -391,5 +610,197 @@ namespace Colosseum.Editor
localSkillInput.SetSkills(skills);
Debug.Log($"[Debug] {loadoutName} 프리셋을 적용했습니다.");
}
private static void ApplyLoadoutPreset(string presetPath, string presetLabel)
{
if (!EditorApplication.isPlaying)
{
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
return;
}
PlayerSkillInput localSkillInput = FindLocalSkillInput();
if (localSkillInput == null)
{
Debug.LogWarning("[Debug] 로컬 PlayerSkillInput을 찾지 못했습니다.");
return;
}
PlayerLoadoutPreset preset = AssetDatabase.LoadAssetAtPath<PlayerLoadoutPreset>(presetPath);
if (preset == null)
{
Debug.LogWarning($"[Debug] 프리셋 에셋을 찾지 못했습니다: {presetPath}");
return;
}
localSkillInput.ApplyLoadoutPreset(preset);
Debug.Log($"[Debug] {presetLabel} 프리셋을 적용했습니다.");
}
private static void EnsureFolder(string parentFolder, string childFolderName)
{
string combined = $"{parentFolder}/{childFolderName}";
if (AssetDatabase.IsValidFolder(combined))
return;
AssetDatabase.CreateFolder(parentFolder, childFolderName);
}
private static SkillLoadoutEntry[] CreateLoadoutEntries(params SkillLoadoutEntry[] entries)
{
return entries;
}
private static SkillLoadoutEntry CreateEntry(SkillData skill, params SkillGemData[] gems)
{
SkillLoadoutEntry entry = SkillLoadoutEntry.CreateTemporary(skill);
if (gems == null)
return entry;
for (int i = 0; i < gems.Length; i++)
{
entry.SetGem(i, gems[i]);
}
return entry;
}
private static void CreateOrUpdateGemAsset(string assetPath, string gemName, string description, float manaCostMultiplier, float cooldownMultiplier, SkillEffect triggeredEffect)
{
SkillGemData gem = AssetDatabase.LoadAssetAtPath<SkillGemData>(assetPath);
if (gem == null)
{
if (AssetDatabase.LoadMainAssetAtPath(assetPath) != null)
{
AssetDatabase.DeleteAsset(assetPath);
}
gem = ScriptableObject.CreateInstance<SkillGemData>();
AssetDatabase.CreateAsset(gem, assetPath);
}
SerializedObject serializedGem = new SerializedObject(gem);
serializedGem.FindProperty("gemName").stringValue = gemName;
serializedGem.FindProperty("description").stringValue = description;
serializedGem.FindProperty("manaCostMultiplier").floatValue = manaCostMultiplier;
serializedGem.FindProperty("cooldownMultiplier").floatValue = cooldownMultiplier;
SerializedProperty castStartEffectsProperty = serializedGem.FindProperty("castStartEffects");
castStartEffectsProperty.arraySize = 0;
SerializedProperty triggeredEffectsProperty = serializedGem.FindProperty("triggeredEffects");
triggeredEffectsProperty.arraySize = triggeredEffect != null ? 1 : 0;
if (triggeredEffect != null)
{
SerializedProperty triggeredEntry = triggeredEffectsProperty.GetArrayElementAtIndex(0);
triggeredEntry.FindPropertyRelative("triggerIndex").intValue = 0;
SerializedProperty effectArray = triggeredEntry.FindPropertyRelative("effects");
effectArray.arraySize = 1;
effectArray.GetArrayElementAtIndex(0).objectReferenceValue = triggeredEffect;
}
serializedGem.ApplyModifiedPropertiesWithoutUndo();
EditorUtility.SetDirty(gem);
}
private static void CreateOrUpdatePresetAsset(string assetPath, string presetName, string description, IReadOnlyList<SkillLoadoutEntry> entries)
{
PlayerLoadoutPreset preset = AssetDatabase.LoadAssetAtPath<PlayerLoadoutPreset>(assetPath);
if (preset == null)
{
if (AssetDatabase.LoadMainAssetAtPath(assetPath) != null)
{
AssetDatabase.DeleteAsset(assetPath);
}
preset = ScriptableObject.CreateInstance<PlayerLoadoutPreset>();
AssetDatabase.CreateAsset(preset, assetPath);
}
SerializedObject serializedPreset = new SerializedObject(preset);
serializedPreset.FindProperty("presetName").stringValue = presetName;
serializedPreset.FindProperty("description").stringValue = description;
SerializedProperty slotsProperty = serializedPreset.FindProperty("slots");
slotsProperty.arraySize = entries != null ? entries.Count : 0;
for (int i = 0; i < slotsProperty.arraySize; i++)
{
SkillLoadoutEntry entry = entries[i] != null ? entries[i].CreateCopy() : new SkillLoadoutEntry();
SerializedProperty slotProperty = slotsProperty.GetArrayElementAtIndex(i);
slotProperty.FindPropertyRelative("baseSkill").objectReferenceValue = entry.BaseSkill;
SerializedProperty gemsProperty = slotProperty.FindPropertyRelative("socketedGems");
gemsProperty.arraySize = entry.SocketedGems.Count;
for (int j = 0; j < gemsProperty.arraySize; j++)
{
gemsProperty.GetArrayElementAtIndex(j).objectReferenceValue = entry.GetGem(j);
}
}
serializedPreset.ApplyModifiedPropertiesWithoutUndo();
EditorUtility.SetDirty(preset);
}
private static void AppendGemSummary(StringBuilder builder, SkillLoadoutEntry loadoutEntry)
{
if (builder == null || loadoutEntry == null || loadoutEntry.SocketedGems == null)
return;
bool hasGem = false;
StringBuilder gemBuilder = new StringBuilder();
for (int i = 0; i < loadoutEntry.SocketedGems.Count; i++)
{
SkillGemData gem = loadoutEntry.SocketedGems[i];
if (gem == null)
continue;
if (hasGem)
gemBuilder.Append(", ");
gemBuilder.Append(gem.GemName);
hasGem = true;
}
if (!hasGem)
return;
builder.Append(" [");
builder.Append(gemBuilder);
builder.Append("]");
}
private static void CastOwnedPlayerSkillAsServer(ulong ownerClientId, int slotIndex)
{
if (!EditorApplication.isPlaying)
{
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
return;
}
PlayerSkillInput playerSkillInput = FindPlayerSkillInputByOwner(ownerClientId);
if (playerSkillInput == null)
{
Debug.LogWarning($"[Debug] OwnerClientId={ownerClientId} 인 PlayerSkillInput을 찾지 못했습니다.");
return;
}
bool executed = playerSkillInput.DebugExecuteSkillAsServer(slotIndex);
Debug.Log($"[Debug] 원격 스킬 실행 요청 | OwnerClientId={ownerClientId} | Slot={slotIndex} | Success={executed}");
}
private static PlayerSkillInput FindPlayerSkillInputByOwner(ulong ownerClientId)
{
PlayerSkillInput[] skillInputs = Object.FindObjectsByType<PlayerSkillInput>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
for (int i = 0; i < skillInputs.Length; i++)
{
PlayerSkillInput skillInput = skillInputs[i];
if (skillInput != null && skillInput.OwnerClientId == ownerClientId)
return skillInput;
}
return null;
}
}
}