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

View File

@@ -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;
}
}
}