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diff --git a/Assets/_Game/Scripts/Combat/DummyDpsBenchmarkRunner.cs b/Assets/_Game/Scripts/Combat/DummyDpsBenchmarkRunner.cs
new file mode 100644
index 00000000..b0ddbc33
--- /dev/null
+++ b/Assets/_Game/Scripts/Combat/DummyDpsBenchmarkRunner.cs
@@ -0,0 +1,398 @@
+using System.Collections;
+using System.Text;
+
+using UnityEngine;
+
+using Colosseum.Passives;
+using Colosseum.Player;
+using Colosseum.Skills;
+
+namespace Colosseum.Combat
+{
+ ///
+ /// 허수아비 대상 DPS 벤치마크를 자동으로 실행합니다.
+ /// 지정한 빌드를 적용한 뒤 일정 시간 슬롯 순환 시전을 반복하고 결과를 로그로 남깁니다.
+ ///
+ [DisallowMultipleComponent]
+ public class DummyDpsBenchmarkRunner : MonoBehaviour
+ {
+ [Header("Targets")]
+ [Tooltip("측정 대상 허수아비 (비어 있으면 자동 검색)")]
+ [SerializeField] private TrainingDummyTarget targetDummy;
+
+ [Tooltip("측정할 플레이어 OwnerClientId")]
+ [Min(0)] [SerializeField] private int targetOwnerClientId = 0;
+
+ [Header("Build Override")]
+ [Tooltip("벤치마크 시작 시 적용할 로드아웃 프리셋 (비어 있으면 현재 빌드 유지)")]
+ [SerializeField] private PlayerLoadoutPreset loadoutPreset;
+
+ [Tooltip("벤치마크 시작 시 적용할 패시브 프리셋 (비어 있으면 현재 패시브 유지)")]
+ [SerializeField] private PassivePresetData passivePreset;
+
+ [Header("Benchmark")]
+ [Tooltip("측정 시간")]
+ [Min(1f)] [SerializeField] private float benchmarkDuration = 10f;
+
+ [Tooltip("허수아비와 유지할 기준 거리")]
+ [Min(0.5f)] [SerializeField] private float benchmarkDistance = 2.2f;
+
+ [Tooltip("시작 전에 플레이어를 기준 위치로 정렬할지 여부")]
+ [SerializeField] private bool snapPlayerToBenchmarkLane = true;
+
+ [Tooltip("측정 중 가능한 한 허수아비를 바라보도록 유지할지 여부")]
+ [SerializeField] private bool keepFacingDummy = true;
+
+ [Tooltip("측정 중 수동 입력을 잠시 막을지 여부")]
+ [SerializeField] private bool disableManualInputDuringBenchmark = true;
+
+ [Tooltip("측정 슬롯 순서 (0 기반 인덱스)")]
+ [SerializeField] private int[] rotationSlots = new[] { 0, 1, 2, 3, 4, 5 };
+
+ [Header("Session")]
+ [Tooltip("완료 후 로그를 자동 출력할지 여부")]
+ [SerializeField] private bool logSummaryOnComplete = true;
+
+ [Tooltip("현재 측정 진행 중 여부")]
+ [SerializeField] private bool isRunning;
+
+ [Tooltip("마지막 측정 요약")]
+ [SerializeField] private string lastSummary = string.Empty;
+
+ [Tooltip("마지막 측정 총 피해량")]
+ [SerializeField] private float lastTotalDamage;
+
+ [Tooltip("마지막 측정 DPS")]
+ [SerializeField] private float lastDps;
+
+ [Tooltip("마지막 빌드 라벨")]
+ [SerializeField] private string lastBuildLabel = string.Empty;
+
+ private Coroutine benchmarkRoutine;
+
+ public bool IsRunning => isRunning;
+ public string LastSummary => lastSummary;
+ public float LastTotalDamage => lastTotalDamage;
+ public float LastDps => lastDps;
+ public string LastBuildLabel => lastBuildLabel;
+
+ ///
+ /// 현재 설정으로 허수아비 벤치마크를 시작합니다.
+ ///
+ [ContextMenu("Start Benchmark")]
+ public void StartBenchmark()
+ {
+ if (!Application.isPlaying)
+ {
+ Debug.LogWarning("[DummyBenchmark] 플레이 모드에서만 측정할 수 있습니다.");
+ return;
+ }
+
+ if (isRunning)
+ {
+ Debug.LogWarning("[DummyBenchmark] 이미 측정이 진행 중입니다.");
+ return;
+ }
+
+ benchmarkRoutine = StartCoroutine(RunBenchmark());
+ }
+
+ ///
+ /// 진행 중인 허수아비 벤치마크를 중지합니다.
+ ///
+ [ContextMenu("Stop Benchmark")]
+ public void StopBenchmark()
+ {
+ if (benchmarkRoutine != null)
+ {
+ StopCoroutine(benchmarkRoutine);
+ benchmarkRoutine = null;
+ }
+
+ isRunning = false;
+ RestoreTargetDummyState();
+ }
+
+ private IEnumerator RunBenchmark()
+ {
+ PlayerSkillInput skillInput = FindTargetSkillInput();
+ PlayerNetworkController networkController = skillInput != null ? skillInput.GetComponent() : null;
+ SkillController skillController = skillInput != null ? skillInput.GetComponent() : null;
+
+ targetDummy = ResolveDummy();
+ if (skillInput == null || networkController == null || skillController == null || targetDummy == null)
+ {
+ Debug.LogWarning("[DummyBenchmark] 플레이어/허수아비 참조를 찾지 못해 측정을 시작할 수 없습니다.");
+ yield break;
+ }
+
+ if (!networkController.IsServer)
+ {
+ Debug.LogWarning("[DummyBenchmark] 호스트/서버 권한에서만 자동 측정을 실행할 수 있습니다.");
+ yield break;
+ }
+
+ if (rotationSlots == null || rotationSlots.Length <= 0)
+ {
+ Debug.LogWarning("[DummyBenchmark] rotationSlots가 비어 있습니다.");
+ yield break;
+ }
+
+ isRunning = true;
+ lastSummary = string.Empty;
+ lastTotalDamage = 0f;
+ lastDps = 0f;
+
+ targetDummy.SetAutoResetSuppressed(true);
+ targetDummy.ResetDummy();
+ CombatBalanceTracker.Reset();
+
+ if (loadoutPreset != null)
+ {
+ skillInput.ApplyLoadoutPreset(loadoutPreset);
+ }
+
+ if (passivePreset != null)
+ {
+ networkController.DebugApplyPassivePreset(passivePreset, true);
+ }
+ else
+ {
+ networkController.Respawn();
+ }
+
+ if (disableManualInputDuringBenchmark)
+ {
+ skillInput.SetGameplayInputEnabled(false);
+ }
+
+ skillController.CancelSkill(SkillCancelReason.Manual);
+
+ if (snapPlayerToBenchmarkLane)
+ {
+ SnapPlayerToBenchmark(skillInput.transform);
+ }
+
+ yield return null;
+
+ float benchmarkStartTime = Time.time;
+ int rotationIndex = 0;
+
+ while (Time.time - benchmarkStartTime < benchmarkDuration)
+ {
+ if (!skillController.IsExecutingSkill && snapPlayerToBenchmarkLane)
+ {
+ SnapPlayerToBenchmark(skillInput.transform);
+ }
+
+ if (keepFacingDummy)
+ {
+ FaceDummy(skillInput.transform);
+ }
+
+ TryExecuteRotationStep(skillInput, ref rotationIndex);
+ yield return null;
+ }
+
+ lastTotalDamage = targetDummy.AccumulatedDamage;
+ lastDps = lastTotalDamage / Mathf.Max(0.01f, benchmarkDuration);
+ lastBuildLabel = BuildBuildLabel(skillInput, networkController);
+ lastSummary = BuildBenchmarkSummary(networkController, targetDummy);
+
+ if (logSummaryOnComplete)
+ {
+ Debug.Log(lastSummary);
+ }
+
+ if (disableManualInputDuringBenchmark)
+ {
+ skillInput.SetGameplayInputEnabled(true);
+ }
+
+ targetDummy.SetAutoResetSuppressed(false);
+ benchmarkRoutine = null;
+ isRunning = false;
+ }
+
+ private bool TryExecuteRotationStep(PlayerSkillInput skillInput, ref int rotationIndex)
+ {
+ if (skillInput == null || rotationSlots == null || rotationSlots.Length <= 0)
+ return false;
+
+ int slotIndex = rotationSlots[Mathf.Clamp(rotationIndex, 0, rotationSlots.Length - 1)];
+ bool executed = skillInput.DebugExecuteSkillAsServer(slotIndex);
+ if (executed)
+ {
+ rotationIndex = (rotationIndex + 1) % rotationSlots.Length;
+ }
+
+ return executed;
+ }
+
+ private string BuildBenchmarkSummary(PlayerNetworkController networkController, TrainingDummyTarget dummy)
+ {
+ StringBuilder builder = new StringBuilder();
+ builder.Append("[DummyBenchmark] ");
+ builder.Append(lastBuildLabel);
+ builder.Append(" | TotalDamage=");
+ builder.Append(lastTotalDamage.ToString("0.##"));
+ builder.Append(" | DPS=");
+ builder.Append(lastDps.ToString("0.##"));
+ builder.Append(" | Duration=");
+ builder.Append(benchmarkDuration.ToString("0.##"));
+ builder.Append("s");
+
+ if (networkController != null)
+ {
+ builder.Append(" | Passive=");
+ builder.Append(string.IsNullOrWhiteSpace(networkController.CurrentPassivePresetName)
+ ? "미적용"
+ : networkController.CurrentPassivePresetName);
+ }
+
+ builder.AppendLine();
+ builder.Append(dummy != null ? dummy.BuildSummary() : "[TrainingDummy] 없음");
+ builder.AppendLine();
+ builder.Append(CombatBalanceTracker.BuildSummary());
+ return builder.ToString();
+ }
+
+ private string BuildBuildLabel(PlayerSkillInput skillInput, PlayerNetworkController networkController)
+ {
+ StringBuilder builder = new StringBuilder();
+
+ if (loadoutPreset != null && !string.IsNullOrWhiteSpace(loadoutPreset.PresetName))
+ {
+ builder.Append(loadoutPreset.PresetName);
+ }
+ else
+ {
+ builder.Append("현재 빌드");
+ }
+
+ if (passivePreset != null && !string.IsNullOrWhiteSpace(passivePreset.PresetName))
+ {
+ builder.Append(" + ");
+ builder.Append(passivePreset.PresetName);
+ }
+ else if (networkController != null && !string.IsNullOrWhiteSpace(networkController.CurrentPassivePresetName))
+ {
+ builder.Append(" + ");
+ builder.Append(networkController.CurrentPassivePresetName);
+ }
+
+ if (skillInput == null)
+ return builder.ToString();
+
+ builder.Append(" | Rotation=");
+ bool hasSlot = false;
+ for (int i = 0; i < rotationSlots.Length; i++)
+ {
+ int slotIndex = rotationSlots[i];
+ SkillLoadoutEntry loadoutEntry = skillInput.GetSkillLoadout(slotIndex);
+ SkillData skill = loadoutEntry != null ? loadoutEntry.BaseSkill : null;
+ if (skill == null)
+ continue;
+
+ if (hasSlot)
+ {
+ builder.Append(" -> ");
+ }
+
+ builder.Append(slotIndex + 1);
+ builder.Append(':');
+ builder.Append(skill.SkillName);
+ AppendGemSummary(builder, loadoutEntry);
+ hasSlot = true;
+ }
+
+ return builder.ToString();
+ }
+
+ private void SnapPlayerToBenchmark(Transform playerTransform)
+ {
+ if (playerTransform == null || targetDummy == null)
+ return;
+
+ Vector3 dummyForward = targetDummy.transform.forward;
+ dummyForward.y = 0f;
+ if (dummyForward.sqrMagnitude <= 0.0001f)
+ {
+ dummyForward = Vector3.back;
+ }
+ else
+ {
+ dummyForward.Normalize();
+ }
+
+ Vector3 targetPosition = targetDummy.transform.position + dummyForward * benchmarkDistance;
+ playerTransform.position = new Vector3(targetPosition.x, playerTransform.position.y, targetPosition.z);
+ FaceDummy(playerTransform);
+ }
+
+ private void FaceDummy(Transform playerTransform)
+ {
+ if (playerTransform == null || targetDummy == null)
+ return;
+
+ Vector3 lookDirection = targetDummy.transform.position - playerTransform.position;
+ lookDirection.y = 0f;
+ if (lookDirection.sqrMagnitude <= 0.0001f)
+ return;
+
+ playerTransform.rotation = Quaternion.LookRotation(lookDirection.normalized, Vector3.up);
+ }
+
+ private PlayerSkillInput FindTargetSkillInput()
+ {
+ PlayerSkillInput[] players = FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
+ for (int i = 0; i < players.Length; i++)
+ {
+ PlayerSkillInput skillInput = players[i];
+ if (skillInput != null && skillInput.OwnerClientId == (ulong)Mathf.Max(0, targetOwnerClientId))
+ return skillInput;
+ }
+
+ return null;
+ }
+
+ private TrainingDummyTarget ResolveDummy()
+ {
+ if (targetDummy != null)
+ return targetDummy;
+
+ return FindFirstObjectByType();
+ }
+
+ private void RestoreTargetDummyState()
+ {
+ if (targetDummy != null)
+ {
+ targetDummy.SetAutoResetSuppressed(false);
+ }
+ }
+
+ private static void AppendGemSummary(StringBuilder builder, SkillLoadoutEntry loadoutEntry)
+ {
+ if (builder == null || loadoutEntry == null || loadoutEntry.SocketedGems == null)
+ return;
+
+ bool hasGem = false;
+ for (int i = 0; i < loadoutEntry.SocketedGems.Count; i++)
+ {
+ SkillGemData gem = loadoutEntry.SocketedGems[i];
+ if (gem == null)
+ continue;
+
+ builder.Append(hasGem ? ", " : "[");
+ builder.Append(gem.GemName);
+ hasGem = true;
+ }
+
+ if (hasGem)
+ {
+ builder.Append(']');
+ }
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Combat/DummyDpsBenchmarkRunner.cs.meta b/Assets/_Game/Scripts/Combat/DummyDpsBenchmarkRunner.cs.meta
new file mode 100644
index 00000000..f1c817c6
--- /dev/null
+++ b/Assets/_Game/Scripts/Combat/DummyDpsBenchmarkRunner.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: bdd1385e2099b5c4b86889e3a2b5ac1b
\ No newline at end of file
diff --git a/Assets/_Game/Scripts/Combat/TrainingDummyTarget.cs b/Assets/_Game/Scripts/Combat/TrainingDummyTarget.cs
new file mode 100644
index 00000000..8cccc855
--- /dev/null
+++ b/Assets/_Game/Scripts/Combat/TrainingDummyTarget.cs
@@ -0,0 +1,258 @@
+using UnityEngine;
+
+using Unity.Netcode;
+
+namespace Colosseum.Combat
+{
+ ///
+ /// 밸런싱 테스트용 허수아비 타깃입니다.
+ /// 누적 피해를 기록하고 일정 시간 후 자동으로 체력을 복구합니다.
+ ///
+ [DisallowMultipleComponent]
+ public class TrainingDummyTarget : NetworkBehaviour, IDamageable
+ {
+ [Header("Settings")]
+ [Tooltip("허수아비 최대 체력")]
+ [Min(1f)] [SerializeField] private float maxHealth = 50000f;
+
+ [Tooltip("마지막 피격 이후 자동 리셋까지 대기 시간")]
+ [Min(0f)] [SerializeField] private float autoResetDelay = 3f;
+
+ [Tooltip("체력이 0이 되면 즉시 최대 체력으로 복구할지 여부")]
+ [SerializeField] private bool resetImmediatelyOnDeath = true;
+
+ [Tooltip("피격 시 공격자 방향을 바라볼지 여부")]
+ [SerializeField] private bool faceAttacker = true;
+
+ [Tooltip("리셋 시 누적 피해 요약 로그를 출력할지 여부")]
+ [SerializeField] private bool logSummaryOnReset = true;
+
+ [Header("Debug")]
+ [Tooltip("현재 체력")]
+ [SerializeField] private float currentHealth;
+
+ [Tooltip("최근 전투 구간 누적 피해")]
+ [SerializeField] private float accumulatedDamage;
+
+ [Tooltip("최근 전투 구간 최고 단일 피해")]
+ [SerializeField] private float peakHitDamage;
+
+ [Tooltip("마지막 단일 피해량")]
+ [SerializeField] private float lastHitDamage;
+
+ [Tooltip("최근 전투 구간 평균 DPS")]
+ [SerializeField] private float averageDps;
+
+ [Tooltip("마지막 공격자 이름")]
+ [SerializeField] private string lastAttackerName = string.Empty;
+
+ [Tooltip("전투 중 여부")]
+ [SerializeField] private bool inCombat;
+
+ [Tooltip("사망 여부")]
+ [SerializeField] private bool isDead;
+
+ private float combatStartTime = -1f;
+ private float lastHitTime = -1f;
+ private bool autoResetSuppressed;
+
+ public float CurrentHealth => currentHealth;
+ public float MaxHealth => maxHealth;
+ public bool IsDead => isDead;
+ public float AccumulatedDamage => accumulatedDamage;
+ public float PeakHitDamage => peakHitDamage;
+ public float LastHitDamage => lastHitDamage;
+ public float AverageDps => averageDps;
+ public float CombatDuration => inCombat ? Mathf.Max(0f, Time.time - combatStartTime) : 0f;
+
+ private void Awake()
+ {
+ ResetState(true);
+ }
+
+ public override void OnNetworkSpawn()
+ {
+ if (IsServer)
+ {
+ ResetState(true);
+ }
+ }
+
+ private void Update()
+ {
+ if (!IsServer || !Application.isPlaying)
+ return;
+
+ if (!inCombat)
+ return;
+
+ float combatDuration = Mathf.Max(0.01f, Time.time - combatStartTime);
+ averageDps = accumulatedDamage / combatDuration;
+
+ if (autoResetSuppressed || autoResetDelay <= 0f)
+ return;
+
+ if (Time.time - lastHitTime >= autoResetDelay)
+ {
+ ResetDummy();
+ }
+ }
+
+ ///
+ /// 대미지를 적용합니다.
+ ///
+ public float TakeDamage(float damage, object source = null)
+ {
+ if (!IsServer || damage <= 0f)
+ return 0f;
+
+ GameObject sourceObject = ResolveSource(source);
+ float actualDamage = Mathf.Min(damage, currentHealth);
+ currentHealth = Mathf.Max(0f, currentHealth - actualDamage);
+
+ BeginOrRefreshCombat(sourceObject, actualDamage);
+ CombatBalanceTracker.RecordDamage(sourceObject, gameObject, actualDamage);
+
+ if (faceAttacker && sourceObject != null)
+ {
+ FaceTowards(sourceObject.transform.position);
+ }
+
+ if (currentHealth <= 0f)
+ {
+ isDead = true;
+
+ if (resetImmediatelyOnDeath && !autoResetSuppressed)
+ {
+ ResetDummy();
+ }
+ }
+
+ return actualDamage;
+ }
+
+ ///
+ /// 체력을 회복합니다.
+ ///
+ public float Heal(float amount)
+ {
+ if (!IsServer || amount <= 0f)
+ return 0f;
+
+ float missingHealth = Mathf.Max(0f, maxHealth - currentHealth);
+ float actualHeal = Mathf.Min(amount, missingHealth);
+ currentHealth += actualHeal;
+
+ if (currentHealth > 0f)
+ {
+ isDead = false;
+ }
+
+ return actualHeal;
+ }
+
+ ///
+ /// 허수아비 상태를 초기화합니다.
+ ///
+ [ContextMenu("Reset Dummy")]
+ public void ResetDummy()
+ {
+ if (Application.isPlaying && !IsServer)
+ return;
+
+ if (logSummaryOnReset && accumulatedDamage > 0f)
+ {
+ Debug.Log(BuildSummary());
+ }
+
+ ResetState(false);
+ }
+
+ ///
+ /// 현재 허수아비 전투 요약 문자열을 반환합니다.
+ ///
+ public string BuildSummary()
+ {
+ float combatDuration = inCombat ? Mathf.Max(0.01f, Time.time - combatStartTime) : 0f;
+
+ return $"[TrainingDummy] {name} | Damage={accumulatedDamage:0.##} | Peak={peakHitDamage:0.##} | DPS={averageDps:0.##} | Duration={combatDuration:0.##}s | LastAttacker={lastAttackerName}";
+ }
+
+ ///
+ /// 외부 벤치마크가 진행되는 동안 자동 리셋을 일시 중지합니다.
+ ///
+ public void SetAutoResetSuppressed(bool suppressed)
+ {
+ autoResetSuppressed = suppressed;
+ }
+
+ private void BeginOrRefreshCombat(GameObject sourceObject, float actualDamage)
+ {
+ if (!inCombat)
+ {
+ inCombat = true;
+ combatStartTime = Time.time;
+ accumulatedDamage = 0f;
+ peakHitDamage = 0f;
+ averageDps = 0f;
+ }
+
+ accumulatedDamage += actualDamage;
+ peakHitDamage = Mathf.Max(peakHitDamage, actualDamage);
+ lastHitDamage = actualDamage;
+ lastHitTime = Time.time;
+ lastAttackerName = sourceObject != null ? sourceObject.name : "Unknown";
+ }
+
+ private void ResetState(bool preserveEditorValues)
+ {
+ currentHealth = Mathf.Max(1f, maxHealth);
+ accumulatedDamage = 0f;
+ peakHitDamage = 0f;
+ lastHitDamage = 0f;
+ averageDps = 0f;
+ inCombat = false;
+ isDead = false;
+ combatStartTime = -1f;
+ lastHitTime = -1f;
+
+ if (!preserveEditorValues)
+ {
+ lastAttackerName = string.Empty;
+ }
+ }
+
+ private void FaceTowards(Vector3 worldPosition)
+ {
+ Vector3 lookDirection = worldPosition - transform.position;
+ lookDirection.y = 0f;
+
+ if (lookDirection.sqrMagnitude <= 0.0001f)
+ return;
+
+ transform.rotation = Quaternion.LookRotation(lookDirection.normalized, Vector3.up);
+ }
+
+ private static GameObject ResolveSource(object source)
+ {
+ return source switch
+ {
+ GameObject gameObject => gameObject,
+ Component component => component.gameObject,
+ _ => null,
+ };
+ }
+
+#if UNITY_EDITOR
+ private void OnValidate()
+ {
+ maxHealth = Mathf.Max(1f, maxHealth);
+
+ if (!Application.isPlaying)
+ {
+ currentHealth = Mathf.Clamp(currentHealth <= 0f ? maxHealth : currentHealth, 0f, maxHealth);
+ }
+ }
+#endif
+ }
+}
diff --git a/Assets/_Game/Scripts/Combat/TrainingDummyTarget.cs.meta b/Assets/_Game/Scripts/Combat/TrainingDummyTarget.cs.meta
new file mode 100644
index 00000000..5140ff98
--- /dev/null
+++ b/Assets/_Game/Scripts/Combat/TrainingDummyTarget.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 234ffc560cedd8b4293c262e735a86b8
\ No newline at end of file
diff --git a/Assets/_Game/Scripts/Editor/PlayerSkillDebugMenu.cs b/Assets/_Game/Scripts/Editor/PlayerSkillDebugMenu.cs
index 0b42669a..29c76376 100644
--- a/Assets/_Game/Scripts/Editor/PlayerSkillDebugMenu.cs
+++ b/Assets/_Game/Scripts/Editor/PlayerSkillDebugMenu.cs
@@ -251,6 +251,44 @@ namespace Colosseum.Editor
Debug.Log(summary);
}
+ [MenuItem("Tools/Colosseum/Debug/Start Dummy DPS Benchmark")]
+ private static void StartDummyDpsBenchmark()
+ {
+ if (!EditorApplication.isPlaying)
+ {
+ Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
+ return;
+ }
+
+ DummyDpsBenchmarkRunner benchmarkRunner = Object.FindFirstObjectByType();
+ if (benchmarkRunner == null)
+ {
+ Debug.LogWarning("[Debug] DummyDpsBenchmarkRunner를 찾지 못했습니다.");
+ return;
+ }
+
+ benchmarkRunner.StartBenchmark();
+ }
+
+ [MenuItem("Tools/Colosseum/Debug/Log Last Dummy DPS Benchmark")]
+ private static void LogLastDummyDpsBenchmark()
+ {
+ DummyDpsBenchmarkRunner benchmarkRunner = Object.FindFirstObjectByType();
+ if (benchmarkRunner == null)
+ {
+ Debug.LogWarning("[Debug] DummyDpsBenchmarkRunner를 찾지 못했습니다.");
+ return;
+ }
+
+ if (string.IsNullOrWhiteSpace(benchmarkRunner.LastSummary))
+ {
+ Debug.LogWarning("[Debug] 아직 완료된 허수아비 DPS 측정 결과가 없습니다.");
+ return;
+ }
+
+ Debug.Log(benchmarkRunner.LastSummary);
+ }
+
[MenuItem("Tools/Colosseum/Debug/Apply Local Stun")]
private static void ApplyLocalStun()
{
diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset
index fa3c8868..213169d5 100644
--- a/ProjectSettings/EditorBuildSettings.asset
+++ b/ProjectSettings/EditorBuildSettings.asset
@@ -14,6 +14,9 @@ EditorBuildSettings:
- enabled: 1
path: Assets/Scenes/Test.unity
guid: f727fa008df302a4f839260c2d345287
+ - enabled: 1
+ path: Assets/Scenes/BalanceDummy.unity
+ guid: 90d10d723d37d174c94429aff781504d
m_configObjects:
com.unity.dt.app-ui: {fileID: 11400000, guid: 99f9c9493070a9d4c979a8fec7c5a8d3, type: 2}
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}