From 29cb132d5d6d6062feda29e1e7ae5a3890be7e53 Mon Sep 17 00:00:00 2001 From: dal4segno Date: Fri, 27 Mar 2026 17:18:11 +0900 Subject: [PATCH] =?UTF-8?q?feat:=20=ED=97=88=EC=88=98=EC=95=84=EB=B9=84=20?= =?UTF-8?q?DPS=20=EB=B2=A4=EC=B9=98=EB=A7=88=ED=81=AC=20=EC=94=AC=20?= =?UTF-8?q?=EC=B6=94=EA=B0=80?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - BalanceDummy 씬과 TrainingDummy 프리팹을 추가해 밸런싱용 허수아비 전투 공간을 구성 - TrainingDummyTarget과 DummyDpsBenchmarkRunner를 구현해 일정 시간 자동 시전 기반 DPS 측정을 지원 - 디버그 메뉴, 빌드 설정, 네트워크 프리팹 목록을 연결해 플레이 모드 검증 경로를 정리 --- Assets/DefaultNetworkPrefabs.asset | 5 + Assets/Scenes/BalanceDummy.unity | 13612 ++++++++++++++++ Assets/Scenes/BalanceDummy.unity.meta | 7 + Assets/_Game/Prefabs/Combat.meta | 8 + .../Combat/Prefab_Object_TrainingDummy.prefab | 225 + .../Prefab_Object_TrainingDummy.prefab.meta | 7 + .../Scripts/Combat/DummyDpsBenchmarkRunner.cs | 398 + .../Combat/DummyDpsBenchmarkRunner.cs.meta | 2 + 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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}