using System.Text; using System.Collections.Generic; using Colosseum.Enemy; using Colosseum.Player; using Colosseum.Skills; using Colosseum.UI; using Colosseum.Abnormalities; using UnityEditor; using UnityEngine; namespace Colosseum.Editor { /// /// 플레이 모드에서 로컬 플레이어 스킬과 보스 위협 상태를 빠르게 검증하는 디버그 메뉴입니다. /// public static class PlayerSkillDebugMenu { private const int TemporaryDebugSlotIndex = 5; private const string HealSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_치유.asset"; private const string AreaHealSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_광역치유.asset"; 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"; private const string TauntSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_도발.asset"; private const string GuardSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_방어태세.asset"; private const string IronWallSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_철벽.asset"; private const string EvadeSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_구르기.asset"; 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() { 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() { CastLocalSkill(3); } [MenuItem("Tools/Colosseum/Debug/Cast Local Skill 5")] private static void CastLocalSkill5() { 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() { CastLocalSkillAsset(HealSkillPath); } [MenuItem("Tools/Colosseum/Debug/Cast Local Area Heal")] private static void CastLocalAreaHeal() { CastLocalSkillAsset(AreaHealSkillPath); } [MenuItem("Tools/Colosseum/Debug/Cast Local Shield")] private static void CastLocalShield() { CastLocalSkillAsset(ShieldSkillPath); } [MenuItem("Tools/Colosseum/Debug/Damage Local Player 30")] private static void DamageLocalPlayer30() { if (!EditorApplication.isPlaying) { Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다."); return; } PlayerNetworkController localNetworkController = FindLocalNetworkController(); if (localNetworkController == null) { Debug.LogWarning("[Debug] 로컬 PlayerNetworkController를 찾지 못했습니다."); return; } localNetworkController.TakeDamageRpc(30f); } [MenuItem("Tools/Colosseum/Debug/Log Local Player Status")] private static void LogLocalPlayerStatus() { if (!EditorApplication.isPlaying) { Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다."); return; } PlayerNetworkController localNetworkController = FindLocalNetworkController(); if (localNetworkController == null) { Debug.LogWarning("[Debug] 로컬 PlayerNetworkController를 찾지 못했습니다."); return; } Debug.Log( $"[Debug] 로컬 플레이어 상태 | HP {localNetworkController.Health:F1}/{localNetworkController.MaxHealth:F1} | " + $"MP {localNetworkController.Mana:F1}/{localNetworkController.MaxMana:F1} | Shield {localNetworkController.Shield:F1}"); } [MenuItem("Tools/Colosseum/Debug/Log Boss Threat Summary")] private static void LogBossThreatSummary() { if (!EditorApplication.isPlaying) { Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다."); return; } EnemyBase[] enemies = Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None); if (enemies == null || enemies.Length == 0) { Debug.LogWarning("[Debug] 활성 EnemyBase가 없습니다."); return; } StringBuilder builder = new StringBuilder(); for (int i = 0; i < enemies.Length; i++) { EnemyBase enemy = enemies[i]; if (enemy == null) continue; if (builder.Length > 0) builder.Append(" || "); builder.Append(enemy.name); builder.Append(" : "); builder.Append(enemy.GetThreatDebugSummary().Replace("\r\n", " | ").Replace("\n", " | ")); } Debug.Log($"[Debug] 보스 위협 요약 | {builder}"); } [MenuItem("Tools/Colosseum/Debug/Apply Local Stun")] private static void ApplyLocalStun() { ApplyLocalAbnormality(StunAbnormalityPath); } [MenuItem("Tools/Colosseum/Debug/Apply Local Silence")] private static void ApplyLocalSilence() { ApplyLocalAbnormality(SilenceAbnormalityPath); } [MenuItem("Tools/Colosseum/Debug/Apply Local Mark")] private static void ApplyLocalMark() { 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(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() { if (!EditorApplication.isPlaying) { Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다."); return; } PlayerHUD playerHud = Object.FindFirstObjectByType(); if (playerHud == null) { Debug.LogWarning("[Debug] PlayerHUD를 찾지 못했습니다."); return; } Debug.Log($"[Debug] HUD 이상상태 요약 | {playerHud.CurrentAbnormalitySummary}"); } [MenuItem("Tools/Colosseum/Debug/Apply Tank Loadout")] private static void ApplyTankLoadout() { ApplyLoadout( "탱커", SlashSkillPath, TauntSkillPath, GuardSkillPath, DashSkillPath, IronWallSkillPath, PierceSkillPath, EvadeSkillPath); } [MenuItem("Tools/Colosseum/Debug/Apply Support Loadout")] private static void ApplySupportLoadout() { ApplyLoadout( "지원", SlashSkillPath, HealSkillPath, AreaHealSkillPath, ShieldSkillPath, DashSkillPath, ProjectileSkillPath, EvadeSkillPath); } [MenuItem("Tools/Colosseum/Debug/Apply DPS Loadout")] private static void ApplyDpsLoadout() { ApplyLoadout( "딜러", SlashSkillPath, PierceSkillPath, SpinSkillPath, DashSkillPath, ProjectileSkillPath, ShieldSkillPath, 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("Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_찌르기_0_데미지.asset"); SkillEffect tauntEffect = AssetDatabase.LoadAssetAtPath("Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_도발_0_도발.asset"); SkillEffect shieldEffect = AssetDatabase.LoadAssetAtPath("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(SlashSkillPath); SkillData tauntSkill = AssetDatabase.LoadAssetAtPath(TauntSkillPath); SkillData guardSkill = AssetDatabase.LoadAssetAtPath(GuardSkillPath); SkillData dashSkill = AssetDatabase.LoadAssetAtPath(DashSkillPath); SkillData ironWallSkill = AssetDatabase.LoadAssetAtPath(IronWallSkillPath); SkillData pierceSkill = AssetDatabase.LoadAssetAtPath(PierceSkillPath); SkillData gemTestSkill = AssetDatabase.LoadAssetAtPath(GemTestSkillPath); SkillData healSkill = AssetDatabase.LoadAssetAtPath(HealSkillPath); SkillData areaHealSkill = AssetDatabase.LoadAssetAtPath(AreaHealSkillPath); SkillData shieldSkill = AssetDatabase.LoadAssetAtPath(ShieldSkillPath); SkillData projectileSkill = AssetDatabase.LoadAssetAtPath(ProjectileSkillPath); SkillData spinSkill = AssetDatabase.LoadAssetAtPath(SpinSkillPath); SkillData evadeSkill = AssetDatabase.LoadAssetAtPath(EvadeSkillPath); SkillGemData crushGem = AssetDatabase.LoadAssetAtPath(CrushGemPath); SkillGemData challengerGem = AssetDatabase.LoadAssetAtPath(ChallengerGemPath); SkillGemData guardianGem = AssetDatabase.LoadAssetAtPath(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() { 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; } string[] slotNames = { "L", "R", "1", "2", "3", "4", "Ctrl" }; int[] slotOrder = { 0, 1, 2, 3, 4, 5, 6 }; StringBuilder builder = new StringBuilder(); 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(" | "); } Debug.Log($"[Debug] 로컬 스킬 구성 | {builder}"); } private static PlayerSkillInput FindLocalSkillInput() { PlayerSkillInput[] skillInputs = Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None); for (int i = 0; i < skillInputs.Length; i++) { if (skillInputs[i] != null && skillInputs[i].IsOwner) return skillInputs[i]; } return null; } private static PlayerNetworkController FindLocalNetworkController() { PlayerNetworkController[] networkControllers = Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None); for (int i = 0; i < networkControllers.Length; i++) { if (networkControllers[i] != null && networkControllers[i].IsOwner) return networkControllers[i]; } return null; } private static AbnormalityManager FindLocalAbnormalityManager() { PlayerNetworkController localNetworkController = FindLocalNetworkController(); if (localNetworkController == null) { return null; } return localNetworkController.GetComponent(); } private static AbnormalityManager FindBossAbnormalityManager() { BossEnemy activeBoss = BossEnemy.ActiveBoss; if (activeBoss != null) { AbnormalityManager activeManager = activeBoss.GetComponent(); if (activeManager != null) return activeManager; } BossEnemy bossEnemy = Object.FindFirstObjectByType(); return bossEnemy != null ? bossEnemy.GetComponent() : null; } private static void CastLocalSkill(int slotIndex) { 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; } localSkillInput.DebugCastSkill(slotIndex); } private static void CastLocalSkillAsset(string assetPath) { 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; } SkillData skill = AssetDatabase.LoadAssetAtPath(assetPath); if (skill == null) { Debug.LogWarning($"[Debug] 스킬 에셋을 찾지 못했습니다: {assetPath}"); return; } localSkillInput.SetSkill(TemporaryDebugSlotIndex, skill); localSkillInput.DebugCastSkill(TemporaryDebugSlotIndex); } private static void ApplyLocalAbnormality(string assetPath) { if (!EditorApplication.isPlaying) { Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다."); return; } AbnormalityManager abnormalityManager = FindLocalAbnormalityManager(); if (abnormalityManager == null) { Debug.LogWarning("[Debug] 로컬 AbnormalityManager를 찾지 못했습니다."); return; } AbnormalityData abnormality = AssetDatabase.LoadAssetAtPath(assetPath); if (abnormality == null) { Debug.LogWarning($"[Debug] 이상상태 에셋을 찾지 못했습니다: {assetPath}"); return; } abnormalityManager.ApplyAbnormality(abnormality, abnormalityManager.gameObject); } private static void ApplyLoadout(string loadoutName, params string[] skillPaths) { 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; } List skills = new List(skillPaths.Length); for (int i = 0; i < skillPaths.Length; i++) { SkillData skill = AssetDatabase.LoadAssetAtPath(skillPaths[i]); if (skill == null) { Debug.LogWarning($"[Debug] 스킬 에셋을 찾지 못했습니다: {skillPaths[i]}"); return; } skills.Add(skill); } localSkillInput.SetSkills(skills); Debug.Log($"[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(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(assetPath); if (gem == null) { if (AssetDatabase.LoadMainAssetAtPath(assetPath) != null) { AssetDatabase.DeleteAsset(assetPath); } gem = ScriptableObject.CreateInstance(); 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 entries) { PlayerLoadoutPreset preset = AssetDatabase.LoadAssetAtPath(assetPath); if (preset == null) { if (AssetDatabase.LoadMainAssetAtPath(assetPath) != null) { AssetDatabase.DeleteAsset(assetPath); } preset = ScriptableObject.CreateInstance(); 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(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; } } }