- PatternStepType.ChargeWait 및 ChargeStepData 도입으로 충전/차단 판정을 일반 패턴 스텝으로 표현 - UsePatternByRoleAction에서 IsSignature 분기 완전 제거, 일반 패턴 경로로 통합 - BossCombatBehaviorContext에서 시그니처 전용 메서드 10개 이상 제거 - BossStaggerAction(신규): 충전 차단 성공 시 보스 경직 처리 - SignatureFailureEffectsAction(신규): 차단 실패 시 범위 피해/넉백/다운 적용 - RebuildDrogBehaviorAuthoringGraph에 시그니처 Sequence + outcomeBranch 구조 추가 - 집행개시 에셋 스텝 구성을 ChargeWait(3초) → Skill으로 변경 - BossHealthBarUI 시그니처 UI 비활성화, PlayerSkillDebugMenu 디버그 메서드 제거
1778 lines
76 KiB
C#
1778 lines
76 KiB
C#
using System.Text;
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using System.Collections.Generic;
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using Colosseum.Enemy;
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using Colosseum.Player;
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using Colosseum.Skills;
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using Colosseum.Skills.Effects;
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using Colosseum.UI;
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using Colosseum.Abnormalities;
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using Colosseum.Combat;
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using UnityEditor;
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using UnityEngine;
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namespace Colosseum.Editor
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{
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/// <summary>
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/// 플레이 모드에서 로컬 플레이어 스킬과 보스 위협 상태를 빠르게 검증하는 디버그 메뉴입니다.
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/// </summary>
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public static class PlayerSkillDebugMenu
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{
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private const int TemporaryDebugSlotIndex = 5;
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private const string HealSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_치유.asset";
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private const string AreaHealSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_광역치유.asset";
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private const string ShieldSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_보호막.asset";
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private const string SlashSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_베기.asset";
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private const string PierceSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_찌르기.asset";
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private const string GemTestSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_젬테스트공격.asset";
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private const string SpinSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_회전베기.asset";
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private const string DashSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_돌진.asset";
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private const string ProjectileSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_투사체.asset";
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private const string TauntSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_도발.asset";
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private const string GuardSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_방어태세.asset";
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private const string IronWallSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_철벽.asset";
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private const string EvadeSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_구르기.asset";
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private const string StunAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Stun.asset";
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private const string SilenceAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Silence.asset";
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private const string MarkAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_집행자의낙인.asset";
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private const string HitReactionImmuneAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_경직면역.asset";
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private const string TestDebuffAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Test_Debuff.asset";
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private const string ShieldAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Common_보호막.asset";
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private const string ShieldTypeAPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Test_보호막A.asset";
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private const string ShieldTypeBPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Test_보호막B.asset";
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private const string SkillGemFolderPath = "Assets/_Game/Data/SkillGems";
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private const string LoadoutPresetFolderPath = "Assets/_Game/Data/Loadouts";
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private const string CrushGemPath = SkillGemFolderPath + "/Data_SkillGem_Player_파쇄.asset";
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private const string ChallengerGemPath = SkillGemFolderPath + "/Data_SkillGem_Player_도전자.asset";
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private const string GuardianGemPath = SkillGemFolderPath + "/Data_SkillGem_Player_수호.asset";
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private const string RepeatGemPath = SkillGemFolderPath + "/Data_SkillGem_Player_연속.asset";
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private const string FortitudeGemPath = SkillGemFolderPath + "/Data_SkillGem_Player_강인함.asset";
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private const string WitherGemPath = SkillGemFolderPath + "/Data_SkillGem_Player_약화.asset";
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private const string EdgeGemPath = SkillGemFolderPath + "/Data_SkillGem_Player_예리함.asset";
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private const string ImpactGemPath = SkillGemFolderPath + "/Data_SkillGem_Player_충격.asset";
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private const string BreachGemPath = SkillGemFolderPath + "/Data_SkillGem_Player_관통.asset";
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private const string EdgeDamageEffectPath = "Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_젬테스트_추가데미지A.asset";
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private const string ImpactDamageEffectPath = "Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_젬테스트_추가데미지B.asset";
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private const string BreachDamageEffectPath = "Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_젬테스트_추가데미지C.asset";
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private const string TankGemPresetPath = LoadoutPresetFolderPath + "/Data_LoadoutPreset_Player_탱커_젬테스트.asset";
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private const string SupportGemPresetPath = LoadoutPresetFolderPath + "/Data_LoadoutPreset_Player_지원_젬테스트.asset";
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private const string DpsGemPresetPath = LoadoutPresetFolderPath + "/Data_LoadoutPreset_Player_딜러_젬테스트.asset";
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private const string RepeatGemPresetPath = LoadoutPresetFolderPath + "/Data_LoadoutPreset_Player_반복젬테스트.asset";
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private const string SelfAbnormalityGemPresetPath = LoadoutPresetFolderPath + "/Data_LoadoutPreset_Player_자기강화젬테스트.asset";
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private const string OnHitAbnormalityGemPresetPath = LoadoutPresetFolderPath + "/Data_LoadoutPreset_Player_적중이상젬테스트.asset";
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private const string AbnormalityComboGemPresetPath = LoadoutPresetFolderPath + "/Data_LoadoutPreset_Player_상태복합젬테스트.asset";
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private const string TankDualGemPresetPath = LoadoutPresetFolderPath + "/Data_LoadoutPreset_Player_탱커_복합젬테스트.asset";
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private const string SupportDualGemPresetPath = LoadoutPresetFolderPath + "/Data_LoadoutPreset_Player_지원_복합젬테스트.asset";
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private const string DpsDualGemPresetPath = LoadoutPresetFolderPath + "/Data_LoadoutPreset_Player_딜러_복합젬테스트.asset";
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private const string TankTripleGemPresetPath = LoadoutPresetFolderPath + "/Data_LoadoutPreset_Player_탱커_삼중젬테스트.asset";
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private const string SupportTripleGemPresetPath = LoadoutPresetFolderPath + "/Data_LoadoutPreset_Player_지원_삼중젬테스트.asset";
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private const string DpsTripleGemPresetPath = LoadoutPresetFolderPath + "/Data_LoadoutPreset_Player_딜러_삼중젬테스트.asset";
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private const string DamageStackPresetPath = LoadoutPresetFolderPath + "/Data_LoadoutPreset_Player_공격삼중젬테스트.asset";
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[MenuItem("Tools/Colosseum/Debug/Cast Local Skill 3")]
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private static void CastLocalSkill3()
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{
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CastLocalSkill(2);
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}
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[MenuItem("Tools/Colosseum/Debug/Cast Local Skill R")]
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private static void CastLocalSkillR()
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{
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CastLocalSkill(1);
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}
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[MenuItem("Tools/Colosseum/Debug/Cast Local Skill 4")]
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private static void CastLocalSkill4()
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{
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CastLocalSkill(3);
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}
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[MenuItem("Tools/Colosseum/Debug/Cast Local Skill 5")]
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private static void CastLocalSkill5()
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{
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CastLocalSkill(4);
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}
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[MenuItem("Tools/Colosseum/Debug/Cast Local Skill 6")]
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private static void CastLocalSkill6()
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{
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CastLocalSkill(5);
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}
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[MenuItem("Tools/Colosseum/Debug/Cast Client1 Skill R")]
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private static void CastClient1SkillR()
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{
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CastOwnedPlayerSkillAsServer(1, 1);
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}
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[MenuItem("Tools/Colosseum/Debug/Cast Client1 Skill 1")]
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private static void CastClient1Skill1()
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{
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CastOwnedPlayerSkillAsServer(1, 2);
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}
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[MenuItem("Tools/Colosseum/Debug/Cast Client1 Skill 2")]
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private static void CastClient1Skill2()
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{
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CastOwnedPlayerSkillAsServer(1, 3);
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}
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[MenuItem("Tools/Colosseum/Debug/Cast Client1 Skill 3")]
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private static void CastClient1Skill3()
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{
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CastOwnedPlayerSkillAsServer(1, 4);
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}
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[MenuItem("Tools/Colosseum/Debug/Cast Client1 Skill 4")]
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private static void CastClient1Skill4()
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{
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CastOwnedPlayerSkillAsServer(1, 5);
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}
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[MenuItem("Tools/Colosseum/Debug/Cast Client1 Skill 5")]
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private static void CastClient1Skill5()
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{
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CastOwnedPlayerSkillAsServer(1, 6);
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}
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[MenuItem("Tools/Colosseum/Debug/Cast Local Heal")]
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private static void CastLocalHeal()
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{
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CastLocalSkillAsset(HealSkillPath);
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}
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[MenuItem("Tools/Colosseum/Debug/Cast Local Area Heal")]
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private static void CastLocalAreaHeal()
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{
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CastLocalSkillAsset(AreaHealSkillPath);
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}
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[MenuItem("Tools/Colosseum/Debug/Cast Local Shield")]
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private static void CastLocalShield()
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{
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CastLocalSkillAsset(ShieldSkillPath);
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}
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[MenuItem("Tools/Colosseum/Debug/Damage Local Player 30")]
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private static void DamageLocalPlayer30()
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{
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if (!EditorApplication.isPlaying)
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{
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Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
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return;
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}
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PlayerNetworkController localNetworkController = FindLocalNetworkController();
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if (localNetworkController == null)
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{
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Debug.LogWarning("[Debug] 로컬 PlayerNetworkController를 찾지 못했습니다.");
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return;
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}
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localNetworkController.TakeDamageRpc(30f);
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}
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[MenuItem("Tools/Colosseum/Debug/Kill Local Player")]
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private static void KillLocalPlayer()
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{
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if (!EditorApplication.isPlaying)
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{
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Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
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return;
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}
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PlayerNetworkController localNetworkController = FindLocalNetworkController();
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if (localNetworkController == null)
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{
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Debug.LogWarning("[Debug] 로컬 PlayerNetworkController를 찾지 못했습니다.");
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return;
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}
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localNetworkController.TakeDamageRpc(localNetworkController.Health + 999f);
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Debug.Log($"[Debug] 로컬 플레이어 즉사 | HP={localNetworkController.Health:F1}");
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}
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[MenuItem("Tools/Colosseum/Debug/Revive Local Player")]
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private static void ReviveLocalPlayer()
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{
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if (!EditorApplication.isPlaying)
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{
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Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
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return;
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}
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PlayerNetworkController localNetworkController = FindLocalNetworkController();
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if (localNetworkController == null)
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{
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Debug.LogWarning("[Debug] 로컬 PlayerNetworkController를 찾지 못했습니다.");
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return;
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}
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if (!localNetworkController.IsDead)
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{
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Debug.LogWarning("[Debug] 로컬 플레이어가 사망 상태가 아닙니다.");
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return;
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}
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localNetworkController.Revive(0.3f);
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Debug.Log($"[Debug] 로컬 플레이어 부활 | HP={localNetworkController.Health:F1}");
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}
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[MenuItem("Tools/Colosseum/Debug/Respawn Local Player")]
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private static void RespawnLocalPlayer()
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{
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if (!EditorApplication.isPlaying)
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{
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Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
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return;
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}
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PlayerNetworkController localNetworkController = FindLocalNetworkController();
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if (localNetworkController == null)
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{
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Debug.LogWarning("[Debug] 로컬 PlayerNetworkController를 찾지 못했습니다.");
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return;
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}
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localNetworkController.Respawn();
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Debug.Log($"[Debug] 로컬 플레이어 리스폰 | HP={localNetworkController.Health:F1}");
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}
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[MenuItem("Tools/Colosseum/Debug/Spawn Players")]
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private static void SpawnPlayers()
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{
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if (!EditorApplication.isPlaying)
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{
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Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
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return;
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}
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var networkManager = Unity.Netcode.NetworkManager.Singleton;
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if (networkManager == null || !networkManager.IsServer)
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{
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Debug.LogWarning("[Debug] NetworkManager가 없거나 서버가 아닙니다.");
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return;
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}
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const string playerPrefabPath = "Assets/_Game/Prefabs/Player/Prefab_Player_Default.prefab";
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GameObject playerPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(playerPrefabPath);
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if (playerPrefab == null)
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{
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Debug.LogWarning($"[Debug] 플레이어 프리팹을 찾지 못했습니다: {playerPrefabPath}");
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return;
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}
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int spawnedCount = 0;
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foreach (ulong clientId in networkManager.ConnectedClientsIds)
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{
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bool alreadyExists = false;
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var allPlayers = Object.FindObjectsByType<PlayerNetworkController>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
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for (int i = 0; i < allPlayers.Length; i++)
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{
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if (allPlayers[i] != null && allPlayers[i].OwnerClientId == clientId)
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{
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alreadyExists = true;
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break;
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}
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}
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if (alreadyExists)
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continue;
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var go = Object.Instantiate(playerPrefab);
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var no = go.GetComponent<Unity.Netcode.NetworkObject>();
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if (no != null)
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{
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no.SpawnAsPlayerObject(clientId, true);
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spawnedCount++;
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}
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else
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{
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Object.Destroy(go);
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}
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}
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Debug.Log($"[Debug] 플레이어 스폰 완료 | {spawnedCount}명 스폰 (총 연결: {networkManager.ConnectedClientsIds.Count})");
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}
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[MenuItem("Tools/Colosseum/Debug/Log Local Player Status")]
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private static void LogLocalPlayerStatus()
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{
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if (!EditorApplication.isPlaying)
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{
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Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
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return;
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}
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PlayerNetworkController localNetworkController = FindLocalNetworkController();
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if (localNetworkController == null)
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{
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Debug.LogWarning("[Debug] 로컬 PlayerNetworkController를 찾지 못했습니다.");
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return;
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}
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Debug.Log(
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$"[Debug] 로컬 플레이어 상태 | HP {localNetworkController.Health:F1}/{localNetworkController.MaxHealth:F1} | " +
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$"MP {localNetworkController.Mana:F1}/{localNetworkController.MaxMana:F1} | Shield {localNetworkController.Shield:F1}");
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}
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[MenuItem("Tools/Colosseum/Debug/Log Boss Threat Summary")]
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private static void LogBossThreatSummary()
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{
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if (!EditorApplication.isPlaying)
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{
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Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
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return;
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}
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EnemyBase[] enemies = Object.FindObjectsByType<EnemyBase>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
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if (enemies == null || enemies.Length == 0)
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{
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Debug.LogWarning("[Debug] 활성 EnemyBase가 없습니다.");
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return;
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}
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StringBuilder builder = new StringBuilder();
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for (int i = 0; i < enemies.Length; i++)
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{
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EnemyBase enemy = enemies[i];
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if (enemy == null)
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continue;
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if (builder.Length > 0)
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builder.Append(" || ");
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builder.Append(enemy.name);
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builder.Append(" : ");
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builder.Append(enemy.GetThreatDebugSummary().Replace("\r\n", " | ").Replace("\n", " | "));
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}
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Debug.Log($"[Debug] 보스 위협 요약 | {builder}");
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}
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[MenuItem("Tools/Colosseum/Debug/Log Boss Health")]
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private static void LogBossHealth()
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{
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BossEnemy boss = BossEnemy.ActiveBoss != null ? BossEnemy.ActiveBoss : Object.FindFirstObjectByType<BossEnemy>();
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if (boss == null)
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{
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Debug.LogWarning("[Debug] 활성 보스를 찾지 못했습니다.");
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return;
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}
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Debug.Log($"[Debug] 보스 체력 | Name={boss.name} | HP={boss.CurrentHealth:0.###}/{boss.MaxHealth:0.###}");
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}
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[MenuItem("Tools/Colosseum/Debug/Reset Combat Balance Metrics")]
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private static void ResetCombatBalanceMetrics()
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{
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CombatBalanceTracker.Reset();
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Debug.Log("[Debug] 전투 밸런스 계측기를 초기화했습니다.");
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}
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[MenuItem("Tools/Colosseum/Debug/Log Combat Balance Summary")]
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private static void LogCombatBalanceSummary()
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{
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string summary = CombatBalanceTracker.BuildSummary()
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.Replace("\r\n", " || ")
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.Replace("\n", " || ");
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Debug.Log(summary);
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}
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[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<DummyDpsBenchmarkRunner>();
|
|
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<DummyDpsBenchmarkRunner>();
|
|
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()
|
|
{
|
|
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<AbnormalityData>(StunAbnormalityPath);
|
|
if (abnormality == null)
|
|
{
|
|
Debug.LogWarning($"[Debug] 기절 이상상태 에셋을 찾지 못했습니다: {StunAbnormalityPath}");
|
|
return;
|
|
}
|
|
|
|
abnormalityManager.ApplyAbnormality(abnormality, abnormalityManager.gameObject);
|
|
Debug.Log($"[Debug] 보스에게 기절 적용 | Target={abnormalityManager.gameObject.name} | Abnormality={abnormality.abnormalityName}");
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Debug/Apply Boss Shield")]
|
|
private static void ApplyBossShield()
|
|
{
|
|
if (!EditorApplication.isPlaying)
|
|
{
|
|
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
|
|
return;
|
|
}
|
|
|
|
BossEnemy bossEnemy = FindBossEnemy();
|
|
if (bossEnemy == null)
|
|
{
|
|
Debug.LogWarning("[Debug] 활성 보스를 찾지 못했습니다.");
|
|
return;
|
|
}
|
|
|
|
AbnormalityData shieldAbnormality = AssetDatabase.LoadAssetAtPath<AbnormalityData>(ShieldAbnormalityPath);
|
|
if (shieldAbnormality == null)
|
|
{
|
|
Debug.LogWarning($"[Debug] 보호막 이상상태 에셋을 찾지 못했습니다: {ShieldAbnormalityPath}");
|
|
return;
|
|
}
|
|
|
|
float appliedShield = bossEnemy.ApplyShield(120f, 8f, shieldAbnormality, bossEnemy.gameObject);
|
|
Debug.Log($"[Debug] 보스에게 보호막 적용 | Target={bossEnemy.name} | Applied={appliedShield:0.##} | CurrentShield={bossEnemy.Shield:0.##}");
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Debug/Apply Boss Shield Type A")]
|
|
private static void ApplyBossShieldTypeA()
|
|
{
|
|
ApplyBossShieldWithType(ShieldTypeAPath, 100f, 4f);
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Debug/Apply Boss Shield Type B")]
|
|
private static void ApplyBossShieldTypeB()
|
|
{
|
|
ApplyBossShieldWithType(ShieldTypeBPath, 150f, 8f);
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Debug/Force Boss Phase 2")]
|
|
private static void ForceBossPhase2()
|
|
{
|
|
if (!EditorApplication.isPlaying)
|
|
{
|
|
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
|
|
return;
|
|
}
|
|
|
|
BossEnemy bossEnemy = FindBossEnemy();
|
|
if (bossEnemy == null)
|
|
{
|
|
Debug.LogWarning("[Debug] 활성 보스를 찾지 못했습니다.");
|
|
return;
|
|
}
|
|
|
|
bossEnemy.ForcePhaseTransition(1);
|
|
Debug.Log($"[Debug] 보스를 Phase 2로 강제 전환했습니다. | Target={bossEnemy.name}");
|
|
}
|
|
|
|
private static void ApplyBossShieldWithType(string assetPath, float amount, float duration)
|
|
{
|
|
if (!EditorApplication.isPlaying)
|
|
{
|
|
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
|
|
return;
|
|
}
|
|
|
|
BossEnemy bossEnemy = FindBossEnemy();
|
|
if (bossEnemy == null)
|
|
{
|
|
Debug.LogWarning("[Debug] 활성 보스를 찾지 못했습니다.");
|
|
return;
|
|
}
|
|
|
|
AbnormalityData shieldAbnormality = AssetDatabase.LoadAssetAtPath<AbnormalityData>(assetPath);
|
|
if (shieldAbnormality == null)
|
|
{
|
|
Debug.LogWarning($"[Debug] 보호막 이상상태 에셋을 찾지 못했습니다: {assetPath}");
|
|
return;
|
|
}
|
|
|
|
float appliedShield = bossEnemy.ApplyShield(amount, duration, shieldAbnormality, bossEnemy.gameObject);
|
|
Debug.Log(
|
|
$"[Debug] 보스에게 타입 보호막 적용 | Target={bossEnemy.name} | ShieldType={shieldAbnormality.abnormalityName} | " +
|
|
$"Applied={appliedShield:0.##} | CurrentShield={bossEnemy.Shield:0.##} | Duration={duration:0.##}");
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Debug/Log HUD Abnormality Summary")]
|
|
private static void LogHudAbnormalitySummary()
|
|
{
|
|
if (!EditorApplication.isPlaying)
|
|
{
|
|
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
|
|
return;
|
|
}
|
|
|
|
PlayerHUD playerHud = Object.FindFirstObjectByType<PlayerHUD>();
|
|
if (playerHud == null)
|
|
{
|
|
Debug.LogWarning("[Debug] PlayerHUD를 찾지 못했습니다.");
|
|
return;
|
|
}
|
|
|
|
Debug.Log($"[Debug] HUD 이상상태 요약 | {playerHud.CurrentAbnormalitySummary}");
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Debug/Log Boss HUD Abnormality Summary")]
|
|
private static void LogBossHudAbnormalitySummary()
|
|
{
|
|
if (!EditorApplication.isPlaying)
|
|
{
|
|
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
|
|
return;
|
|
}
|
|
|
|
BossHealthBarUI bossHealthBarUi = Object.FindFirstObjectByType<BossHealthBarUI>();
|
|
if (bossHealthBarUi == null)
|
|
{
|
|
Debug.LogWarning("[Debug] BossHealthBarUI를 찾지 못했습니다.");
|
|
return;
|
|
}
|
|
|
|
Debug.Log($"[Debug] 보스 HUD 이상상태 요약 | {bossHealthBarUi.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/Debug/Apply Repeat Gem Loadout")]
|
|
private static void ApplyRepeatGemLoadout()
|
|
{
|
|
ApplyLoadoutPreset(RepeatGemPresetPath, "반복 젬");
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Debug/Apply Self Abnormality Gem Loadout")]
|
|
private static void ApplySelfAbnormalityGemLoadout()
|
|
{
|
|
ApplyLoadoutPreset(SelfAbnormalityGemPresetPath, "자기강화 젬");
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Debug/Apply On-Hit Abnormality Gem Loadout")]
|
|
private static void ApplyOnHitAbnormalityGemLoadout()
|
|
{
|
|
ApplyLoadoutPreset(OnHitAbnormalityGemPresetPath, "적중 이상 젬");
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Debug/Apply Abnormality Combo Gem Loadout")]
|
|
private static void ApplyAbnormalityComboGemLoadout()
|
|
{
|
|
ApplyLoadoutPreset(AbnormalityComboGemPresetPath, "상태 복합 젬");
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Debug/Apply Tank Dual Gem Loadout")]
|
|
private static void ApplyTankDualGemLoadout()
|
|
{
|
|
ApplyLoadoutPreset(TankDualGemPresetPath, "탱커 복합 젬");
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Debug/Apply Support Dual Gem Loadout")]
|
|
private static void ApplySupportDualGemLoadout()
|
|
{
|
|
ApplyLoadoutPreset(SupportDualGemPresetPath, "지원 복합 젬");
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Debug/Apply DPS Dual Gem Loadout")]
|
|
private static void ApplyDpsDualGemLoadout()
|
|
{
|
|
ApplyLoadoutPreset(DpsDualGemPresetPath, "딜러 복합 젬");
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Debug/Apply Tank Triple Gem Loadout")]
|
|
private static void ApplyTankTripleGemLoadout()
|
|
{
|
|
ApplyLoadoutPreset(TankTripleGemPresetPath, "탱커 삼중 젬");
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Debug/Apply Support Triple Gem Loadout")]
|
|
private static void ApplySupportTripleGemLoadout()
|
|
{
|
|
ApplyLoadoutPreset(SupportTripleGemPresetPath, "지원 삼중 젬");
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Debug/Apply DPS Triple Gem Loadout")]
|
|
private static void ApplyDpsTripleGemLoadout()
|
|
{
|
|
ApplyLoadoutPreset(DpsTripleGemPresetPath, "딜러 삼중 젬");
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Debug/Apply Damage Stack Gem Loadout")]
|
|
private static void ApplyDamageStackGemLoadout()
|
|
{
|
|
ApplyLoadoutPreset(DamageStackPresetPath, "공격 삼중 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");
|
|
AbnormalityData hitReactionImmuneAbnormality = AssetDatabase.LoadAssetAtPath<AbnormalityData>(HitReactionImmuneAbnormalityPath);
|
|
AbnormalityData testDebuffAbnormality = AssetDatabase.LoadAssetAtPath<AbnormalityData>(TestDebuffAbnormalityPath);
|
|
DamageEffect edgeDamageEffect = CreateOrUpdateDamageEffectAsset(EdgeDamageEffectPath, 4f);
|
|
DamageEffect impactDamageEffect = CreateOrUpdateDamageEffectAsset(ImpactDamageEffectPath, 7f);
|
|
DamageEffect breachDamageEffect = CreateOrUpdateDamageEffectAsset(BreachDamageEffectPath, 10f);
|
|
|
|
CreateOrUpdateGemAsset(
|
|
CrushGemPath,
|
|
"파쇄",
|
|
"고위력 기술의 단일 피해를 강화하는 테스트용 젬",
|
|
SkillGemCategory.Damage,
|
|
1.15f,
|
|
1.1f,
|
|
1f,
|
|
1.2f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
0,
|
|
damageEffect,
|
|
allowedSkillRoles: SkillRoleType.Attack,
|
|
allowedSkillActivationTypes: SkillActivationType.Instant,
|
|
allowedSkillTypes: SkillBaseType.Attack);
|
|
|
|
CreateOrUpdateGemAsset(
|
|
ChallengerGemPath,
|
|
"도전자",
|
|
"고위력 기술에 위협 선점 기능을 얹는 테스트용 젬",
|
|
SkillGemCategory.Special,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1.5f,
|
|
0,
|
|
tauntEffect,
|
|
allowedSkillRoles: SkillRoleType.Attack | SkillRoleType.Defense,
|
|
allowedSkillActivationTypes: SkillActivationType.Instant,
|
|
allowedSkillTypes: SkillBaseType.Attack);
|
|
|
|
CreateOrUpdateGemAsset(
|
|
GuardianGemPath,
|
|
"수호",
|
|
"고위력 기술에 보호막 보조를 얹는 테스트용 젬",
|
|
SkillGemCategory.Survival,
|
|
1.05f,
|
|
1.1f,
|
|
1f,
|
|
1f,
|
|
1.2f,
|
|
1.5f,
|
|
1f,
|
|
0,
|
|
shieldEffect,
|
|
allowedSkillRoles: SkillRoleType.All,
|
|
allowedSkillActivationTypes: SkillActivationType.Instant,
|
|
allowedSkillTypes: SkillBaseType.Attack);
|
|
|
|
CreateOrUpdateGemAsset(
|
|
RepeatGemPath,
|
|
"연속",
|
|
"붙은 스킬을 한 번 더 반복 시전하는 테스트용 젬",
|
|
SkillGemCategory.Special,
|
|
1.2f,
|
|
1.15f,
|
|
1.1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1,
|
|
null,
|
|
allowedSkillRoles: SkillRoleType.Attack,
|
|
allowedSkillActivationTypes: SkillActivationType.Instant,
|
|
allowedSkillTypes: SkillBaseType.Attack);
|
|
|
|
CreateOrUpdateGemAsset(
|
|
FortitudeGemPath,
|
|
"강인함",
|
|
"스킬 사용 시 자신에게 경직 면역을 부여하는 테스트용 방어 젬",
|
|
SkillGemCategory.Survival,
|
|
1.05f,
|
|
1.05f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
0,
|
|
null,
|
|
new[] { hitReactionImmuneAbnormality },
|
|
allowedSkillRoles: SkillRoleType.All,
|
|
allowedSkillActivationTypes: SkillActivationType.All);
|
|
|
|
CreateOrUpdateGemAsset(
|
|
WitherGemPath,
|
|
"약화",
|
|
"스킬 적중 대상에게 테스트 디버프를 부여하는 제어 젬",
|
|
SkillGemCategory.Special,
|
|
1.05f,
|
|
1.05f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
0,
|
|
null,
|
|
null,
|
|
0,
|
|
new[] { testDebuffAbnormality },
|
|
allowedSkillRoles: SkillRoleType.All,
|
|
allowedSkillActivationTypes: SkillActivationType.Instant);
|
|
|
|
CreateOrUpdateGemAsset(
|
|
EdgeGemPath,
|
|
"예리함",
|
|
"고정 추가 피해를 부여하는 테스트용 공격 젬",
|
|
SkillGemCategory.Damage,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
0,
|
|
edgeDamageEffect,
|
|
allowedSkillRoles: SkillRoleType.Attack,
|
|
allowedSkillActivationTypes: SkillActivationType.Instant,
|
|
allowedSkillTypes: SkillBaseType.Attack);
|
|
|
|
CreateOrUpdateGemAsset(
|
|
ImpactGemPath,
|
|
"충격",
|
|
"중간 고정 추가 피해를 부여하는 테스트용 공격 젬",
|
|
SkillGemCategory.Damage,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
0,
|
|
impactDamageEffect,
|
|
allowedSkillRoles: SkillRoleType.Attack,
|
|
allowedSkillActivationTypes: SkillActivationType.Instant,
|
|
allowedSkillTypes: SkillBaseType.Attack);
|
|
|
|
CreateOrUpdateGemAsset(
|
|
BreachGemPath,
|
|
"관통",
|
|
"높은 고정 추가 피해를 부여하는 테스트용 공격 젬",
|
|
SkillGemCategory.Damage,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
0,
|
|
breachDamageEffect,
|
|
allowedSkillRoles: SkillRoleType.Attack,
|
|
allowedSkillActivationTypes: SkillActivationType.Instant,
|
|
allowedSkillTypes: SkillBaseType.Attack);
|
|
|
|
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 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 evadeSkill = AssetDatabase.LoadAssetAtPath<SkillData>(EvadeSkillPath);
|
|
|
|
SkillGemData crushGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(CrushGemPath);
|
|
SkillGemData challengerGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(ChallengerGemPath);
|
|
SkillGemData guardianGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(GuardianGemPath);
|
|
SkillGemData repeatGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(RepeatGemPath);
|
|
SkillGemData fortitudeGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(FortitudeGemPath);
|
|
SkillGemData witherGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(WitherGemPath);
|
|
SkillGemData edgeGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(EdgeGemPath);
|
|
SkillGemData impactGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(ImpactGemPath);
|
|
SkillGemData breachGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(BreachGemPath);
|
|
|
|
SetSkillClassification(slashSkill, SkillRoleType.Attack, SkillActivationType.Instant, SkillBaseType.Attack);
|
|
SetSkillClassification(tauntSkill, SkillRoleType.Defense, SkillActivationType.Instant, SkillBaseType.Defense);
|
|
SetSkillClassification(guardSkill, SkillRoleType.Defense, SkillActivationType.Buff, SkillBaseType.Defense);
|
|
SetSkillClassification(ironWallSkill, SkillRoleType.Defense, SkillActivationType.Buff, SkillBaseType.Defense);
|
|
SetSkillClassification(pierceSkill, SkillRoleType.Attack, SkillActivationType.Instant, SkillBaseType.Attack);
|
|
SetSkillClassification(gemTestSkill, SkillRoleType.Attack, SkillActivationType.Instant, SkillBaseType.Attack);
|
|
SetSkillClassification(healSkill, SkillRoleType.Support, SkillActivationType.Instant, SkillBaseType.Support);
|
|
SetSkillClassification(areaHealSkill, SkillRoleType.Support, SkillActivationType.Instant, SkillBaseType.Support);
|
|
SetSkillClassification(shieldSkill, SkillRoleType.Support, SkillActivationType.Instant, SkillBaseType.Support);
|
|
SetSkillClassification(projectileSkill, SkillRoleType.Attack, SkillActivationType.Instant, SkillBaseType.Attack);
|
|
SetSkillClassification(evadeSkill, SkillRoleType.Defense, SkillActivationType.Instant, SkillBaseType.Defense);
|
|
|
|
EnsureGemTestSkillSlotCount(gemTestSkill, 3);
|
|
|
|
CreateOrUpdatePresetAsset(
|
|
TankGemPresetPath,
|
|
"탱커 젬 테스트",
|
|
"도전자 젬을 사용하는 탱커 검증 프리셋",
|
|
CreateLoadoutEntries(
|
|
CreateEntry(slashSkill),
|
|
CreateEntry(tauntSkill),
|
|
CreateEntry(guardSkill),
|
|
CreateEntry(shieldSkill),
|
|
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(guardSkill),
|
|
CreateEntry(gemTestSkill, guardianGem),
|
|
CreateEntry(evadeSkill)));
|
|
|
|
CreateOrUpdatePresetAsset(
|
|
DpsGemPresetPath,
|
|
"딜러 젬 테스트",
|
|
"파쇄 젬을 사용하는 딜러 검증 프리셋",
|
|
CreateLoadoutEntries(
|
|
CreateEntry(slashSkill),
|
|
CreateEntry(pierceSkill),
|
|
CreateEntry(shieldSkill),
|
|
CreateEntry(guardSkill),
|
|
CreateEntry(projectileSkill),
|
|
CreateEntry(gemTestSkill, crushGem),
|
|
CreateEntry(evadeSkill)));
|
|
|
|
CreateOrUpdatePresetAsset(
|
|
RepeatGemPresetPath,
|
|
"반복 젬 테스트",
|
|
"연속 젬을 사용하는 반복 시전 검증 프리셋",
|
|
CreateLoadoutEntries(
|
|
CreateEntry(slashSkill),
|
|
CreateEntry(pierceSkill),
|
|
CreateEntry(shieldSkill),
|
|
CreateEntry(guardSkill),
|
|
CreateEntry(projectileSkill),
|
|
CreateEntry(gemTestSkill, repeatGem),
|
|
CreateEntry(evadeSkill)));
|
|
|
|
CreateOrUpdatePresetAsset(
|
|
SelfAbnormalityGemPresetPath,
|
|
"자기강화 젬 테스트",
|
|
"강인함 젬으로 시전 시 자기 강화 상태를 검증하는 프리셋",
|
|
CreateLoadoutEntries(
|
|
CreateEntry(slashSkill),
|
|
CreateEntry(pierceSkill),
|
|
CreateEntry(shieldSkill),
|
|
CreateEntry(guardSkill),
|
|
CreateEntry(projectileSkill),
|
|
CreateEntry(gemTestSkill, fortitudeGem),
|
|
CreateEntry(evadeSkill)));
|
|
|
|
CreateOrUpdatePresetAsset(
|
|
OnHitAbnormalityGemPresetPath,
|
|
"적중 이상 젬 테스트",
|
|
"약화 젬으로 적중 대상 디버프를 검증하는 프리셋",
|
|
CreateLoadoutEntries(
|
|
CreateEntry(slashSkill),
|
|
CreateEntry(pierceSkill),
|
|
CreateEntry(shieldSkill),
|
|
CreateEntry(guardSkill),
|
|
CreateEntry(projectileSkill),
|
|
CreateEntry(gemTestSkill, witherGem),
|
|
CreateEntry(evadeSkill)));
|
|
|
|
CreateOrUpdatePresetAsset(
|
|
AbnormalityComboGemPresetPath,
|
|
"상태 복합 젬 테스트",
|
|
"강인함 + 약화 젬을 동시에 사용해 자기 강화와 적중 디버프를 함께 검증하는 프리셋",
|
|
CreateLoadoutEntries(
|
|
CreateEntry(slashSkill),
|
|
CreateEntry(pierceSkill),
|
|
CreateEntry(shieldSkill),
|
|
CreateEntry(guardSkill),
|
|
CreateEntry(projectileSkill),
|
|
CreateEntry(gemTestSkill, fortitudeGem, witherGem),
|
|
CreateEntry(evadeSkill)));
|
|
|
|
CreateOrUpdatePresetAsset(
|
|
TankDualGemPresetPath,
|
|
"탱커 복합 젬 테스트",
|
|
"도전자 + 파쇄 젬을 동시에 사용하는 탱커 검증 프리셋",
|
|
CreateLoadoutEntries(
|
|
CreateEntry(slashSkill),
|
|
CreateEntry(tauntSkill),
|
|
CreateEntry(guardSkill),
|
|
CreateEntry(shieldSkill),
|
|
CreateEntry(ironWallSkill),
|
|
CreateEntry(gemTestSkill, challengerGem, crushGem),
|
|
CreateEntry(evadeSkill)));
|
|
|
|
CreateOrUpdatePresetAsset(
|
|
SupportDualGemPresetPath,
|
|
"지원 복합 젬 테스트",
|
|
"수호 + 도전자 젬을 동시에 사용하는 지원 검증 프리셋",
|
|
CreateLoadoutEntries(
|
|
CreateEntry(slashSkill),
|
|
CreateEntry(healSkill),
|
|
CreateEntry(areaHealSkill),
|
|
CreateEntry(shieldSkill),
|
|
CreateEntry(guardSkill),
|
|
CreateEntry(gemTestSkill, guardianGem, challengerGem),
|
|
CreateEntry(evadeSkill)));
|
|
|
|
CreateOrUpdatePresetAsset(
|
|
DpsDualGemPresetPath,
|
|
"딜러 복합 젬 테스트",
|
|
"파쇄 + 수호 젬을 동시에 사용하는 딜러 검증 프리셋",
|
|
CreateLoadoutEntries(
|
|
CreateEntry(slashSkill),
|
|
CreateEntry(pierceSkill),
|
|
CreateEntry(shieldSkill),
|
|
CreateEntry(guardSkill),
|
|
CreateEntry(projectileSkill),
|
|
CreateEntry(gemTestSkill, crushGem, guardianGem),
|
|
CreateEntry(evadeSkill)));
|
|
|
|
CreateOrUpdatePresetAsset(
|
|
TankTripleGemPresetPath,
|
|
"탱커 삼중 젬 테스트",
|
|
"도전자 + 파쇄 + 수호 젬을 동시에 사용하는 탱커 검증 프리셋",
|
|
CreateLoadoutEntries(
|
|
CreateEntry(slashSkill),
|
|
CreateEntry(tauntSkill),
|
|
CreateEntry(guardSkill),
|
|
CreateEntry(shieldSkill),
|
|
CreateEntry(ironWallSkill),
|
|
CreateEntry(gemTestSkill, challengerGem, crushGem, guardianGem),
|
|
CreateEntry(evadeSkill)));
|
|
|
|
CreateOrUpdatePresetAsset(
|
|
SupportTripleGemPresetPath,
|
|
"지원 삼중 젬 테스트",
|
|
"수호 + 도전자 + 파쇄 젬을 동시에 사용하는 지원 검증 프리셋",
|
|
CreateLoadoutEntries(
|
|
CreateEntry(slashSkill),
|
|
CreateEntry(healSkill),
|
|
CreateEntry(areaHealSkill),
|
|
CreateEntry(shieldSkill),
|
|
CreateEntry(guardSkill),
|
|
CreateEntry(gemTestSkill, guardianGem, challengerGem, crushGem),
|
|
CreateEntry(evadeSkill)));
|
|
|
|
CreateOrUpdatePresetAsset(
|
|
DpsTripleGemPresetPath,
|
|
"딜러 삼중 젬 테스트",
|
|
"파쇄 + 수호 + 도전자 젬을 동시에 사용하는 딜러 검증 프리셋",
|
|
CreateLoadoutEntries(
|
|
CreateEntry(slashSkill),
|
|
CreateEntry(pierceSkill),
|
|
CreateEntry(shieldSkill),
|
|
CreateEntry(guardSkill),
|
|
CreateEntry(projectileSkill),
|
|
CreateEntry(gemTestSkill, crushGem, guardianGem, challengerGem),
|
|
CreateEntry(evadeSkill)));
|
|
|
|
CreateOrUpdatePresetAsset(
|
|
DamageStackPresetPath,
|
|
"공격 삼중 젬 테스트",
|
|
"서로 다른 추가 피해 젬 3종을 동시에 사용하는 공격 검증 프리셋",
|
|
CreateLoadoutEntries(
|
|
CreateEntry(slashSkill),
|
|
CreateEntry(tauntSkill),
|
|
CreateEntry(guardSkill),
|
|
CreateEntry(shieldSkill),
|
|
CreateEntry(ironWallSkill),
|
|
CreateEntry(gemTestSkill, edgeGem, impactGem, breachGem),
|
|
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}");
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Debug/Log Local Skill 6 Resolved Stats")]
|
|
private static void LogLocalSkill6ResolvedStats()
|
|
{
|
|
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;
|
|
}
|
|
|
|
SkillLoadoutEntry loadoutEntry = localSkillInput.GetSkillLoadout(5);
|
|
if (loadoutEntry == null || loadoutEntry.BaseSkill == null)
|
|
{
|
|
Debug.LogWarning("[Debug] 6번 슬롯 스킬이 비어 있습니다.");
|
|
return;
|
|
}
|
|
|
|
float resolvedManaCost = loadoutEntry.GetResolvedManaCost();
|
|
float resolvedCooldown = loadoutEntry.GetResolvedCooldown();
|
|
float resolvedAnimationSpeed = loadoutEntry.GetResolvedAnimationSpeed();
|
|
int resolvedRepeatCount = loadoutEntry.GetResolvedRepeatCount();
|
|
float resolvedDamageMultiplier = loadoutEntry.GetResolvedDamageMultiplier();
|
|
float resolvedHealMultiplier = loadoutEntry.GetResolvedHealMultiplier();
|
|
float resolvedShieldMultiplier = loadoutEntry.GetResolvedShieldMultiplier();
|
|
float resolvedThreatMultiplier = loadoutEntry.GetResolvedThreatMultiplier();
|
|
|
|
StringBuilder builder = new StringBuilder();
|
|
builder.Append("[Debug] 6번 슬롯 계산값 | ");
|
|
builder.Append(loadoutEntry.BaseSkill.SkillName);
|
|
AppendGemSummary(builder, loadoutEntry);
|
|
builder.Append(" | Mana=");
|
|
builder.Append(resolvedManaCost.ToString("0.###"));
|
|
builder.Append(" | Cooldown=");
|
|
builder.Append(resolvedCooldown.ToString("0.###"));
|
|
builder.Append(" | Speed=");
|
|
builder.Append(resolvedAnimationSpeed.ToString("0.###"));
|
|
builder.Append(" | Repeat=");
|
|
builder.Append(resolvedRepeatCount);
|
|
builder.Append(" | Dmg=");
|
|
builder.Append(resolvedDamageMultiplier.ToString("0.###"));
|
|
builder.Append(" | Heal=");
|
|
builder.Append(resolvedHealMultiplier.ToString("0.###"));
|
|
builder.Append(" | Shield=");
|
|
builder.Append(resolvedShieldMultiplier.ToString("0.###"));
|
|
builder.Append(" | Threat=");
|
|
builder.Append(resolvedThreatMultiplier.ToString("0.###"));
|
|
builder.Append(" | GemSlots=");
|
|
builder.Append(loadoutEntry.SocketedGems.Count);
|
|
AppendGemCategorySummary(builder, loadoutEntry);
|
|
|
|
Debug.Log(builder.ToString());
|
|
}
|
|
|
|
private static PlayerSkillInput FindLocalSkillInput()
|
|
{
|
|
PlayerSkillInput[] skillInputs = Object.FindObjectsByType<PlayerSkillInput>(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<PlayerNetworkController>(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<AbnormalityManager>();
|
|
}
|
|
|
|
private static AbnormalityManager FindBossAbnormalityManager()
|
|
{
|
|
BossEnemy bossEnemy = FindBossEnemy();
|
|
if (bossEnemy == null)
|
|
return null;
|
|
|
|
return bossEnemy.GetComponent<AbnormalityManager>();
|
|
}
|
|
|
|
private static BossEnemy FindBossEnemy()
|
|
{
|
|
BossEnemy activeBoss = BossEnemy.ActiveBoss;
|
|
if (activeBoss != null)
|
|
return activeBoss;
|
|
|
|
return Object.FindFirstObjectByType<BossEnemy>();
|
|
}
|
|
|
|
private static BossCombatBehaviorContext FindBossCombatContext()
|
|
{
|
|
BossEnemy bossEnemy = FindBossEnemy();
|
|
return bossEnemy != null ? bossEnemy.GetComponent<BossCombatBehaviorContext>() : 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<SkillData>(assetPath);
|
|
if (skill == null)
|
|
{
|
|
Debug.LogWarning($"[Debug] 스킬 에셋을 찾지 못했습니다: {assetPath}");
|
|
return;
|
|
}
|
|
|
|
localSkillInput.SetSkill(TemporaryDebugSlotIndex, skill);
|
|
localSkillInput.DebugCastSkill(TemporaryDebugSlotIndex);
|
|
}
|
|
|
|
private static void ApplyLocalAbnormality(string assetPath)
|
|
{
|
|
if (!EditorApplication.isPlaying)
|
|
{
|
|
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
|
|
return;
|
|
}
|
|
|
|
AbnormalityManager abnormalityManager = FindLocalAbnormalityManager();
|
|
if (abnormalityManager == null)
|
|
{
|
|
Debug.LogWarning("[Debug] 로컬 AbnormalityManager를 찾지 못했습니다.");
|
|
return;
|
|
}
|
|
|
|
AbnormalityData abnormality = AssetDatabase.LoadAssetAtPath<AbnormalityData>(assetPath);
|
|
if (abnormality == null)
|
|
{
|
|
Debug.LogWarning($"[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<SkillData> skills = new List<SkillData>(skillPaths.Length);
|
|
for (int i = 0; i < skillPaths.Length; i++)
|
|
{
|
|
SkillData skill = AssetDatabase.LoadAssetAtPath<SkillData>(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<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 EnsureGemTestSkillSlotCount(SkillData skill, int slotCount)
|
|
{
|
|
if (skill == null)
|
|
return;
|
|
|
|
SerializedObject serializedSkill = new SerializedObject(skill);
|
|
SerializedProperty slotProperty = serializedSkill.FindProperty("maxGemSlotCount");
|
|
if (slotProperty == null || slotProperty.intValue == slotCount)
|
|
return;
|
|
|
|
slotProperty.intValue = slotCount;
|
|
serializedSkill.ApplyModifiedPropertiesWithoutUndo();
|
|
EditorUtility.SetDirty(skill);
|
|
}
|
|
|
|
private static void CreateOrUpdateGemAsset(
|
|
string assetPath,
|
|
string gemName,
|
|
string description,
|
|
SkillGemCategory category,
|
|
float manaCostMultiplier,
|
|
float cooldownMultiplier,
|
|
float castSpeedMultiplier,
|
|
float damageMultiplier,
|
|
float healMultiplier,
|
|
float shieldMultiplier,
|
|
float threatMultiplier,
|
|
int additionalRepeatCount,
|
|
SkillEffect triggeredEffect,
|
|
AbnormalityData[] selfAbnormalities = null,
|
|
int triggeredAbnormalityIndex = -1,
|
|
AbnormalityData[] onHitAbnormalities = null,
|
|
SkillRoleType allowedSkillRoles = SkillRoleType.All,
|
|
SkillActivationType allowedSkillActivationTypes = SkillActivationType.All,
|
|
SkillBaseType allowedSkillTypes = SkillBaseType.All,
|
|
SkillGemCategory[] incompatibleCategories = null,
|
|
SkillGemData[] incompatibleGems = null)
|
|
{
|
|
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("category").enumValueIndex = (int)category;
|
|
serializedGem.FindProperty("allowedSkillRoles").intValue = (int)allowedSkillRoles;
|
|
serializedGem.FindProperty("allowedSkillActivationTypes").intValue = (int)allowedSkillActivationTypes;
|
|
serializedGem.FindProperty("manaCostMultiplier").floatValue = manaCostMultiplier;
|
|
serializedGem.FindProperty("cooldownMultiplier").floatValue = cooldownMultiplier;
|
|
serializedGem.FindProperty("castSpeedMultiplier").floatValue = castSpeedMultiplier;
|
|
serializedGem.FindProperty("damageMultiplier").floatValue = damageMultiplier;
|
|
serializedGem.FindProperty("healMultiplier").floatValue = healMultiplier;
|
|
serializedGem.FindProperty("shieldMultiplier").floatValue = shieldMultiplier;
|
|
serializedGem.FindProperty("threatMultiplier").floatValue = threatMultiplier;
|
|
serializedGem.FindProperty("additionalRepeatCount").intValue = additionalRepeatCount;
|
|
serializedGem.FindProperty("allowedSkillTypes").intValue = (int)allowedSkillTypes;
|
|
|
|
SerializedProperty incompatibleCategoriesProperty = serializedGem.FindProperty("incompatibleCategories");
|
|
incompatibleCategoriesProperty.arraySize = incompatibleCategories != null ? incompatibleCategories.Length : 0;
|
|
for (int i = 0; i < incompatibleCategoriesProperty.arraySize; i++)
|
|
{
|
|
incompatibleCategoriesProperty.GetArrayElementAtIndex(i).enumValueIndex = (int)incompatibleCategories[i];
|
|
}
|
|
|
|
SerializedProperty incompatibleGemsProperty = serializedGem.FindProperty("incompatibleGems");
|
|
incompatibleGemsProperty.arraySize = incompatibleGems != null ? incompatibleGems.Length : 0;
|
|
for (int i = 0; i < incompatibleGemsProperty.arraySize; i++)
|
|
{
|
|
incompatibleGemsProperty.GetArrayElementAtIndex(i).objectReferenceValue = incompatibleGems[i];
|
|
}
|
|
|
|
SerializedProperty castStartEffectsProperty = serializedGem.FindProperty("castStartEffects");
|
|
castStartEffectsProperty.arraySize = 0;
|
|
|
|
SerializedProperty selfAbnormalitiesProperty = serializedGem.FindProperty("selfAbnormalities");
|
|
selfAbnormalitiesProperty.arraySize = selfAbnormalities != null ? selfAbnormalities.Length : 0;
|
|
for (int i = 0; i < selfAbnormalitiesProperty.arraySize; i++)
|
|
{
|
|
selfAbnormalitiesProperty.GetArrayElementAtIndex(i).objectReferenceValue = selfAbnormalities[i];
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
SerializedProperty onHitAbnormalitiesProperty = serializedGem.FindProperty("onHitAbnormalities");
|
|
bool hasTriggeredAbnormalities = onHitAbnormalities != null &&
|
|
onHitAbnormalities.Length > 0 &&
|
|
triggeredAbnormalityIndex >= 0;
|
|
onHitAbnormalitiesProperty.arraySize = hasTriggeredAbnormalities ? 1 : 0;
|
|
if (hasTriggeredAbnormalities)
|
|
{
|
|
SerializedProperty abnormalityEntry = onHitAbnormalitiesProperty.GetArrayElementAtIndex(0);
|
|
abnormalityEntry.FindPropertyRelative("triggerIndex").intValue = triggeredAbnormalityIndex;
|
|
|
|
SerializedProperty abnormalityArray = abnormalityEntry.FindPropertyRelative("abnormalities");
|
|
abnormalityArray.arraySize = onHitAbnormalities.Length;
|
|
for (int i = 0; i < onHitAbnormalities.Length; i++)
|
|
{
|
|
abnormalityArray.GetArrayElementAtIndex(i).objectReferenceValue = onHitAbnormalities[i];
|
|
}
|
|
}
|
|
|
|
serializedGem.ApplyModifiedPropertiesWithoutUndo();
|
|
EditorUtility.SetDirty(gem);
|
|
}
|
|
|
|
private static void SetSkillClassification(
|
|
SkillData skill,
|
|
SkillRoleType skillRole,
|
|
SkillActivationType activationType,
|
|
SkillBaseType baseTypes)
|
|
{
|
|
if (skill == null)
|
|
return;
|
|
|
|
SerializedObject serializedSkill = new SerializedObject(skill);
|
|
bool hasChanges = false;
|
|
|
|
SerializedProperty skillRoleProperty = serializedSkill.FindProperty("skillRole");
|
|
if (skillRoleProperty != null && skillRoleProperty.intValue != (int)skillRole)
|
|
{
|
|
skillRoleProperty.intValue = (int)skillRole;
|
|
hasChanges = true;
|
|
}
|
|
|
|
SerializedProperty activationTypeProperty = serializedSkill.FindProperty("activationType");
|
|
if (activationTypeProperty != null && activationTypeProperty.intValue != (int)activationType)
|
|
{
|
|
activationTypeProperty.intValue = (int)activationType;
|
|
hasChanges = true;
|
|
}
|
|
|
|
SerializedProperty baseTypesProperty = serializedSkill.FindProperty("baseTypes");
|
|
if (baseTypesProperty != null && baseTypesProperty.intValue != (int)baseTypes)
|
|
{
|
|
baseTypesProperty.intValue = (int)baseTypes;
|
|
hasChanges = true;
|
|
}
|
|
|
|
if (!hasChanges)
|
|
return;
|
|
|
|
serializedSkill.ApplyModifiedPropertiesWithoutUndo();
|
|
EditorUtility.SetDirty(skill);
|
|
}
|
|
|
|
private static DamageEffect CreateOrUpdateDamageEffectAsset(string assetPath, float baseDamage)
|
|
{
|
|
DamageEffect effect = AssetDatabase.LoadAssetAtPath<DamageEffect>(assetPath);
|
|
if (effect == null)
|
|
{
|
|
if (AssetDatabase.LoadMainAssetAtPath(assetPath) != null)
|
|
{
|
|
AssetDatabase.DeleteAsset(assetPath);
|
|
}
|
|
|
|
effect = ScriptableObject.CreateInstance<DamageEffect>();
|
|
AssetDatabase.CreateAsset(effect, assetPath);
|
|
}
|
|
|
|
SerializedObject serializedEffect = new SerializedObject(effect);
|
|
serializedEffect.FindProperty("targetType").enumValueIndex = 1;
|
|
serializedEffect.FindProperty("targetTeam").enumValueIndex = 0;
|
|
serializedEffect.FindProperty("areaCenter").enumValueIndex = 1;
|
|
serializedEffect.FindProperty("areaShape").enumValueIndex = 0;
|
|
SerializedProperty targetLayers = serializedEffect.FindProperty("targetLayers");
|
|
if (targetLayers != null)
|
|
{
|
|
SerializedProperty bitsProperty = targetLayers.FindPropertyRelative("m_Bits");
|
|
if (bitsProperty != null)
|
|
bitsProperty.intValue = -1;
|
|
}
|
|
SerializedProperty includeCasterProperty = serializedEffect.FindProperty("includeCasterInArea");
|
|
if (includeCasterProperty != null)
|
|
includeCasterProperty.boolValue = false;
|
|
SerializedProperty areaRadiusProperty = serializedEffect.FindProperty("areaRadius");
|
|
if (areaRadiusProperty != null)
|
|
areaRadiusProperty.floatValue = 2f;
|
|
SerializedProperty fanOriginDistanceProperty = serializedEffect.FindProperty("fanOriginDistance");
|
|
if (fanOriginDistanceProperty != null)
|
|
fanOriginDistanceProperty.floatValue = 0f;
|
|
SerializedProperty fanRadiusProperty = serializedEffect.FindProperty("fanRadius");
|
|
if (fanRadiusProperty != null)
|
|
fanRadiusProperty.floatValue = 3f;
|
|
SerializedProperty fanHalfAngleProperty = serializedEffect.FindProperty("fanHalfAngle");
|
|
if (fanHalfAngleProperty != null)
|
|
fanHalfAngleProperty.floatValue = 45f;
|
|
serializedEffect.FindProperty("baseDamage").floatValue = baseDamage;
|
|
serializedEffect.FindProperty("damageType").enumValueIndex = (int)DamageType.True;
|
|
serializedEffect.FindProperty("statScaling").floatValue = 0f;
|
|
serializedEffect.ApplyModifiedPropertiesWithoutUndo();
|
|
EditorUtility.SetDirty(effect);
|
|
return effect;
|
|
}
|
|
|
|
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 AppendGemCategorySummary(StringBuilder builder, SkillLoadoutEntry loadoutEntry)
|
|
{
|
|
if (builder == null || loadoutEntry == null || loadoutEntry.SocketedGems == null)
|
|
return;
|
|
|
|
bool hasGem = false;
|
|
StringBuilder categoryBuilder = new StringBuilder();
|
|
for (int i = 0; i < loadoutEntry.SocketedGems.Count; i++)
|
|
{
|
|
SkillGemData gem = loadoutEntry.SocketedGems[i];
|
|
if (gem == null)
|
|
continue;
|
|
|
|
if (hasGem)
|
|
categoryBuilder.Append(", ");
|
|
|
|
categoryBuilder.Append(SkillClassificationUtility.GetGemCategoryLabel(gem.Category));
|
|
hasGem = true;
|
|
}
|
|
|
|
if (!hasGem)
|
|
return;
|
|
|
|
builder.Append(" | Category=");
|
|
builder.Append(categoryBuilder);
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|