- SkillGemData에 카테고리, 시전 속도 배율, 추가 반복 횟수 필드를 추가함 - SkillLoadoutEntry가 젬 합산 기준 최종 속도와 반복 횟수를 계산하도록 확장함 - SkillController가 반복 횟수만큼 스킬을 재시전하고 시작 효과와 OnEffect를 매 반복에 다시 적용하도록 수정함 - 연속 젬과 반복 젬 테스트 프리셋을 추가하고 디버그 메뉴에 적용 및 계산 로그 경로를 보강함 - 공격형 테스트 젬 자산과 추가 대미지 이펙트를 정리하고 무젬 35, 반복 젬 70 피해를 검증함
1386 lines
57 KiB
C#
1386 lines
57 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 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 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 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 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/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/Apply Local Stun")]
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private static void ApplyLocalStun()
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{
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ApplyLocalAbnormality(StunAbnormalityPath);
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}
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[MenuItem("Tools/Colosseum/Debug/Apply Local Silence")]
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private static void ApplyLocalSilence()
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{
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ApplyLocalAbnormality(SilenceAbnormalityPath);
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}
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[MenuItem("Tools/Colosseum/Debug/Apply Local Mark")]
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private static void ApplyLocalMark()
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{
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ApplyLocalAbnormality(MarkAbnormalityPath);
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}
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[MenuItem("Tools/Colosseum/Debug/Apply Boss Stun")]
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private static void ApplyBossStun()
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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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AbnormalityManager abnormalityManager = FindBossAbnormalityManager();
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if (abnormalityManager == null)
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{
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Debug.LogWarning("[Debug] 보스 AbnormalityManager를 찾지 못했습니다.");
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return;
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}
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AbnormalityData abnormality = AssetDatabase.LoadAssetAtPath<AbnormalityData>(StunAbnormalityPath);
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if (abnormality == null)
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{
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Debug.LogWarning($"[Debug] 기절 이상상태 에셋을 찾지 못했습니다: {StunAbnormalityPath}");
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return;
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}
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abnormalityManager.ApplyAbnormality(abnormality, abnormalityManager.gameObject);
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Debug.Log($"[Debug] 보스에게 기절 적용 | Target={abnormalityManager.gameObject.name} | Abnormality={abnormality.abnormalityName}");
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}
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[MenuItem("Tools/Colosseum/Debug/Apply Boss Shield")]
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private static void ApplyBossShield()
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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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BossEnemy bossEnemy = FindBossEnemy();
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if (bossEnemy == 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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AbnormalityData shieldAbnormality = AssetDatabase.LoadAssetAtPath<AbnormalityData>(ShieldAbnormalityPath);
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if (shieldAbnormality == null)
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{
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Debug.LogWarning($"[Debug] 보호막 이상상태 에셋을 찾지 못했습니다: {ShieldAbnormalityPath}");
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return;
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}
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float appliedShield = bossEnemy.ApplyShield(120f, 8f, shieldAbnormality, bossEnemy.gameObject);
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Debug.Log($"[Debug] 보스에게 보호막 적용 | Target={bossEnemy.name} | Applied={appliedShield:0.##} | CurrentShield={bossEnemy.Shield:0.##}");
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}
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[MenuItem("Tools/Colosseum/Debug/Apply Boss Shield Type A")]
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private static void ApplyBossShieldTypeA()
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{
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ApplyBossShieldWithType(ShieldTypeAPath, 100f, 4f);
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}
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[MenuItem("Tools/Colosseum/Debug/Apply Boss Shield Type B")]
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private static void ApplyBossShieldTypeB()
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{
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ApplyBossShieldWithType(ShieldTypeBPath, 150f, 8f);
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}
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[MenuItem("Tools/Colosseum/Debug/Force Boss Phase 2")]
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private static void ForceBossPhase2()
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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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BossEnemy bossEnemy = FindBossEnemy();
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if (bossEnemy == 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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bossEnemy.ForcePhaseTransition(1);
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Debug.Log($"[Debug] 보스를 Phase 2로 강제 전환했습니다. | Target={bossEnemy.name}");
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}
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[MenuItem("Tools/Colosseum/Debug/Force Boss Signature")]
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private static void ForceBossSignature()
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{
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if (!EditorApplication.isPlaying)
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{
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Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
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return;
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}
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BossCombatBehaviorContext context = FindBossCombatContext();
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if (context == null)
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{
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Debug.LogWarning("[Debug] 보스 전투 컨텍스트를 찾지 못했습니다.");
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return;
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}
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if (!context.ForceStartSignaturePattern())
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{
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Debug.LogWarning("[Debug] 집행 개시를 강제로 시작하지 못했습니다. 이미 실행 중이거나 패턴이 비어 있을 수 있습니다.");
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return;
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}
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Debug.Log($"[Debug] 집행 개시를 강제로 시작했습니다. | Target={context.gameObject.name}");
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}
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[MenuItem("Tools/Colosseum/Debug/Preview Boss Signature Telegraph")]
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private static void PreviewBossSignatureTelegraph()
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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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BossCombatBehaviorContext context = FindBossCombatContext();
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if (context == null)
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{
|
|
Debug.LogWarning("[Debug] 보스 전투 컨텍스트를 찾지 못했습니다.");
|
|
return;
|
|
}
|
|
|
|
if (!context.PreviewSignatureTelegraph())
|
|
{
|
|
Debug.LogWarning("[Debug] 집행 개시 전조 프리뷰를 시작하지 못했습니다. 이미 다른 스킬이 재생 중일 수 있습니다.");
|
|
return;
|
|
}
|
|
|
|
Debug.Log($"[Debug] 집행 개시 전조 프리뷰를 재생했습니다. | Target={context.gameObject.name}");
|
|
}
|
|
|
|
private static void ApplyBossShieldWithType(string assetPath, float amount, float duration)
|
|
{
|
|
if (!EditorApplication.isPlaying)
|
|
{
|
|
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
|
|
return;
|
|
}
|
|
|
|
BossEnemy bossEnemy = FindBossEnemy();
|
|
if (bossEnemy == null)
|
|
{
|
|
Debug.LogWarning("[Debug] 활성 보스를 찾지 못했습니다.");
|
|
return;
|
|
}
|
|
|
|
AbnormalityData shieldAbnormality = AssetDatabase.LoadAssetAtPath<AbnormalityData>(assetPath);
|
|
if (shieldAbnormality == null)
|
|
{
|
|
Debug.LogWarning($"[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 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");
|
|
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.Attack,
|
|
1.15f,
|
|
1.1f,
|
|
1f,
|
|
0,
|
|
damageEffect);
|
|
|
|
CreateOrUpdateGemAsset(
|
|
ChallengerGemPath,
|
|
"도전자",
|
|
"고위력 기술에 위협 선점 기능을 얹는 테스트용 젬",
|
|
SkillGemCategory.Threat,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
0,
|
|
tauntEffect);
|
|
|
|
CreateOrUpdateGemAsset(
|
|
GuardianGemPath,
|
|
"수호",
|
|
"고위력 기술에 보호막 보조를 얹는 테스트용 젬",
|
|
SkillGemCategory.Support,
|
|
1.05f,
|
|
1.1f,
|
|
1f,
|
|
0,
|
|
shieldEffect);
|
|
|
|
CreateOrUpdateGemAsset(
|
|
RepeatGemPath,
|
|
"연속",
|
|
"붙은 스킬을 한 번 더 반복 시전하는 테스트용 젬",
|
|
SkillGemCategory.Efficiency,
|
|
1.2f,
|
|
1.15f,
|
|
1.1f,
|
|
1,
|
|
null);
|
|
|
|
CreateOrUpdateGemAsset(
|
|
EdgeGemPath,
|
|
"예리함",
|
|
"고정 추가 피해를 부여하는 테스트용 공격 젬",
|
|
SkillGemCategory.Attack,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
0,
|
|
edgeDamageEffect);
|
|
|
|
CreateOrUpdateGemAsset(
|
|
ImpactGemPath,
|
|
"충격",
|
|
"중간 고정 추가 피해를 부여하는 테스트용 공격 젬",
|
|
SkillGemCategory.Attack,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
0,
|
|
impactDamageEffect);
|
|
|
|
CreateOrUpdateGemAsset(
|
|
BreachGemPath,
|
|
"관통",
|
|
"높은 고정 추가 피해를 부여하는 테스트용 공격 젬",
|
|
SkillGemCategory.Attack,
|
|
1f,
|
|
1f,
|
|
1f,
|
|
0,
|
|
breachDamageEffect);
|
|
|
|
AssetDatabase.SaveAssets();
|
|
AssetDatabase.Refresh();
|
|
Debug.Log("[Debug] 테스트용 젬 자산 생성/갱신 완료");
|
|
}
|
|
|
|
[MenuItem("Tools/Colosseum/Setup/Create or Update Test Loadout Presets")]
|
|
public static void CreateOrUpdateTestLoadoutPresets()
|
|
{
|
|
EnsureFolder("Assets/_Game/Data", "Loadouts");
|
|
|
|
CreateOrUpdateTestSkillGems();
|
|
|
|
SkillData slashSkill = AssetDatabase.LoadAssetAtPath<SkillData>(SlashSkillPath);
|
|
SkillData tauntSkill = AssetDatabase.LoadAssetAtPath<SkillData>(TauntSkillPath);
|
|
SkillData guardSkill = AssetDatabase.LoadAssetAtPath<SkillData>(GuardSkillPath);
|
|
SkillData dashSkill = AssetDatabase.LoadAssetAtPath<SkillData>(DashSkillPath);
|
|
SkillData ironWallSkill = AssetDatabase.LoadAssetAtPath<SkillData>(IronWallSkillPath);
|
|
SkillData pierceSkill = AssetDatabase.LoadAssetAtPath<SkillData>(PierceSkillPath);
|
|
SkillData gemTestSkill = AssetDatabase.LoadAssetAtPath<SkillData>(GemTestSkillPath);
|
|
SkillData healSkill = AssetDatabase.LoadAssetAtPath<SkillData>(HealSkillPath);
|
|
SkillData areaHealSkill = AssetDatabase.LoadAssetAtPath<SkillData>(AreaHealSkillPath);
|
|
SkillData shieldSkill = AssetDatabase.LoadAssetAtPath<SkillData>(ShieldSkillPath);
|
|
SkillData projectileSkill = AssetDatabase.LoadAssetAtPath<SkillData>(ProjectileSkillPath);
|
|
SkillData spinSkill = AssetDatabase.LoadAssetAtPath<SkillData>(SpinSkillPath);
|
|
SkillData evadeSkill = AssetDatabase.LoadAssetAtPath<SkillData>(EvadeSkillPath);
|
|
|
|
SkillGemData crushGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(CrushGemPath);
|
|
SkillGemData challengerGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(ChallengerGemPath);
|
|
SkillGemData guardianGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(GuardianGemPath);
|
|
SkillGemData repeatGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(RepeatGemPath);
|
|
SkillGemData edgeGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(EdgeGemPath);
|
|
SkillGemData impactGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(ImpactGemPath);
|
|
SkillGemData breachGem = AssetDatabase.LoadAssetAtPath<SkillGemData>(BreachGemPath);
|
|
|
|
EnsureGemTestSkillSlotCount(gemTestSkill, 3);
|
|
|
|
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)));
|
|
|
|
CreateOrUpdatePresetAsset(
|
|
RepeatGemPresetPath,
|
|
"반복 젬 테스트",
|
|
"연속 젬을 사용하는 반복 시전 검증 프리셋",
|
|
CreateLoadoutEntries(
|
|
CreateEntry(slashSkill),
|
|
CreateEntry(pierceSkill),
|
|
CreateEntry(spinSkill),
|
|
CreateEntry(dashSkill),
|
|
CreateEntry(projectileSkill),
|
|
CreateEntry(gemTestSkill, repeatGem),
|
|
CreateEntry(evadeSkill)));
|
|
|
|
CreateOrUpdatePresetAsset(
|
|
TankDualGemPresetPath,
|
|
"탱커 복합 젬 테스트",
|
|
"도전자 + 파쇄 젬을 동시에 사용하는 탱커 검증 프리셋",
|
|
CreateLoadoutEntries(
|
|
CreateEntry(slashSkill),
|
|
CreateEntry(tauntSkill),
|
|
CreateEntry(guardSkill),
|
|
CreateEntry(dashSkill),
|
|
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(dashSkill),
|
|
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(spinSkill),
|
|
CreateEntry(dashSkill),
|
|
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(dashSkill),
|
|
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(dashSkill),
|
|
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(spinSkill),
|
|
CreateEntry(dashSkill),
|
|
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(dashSkill),
|
|
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();
|
|
|
|
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(" | 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,
|
|
int additionalRepeatCount,
|
|
SkillEffect triggeredEffect)
|
|
{
|
|
SkillGemData gem = AssetDatabase.LoadAssetAtPath<SkillGemData>(assetPath);
|
|
if (gem == null)
|
|
{
|
|
if (AssetDatabase.LoadMainAssetAtPath(assetPath) != null)
|
|
{
|
|
AssetDatabase.DeleteAsset(assetPath);
|
|
}
|
|
|
|
gem = ScriptableObject.CreateInstance<SkillGemData>();
|
|
AssetDatabase.CreateAsset(gem, assetPath);
|
|
}
|
|
|
|
SerializedObject serializedGem = new SerializedObject(gem);
|
|
serializedGem.FindProperty("gemName").stringValue = gemName;
|
|
serializedGem.FindProperty("description").stringValue = description;
|
|
serializedGem.FindProperty("category").enumValueIndex = (int)category;
|
|
serializedGem.FindProperty("manaCostMultiplier").floatValue = manaCostMultiplier;
|
|
serializedGem.FindProperty("cooldownMultiplier").floatValue = cooldownMultiplier;
|
|
serializedGem.FindProperty("castSpeedMultiplier").floatValue = castSpeedMultiplier;
|
|
serializedGem.FindProperty("additionalRepeatCount").intValue = additionalRepeatCount;
|
|
|
|
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 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(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;
|
|
}
|
|
}
|
|
}
|