msw-costume
MSW 코스튬 (CostumeManager)
아바타 장비·코스튬은 **MOD.Core.CostumeManagerComponent**가 담당한다. 예전 Maker RPC(get_costume / set_costume)는 사용하지 않는다. 워크스페이스 파일을 직접 편집하고, 변경이 에디터에 반영되도록 msw-maker-mcp의 refresh 도구를 호출한다.
워크스페이스 경로 규칙: 맵
./map/, UI./ui/, 스크립트·기타 에셋./RootDesk/MyDesk/, DefaultPlayer·Player 등 글로벌 모델./Global/
작업 대상별 편집 위치
| 대상 | 편집 파일 | 비고 |
|---|---|---|
| DefaultPlayer | ./Global/DefaultPlayer.model |
Values 배열에서 CostumeManagerComponent 프로퍼티 오버라이드 |
| Player (베이스) | ./Global/Player.model |
보통 코스튬 기본값은 여기보다 DefaultPlayer.model에서 오버라이드 |
| 맵에 배치된 엔티티 (NPC, 몬스터 등) | ./map/{맵명}.map |
해당 엔티티의 jsonString.@components 내 CostumeManagerComponent 블록 |
| 커스텀 모델만 참조하는 엔티티 | 해당 .model (예: ./RootDesk/MyDesk/ 등) |
맵에 인라인 컴포넌트가 없고 modelId로만 묶인 경우 모델 쪽을 수정 |
조회(get에 해당): 위 파일을 읽어 CostumeManagerComponent 관련 필드·Values 항목을 확인한다. Maker MCP가 연결되어 있다면 get_component로 런타임/에디터 스냅샷을 보조 조회할 수 있다(msw-maker-mcp 스킬 참고).
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