EerieVillage/Assets/Character/Animations/Enemy.controller

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fix(BT12-Dev): EnemyDeath 근본 fix — Animator transition 5 + UnscaledTime + 진단 회수 근본 원인 (본 PM MCP 직접 진단): - Enemy.controller 영역 Idle/Run/Hurt → Death/Hurt transition 부재 → death Trigger 호출 영역 transition X - Animator updateMode = Normal·Time.timeScale = 0 (LevelUp 카드 선택) → Animator.Update 정지 → transition 영역 X 해결 (본 PM 자율 결정 + MCP 직접 적용): - Enemy.controller transition 5 추가 (Idle→Death, Idle→Hurt, Run→Death, Run→Hurt, Hurt→Death) → manage_animation controller_add_transition 영역 직접 호출 - EnemyDeath.cs animator.updateMode = AnimatorUpdateMode.UnscaledTime 추가 → Time.timeScale = 0 영역 영역 Animator 영역 정상 진행 → death animation 재생 + transition 발동 - 진단 Debug.Log 회수: Projectile (8 분기)·AttackHitbox (1줄)·EnemyDeath (1줄) → 사망 원인 확정 영역 회수 의무 정합 본 PM MCP 직접 진단 절차: 1. read_console — Console 직접 읽기 (Health@Enemy·Projectile 출력 검증) 2. controller_get_info — Enemy.controller parameters·states·transitions 직접 검증 3. execute_code — Player·Enemy 위치·Schedule<EnemyDeath> 직접 호출·Animator state 검증 4. manage_animation controller_add_transition — Animator transition 5 직접 추가 5. anim.SetTrigger("death") + anim.Update(0.5f) → Baddie-Death 진입 정합 검증 PD 결정 (2026-05-10): "MCP 활용해서 네가 직접 체크해" — 본 PM 자율 진단·fix·검증. PD 자성 #13: PD에게 작업 떠넘기기 금지·MCP 능동 활용 의무.
2026-05-09 16:09:17 +00:00
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fix(BT12-Dev): EnemyDeath 근본 fix — Animator transition 5 + UnscaledTime + 진단 회수 근본 원인 (본 PM MCP 직접 진단): - Enemy.controller 영역 Idle/Run/Hurt → Death/Hurt transition 부재 → death Trigger 호출 영역 transition X - Animator updateMode = Normal·Time.timeScale = 0 (LevelUp 카드 선택) → Animator.Update 정지 → transition 영역 X 해결 (본 PM 자율 결정 + MCP 직접 적용): - Enemy.controller transition 5 추가 (Idle→Death, Idle→Hurt, Run→Death, Run→Hurt, Hurt→Death) → manage_animation controller_add_transition 영역 직접 호출 - EnemyDeath.cs animator.updateMode = AnimatorUpdateMode.UnscaledTime 추가 → Time.timeScale = 0 영역 영역 Animator 영역 정상 진행 → death animation 재생 + transition 발동 - 진단 Debug.Log 회수: Projectile (8 분기)·AttackHitbox (1줄)·EnemyDeath (1줄) → 사망 원인 확정 영역 회수 의무 정합 본 PM MCP 직접 진단 절차: 1. read_console — Console 직접 읽기 (Health@Enemy·Projectile 출력 검증) 2. controller_get_info — Enemy.controller parameters·states·transitions 직접 검증 3. execute_code — Player·Enemy 위치·Schedule<EnemyDeath> 직접 호출·Animator state 검증 4. manage_animation controller_add_transition — Animator transition 5 직접 추가 5. anim.SetTrigger("death") + anim.Update(0.5f) → Baddie-Death 진입 정합 검증 PD 결정 (2026-05-10): "MCP 활용해서 네가 직접 체크해" — 본 PM 자율 진단·fix·검증. PD 자성 #13: PD에게 작업 떠넘기기 금지·MCP 능동 활용 의무.
2026-05-09 16:09:17 +00:00
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feat(BT12-Dev): 스킬 시스템 누적 작업물 (PD 지시 2026-05-12~13) 본 세션 (BurningTimes worktree cranky-wescoff-e855b0) 누적 작업물. 직전 commit 4건 (2ebf313·60e28e3·ea7d32f·f6c6eb5) 영역 외 잔존 미커밋 변경 일괄 commit. Scripts: - Health.cs DecrementBypassInvuln (DoT) + DecrementBypassInvulnWithHit (다단 히트) + StartHitFlash + FlashHurtCoroutine + TriggerHitOrHurt - ActiveSkillData.cs 신규 필드 (DamageFrameDelay·EnableRepeatDamage· MaxHitCount·RepeatFrameInterval·OffsetDistance Vector2 등) - PiercingProjectile.cs A13 천둥발 관통 + Kinematic Rigidbody2D + useFullKinematicContacts + OverlapBox 매 frame - StatusApplier.cs ApplyDoT 시 DotFxScale 전달 - TestSkillFireOn1to5.cs 1~5 키 발사 + lazy init EnsureRuntimes Animator: - Enemy.controller Baddie-Hurt self-loop transition (hurt 조건) - Player.controller Player-Hit self-loop transition (hit 조건) Prefab: - FX_Lightningball.prefab ball 자식 PS simulationSpace World → Local - Enemy.prefab 본 세션 측정 조정 Active skill assets (PD Inspector 직접 조정): - A01·A02·A03·A04·A05·A08·A13·A14·A15·A_Laser HitboxSize·OffsetDistance(Vector2)·OffsetXY·FxRotation·HitFxScale· DamageFrameDelay·EnableRepeatDamage·MaxHitCount·RepeatFrameInterval Font: - NotoSansKR-Regular SDF.asset 본 세션 SDF atlas 갱신 → 박스↔이펙트 분리 원칙 표준화 (박스 = facing 만 · 이펙트 = facing + FxRotation · runtime spawn = HideFlags.DontSave) → 모든 피해 시 hit flash + Animator self-loop transition Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 09:05:13 +00:00
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fix(BT12-Dev): EnemyDeath 근본 fix — Animator transition 5 + UnscaledTime + 진단 회수 근본 원인 (본 PM MCP 직접 진단): - Enemy.controller 영역 Idle/Run/Hurt → Death/Hurt transition 부재 → death Trigger 호출 영역 transition X - Animator updateMode = Normal·Time.timeScale = 0 (LevelUp 카드 선택) → Animator.Update 정지 → transition 영역 X 해결 (본 PM 자율 결정 + MCP 직접 적용): - Enemy.controller transition 5 추가 (Idle→Death, Idle→Hurt, Run→Death, Run→Hurt, Hurt→Death) → manage_animation controller_add_transition 영역 직접 호출 - EnemyDeath.cs animator.updateMode = AnimatorUpdateMode.UnscaledTime 추가 → Time.timeScale = 0 영역 영역 Animator 영역 정상 진행 → death animation 재생 + transition 발동 - 진단 Debug.Log 회수: Projectile (8 분기)·AttackHitbox (1줄)·EnemyDeath (1줄) → 사망 원인 확정 영역 회수 의무 정합 본 PM MCP 직접 진단 절차: 1. read_console — Console 직접 읽기 (Health@Enemy·Projectile 출력 검증) 2. controller_get_info — Enemy.controller parameters·states·transitions 직접 검증 3. execute_code — Player·Enemy 위치·Schedule<EnemyDeath> 직접 호출·Animator state 검증 4. manage_animation controller_add_transition — Animator transition 5 직접 추가 5. anim.SetTrigger("death") + anim.Update(0.5f) → Baddie-Death 진입 정합 검증 PD 결정 (2026-05-10): "MCP 활용해서 네가 직접 체크해" — 본 PM 자율 진단·fix·검증. PD 자성 #13: PD에게 작업 떠넘기기 금지·MCP 능동 활용 의무.
2026-05-09 16:09:17 +00:00
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fix(BT12-Dev): EnemyDeath 근본 fix — Animator transition 5 + UnscaledTime + 진단 회수 근본 원인 (본 PM MCP 직접 진단): - Enemy.controller 영역 Idle/Run/Hurt → Death/Hurt transition 부재 → death Trigger 호출 영역 transition X - Animator updateMode = Normal·Time.timeScale = 0 (LevelUp 카드 선택) → Animator.Update 정지 → transition 영역 X 해결 (본 PM 자율 결정 + MCP 직접 적용): - Enemy.controller transition 5 추가 (Idle→Death, Idle→Hurt, Run→Death, Run→Hurt, Hurt→Death) → manage_animation controller_add_transition 영역 직접 호출 - EnemyDeath.cs animator.updateMode = AnimatorUpdateMode.UnscaledTime 추가 → Time.timeScale = 0 영역 영역 Animator 영역 정상 진행 → death animation 재생 + transition 발동 - 진단 Debug.Log 회수: Projectile (8 분기)·AttackHitbox (1줄)·EnemyDeath (1줄) → 사망 원인 확정 영역 회수 의무 정합 본 PM MCP 직접 진단 절차: 1. read_console — Console 직접 읽기 (Health@Enemy·Projectile 출력 검증) 2. controller_get_info — Enemy.controller parameters·states·transitions 직접 검증 3. execute_code — Player·Enemy 위치·Schedule<EnemyDeath> 직접 호출·Animator state 검증 4. manage_animation controller_add_transition — Animator transition 5 직접 추가 5. anim.SetTrigger("death") + anim.Update(0.5f) → Baddie-Death 진입 정합 검증 PD 결정 (2026-05-10): "MCP 활용해서 네가 직접 체크해" — 본 PM 자율 진단·fix·검증. PD 자성 #13: PD에게 작업 떠넘기기 금지·MCP 능동 활용 의무.
2026-05-09 16:09:17 +00:00
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fix(BT12-Dev): EnemyDeath 근본 fix — Animator transition 5 + UnscaledTime + 진단 회수 근본 원인 (본 PM MCP 직접 진단): - Enemy.controller 영역 Idle/Run/Hurt → Death/Hurt transition 부재 → death Trigger 호출 영역 transition X - Animator updateMode = Normal·Time.timeScale = 0 (LevelUp 카드 선택) → Animator.Update 정지 → transition 영역 X 해결 (본 PM 자율 결정 + MCP 직접 적용): - Enemy.controller transition 5 추가 (Idle→Death, Idle→Hurt, Run→Death, Run→Hurt, Hurt→Death) → manage_animation controller_add_transition 영역 직접 호출 - EnemyDeath.cs animator.updateMode = AnimatorUpdateMode.UnscaledTime 추가 → Time.timeScale = 0 영역 영역 Animator 영역 정상 진행 → death animation 재생 + transition 발동 - 진단 Debug.Log 회수: Projectile (8 분기)·AttackHitbox (1줄)·EnemyDeath (1줄) → 사망 원인 확정 영역 회수 의무 정합 본 PM MCP 직접 진단 절차: 1. read_console — Console 직접 읽기 (Health@Enemy·Projectile 출력 검증) 2. controller_get_info — Enemy.controller parameters·states·transitions 직접 검증 3. execute_code — Player·Enemy 위치·Schedule<EnemyDeath> 직접 호출·Animator state 검증 4. manage_animation controller_add_transition — Animator transition 5 직접 추가 5. anim.SetTrigger("death") + anim.Update(0.5f) → Baddie-Death 진입 정합 검증 PD 결정 (2026-05-10): "MCP 활용해서 네가 직접 체크해" — 본 PM 자율 진단·fix·검증. PD 자성 #13: PD에게 작업 떠넘기기 금지·MCP 능동 활용 의무.
2026-05-09 16:09:17 +00:00
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fix(BT12-Dev): EnemyDeath 근본 fix — Animator transition 5 + UnscaledTime + 진단 회수 근본 원인 (본 PM MCP 직접 진단): - Enemy.controller 영역 Idle/Run/Hurt → Death/Hurt transition 부재 → death Trigger 호출 영역 transition X - Animator updateMode = Normal·Time.timeScale = 0 (LevelUp 카드 선택) → Animator.Update 정지 → transition 영역 X 해결 (본 PM 자율 결정 + MCP 직접 적용): - Enemy.controller transition 5 추가 (Idle→Death, Idle→Hurt, Run→Death, Run→Hurt, Hurt→Death) → manage_animation controller_add_transition 영역 직접 호출 - EnemyDeath.cs animator.updateMode = AnimatorUpdateMode.UnscaledTime 추가 → Time.timeScale = 0 영역 영역 Animator 영역 정상 진행 → death animation 재생 + transition 발동 - 진단 Debug.Log 회수: Projectile (8 분기)·AttackHitbox (1줄)·EnemyDeath (1줄) → 사망 원인 확정 영역 회수 의무 정합 본 PM MCP 직접 진단 절차: 1. read_console — Console 직접 읽기 (Health@Enemy·Projectile 출력 검증) 2. controller_get_info — Enemy.controller parameters·states·transitions 직접 검증 3. execute_code — Player·Enemy 위치·Schedule<EnemyDeath> 직접 호출·Animator state 검증 4. manage_animation controller_add_transition — Animator transition 5 직접 추가 5. anim.SetTrigger("death") + anim.Update(0.5f) → Baddie-Death 진입 정합 검증 PD 결정 (2026-05-10): "MCP 활용해서 네가 직접 체크해" — 본 PM 자율 진단·fix·검증. PD 자성 #13: PD에게 작업 떠넘기기 금지·MCP 능동 활용 의무.
2026-05-09 16:09:17 +00:00
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fix(BT12-Dev): EnemyDeath 근본 fix — Animator transition 5 + UnscaledTime + 진단 회수 근본 원인 (본 PM MCP 직접 진단): - Enemy.controller 영역 Idle/Run/Hurt → Death/Hurt transition 부재 → death Trigger 호출 영역 transition X - Animator updateMode = Normal·Time.timeScale = 0 (LevelUp 카드 선택) → Animator.Update 정지 → transition 영역 X 해결 (본 PM 자율 결정 + MCP 직접 적용): - Enemy.controller transition 5 추가 (Idle→Death, Idle→Hurt, Run→Death, Run→Hurt, Hurt→Death) → manage_animation controller_add_transition 영역 직접 호출 - EnemyDeath.cs animator.updateMode = AnimatorUpdateMode.UnscaledTime 추가 → Time.timeScale = 0 영역 영역 Animator 영역 정상 진행 → death animation 재생 + transition 발동 - 진단 Debug.Log 회수: Projectile (8 분기)·AttackHitbox (1줄)·EnemyDeath (1줄) → 사망 원인 확정 영역 회수 의무 정합 본 PM MCP 직접 진단 절차: 1. read_console — Console 직접 읽기 (Health@Enemy·Projectile 출력 검증) 2. controller_get_info — Enemy.controller parameters·states·transitions 직접 검증 3. execute_code — Player·Enemy 위치·Schedule<EnemyDeath> 직접 호출·Animator state 검증 4. manage_animation controller_add_transition — Animator transition 5 직접 추가 5. anim.SetTrigger("death") + anim.Update(0.5f) → Baddie-Death 진입 정합 검증 PD 결정 (2026-05-10): "MCP 활용해서 네가 직접 체크해" — 본 PM 자율 진단·fix·검증. PD 자성 #13: PD에게 작업 떠넘기기 금지·MCP 능동 활용 의무.
2026-05-09 16:09:17 +00:00
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fix(BT12-Dev): EnemyDeath 근본 fix — Animator transition 5 + UnscaledTime + 진단 회수 근본 원인 (본 PM MCP 직접 진단): - Enemy.controller 영역 Idle/Run/Hurt → Death/Hurt transition 부재 → death Trigger 호출 영역 transition X - Animator updateMode = Normal·Time.timeScale = 0 (LevelUp 카드 선택) → Animator.Update 정지 → transition 영역 X 해결 (본 PM 자율 결정 + MCP 직접 적용): - Enemy.controller transition 5 추가 (Idle→Death, Idle→Hurt, Run→Death, Run→Hurt, Hurt→Death) → manage_animation controller_add_transition 영역 직접 호출 - EnemyDeath.cs animator.updateMode = AnimatorUpdateMode.UnscaledTime 추가 → Time.timeScale = 0 영역 영역 Animator 영역 정상 진행 → death animation 재생 + transition 발동 - 진단 Debug.Log 회수: Projectile (8 분기)·AttackHitbox (1줄)·EnemyDeath (1줄) → 사망 원인 확정 영역 회수 의무 정합 본 PM MCP 직접 진단 절차: 1. read_console — Console 직접 읽기 (Health@Enemy·Projectile 출력 검증) 2. controller_get_info — Enemy.controller parameters·states·transitions 직접 검증 3. execute_code — Player·Enemy 위치·Schedule<EnemyDeath> 직접 호출·Animator state 검증 4. manage_animation controller_add_transition — Animator transition 5 직접 추가 5. anim.SetTrigger("death") + anim.Update(0.5f) → Baddie-Death 진입 정합 검증 PD 결정 (2026-05-10): "MCP 활용해서 네가 직접 체크해" — 본 PM 자율 진단·fix·검증. PD 자성 #13: PD에게 작업 떠넘기기 금지·MCP 능동 활용 의무.
2026-05-09 16:09:17 +00:00
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fix(BT12-Dev): EnemyDeath 근본 fix — Animator transition 5 + UnscaledTime + 진단 회수 근본 원인 (본 PM MCP 직접 진단): - Enemy.controller 영역 Idle/Run/Hurt → Death/Hurt transition 부재 → death Trigger 호출 영역 transition X - Animator updateMode = Normal·Time.timeScale = 0 (LevelUp 카드 선택) → Animator.Update 정지 → transition 영역 X 해결 (본 PM 자율 결정 + MCP 직접 적용): - Enemy.controller transition 5 추가 (Idle→Death, Idle→Hurt, Run→Death, Run→Hurt, Hurt→Death) → manage_animation controller_add_transition 영역 직접 호출 - EnemyDeath.cs animator.updateMode = AnimatorUpdateMode.UnscaledTime 추가 → Time.timeScale = 0 영역 영역 Animator 영역 정상 진행 → death animation 재생 + transition 발동 - 진단 Debug.Log 회수: Projectile (8 분기)·AttackHitbox (1줄)·EnemyDeath (1줄) → 사망 원인 확정 영역 회수 의무 정합 본 PM MCP 직접 진단 절차: 1. read_console — Console 직접 읽기 (Health@Enemy·Projectile 출력 검증) 2. controller_get_info — Enemy.controller parameters·states·transitions 직접 검증 3. execute_code — Player·Enemy 위치·Schedule<EnemyDeath> 직접 호출·Animator state 검증 4. manage_animation controller_add_transition — Animator transition 5 직접 추가 5. anim.SetTrigger("death") + anim.Update(0.5f) → Baddie-Death 진입 정합 검증 PD 결정 (2026-05-10): "MCP 활용해서 네가 직접 체크해" — 본 PM 자율 진단·fix·검증. PD 자성 #13: PD에게 작업 떠넘기기 금지·MCP 능동 활용 의무.
2026-05-09 16:09:17 +00:00
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fix(BT12-Dev): EnemyDeath 근본 fix — Animator transition 5 + UnscaledTime + 진단 회수 근본 원인 (본 PM MCP 직접 진단): - Enemy.controller 영역 Idle/Run/Hurt → Death/Hurt transition 부재 → death Trigger 호출 영역 transition X - Animator updateMode = Normal·Time.timeScale = 0 (LevelUp 카드 선택) → Animator.Update 정지 → transition 영역 X 해결 (본 PM 자율 결정 + MCP 직접 적용): - Enemy.controller transition 5 추가 (Idle→Death, Idle→Hurt, Run→Death, Run→Hurt, Hurt→Death) → manage_animation controller_add_transition 영역 직접 호출 - EnemyDeath.cs animator.updateMode = AnimatorUpdateMode.UnscaledTime 추가 → Time.timeScale = 0 영역 영역 Animator 영역 정상 진행 → death animation 재생 + transition 발동 - 진단 Debug.Log 회수: Projectile (8 분기)·AttackHitbox (1줄)·EnemyDeath (1줄) → 사망 원인 확정 영역 회수 의무 정합 본 PM MCP 직접 진단 절차: 1. read_console — Console 직접 읽기 (Health@Enemy·Projectile 출력 검증) 2. controller_get_info — Enemy.controller parameters·states·transitions 직접 검증 3. execute_code — Player·Enemy 위치·Schedule<EnemyDeath> 직접 호출·Animator state 검증 4. manage_animation controller_add_transition — Animator transition 5 직접 추가 5. anim.SetTrigger("death") + anim.Update(0.5f) → Baddie-Death 진입 정합 검증 PD 결정 (2026-05-10): "MCP 활용해서 네가 직접 체크해" — 본 PM 자율 진단·fix·검증. PD 자성 #13: PD에게 작업 떠넘기기 금지·MCP 능동 활용 의무.
2026-05-09 16:09:17 +00:00
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fix(BT12-Dev): EnemyDeath 근본 fix — Animator transition 5 + UnscaledTime + 진단 회수 근본 원인 (본 PM MCP 직접 진단): - Enemy.controller 영역 Idle/Run/Hurt → Death/Hurt transition 부재 → death Trigger 호출 영역 transition X - Animator updateMode = Normal·Time.timeScale = 0 (LevelUp 카드 선택) → Animator.Update 정지 → transition 영역 X 해결 (본 PM 자율 결정 + MCP 직접 적용): - Enemy.controller transition 5 추가 (Idle→Death, Idle→Hurt, Run→Death, Run→Hurt, Hurt→Death) → manage_animation controller_add_transition 영역 직접 호출 - EnemyDeath.cs animator.updateMode = AnimatorUpdateMode.UnscaledTime 추가 → Time.timeScale = 0 영역 영역 Animator 영역 정상 진행 → death animation 재생 + transition 발동 - 진단 Debug.Log 회수: Projectile (8 분기)·AttackHitbox (1줄)·EnemyDeath (1줄) → 사망 원인 확정 영역 회수 의무 정합 본 PM MCP 직접 진단 절차: 1. read_console — Console 직접 읽기 (Health@Enemy·Projectile 출력 검증) 2. controller_get_info — Enemy.controller parameters·states·transitions 직접 검증 3. execute_code — Player·Enemy 위치·Schedule<EnemyDeath> 직접 호출·Animator state 검증 4. manage_animation controller_add_transition — Animator transition 5 직접 추가 5. anim.SetTrigger("death") + anim.Update(0.5f) → Baddie-Death 진입 정합 검증 PD 결정 (2026-05-10): "MCP 활용해서 네가 직접 체크해" — 본 PM 자율 진단·fix·검증. PD 자성 #13: PD에게 작업 떠넘기기 금지·MCP 능동 활용 의무.
2026-05-09 16:09:17 +00:00
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feat(BT12-Dev): 스킬 시스템 누적 작업물 (PD 지시 2026-05-12~13) 본 세션 (BurningTimes worktree cranky-wescoff-e855b0) 누적 작업물. 직전 commit 4건 (2ebf313·60e28e3·ea7d32f·f6c6eb5) 영역 외 잔존 미커밋 변경 일괄 commit. Scripts: - Health.cs DecrementBypassInvuln (DoT) + DecrementBypassInvulnWithHit (다단 히트) + StartHitFlash + FlashHurtCoroutine + TriggerHitOrHurt - ActiveSkillData.cs 신규 필드 (DamageFrameDelay·EnableRepeatDamage· MaxHitCount·RepeatFrameInterval·OffsetDistance Vector2 등) - PiercingProjectile.cs A13 천둥발 관통 + Kinematic Rigidbody2D + useFullKinematicContacts + OverlapBox 매 frame - StatusApplier.cs ApplyDoT 시 DotFxScale 전달 - TestSkillFireOn1to5.cs 1~5 키 발사 + lazy init EnsureRuntimes Animator: - Enemy.controller Baddie-Hurt self-loop transition (hurt 조건) - Player.controller Player-Hit self-loop transition (hit 조건) Prefab: - FX_Lightningball.prefab ball 자식 PS simulationSpace World → Local - Enemy.prefab 본 세션 측정 조정 Active skill assets (PD Inspector 직접 조정): - A01·A02·A03·A04·A05·A08·A13·A14·A15·A_Laser HitboxSize·OffsetDistance(Vector2)·OffsetXY·FxRotation·HitFxScale· DamageFrameDelay·EnableRepeatDamage·MaxHitCount·RepeatFrameInterval Font: - NotoSansKR-Regular SDF.asset 본 세션 SDF atlas 갱신 → 박스↔이펙트 분리 원칙 표준화 (박스 = facing 만 · 이펙트 = facing + FxRotation · runtime spawn = HideFlags.DontSave) → 모든 피해 시 hit flash + Animator self-loop transition Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 09:05:13 +00:00
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fix(BT12-Dev): EnemyDeath 근본 fix — Animator transition 5 + UnscaledTime + 진단 회수 근본 원인 (본 PM MCP 직접 진단): - Enemy.controller 영역 Idle/Run/Hurt → Death/Hurt transition 부재 → death Trigger 호출 영역 transition X - Animator updateMode = Normal·Time.timeScale = 0 (LevelUp 카드 선택) → Animator.Update 정지 → transition 영역 X 해결 (본 PM 자율 결정 + MCP 직접 적용): - Enemy.controller transition 5 추가 (Idle→Death, Idle→Hurt, Run→Death, Run→Hurt, Hurt→Death) → manage_animation controller_add_transition 영역 직접 호출 - EnemyDeath.cs animator.updateMode = AnimatorUpdateMode.UnscaledTime 추가 → Time.timeScale = 0 영역 영역 Animator 영역 정상 진행 → death animation 재생 + transition 발동 - 진단 Debug.Log 회수: Projectile (8 분기)·AttackHitbox (1줄)·EnemyDeath (1줄) → 사망 원인 확정 영역 회수 의무 정합 본 PM MCP 직접 진단 절차: 1. read_console — Console 직접 읽기 (Health@Enemy·Projectile 출력 검증) 2. controller_get_info — Enemy.controller parameters·states·transitions 직접 검증 3. execute_code — Player·Enemy 위치·Schedule<EnemyDeath> 직접 호출·Animator state 검증 4. manage_animation controller_add_transition — Animator transition 5 직접 추가 5. anim.SetTrigger("death") + anim.Update(0.5f) → Baddie-Death 진입 정합 검증 PD 결정 (2026-05-10): "MCP 활용해서 네가 직접 체크해" — 본 PM 자율 진단·fix·검증. PD 자성 #13: PD에게 작업 떠넘기기 금지·MCP 능동 활용 의무.
2026-05-09 16:09:17 +00:00
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fix(BT12-Dev): EnemyDeath 근본 fix — Animator transition 5 + UnscaledTime + 진단 회수 근본 원인 (본 PM MCP 직접 진단): - Enemy.controller 영역 Idle/Run/Hurt → Death/Hurt transition 부재 → death Trigger 호출 영역 transition X - Animator updateMode = Normal·Time.timeScale = 0 (LevelUp 카드 선택) → Animator.Update 정지 → transition 영역 X 해결 (본 PM 자율 결정 + MCP 직접 적용): - Enemy.controller transition 5 추가 (Idle→Death, Idle→Hurt, Run→Death, Run→Hurt, Hurt→Death) → manage_animation controller_add_transition 영역 직접 호출 - EnemyDeath.cs animator.updateMode = AnimatorUpdateMode.UnscaledTime 추가 → Time.timeScale = 0 영역 영역 Animator 영역 정상 진행 → death animation 재생 + transition 발동 - 진단 Debug.Log 회수: Projectile (8 분기)·AttackHitbox (1줄)·EnemyDeath (1줄) → 사망 원인 확정 영역 회수 의무 정합 본 PM MCP 직접 진단 절차: 1. read_console — Console 직접 읽기 (Health@Enemy·Projectile 출력 검증) 2. controller_get_info — Enemy.controller parameters·states·transitions 직접 검증 3. execute_code — Player·Enemy 위치·Schedule<EnemyDeath> 직접 호출·Animator state 검증 4. manage_animation controller_add_transition — Animator transition 5 직접 추가 5. anim.SetTrigger("death") + anim.Update(0.5f) → Baddie-Death 진입 정합 검증 PD 결정 (2026-05-10): "MCP 활용해서 네가 직접 체크해" — 본 PM 자율 진단·fix·검증. PD 자성 #13: PD에게 작업 떠넘기기 금지·MCP 능동 활용 의무.
2026-05-09 16:09:17 +00:00
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fix(BT12-Dev): EnemyDeath 근본 fix — Animator transition 5 + UnscaledTime + 진단 회수 근본 원인 (본 PM MCP 직접 진단): - Enemy.controller 영역 Idle/Run/Hurt → Death/Hurt transition 부재 → death Trigger 호출 영역 transition X - Animator updateMode = Normal·Time.timeScale = 0 (LevelUp 카드 선택) → Animator.Update 정지 → transition 영역 X 해결 (본 PM 자율 결정 + MCP 직접 적용): - Enemy.controller transition 5 추가 (Idle→Death, Idle→Hurt, Run→Death, Run→Hurt, Hurt→Death) → manage_animation controller_add_transition 영역 직접 호출 - EnemyDeath.cs animator.updateMode = AnimatorUpdateMode.UnscaledTime 추가 → Time.timeScale = 0 영역 영역 Animator 영역 정상 진행 → death animation 재생 + transition 발동 - 진단 Debug.Log 회수: Projectile (8 분기)·AttackHitbox (1줄)·EnemyDeath (1줄) → 사망 원인 확정 영역 회수 의무 정합 본 PM MCP 직접 진단 절차: 1. read_console — Console 직접 읽기 (Health@Enemy·Projectile 출력 검증) 2. controller_get_info — Enemy.controller parameters·states·transitions 직접 검증 3. execute_code — Player·Enemy 위치·Schedule<EnemyDeath> 직접 호출·Animator state 검증 4. manage_animation controller_add_transition — Animator transition 5 직접 추가 5. anim.SetTrigger("death") + anim.Update(0.5f) → Baddie-Death 진입 정합 검증 PD 결정 (2026-05-10): "MCP 활용해서 네가 직접 체크해" — 본 PM 자율 진단·fix·검증. PD 자성 #13: PD에게 작업 떠넘기기 금지·MCP 능동 활용 의무.
2026-05-09 16:09:17 +00:00
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fix(BT12-Dev): EnemyDeath 근본 fix — Animator transition 5 + UnscaledTime + 진단 회수 근본 원인 (본 PM MCP 직접 진단): - Enemy.controller 영역 Idle/Run/Hurt → Death/Hurt transition 부재 → death Trigger 호출 영역 transition X - Animator updateMode = Normal·Time.timeScale = 0 (LevelUp 카드 선택) → Animator.Update 정지 → transition 영역 X 해결 (본 PM 자율 결정 + MCP 직접 적용): - Enemy.controller transition 5 추가 (Idle→Death, Idle→Hurt, Run→Death, Run→Hurt, Hurt→Death) → manage_animation controller_add_transition 영역 직접 호출 - EnemyDeath.cs animator.updateMode = AnimatorUpdateMode.UnscaledTime 추가 → Time.timeScale = 0 영역 영역 Animator 영역 정상 진행 → death animation 재생 + transition 발동 - 진단 Debug.Log 회수: Projectile (8 분기)·AttackHitbox (1줄)·EnemyDeath (1줄) → 사망 원인 확정 영역 회수 의무 정합 본 PM MCP 직접 진단 절차: 1. read_console — Console 직접 읽기 (Health@Enemy·Projectile 출력 검증) 2. controller_get_info — Enemy.controller parameters·states·transitions 직접 검증 3. execute_code — Player·Enemy 위치·Schedule<EnemyDeath> 직접 호출·Animator state 검증 4. manage_animation controller_add_transition — Animator transition 5 직접 추가 5. anim.SetTrigger("death") + anim.Update(0.5f) → Baddie-Death 진입 정합 검증 PD 결정 (2026-05-10): "MCP 활용해서 네가 직접 체크해" — 본 PM 자율 진단·fix·검증. PD 자성 #13: PD에게 작업 떠넘기기 금지·MCP 능동 활용 의무.
2026-05-09 16:09:17 +00:00
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fix(BT12-Dev): EnemyDeath 근본 fix — Animator transition 5 + UnscaledTime + 진단 회수 근본 원인 (본 PM MCP 직접 진단): - Enemy.controller 영역 Idle/Run/Hurt → Death/Hurt transition 부재 → death Trigger 호출 영역 transition X - Animator updateMode = Normal·Time.timeScale = 0 (LevelUp 카드 선택) → Animator.Update 정지 → transition 영역 X 해결 (본 PM 자율 결정 + MCP 직접 적용): - Enemy.controller transition 5 추가 (Idle→Death, Idle→Hurt, Run→Death, Run→Hurt, Hurt→Death) → manage_animation controller_add_transition 영역 직접 호출 - EnemyDeath.cs animator.updateMode = AnimatorUpdateMode.UnscaledTime 추가 → Time.timeScale = 0 영역 영역 Animator 영역 정상 진행 → death animation 재생 + transition 발동 - 진단 Debug.Log 회수: Projectile (8 분기)·AttackHitbox (1줄)·EnemyDeath (1줄) → 사망 원인 확정 영역 회수 의무 정합 본 PM MCP 직접 진단 절차: 1. read_console — Console 직접 읽기 (Health@Enemy·Projectile 출력 검증) 2. controller_get_info — Enemy.controller parameters·states·transitions 직접 검증 3. execute_code — Player·Enemy 위치·Schedule<EnemyDeath> 직접 호출·Animator state 검증 4. manage_animation controller_add_transition — Animator transition 5 직접 추가 5. anim.SetTrigger("death") + anim.Update(0.5f) → Baddie-Death 진입 정합 검증 PD 결정 (2026-05-10): "MCP 활용해서 네가 직접 체크해" — 본 PM 자율 진단·fix·검증. PD 자성 #13: PD에게 작업 떠넘기기 금지·MCP 능동 활용 의무.
2026-05-09 16:09:17 +00:00
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