EerieVillage/Assets/Prefabs/Enemy.prefab

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feat(BT12-Dev): PD 4 지시 — Projectile 거리 제한·벽 충돌·특성 가시화·Icon UI 매핑 (MCP 자율) PD 지시 (2026-05-10): 1. 투사체 종류 영역 일정 거리 영역 소멸 (Camera width × 1.5) 2. 레이저 외 투사체 영역 벽 충돌 시 소멸 3. 스킬 특성 영역 컨셉 동작 4. 스킬 선택 UI 영역 아이콘 노출 본 PM MCP 자율 진행: ==== PD #1: 거리 제한 ==== Projectile.Initialize: - _spawnPosition 저장 - _maxRange = Camera.orthographicSize × 2 × aspect × 1.5 (가로 × 1.5) Projectile.Update: - Distance(transform.position, _spawnPosition) >= _maxRange → SelfDestruct ==== PD #2: 벽 충돌 ==== Projectile.OnTriggerEnter2D: - isEnemy 처리 → hit 후 SelfDestruct·return - Layer 0 (Default·Ground) || Layer 16 (Foreground·발판) → SelfDestruct - 본 Projectile 영역 = A 카테고리 (레이저 영역 영역 X) — 모든 영역 SelfDestruct 정합 ==== PD #3: 특성 가시화 ==== StatusApplier·EnemyStateComponents 영역 — DoT·Stun·Slow·Knockback·DebuffStack 영역 영역 정합 영역. 근본 영역 — Enemy hp 4·damage 5·1hit 즉사 → 효과 시각 X. 정정 — Enemy.prefab maxHearts 1→5 (maxHP 4→20) — A02 DoT·A03 Stun·A14 Slow 영역 4 hit 영역 영역 영역. ==== PD #4: Icon UI ==== SkillCardSlot _icon 매핑 X 영역 — BannerFrame04_Divided 자식 영역 SkillIcon GameObject 신규 추가 + Image 컴포넌트 - anchorMin·max (0.5, 0.7)·sizeDelta (120, 120)·preserveAspect true - 3 슬롯 영역 _icon 필드 매핑 정합 Scene SkillSelectionCanvas·Enemy 인스턴스 RevertPrefabInstance — prefab 변경 동기화 MCP Play 검증: - enemyMaxHP 20 ✅·컴파일 에러 0 ✅·Icon 매핑 3/3 ✅
2026-05-10 07:23:34 +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
maxHearts: 250000
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fix(BT12-Dev): 몬스터 종류 random — 6 OverrideController·MonsterRandomizer PD: "몬스터 색을 랜덤으로 하라는 얘기가 아니라 몬스터 종류를 랜덤으로 하라고 했잖아" 자성: 직전 commit 6e774dc에서 PD 의도 오역 — 색 tint 영역. 종류(sprite) random 의도 정합 X. 근본 (MCP 자율 영역): - Enemy.prefab idleFrames 24 sprite (M001~M006 × 4 idle frame) 영역 영역 - Enemy.controller 4 Clip (EnemyIdle·EnemyRun·EnemyHurt·EnemyDeath) - 영역: 6 Idle Clip + 6 OverrideController·EnemyIdle만 override fix: 1. 6 AnimationClip 신규 — M001_Idle ~ M006_Idle.anim - 각 4 sprite keyframe·frameRate 12·loopTime=true - SetObjectReferenceCurve (m_Sprite property) 2. 6 AnimatorOverrideController 신규 — M001 ~ M006.overrideController - runtimeAnimatorController = Enemy.controller - EnemyIdle Clip → M00x_Idle Clip override - EnemyRun·EnemyHurt·EnemyDeath 영역 (영역 sprite·6종 영역 영역 영역) 3. MonsterRandomizer 영역 - overrideControllers[6] 영역 - Awake 영역 random select·animator.runtimeAnimatorController = overrideControllers[idx] - 색 tint 영역 폐기 4. Enemy.prefab MonsterRandomizer.overrideControllers 6 OverrideController 영역 5. Scene 영역 활성 Enemy 16개 SpriteRenderer.color = white (이전 tint 영역) 회귀 영역 X: - Animator (Idle·Run·Hurt·Death) 정합 유지·EnemyIdle만 override - One-Way Platform·Enemy 발판 IgnoreCollision·Player·Camera 영역 영역 X Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 16:37:54 +00:00
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