diff --git a/Assets/Resources/Skills/Active/A10_bunsin.asset b/Assets/Resources/Skills/Active/A10_bunsin.asset
new file mode 100644
index 0000000..c8c781b
--- /dev/null
+++ b/Assets/Resources/Skills/Active/A10_bunsin.asset
@@ -0,0 +1,70 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
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+ m_Name: A10_bunsin
+ m_EditorClassIdentifier: Assembly-CSharp::EerieVillage.Skills.ActiveSkillData
+ CardId: A10
+ DisplayName: "분신"
+ EnglishName: Clone
+ Icon: {fileID: 0}
+ Description: "25초마다 12초간 반투명 분신
+ 1기 소환. 플레이어와 동일한 스킬을
+ 0.5초 뒤 50% 데미지로 사용."
+ AttributeTags: 0
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diff --git a/Assets/Resources/Skills/Active/A10_bunsin.asset.meta b/Assets/Resources/Skills/Active/A10_bunsin.asset.meta
new file mode 100644
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diff --git a/Assets/Scripts/Skills/Effectors/CloneEffector.cs b/Assets/Scripts/Skills/Effectors/CloneEffector.cs
new file mode 100644
index 0000000..df4fdd1
--- /dev/null
+++ b/Assets/Scripts/Skills/Effectors/CloneEffector.cs
@@ -0,0 +1,24 @@
+namespace EerieVillage.Skills.Effectors
+{
+ ///
+ /// A10 분신 Effector (BT12-Dev-Clone · 2026-05-15).
+ ///
+ /// Category D (Minion) 영역 CardId == "A10" 분기에서 호출.
+ /// γ 단계 SkillFireEvent.Execute 영역 Minion case 분기:
+ /// if (data.CardId == "A10") effector = new CloneEffector();
+ /// else effector = new SpiritFireSpawner(); // 기존 A11
+ ///
+ /// 본 Effector는 분신 spawn (또는 Singleton 1기 교체)만 담당.
+ /// 분신 자체 발동은 CloneInstance.EnqueuePlayerFire (Player Fire hook 시점).
+ ///
+ public class CloneEffector : IEffector
+ {
+ public void Trigger(ActiveSkillRuntime runtime, PlayerSkillInventory inventory)
+ {
+ if (runtime == null || inventory == null) return;
+
+ // 분신 spawn 또는 교체 (Singleton 1기 유지·PD 결정)
+ CloneInstance.SpawnOrReplace(inventory, runtime.ActiveData);
+ }
+ }
+}
diff --git a/Assets/Scripts/Skills/Effectors/CloneEffector.cs.meta b/Assets/Scripts/Skills/Effectors/CloneEffector.cs.meta
new file mode 100644
index 0000000..ebd25bb
--- /dev/null
+++ b/Assets/Scripts/Skills/Effectors/CloneEffector.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: eeea85fc8d91d75468cd46107e1caf27
\ No newline at end of file
diff --git a/Assets/Scripts/Skills/Effectors/CloneInstance.cs b/Assets/Scripts/Skills/Effectors/CloneInstance.cs
new file mode 100644
index 0000000..e54c40c
--- /dev/null
+++ b/Assets/Scripts/Skills/Effectors/CloneInstance.cs
@@ -0,0 +1,221 @@
+using System.Collections.Generic;
+using UnityEngine;
+using Platformer.Mechanics;
+using static Platformer.Core.Simulation;
+
+namespace EerieVillage.Skills.Effectors
+{
+ ///
+ /// A10 분신 인스턴스 (BT12-Dev-Clone · 2026-05-15).
+ ///
+ /// PD 직접 명세 (2026-05-15):
+ /// 1. 플레이어 x좌표 1 뒤쪽 spawn (facing 반대 방향 1유닛)
+ /// 2. 반투명 sprite (alpha 0.5)
+ /// 3. 플레이어와 동일한 스킬 사용 (장착 액티브 미러링)
+ /// 4. 분신 공격력 = 플레이어 공격력의 50% 반감
+ /// 5. 플레이어보다 0.5초 뒤 사용 (공격 시작 딜레이)
+ ///
+ /// PD 추가 결정 (2026-05-15):
+ /// - BaseCooldown 25초 (PM 1차 30 → PD 조정 25)
+ /// - MinionLifetime 12초 자동 소멸 + Singleton 1기 유지
+ /// - facing 고정 (spawn 시점 facing 고정·이동 시 분신 위치·방향 불변)
+ /// - 무적 = Collider 미부착 (적 투사체·벽·player·enemy 모두 통과)
+ /// - Lv 업 시 분신 수 증가 X · 추후 지속시간↑+플레이어 참조 데미지 비율(%)↑
+ /// (balance-designer 후속 수치 확정)
+ ///
+ /// β 단계 의존성 (PlayerSkillInventory 신규 필드 추가 후 컴파일 통과):
+ /// - PlayerSkillInventory.OnPlayerSkillFired (event System.Action<ActiveSkillRuntime>)
+ /// - PlayerSkillInventory.IsCloneFireActive (bool · default false)
+ /// - PlayerSkillInventory.CloneFireOrigin (Vector2)
+ /// - PlayerSkillInventory.CloneFireFacingX (float)
+ /// - PlayerSkillInventory.CLONE_DAMAGE_MULTIPLIER (const 0.5f)
+ ///
+ public class CloneInstance : MonoBehaviour
+ {
+ // ─────────────────────────────────────────────────────────────
+ // PD 결정 상수 (2026-05-15)
+ // ─────────────────────────────────────────────────────────────
+
+ /// PD 결정 — 분신 자동 소멸 시간 (초). Lv 업 시 추후 증가 (balance-designer).
+ public const float LIFETIME_SECONDS = 12f;
+
+ /// PD 명세 — 공격 시작 딜레이 (초).
+ public const float FIRE_DELAY_SECONDS = 0.5f;
+
+ /// PD 명세 — 분신 spawn 위치 (facing 반대 방향 1유닛).
+ public const float SPAWN_OFFSET_X = 1f;
+
+ /// PD 명세 — 분신 sprite alpha (반투명).
+ public const float SPRITE_ALPHA = 0.5f;
+
+ // ─────────────────────────────────────────────────────────────
+ // Singleton (PD 결정 — 분신 1기 유지·재발동 시 기존 destroy + 새 spawn)
+ // ─────────────────────────────────────────────────────────────
+
+ private static CloneInstance _current;
+
+ /// 현재 활성 분신 인스턴스 (테스트·진단용 · null = 분신 없음).
+ public static CloneInstance Current => _current;
+
+ // ─────────────────────────────────────────────────────────────
+ // 상태 필드
+ // ─────────────────────────────────────────────────────────────
+
+ private PlayerSkillInventory _playerInventory;
+ // spawn 시점 Player facing.x sign (PD 결정 — 분신 facing 고정)
+ private float _spawnFacingX;
+ // spawn 시각 (lifetime 자동 소멸용 · timeScale 무관 unscaledTime)
+ private float _spawnTime;
+
+ // 지연 큐 — Player Fire 시 0.5초 후 분신 발동 enqueue
+ private readonly Queue _pendingQueue = new Queue();
+
+ private struct PendingFire
+ {
+ public float TriggerTime; // Time.unscaledTime + FIRE_DELAY_SECONDS
+ public ActiveSkillRuntime Runtime;
+ }
+
+ // ─────────────────────────────────────────────────────────────
+ // Spawn / Replace (Singleton 1기 유지)
+ // ─────────────────────────────────────────────────────────────
+
+ ///
+ /// 분신 spawn 또는 기존 destroy + 새 spawn.
+ /// CloneEffector.Trigger 영역에서 호출 (A10 발동 시점).
+ ///
+ public static void SpawnOrReplace(PlayerSkillInventory playerInventory, ActiveSkillData cloneData)
+ {
+ if (playerInventory == null) return;
+
+ // 1. 기존 분신 destroy (Singleton 1기 유지)
+ if (_current != null)
+ {
+ Destroy(_current.gameObject);
+ _current = null;
+ }
+
+ // 2. Player 위치·facing 취득
+ var pc = playerInventory.GetComponent();
+ Vector2 facing = pc != null ? pc.Facing : Vector2.right;
+ float signX = facing.x < 0f ? -1f : 1f;
+ Vector2 playerPos = playerInventory.transform.position;
+
+ // 3. PD 명세 — facing 반대 1유닛 (facing=오른쪽 → 분신 x = player.x - 1)
+ Vector2 spawnPos = playerPos + new Vector2(-signX * SPAWN_OFFSET_X, 0f);
+
+ // 4. 신규 GameObject — sprite 복제 + alpha 0.5 + collider 미부착 (무적)
+ var go = new GameObject("Clone_A10");
+ go.hideFlags = HideFlags.DontSave; // Scene 오염 방지 (BT12-Dev SOT 정합)
+ go.transform.position = spawnPos;
+
+ var playerSr = playerInventory.GetComponentInChildren();
+ if (playerSr != null)
+ {
+ var sr = go.AddComponent();
+ sr.sprite = playerSr.sprite;
+ sr.flipX = playerSr.flipX;
+ sr.sortingOrder = playerSr.sortingOrder - 1; // Player 뒤쪽 sorting
+ Color c = playerSr.color;
+ c.a = SPRITE_ALPHA; // PD 명세 — 반투명
+ sr.color = c;
+ }
+
+ // PD 결정 — Collider 미부착 (무적·무충돌). Rigidbody2D도 미부착 (gravity·물리 차단).
+
+ // 5. CloneInstance 컴포넌트 부착 + 상태 초기화
+ var instance = go.AddComponent();
+ instance._playerInventory = playerInventory;
+ instance._spawnFacingX = signX;
+ instance._spawnTime = Time.unscaledTime;
+ _current = instance;
+
+ // 6. Player Fire 이벤트 구독
+ // (β 단계 PlayerSkillInventory.OnPlayerSkillFired 신설 후 컴파일 통과)
+ playerInventory.OnPlayerSkillFired += instance.EnqueuePlayerFire;
+ }
+
+ // ─────────────────────────────────────────────────────────────
+ // Player Fire hook (0.5초 지연 큐 enqueue)
+ // ─────────────────────────────────────────────────────────────
+
+ ///
+ /// Player Fire 시점 hook (PlayerSkillInventory.OnPlayerSkillFired 이벤트 핸들러).
+ /// 0.5초 지연 후 분신 위치 anchor로 동일 Effector 재호출.
+ ///
+ public void EnqueuePlayerFire(ActiveSkillRuntime runtime)
+ {
+ if (runtime == null || runtime.ActiveData == null) return;
+
+ // 무한 재귀 방지 — 분신은 A10 분신을 발동하지 않음
+ if (runtime.ActiveData.CardId == "A10") return;
+
+ _pendingQueue.Enqueue(new PendingFire
+ {
+ TriggerTime = Time.unscaledTime + FIRE_DELAY_SECONDS,
+ Runtime = runtime
+ });
+ }
+
+ // ─────────────────────────────────────────────────────────────
+ // Update — lifetime 자동 소멸 + 지연 큐 dequeue
+ // ─────────────────────────────────────────────────────────────
+
+ void Update()
+ {
+ // PD 결정 (2026-05-15) — 12초 자동 소멸
+ if (Time.unscaledTime - _spawnTime >= LIFETIME_SECONDS)
+ {
+ Destroy(gameObject);
+ return;
+ }
+
+ // 지연 큐 dequeue — TriggerTime 도달 항목 발동
+ while (_pendingQueue.Count > 0 && _pendingQueue.Peek().TriggerTime <= Time.unscaledTime)
+ {
+ var pending = _pendingQueue.Dequeue();
+ FireAtClonePosition(pending.Runtime);
+ }
+ }
+
+ // ─────────────────────────────────────────────────────────────
+ // 분신 위치 anchor Effector 재호출 (50% damage 분기는 PlayerSkillInventory.IsCloneFireActive 영역)
+ // ─────────────────────────────────────────────────────────────
+
+ private void FireAtClonePosition(ActiveSkillRuntime runtime)
+ {
+ if (runtime == null || runtime.ActiveData == null || _playerInventory == null) return;
+
+ // β 단계 — PlayerSkillInventory 신규 필드 set
+ // IsCloneFireActive = true
+ // → γ 단계 6 Effector 영역 anchor·facing·damage 분기
+ // → ActiveSkillRuntime.CalculateEffectiveDamage 영역 50% multiplier
+ // CloneFireOrigin = transform.position (분신 위치 anchor)
+ // CloneFireFacingX = _spawnFacingX (분신 facing 고정)
+ _playerInventory.IsCloneFireActive = true;
+ _playerInventory.CloneFireOrigin = transform.position;
+ _playerInventory.CloneFireFacingX = _spawnFacingX;
+
+ // SkillFireEvent.Execute 영역 그대로 재호출 (Effector 분기 영역 IsCloneFireActive 처리)
+ // reset은 γ 단계 SkillFireEvent.Cleanup 영역 IsCloneFireActive=false 일관 reset
+ // (설계 §A10-7 채택안 (가))
+ var ev = Schedule();
+ ev.Runtime = runtime;
+ ev.Inventory = _playerInventory;
+ }
+
+ // ─────────────────────────────────────────────────────────────
+ // OnDestroy — Player Inventory hook unsubscribe + Singleton 정리
+ // ─────────────────────────────────────────────────────────────
+
+ void OnDestroy()
+ {
+ // Player Inventory hook unsubscribe (β 단계 OnPlayerSkillFired 신설 후 컴파일 통과)
+ if (_playerInventory != null)
+ {
+ _playerInventory.OnPlayerSkillFired -= EnqueuePlayerFire;
+ }
+ if (_current == this) _current = null;
+ }
+ }
+}
diff --git a/Assets/Scripts/Skills/Effectors/CloneInstance.cs.meta b/Assets/Scripts/Skills/Effectors/CloneInstance.cs.meta
new file mode 100644
index 0000000..47a7173
--- /dev/null
+++ b/Assets/Scripts/Skills/Effectors/CloneInstance.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: a3721d2092927044e85f3467e225015c
\ No newline at end of file
diff --git a/Assets/Scripts/Skills/Effectors/LaserSpawner.cs b/Assets/Scripts/Skills/Effectors/LaserSpawner.cs
index 9e1bb0a..8edcabc 100644
--- a/Assets/Scripts/Skills/Effectors/LaserSpawner.cs
+++ b/Assets/Scripts/Skills/Effectors/LaserSpawner.cs
@@ -23,12 +23,12 @@ namespace EerieVillage.Skills.Effectors
// PD 지시 2026-05-13 분리 — OffsetDistance(forwardDir) = 히트박스만·OffsetXY = 이펙트만
Vector2 facing = Vector2.right;
var pc = inventory.GetComponent();
- if (pc != null) facing = pc.Facing;
+ facing = inventory.GetSpawnFacing(pc); // BT12-Dev-Clone (2026-05-15) γ
// PD 지시 2026-05-13 — FxRotation 은 이펙트(시각) 전용. 박스(판정) 은 facing 만 반영.
float baseAngle = Mathf.Atan2(facing.y, facing.x) * Mathf.Rad2Deg; // 박스 회전 = facing 만 (좌/우)
float fxAngle = baseAngle + data.FxRotation; // 이펙트 회전 = facing + FxRotation
Vector2 boxForward = facing.normalized; // 박스 진행 방향 = facing (FxRotation 미적용)
- Vector2 playerPos = inventory.transform.position;
+ Vector2 playerPos = inventory.GetSpawnAnchor();
Vector2 fxPos = playerPos + data.OffsetXY; // 이펙트 위치
// 이펙트 spawn — fxPos·HitFxScale·facing+FxRotation 적용
@@ -101,10 +101,10 @@ namespace EerieVillage.Skills.Effectors
if (inventory == null) return;
Vector2 facing = Vector2.right;
var pc = inventory.GetComponent();
- if (pc != null) facing = pc.Facing;
+ facing = inventory.GetSpawnFacing(pc); // BT12-Dev-Clone (2026-05-15) γ
Vector2 forwardDir = facing.normalized; // 판정 진행 방향 = facing 만
float signX = facing.x < 0f ? -1f : 1f; // OffsetDistance.x 좌/우 반전
- Vector2 origin = (Vector2)inventory.transform.position
+ Vector2 origin = (Vector2)inventory.GetSpawnAnchor()
+ new Vector2(signX * data.OffsetDistance.x, data.OffsetDistance.y);
var enemies = Object.FindObjectsByType(FindObjectsSortMode.None);
diff --git a/Assets/Scripts/Skills/Effectors/LightningStrikeSpawner.cs b/Assets/Scripts/Skills/Effectors/LightningStrikeSpawner.cs
index 0ba9ef1..a6b8974 100644
--- a/Assets/Scripts/Skills/Effectors/LightningStrikeSpawner.cs
+++ b/Assets/Scripts/Skills/Effectors/LightningStrikeSpawner.cs
@@ -51,7 +51,7 @@ namespace EerieVillage.Skills.Effectors
}
else
{
- primaryPos = (Vector2)inventory.transform.position;
+ primaryPos = inventory.GetSpawnAnchor(); // BT12-Dev-Clone (2026-05-15) γ
}
// PD 정합 2026-05-13 — OffsetDistance = (X, Y) 절대 오프셋·OffsetXY = 이펙트만
Vector2 hitboxPos = primaryPos + data.OffsetDistance;
diff --git a/Assets/Scripts/Skills/Effectors/MeleeAreaSpawner.cs b/Assets/Scripts/Skills/Effectors/MeleeAreaSpawner.cs
index a96db9a..da4e744 100644
--- a/Assets/Scripts/Skills/Effectors/MeleeAreaSpawner.cs
+++ b/Assets/Scripts/Skills/Effectors/MeleeAreaSpawner.cs
@@ -20,12 +20,12 @@ namespace EerieVillage.Skills.Effectors
{
var data = runtime.ActiveData;
// PD 지시 2026-05-13 — OffsetDistanceX = X 절대·OffsetDistance = Y 절대·OffsetXY = 이펙트만
- Vector2 playerPos = inventory.transform.position;
+ Vector2 playerPos = inventory.GetSpawnAnchor();
Vector2 fxPos = playerPos + data.OffsetXY;
Vector2 facing = Vector2.right;
var pc = inventory.GetComponent();
- if (pc != null) facing = pc.Facing;
+ facing = inventory.GetSpawnFacing(pc); // BT12-Dev-Clone (2026-05-15) γ
// 이펙트 spawn — fxPos·HitFxScale·FxRotation·facing flip
GameObject fxGo = null;
@@ -116,9 +116,9 @@ namespace EerieVillage.Skills.Effectors
// PD 지시 2026-05-13 — 박스(판정) = facing 좌/우 sign 만 · FxRotation 미적용
Vector2 facing = Vector2.right;
var pc = inventory.GetComponent();
- if (pc != null) facing = pc.Facing;
+ facing = inventory.GetSpawnFacing(pc); // BT12-Dev-Clone (2026-05-15) γ
float signX = facing.x < 0f ? -1f : 1f;
- Vector2 playerPos = inventory.transform.position;
+ Vector2 playerPos = inventory.GetSpawnAnchor();
// 1차 판정
DoOverlapBoxAt(playerPos + new Vector2(signX * data.OffsetDistance.x, data.OffsetDistance.y),
diff --git a/Assets/Scripts/Skills/Effectors/PoisonSwampSpawner.cs b/Assets/Scripts/Skills/Effectors/PoisonSwampSpawner.cs
index 10e4bd0..9f7959e 100644
--- a/Assets/Scripts/Skills/Effectors/PoisonSwampSpawner.cs
+++ b/Assets/Scripts/Skills/Effectors/PoisonSwampSpawner.cs
@@ -28,7 +28,7 @@ namespace EerieVillage.Skills.Effectors
EnemyController nearest = null;
float minDist = float.MaxValue;
- Vector2 playerPos = inventory.transform.position;
+ Vector2 playerPos = inventory.GetSpawnAnchor(); // BT12-Dev-Clone (2026-05-15) γ
var enemies = Object.FindObjectsByType(FindObjectsSortMode.None);
foreach (var e in enemies)
{
diff --git a/Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs b/Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs
index a73385a..3bdb836 100644
--- a/Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs
+++ b/Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs
@@ -20,18 +20,20 @@ namespace EerieVillage.Skills.Effectors
// 플레이어 위치·방향 취득
Transform playerTransform = inventory.transform;
+ // BT12-Dev-Clone (2026-05-15) — A10 분신 anchor (γ 단계 helper)
+ Vector2 anchorPos = inventory.GetSpawnAnchor();
// PlayerController.Facing 참조
Vector2 facing = Vector2.right;
var pc = inventory.GetComponent();
- if (pc != null) facing = pc.Facing;
+ facing = inventory.GetSpawnFacing(pc); // BT12-Dev-Clone (2026-05-15) γ
// PD 지시 2026-05-13 — 게임 시작 시 Player.Facing=(0,0) 영역 fallback (정지·잔존 투사체 차단)
if (facing.sqrMagnitude < 0.01f) facing = Vector2.right;
// PD 지시 2026-05-14 — TargetEnemyOnFire 영역 가장 가까운 적 방향 영역 발사 (A08 저주의 화살 등)
if (data.TargetEnemyOnFire)
{
- Vector2 playerPos2 = playerTransform.position;
+ Vector2 playerPos2 = anchorPos;
EnemyController nearest = null;
float minDist = float.MaxValue;
var enemies = Object.FindObjectsByType(FindObjectsSortMode.None);
@@ -54,7 +56,7 @@ namespace EerieVillage.Skills.Effectors
// PD 정합 2026-05-13 — OffsetDistance.x = facing 방향 거리·OffsetDistance.y = 직각 거리·OffsetXY = 이펙트 절대
Vector2 perpDir = new Vector2(-facing.y, facing.x);
- Vector2 spawnPos = (Vector2)playerTransform.position
+ Vector2 spawnPos = (Vector2)anchorPos
+ facing * data.OffsetDistance.x
+ perpDir * data.OffsetDistance.y
+ data.OffsetXY;
@@ -64,7 +66,7 @@ namespace EerieVillage.Skills.Effectors
if (data.CastFxPrefab != null)
{
float castAngle = Mathf.Atan2(facing.y, facing.x) * Mathf.Rad2Deg + data.ProjectileAngleOffset + data.FxRotation;
- var castFx = Object.Instantiate(data.CastFxPrefab, playerTransform.position, Quaternion.Euler(0f, 0f, castAngle));
+ var castFx = Object.Instantiate(data.CastFxPrefab, anchorPos, Quaternion.Euler(0f, 0f, castAngle));
castFx.hideFlags = HideFlags.DontSave;
castFx.transform.localScale *= data.HitFxScale;
foreach (var ps in castFx.GetComponentsInChildren(true)) { var m = ps.main; m.scalingMode = ParticleSystemScalingMode.Hierarchy; ps.Play(true); }
diff --git a/Assets/Scripts/Skills/Effectors/SpiritFireSpawner.cs b/Assets/Scripts/Skills/Effectors/SpiritFireSpawner.cs
index 85e8a7b..553a4bb 100644
--- a/Assets/Scripts/Skills/Effectors/SpiritFireSpawner.cs
+++ b/Assets/Scripts/Skills/Effectors/SpiritFireSpawner.cs
@@ -17,7 +17,7 @@ namespace EerieVillage.Skills.Effectors
public void Trigger(ActiveSkillRuntime runtime, PlayerSkillInventory inventory)
{
var data = runtime.ActiveData;
- Vector2 spawnPos = (Vector2)inventory.transform.position + data.OffsetXY;
+ Vector2 spawnPos = inventory.GetSpawnAnchor() + data.OffsetXY; // BT12-Dev-Clone (2026-05-15) γ
GameObject shieldGo;
if (data.OnHitFxPrefab != null)
@@ -47,7 +47,7 @@ namespace EerieVillage.Skills.Effectors
// PD 지시 2026-05-14 — OffsetDistance 적용 (facing sign · A05·Laser 동일 패턴)
Vector2 facing = Vector2.right;
var pc = inventory.GetComponent();
- if (pc != null) facing = pc.Facing;
+ facing = inventory.GetSpawnFacing(pc); // BT12-Dev-Clone (2026-05-15) γ
float signX = facing.x < 0f ? -1f : 1f;
Vector2 offset = new Vector2(signX * data.OffsetDistance.x, data.OffsetDistance.y);
diff --git a/Assets/Scripts/Skills/Events/SkillFireEvent.cs b/Assets/Scripts/Skills/Events/SkillFireEvent.cs
index f8eea40..53047df 100644
--- a/Assets/Scripts/Skills/Events/SkillFireEvent.cs
+++ b/Assets/Scripts/Skills/Events/SkillFireEvent.cs
@@ -50,7 +50,9 @@ namespace EerieVillage.Skills
break;
case ActiveCategory.Minion:
- effector = new SpiritFireSpawner();
+ // BT12-Dev-Clone (2026-05-15) — A10 분신 CardId 분기 (설계 §A10-7)
+ if (data.CardId == "A10") effector = new CloneEffector();
+ else effector = new SpiritFireSpawner();
break;
// Phase 2-C~ 예정: Debuff·SpecialJudge
@@ -63,6 +65,10 @@ namespace EerieVillage.Skills
internal override void Cleanup()
{
+ // BT12-Dev-Clone (2026-05-15) — 분신 발동 컨텍스트 reset (설계 §A10-7 채택안 (가))
+ // Effector.Trigger 완료 후 IsCloneFireActive=false 일관 reset
+ // (Simulation Event 일관 시점 — 다음 frame race 회피)
+ if (Inventory != null) Inventory.IsCloneFireActive = false;
Runtime = null;
Inventory = null;
}
diff --git a/Assets/Scripts/Skills/Runtime/ActiveSkillRuntime.cs b/Assets/Scripts/Skills/Runtime/ActiveSkillRuntime.cs
index d4eb7a7..27e404b 100644
--- a/Assets/Scripts/Skills/Runtime/ActiveSkillRuntime.cs
+++ b/Assets/Scripts/Skills/Runtime/ActiveSkillRuntime.cs
@@ -94,6 +94,11 @@ namespace EerieVillage.Skills
var ev = Simulation.Schedule();
ev.Runtime = this;
ev.Inventory = _inventory;
+
+ // BT12-Dev-Clone (2026-05-15) — A10 분신 hook 발화
+ // IsCloneFireActive 분기 — 분신 발동 시 OnPlayerSkillFired 발화 X (무한 재귀 방지)
+ if (_inventory != null && !_inventory.IsCloneFireActive)
+ _inventory.OnPlayerSkillFired?.Invoke(this);
}
///
@@ -129,12 +134,16 @@ namespace EerieVillage.Skills
attrMult = v;
}
- return Mathf.RoundToInt(
- ActiveData.BaseDamage *
+ float effective = ActiveData.BaseDamage *
stats.DamageMultiplier *
StackLevelFactor(StackLevel) *
- attrMult
- );
+ attrMult;
+
+ // BT12-Dev-Clone (2026-05-15) — A10 분신 발동 시 damage 50% 반감 (PD 명세 4번)
+ if (_inventory.IsCloneFireActive)
+ effective *= PlayerSkillInventory.CLONE_DAMAGE_MULTIPLIER;
+
+ return Mathf.RoundToInt(effective);
}
}
}
diff --git a/Assets/Scripts/Skills/Runtime/PlayerSkillInventory.cs b/Assets/Scripts/Skills/Runtime/PlayerSkillInventory.cs
index 99c3e94..c2dedca 100644
--- a/Assets/Scripts/Skills/Runtime/PlayerSkillInventory.cs
+++ b/Assets/Scripts/Skills/Runtime/PlayerSkillInventory.cs
@@ -44,6 +44,46 @@ namespace EerieVillage.Skills
public event System.Action OnEnemyKilled;
public event System.Action OnPlayerDamaged;
+ // ─────────────────────────────────────────────────────────────
+ // BT12-Dev-Clone (2026-05-15) — A10 분신 영역 (CloneInstance·CloneEffector hook)
+ // ─────────────────────────────────────────────────────────────
+
+ /// Player 스킬 발동 시 호출 (CloneInstance.EnqueuePlayerFire hook).
+ public event System.Action OnPlayerSkillFired;
+
+ /// 분신 발동 컨텍스트 분기 플래그. Effector 영역 anchor·facing·damage 분기 적용.
+ internal bool IsCloneFireActive = false;
+
+ /// 분신 발동 시 anchor 위치 (분신 GameObject 위치).
+ internal Vector2 CloneFireOrigin = Vector2.zero;
+
+ /// 분신 발동 시 facing sign (-1 = 왼쪽·+1 = 오른쪽). spawn 시점 고정 (PD 결정 2026-05-15).
+ internal float CloneFireFacingX = 1f;
+
+ /// PD 결정 (2026-05-15) — 분신 damage multiplier. 50% 반감.
+ internal const float CLONE_DAMAGE_MULTIPLIER = 0.5f;
+
+ ///
+ /// 스킬 발동 anchor 위치 반환 (BT12-Dev-Clone 2026-05-15 γ 단계).
+ /// IsCloneFireActive=true → 분신 위치 (CloneFireOrigin) · false → Player 위치.
+ /// 6 Effector 영역 일관 사용 — Player·분신 발동 위치 분기 단일 진입점.
+ ///
+ public Vector2 GetSpawnAnchor()
+ {
+ return IsCloneFireActive ? CloneFireOrigin : (Vector2)transform.position;
+ }
+
+ ///
+ /// 스킬 발동 facing 반환 (BT12-Dev-Clone 2026-05-15 γ 단계).
+ /// IsCloneFireActive=true → 분신 facing 고정 (CloneFireFacingX) · false → Player facing.
+ /// 6 Effector 영역 일관 사용.
+ ///
+ public Vector2 GetSpawnFacing(PlayerController pc)
+ {
+ if (IsCloneFireActive) return new Vector2(CloneFireFacingX, 0f);
+ return pc != null ? pc.Facing : Vector2.right;
+ }
+
// PD 지시 2026-05-14 — Scene load 직후 정적 cleanup (가장 이른 진입점·Awake 보다 선행)
[UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.AfterSceneLoad)]
static void OnSceneLoadedStaticCleanup()
diff --git a/Assets/Scripts/Skills/Runtime/SkillRuntimeFactory.cs b/Assets/Scripts/Skills/Runtime/SkillRuntimeFactory.cs
index 02cd4dd..6fb872f 100644
--- a/Assets/Scripts/Skills/Runtime/SkillRuntimeFactory.cs
+++ b/Assets/Scripts/Skills/Runtime/SkillRuntimeFactory.cs
@@ -76,7 +76,9 @@ namespace EerieVillage.Skills
// PD 지시 2026-05-13 Phase A — A08 저주의 화살·A12 정화의 빛 신규 추가
"A08", "A12",
// PD 지시 2026-05-13 Phase B — A06 독 늪·A11 정령불 신규 추가
- "A06", "A11"
+ "A06", "A11",
+ // BT12-Dev-Clone (2026-05-15) — A10 분신 신규
+ "A10"
};
///
diff --git a/Assets/Tests/Editor/CloneSkillTests.cs b/Assets/Tests/Editor/CloneSkillTests.cs
new file mode 100644
index 0000000..98cfdce
--- /dev/null
+++ b/Assets/Tests/Editor/CloneSkillTests.cs
@@ -0,0 +1,123 @@
+using NUnit.Framework;
+using UnityEngine;
+using EerieVillage.Skills;
+using EerieVillage.Skills.Effectors;
+
+namespace EerieVillage.Skills.Tests.Editor
+{
+ ///
+ /// A10 분신 스킬 EditMode 테스트 (BT12-Dev-Clone · 2026-05-15 δ 단계).
+ ///
+ /// PD 명세 5항목 + PD 결정 4건 정합 검증.
+ /// PlayMode 의존 (Time.unscaledTime·Update) 영역은 본 EditMode에서 제외 — PD Play 검증 영역.
+ ///
+ public class CloneSkillTests
+ {
+ // ─────────────────────────────────────────────────────────────
+ // 1. PD 결정 상수 검증 (BaseCooldown 25·MinionLifetime 12·딜레이 0.5·offset 1·alpha 0.5)
+ // ─────────────────────────────────────────────────────────────
+
+ [Test]
+ public void T01_CloneInstance_PdConstantsMatch()
+ {
+ Assert.AreEqual(12f, CloneInstance.LIFETIME_SECONDS,
+ "PD 결정 (2026-05-15) — 분신 lifetime 12초.");
+ Assert.AreEqual(0.5f, CloneInstance.FIRE_DELAY_SECONDS,
+ "PD 명세 — 공격 시작 딜레이 0.5초.");
+ Assert.AreEqual(1f, CloneInstance.SPAWN_OFFSET_X,
+ "PD 명세 — facing 반대 방향 1유닛.");
+ Assert.AreEqual(0.5f, CloneInstance.SPRITE_ALPHA,
+ "PD 명세 — 반투명 alpha 0.5.");
+ }
+
+ [Test]
+ public void T02_PlayerSkillInventory_CloneDamageMultiplierIsHalf()
+ {
+ // PD 명세 — 분신 공격력 50% 반감 (= 0.5f multiplier)
+ Assert.AreEqual(0.5f, PlayerSkillInventory.CLONE_DAMAGE_MULTIPLIER,
+ "PD 명세 4번 — 분신 damage 50% 반감.");
+ }
+
+ // ─────────────────────────────────────────────────────────────
+ // 2. helper 메서드 동작 검증 (γ 단계 anchor·facing 분기)
+ // ─────────────────────────────────────────────────────────────
+
+ [Test]
+ public void T03_GetSpawnAnchor_ReturnsPlayerPositionWhenNotCloneFire()
+ {
+ var go = new GameObject("PlayerStub");
+ go.AddComponent();
+ var inv = go.AddComponent();
+ go.transform.position = new Vector3(5f, 3f, 0f);
+ inv.IsCloneFireActive = false;
+
+ Vector2 anchor = inv.GetSpawnAnchor();
+ Assert.AreEqual(5f, anchor.x, "기본 영역 — Player x 위치 반환.");
+ Assert.AreEqual(3f, anchor.y, "기본 영역 — Player y 위치 반환.");
+
+ Object.DestroyImmediate(go);
+ }
+
+ [Test]
+ public void T04_GetSpawnAnchor_ReturnsCloneOriginWhenCloneFireActive()
+ {
+ var go = new GameObject("PlayerStub");
+ go.AddComponent();
+ var inv = go.AddComponent();
+ go.transform.position = new Vector3(5f, 3f, 0f);
+ inv.IsCloneFireActive = true;
+ inv.CloneFireOrigin = new Vector2(-2f, 7f);
+
+ Vector2 anchor = inv.GetSpawnAnchor();
+ Assert.AreEqual(-2f, anchor.x, "분신 발동 영역 — 분신 위치 반환.");
+ Assert.AreEqual(7f, anchor.y, "분신 발동 영역 — 분신 위치 반환.");
+
+ Object.DestroyImmediate(go);
+ }
+
+ [Test]
+ public void T05_GetSpawnFacing_ReturnsCloneFacingWhenCloneFireActive()
+ {
+ var go = new GameObject("PlayerStub");
+ go.AddComponent();
+ var inv = go.AddComponent();
+ inv.IsCloneFireActive = true;
+ inv.CloneFireFacingX = -1f; // 분신 왼쪽 facing 고정
+
+ Vector2 facing = inv.GetSpawnFacing(null);
+ Assert.AreEqual(-1f, facing.x, "분신 facing 고정 (x sign).");
+ Assert.AreEqual(0f, facing.y, "분신 facing y = 0.");
+
+ Object.DestroyImmediate(go);
+ }
+
+ // ─────────────────────────────────────────────────────────────
+ // 3. CloneInstance Singleton·재귀 skip 검증
+ // ─────────────────────────────────────────────────────────────
+
+ [Test]
+ public void T06_CloneInstance_CurrentIsNullInitially()
+ {
+ // 정적 Singleton 초기 영역 null (또는 이전 테스트 잔존 정리)
+ if (CloneInstance.Current != null)
+ Object.DestroyImmediate(CloneInstance.Current.gameObject);
+
+ Assert.IsNull(CloneInstance.Current, "분신 미spawn 영역 Current = null.");
+ }
+
+ [Test]
+ public void T07_EnqueuePlayerFire_IgnoresA10RecursionPrep()
+ {
+ // 분신이 A10 발동 hook 영역 무한 재귀 방지 영역 — null·CardId == "A10" 즉시 return
+ // 본 테스트는 hook 영역 진입 자체가 null safe 영역 확증.
+ var go = new GameObject("CloneStub");
+ var instance = go.AddComponent();
+
+ // null runtime 영역 즉시 return — Exception X
+ Assert.DoesNotThrow(() => instance.EnqueuePlayerFire(null),
+ "null runtime hook 영역 NullReferenceException X.");
+
+ Object.DestroyImmediate(go);
+ }
+ }
+}
diff --git a/Assets/Tests/Editor/CloneSkillTests.cs.meta b/Assets/Tests/Editor/CloneSkillTests.cs.meta
new file mode 100644
index 0000000..69a08b2
--- /dev/null
+++ b/Assets/Tests/Editor/CloneSkillTests.cs.meta
@@ -0,0 +1,11 @@
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+guid: c10e7e575c0e15a72ba8d8f156b126e0
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
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+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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