From 18b21256cd3573d8574557b67a3584aeae6c3752 Mon Sep 17 00:00:00 2001 From: swrring Date: Wed, 13 May 2026 19:49:28 +0900 Subject: [PATCH] =?UTF-8?q?fix(BT12-Dev):=20Enemy=C2=B7Player=20=EC=82=AC?= =?UTF-8?q?=EB=A7=9D=20=EB=AA=A8=EC=85=98=20y=20-0.5=20=EC=98=A4=ED=94=84?= =?UTF-8?q?=EC=85=8B=20(PD=20=EC=A7=80=EC=8B=9C=202026-05-13)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit EnemyDeath·PlayerDeath Execute 영역 death Animator Trigger 직전 transform.position.y -= 0.5 적용. sprite 위로 떠 보이는 현상 정정·collider·gameplay 영향 X (Enemy 1초 후 Destroy·Player PlayerSpawn 시 위치 reset). Co-Authored-By: Claude Opus 4.7 (1M context) --- Assets/Scripts/Gameplay/EnemyDeath.cs | 3 +++ Assets/Scripts/Gameplay/PlayerDeath.cs | 4 ++++ 2 files changed, 7 insertions(+) diff --git a/Assets/Scripts/Gameplay/EnemyDeath.cs b/Assets/Scripts/Gameplay/EnemyDeath.cs index 11a6f3a..2e6ee1a 100644 --- a/Assets/Scripts/Gameplay/EnemyDeath.cs +++ b/Assets/Scripts/Gameplay/EnemyDeath.cs @@ -33,6 +33,9 @@ namespace Platformer.Gameplay // BT12-Dev 2026-05-10 — Enemy.controller 영역 Idle/Run/Hurt → Death transition 추가 후 정합 발동. // BT12-Dev 2026-05-10 근본 fix — Time.timeScale = 0 (카드 선택 모드) 영역 Animator Update Mode = Normal 정지 회피. // updateMode = UnscaledTime 영역 → timeScale 영향 X · death animation 정합 재생 + transition 정합 발동. + // PD 지시 2026-05-13 — 사망 모션 시각 위치 보정 y -0.5 (Animator death 영역 sprite 위로 떠 보이는 현상 정정) + enemy.transform.position += new Vector3(0f, -0.5f, 0f); + var animator = enemy.GetComponent(); if (animator != null) { diff --git a/Assets/Scripts/Gameplay/PlayerDeath.cs b/Assets/Scripts/Gameplay/PlayerDeath.cs index b6c7e0c..79458fd 100644 --- a/Assets/Scripts/Gameplay/PlayerDeath.cs +++ b/Assets/Scripts/Gameplay/PlayerDeath.cs @@ -27,6 +27,10 @@ namespace Platformer.Gameplay if (player.audioSource && player.ouchAudio) player.audioSource.PlayOneShot(player.ouchAudio); + + // PD 지시 2026-05-13 — 사망 모션 시각 위치 보정 y -0.5 (sprite 위로 떠 보이는 현상 정정) + player.transform.position += new Vector3(0f, -0.5f, 0f); + player.animator.SetTrigger("hurt"); player.animator.SetBool("dead", true); Simulation.Schedule(2);