fix(BT12-Dev): Wall OverlapPoint LayerMask Layer 16 → Layer 0 (회귀 정정)

PD: "왜 투사체가 또다시 벽을 뚫고 지나가는거지?" 회귀.

근본 — MCP 자율 실측 (자성 #13 정합):
- Wall = Level TilemapCollider2D (Layer 0·Default·isTrigger=False·Static)
- 직전 WallLayerMask = (1 << 16) → Layer 16 (Foreground) Tilemap 영역 영역 X
- Layer 0 영역 OverlapPoint hit X → SelfDestruct X → 벽 뚫고 지나감

fix — WallLayerMask = (1 << 0):
- Layer 0 Solid: Level Tilemap·GameObject·Alien BoxCollider2D = Wall 정합
- Trigger collider (CinemachineConfiner Polygon·Token·DeathZone Box)
  = useTriggers=false 자동 제외
- Player Layer=13·Enemy Layer=14 → OverlapPoint hit 무관·정합

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
깃 관리자 2026-05-10 21:22:10 +09:00
parent 1ef19890a5
commit 2b8828bf37
1 changed files with 5 additions and 3 deletions

View File

@ -59,9 +59,11 @@ namespace EerieVillage.Skills.Effectors
Invoke(nameof(SelfDestruct), _lifetime);
}
// BT12-Dev 2026-05-10 — Wall Layer Mask. Layer 0 (Default) 영역 Level Tilemap (지면 영역) + Player 영역 영역 영역 → 영역 영역 영역.
// Layer 16 (Foreground·발판) 영역만 Wall 영역 영역.
protected static readonly int WallLayerMask = (1 << 16);
// BT12-Dev 2026-05-10 회귀 정정 — Wall Layer 실측 (Player Layer=13·Enemy Layer=14·Level Tilemap Layer=0).
// Layer 0 (Default) Solid Collider: Level TilemapCollider2D + GameObject·Alien BoxCollider2D — Wall 정합.
// Trigger collider (CinemachineConfiner Polygon·Token·DeathZone Box) = useTriggers=false 영역 자동 제외.
// Player·Enemy 영역 Layer 0 외 영역 → OverlapPoint hit 무관.
protected static readonly int WallLayerMask = (1 << 0);
protected virtual void Update()
{