diff --git a/Assets/Scripts/Gameplay/EnemyDeath.cs b/Assets/Scripts/Gameplay/EnemyDeath.cs index db96405..89da4da 100644 --- a/Assets/Scripts/Gameplay/EnemyDeath.cs +++ b/Assets/Scripts/Gameplay/EnemyDeath.cs @@ -1,22 +1,36 @@ using Platformer.Core; using Platformer.Mechanics; +using UnityEngine; namespace Platformer.Gameplay { /// /// Fired when the health component on an enemy has a hitpoint value of 0. + /// BT104 (PD 명시 2026-05-08): Enemy 사망 시 patrol·시각 영역 비활성 + 1초 후 GameObject Destroy /// - /// public class EnemyDeath : Simulation.Event { public EnemyController enemy; public override void Execute() { - enemy._collider.enabled = false; - enemy.control.enabled = false; - if (enemy._audio && enemy.ouch) + if (enemy == null) return; + + // 충돌·이동·patrol 영역 비활성 + if (enemy._collider != null) enemy._collider.enabled = false; + if (enemy.control != null) enemy.control.enabled = false; + enemy.enabled = false; // BT104: EnemyController patrol 영역 정지 + + // death 애니메이션 트리거 (Enemy.controller 영역의 'death' parameter) + var animator = enemy.GetComponent(); + if (animator != null) animator.SetTrigger("death"); + + // 사운드 + if (enemy._audio != null && enemy.ouch != null) enemy._audio.PlayOneShot(enemy.ouch); + + // 1초 후 GameObject 영역 Destroy (사망 애니메이션 시간) + Object.Destroy(enemy.gameObject, 1f); } } } \ No newline at end of file diff --git a/Assets/Scripts/Mechanics/EnemyController.cs b/Assets/Scripts/Mechanics/EnemyController.cs index 7baec92..1cd215d 100644 --- a/Assets/Scripts/Mechanics/EnemyController.cs +++ b/Assets/Scripts/Mechanics/EnemyController.cs @@ -102,8 +102,41 @@ namespace Platformer.Mechanics } // BT97 — Start 시점 안전 거리 측정 (AutoForeground Tile data 활성 후·AfterSceneLoad 이후) + // BT104 — 시작 위치 발판 검증·자동 재배치 (PD가 PD Foreground·빈 영역 배치 시 가까운 발판 영역으로 이동) void Start() { + if (_collider != null) + { + Vector2 footHere = new Vector2(_collider.bounds.center.x, _collider.bounds.min.y + 0.05f); + RaycastHit2D groundUnder = Physics2D.Raycast(footHere, Vector2.down, cliffCheckDepth, groundLayerMask); + if (groundUnder.collider == null) + { + // 시작 위치 발판 X — 가까운 좌·우 발판 자동 검색 + for (float d = 0.5f; d <= 50f; d += 0.5f) + { + Vector2 rightProbe = new Vector2(_startX + d, footHere.y); + if (Physics2D.Raycast(rightProbe, Vector2.down, cliffCheckDepth, groundLayerMask).collider != null) + { + _startX += d; + Vector3 newPos = new Vector3(_startX, transform.position.y, transform.position.z); + transform.position = newPos; + if (_body != null) _body.position = newPos; + break; + } + Vector2 leftProbe = new Vector2(_startX - d, footHere.y); + if (Physics2D.Raycast(leftProbe, Vector2.down, cliffCheckDepth, groundLayerMask).collider != null) + { + _startX -= d; + Vector3 newPos = new Vector3(_startX, transform.position.y, transform.position.z); + transform.position = newPos; + if (_body != null) _body.position = newPos; + break; + } + } + } + } + _startY = transform.position.y; // 재배치 후 _startY 갱신 + _maxRightRange = MeasureSafeWalkDistance(1f); _maxLeftRange = MeasureSafeWalkDistance(-1f); SetNextPatrolTarget();