feat(BT12-Dev): Visual 자식 분리·Clip path Visual·Variant Visual sprite override

PD: "가 — Visual 자식 분리 (이미지만 위로 띄우기 가능)"

근본:
- Enemy GameObject root에 SpriteRenderer·Animator·Collider 모두 묶임
- prefab y 변경 시 Collider까지 같이 이동 → 시각만 분리 불가

fix:
1. Enemy.prefab — Visual 자식 GameObject 신규
   - root SpriteRenderer·Animator 제거
   - Visual 자식에 SpriteRenderer·Animator 부착·기존 setting 이전
2. 35 AnimationClip path 변경
   - EnemyIdle/Run/Hurt/Death/Attack + 30 M00x Clip
   - path="" → path="Visual" (자식 SpriteRenderer 바인딩)
3. Variant 6개 SpriteRenderer override 재적용
   - Visual.SpriteRenderer.sprite = M00x_idle01_0 종별
   - Visual.Animator.runtimeAnimatorController = M00x.overrideController 종별
4. AnimationController·EnemyController
   - spriteRenderer = GetComponent<SpriteRenderer>() ?? GetComponentInChildren<SpriteRenderer>()
   - animator 동일 패턴
5. Scene 16 Enemy position override 복원 (직전 b41cdf6 revert)

PD Variant prefab 영역 Visual 자식 localPosition.y Inspector 조절 시 시각만 위로 이동·Collider 영역 X.

회귀 영역 X:
- KinematicObject·Collider·Rigidbody·EnemyController patrol·발판 통과 정합

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
깃 관리자 2026-05-12 15:53:37 +09:00
parent 112d8c4fda
commit 551bc048a4
43 changed files with 616 additions and 268 deletions

View File

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View File

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View File

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@ -42,8 +42,11 @@ namespace Platformer.Mechanics
protected virtual void Awake()
{
// BT12-Dev 2026-05-12 — Visual 자식 분리 (PD 지시): SpriteRenderer·Animator가 자식 Visual GameObject에 위치할 수 있음.
spriteRenderer = GetComponent<SpriteRenderer>();
if (spriteRenderer == null) spriteRenderer = GetComponentInChildren<SpriteRenderer>();
animator = GetComponent<Animator>();
if (animator == null) animator = GetComponentInChildren<Animator>();
}
protected override void ComputeVelocity()

View File

@ -65,7 +65,9 @@ namespace Platformer.Mechanics
control = GetComponent<AnimationController>();
_collider = GetComponent<Collider2D>();
_audio = GetComponent<AudioSource>();
// BT12-Dev 2026-05-12 — Visual 자식 분리: SpriteRenderer가 자식에 위치할 수 있음.
spriteRenderer = GetComponent<SpriteRenderer>();
if (spriteRenderer == null) spriteRenderer = GetComponentInChildren<SpriteRenderer>();
_body = GetComponent<Rigidbody2D>();
// BT5-Dev #21 — Awake 시점 fallback 추가 (Player tag 영역 미설정 영역 대비)