From 551bc048a4c32d2606be129208534b6a17e2c19e Mon Sep 17 00:00:00 2001 From: swrring Date: Tue, 12 May 2026 15:53:37 +0900 Subject: [PATCH] =?UTF-8?q?feat(BT12-Dev):=20Visual=20=EC=9E=90=EC=8B=9D?= =?UTF-8?q?=20=EB=B6=84=EB=A6=AC=C2=B7Clip=20path=20Visual=C2=B7Variant=20?= =?UTF-8?q?Visual=20sprite=20override?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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() ?? GetComponentInChildren() - 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) --- Assets/Character/Animations/EnemyDeath.anim | 52 ++-- Assets/Character/Animations/EnemyHurt.anim | 57 ++-- Assets/Character/Animations/EnemyIdle.anim | 282 +++++++++++------- Assets/Character/Animations/EnemyRun.anim | 87 +++--- Assets/Character/Animations/M001_Attack.anim | 4 +- Assets/Character/Animations/M001_Death.anim | 4 +- Assets/Character/Animations/M001_Hurt.anim | 4 +- Assets/Character/Animations/M001_Idle.anim | 4 +- Assets/Character/Animations/M001_Run.anim | 4 +- Assets/Character/Animations/M002_Attack.anim | 4 +- Assets/Character/Animations/M002_Death.anim | 4 +- Assets/Character/Animations/M002_Hurt.anim | 4 +- Assets/Character/Animations/M002_Idle.anim | 4 +- Assets/Character/Animations/M002_Run.anim | 4 +- Assets/Character/Animations/M003_Attack.anim | 4 +- Assets/Character/Animations/M003_Death.anim | 4 +- Assets/Character/Animations/M003_Hurt.anim | 4 +- Assets/Character/Animations/M003_Idle.anim | 4 +- Assets/Character/Animations/M003_Run.anim | 4 +- Assets/Character/Animations/M004_Attack.anim | 4 +- Assets/Character/Animations/M004_Death.anim | 4 +- Assets/Character/Animations/M004_Hurt.anim | 4 +- Assets/Character/Animations/M004_Idle.anim | 4 +- Assets/Character/Animations/M004_Run.anim | 4 +- Assets/Character/Animations/M005_Attack.anim | 4 +- Assets/Character/Animations/M005_Death.anim | 4 +- Assets/Character/Animations/M005_Hurt.anim | 4 +- Assets/Character/Animations/M005_Idle.anim | 4 +- Assets/Character/Animations/M005_Run.anim | 4 +- Assets/Character/Animations/M006_Attack.anim | 4 +- Assets/Character/Animations/M006_Death.anim | 4 +- Assets/Character/Animations/M006_Hurt.anim | 4 +- Assets/Character/Animations/M006_Idle.anim | 4 +- Assets/Character/Animations/M006_Run.anim | 4 +- Assets/Prefabs/Enemy.prefab | 129 +++++++- Assets/Prefabs/Enemy_M001_Wolf.prefab | 22 +- Assets/Prefabs/Enemy_M002_Bat.prefab | 28 +- Assets/Prefabs/Enemy_M003_ZombieM.prefab | 28 +- Assets/Prefabs/Enemy_M004_ZombieF.prefab | 28 +- Assets/Prefabs/Enemy_M005_Ghost.prefab | 18 +- Assets/Prefabs/Enemy_M006_Spider.prefab | 28 +- .../Scripts/Mechanics/AnimationController.cs | 3 + Assets/Scripts/Mechanics/EnemyController.cs | 2 + 43 files changed, 616 insertions(+), 268 deletions(-) diff --git a/Assets/Character/Animations/EnemyDeath.anim b/Assets/Character/Animations/EnemyDeath.anim index 5be9fa9..eec71b4 100644 --- a/Assets/Character/Animations/EnemyDeath.anim +++ b/Assets/Character/Animations/EnemyDeath.anim @@ -7,7 +7,7 @@ AnimationClip: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: EnemyDeath - 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target: {fileID: 5096562560411793704, guid: f158aa2be3df6489185ef721f6fd79c1, + type: 3} + propertyPath: m_Sprite + value: + objectReference: {fileID: 5433026174052882790, guid: 115d57f5258ccb74f86354a2cd28045d, + type: 3} + - target: {fileID: 8240564398980288188, guid: f158aa2be3df6489185ef721f6fd79c1, + type: 3} + propertyPath: m_Controller + value: + objectReference: {fileID: 22100000, guid: b8bc92dcf8f08db4394bda63491268b2, + type: 2} m_RemovedComponents: - {fileID: 3839436596391012912, guid: f158aa2be3df6489185ef721f6fd79c1, type: 3} m_RemovedGameObjects: [] diff --git a/Assets/Scripts/Mechanics/AnimationController.cs b/Assets/Scripts/Mechanics/AnimationController.cs index 2c7c67c..5d05c9e 100644 --- a/Assets/Scripts/Mechanics/AnimationController.cs +++ b/Assets/Scripts/Mechanics/AnimationController.cs @@ -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(); + if (spriteRenderer == null) spriteRenderer = GetComponentInChildren(); animator = GetComponent(); + if (animator == null) animator = GetComponentInChildren(); } protected override void ComputeVelocity() diff --git a/Assets/Scripts/Mechanics/EnemyController.cs b/Assets/Scripts/Mechanics/EnemyController.cs index 953ecdb..f163e8f 100644 --- a/Assets/Scripts/Mechanics/EnemyController.cs +++ b/Assets/Scripts/Mechanics/EnemyController.cs @@ -65,7 +65,9 @@ namespace Platformer.Mechanics control = GetComponent(); _collider = GetComponent(); _audio = GetComponent(); + // BT12-Dev 2026-05-12 — Visual 자식 분리: SpriteRenderer가 자식에 위치할 수 있음. spriteRenderer = GetComponent(); + if (spriteRenderer == null) spriteRenderer = GetComponentInChildren(); _body = GetComponent(); // BT5-Dev #21 — Awake 시점 fallback 추가 (Player tag 영역 미설정 영역 대비)