From 56a4a362a5eb803b99bc67fe3d24f5e430fdaf97 Mon Sep 17 00:00:00 2001 From: swrring Date: Wed, 13 May 2026 19:53:59 +0900 Subject: [PATCH] =?UTF-8?q?fix(BT12-Dev):=20=EC=82=AC=EB=A7=9D=20y=20-0.5?= =?UTF-8?q?=E2=86=92-0.3=20+=20=EA=B2=8C=EC=9E=84=20=EC=8B=9C=EC=9E=91=20?= =?UTF-8?q?=ED=8C=8C=EC=9D=B4=EC=96=B4=EB=B3=BC=20=EC=A0=95=EC=A7=80=20fix?= =?UTF-8?q?=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 작업 1 — 사망 모션 y -0.5 → -0.3 (EnemyDeath·PlayerDeath) 작업 2 — 게임 시작 시 파이어볼 투사체 정지·잔존 fix: - ProjectileSpawner.Trigger — facing.sqrMagnitude < 0.01f 시 Vector2.right fallback - 원인: Player.Facing 영역 (0,0) 영역 → _direction = (0,0) → _speed × deltaTime × (0,0) = 0 → 정지 Co-Authored-By: Claude Opus 4.7 (1M context) --- Assets/Scripts/Gameplay/EnemyDeath.cs | 4 ++-- Assets/Scripts/Gameplay/PlayerDeath.cs | 4 ++-- Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs | 2 ++ 3 files changed, 6 insertions(+), 4 deletions(-) diff --git a/Assets/Scripts/Gameplay/EnemyDeath.cs b/Assets/Scripts/Gameplay/EnemyDeath.cs index 2e6ee1a..247b345 100644 --- a/Assets/Scripts/Gameplay/EnemyDeath.cs +++ b/Assets/Scripts/Gameplay/EnemyDeath.cs @@ -33,8 +33,8 @@ 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); + // PD 지시 2026-05-13 — 사망 모션 시각 위치 보정 y -0.3 (Animator death 영역 sprite 위로 떠 보이는 현상 정정) + enemy.transform.position += new Vector3(0f, -0.3f, 0f); var animator = enemy.GetComponent(); if (animator != null) diff --git a/Assets/Scripts/Gameplay/PlayerDeath.cs b/Assets/Scripts/Gameplay/PlayerDeath.cs index 79458fd..99f965a 100644 --- a/Assets/Scripts/Gameplay/PlayerDeath.cs +++ b/Assets/Scripts/Gameplay/PlayerDeath.cs @@ -28,8 +28,8 @@ 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); + // PD 지시 2026-05-13 — 사망 모션 시각 위치 보정 y -0.3 (sprite 위로 떠 보이는 현상 정정) + player.transform.position += new Vector3(0f, -0.3f, 0f); player.animator.SetTrigger("hurt"); player.animator.SetBool("dead", true); diff --git a/Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs b/Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs index 2b2a2b0..64eed74 100644 --- a/Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs +++ b/Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs @@ -25,6 +25,8 @@ namespace EerieVillage.Skills.Effectors Vector2 facing = Vector2.right; var pc = inventory.GetComponent(); if (pc != null) facing = pc.Facing; + // PD 지시 2026-05-13 — 게임 시작 시 Player.Facing=(0,0) 영역 fallback (정지·잔존 투사체 차단) + if (facing.sqrMagnitude < 0.01f) facing = Vector2.right; // PD 정합 2026-05-13 — OffsetDistance.x = facing 방향 거리·OffsetDistance.y = 직각 거리·OffsetXY = 이펙트 절대 Vector2 perpDir = new Vector2(-facing.y, facing.x);