feat(BT12-Dev): 스킬 선택 UI Layer Lab BannerFrame04_Divided 적용 (가로형 Magicka 스타일·옵션 C)
PD 결정 (2026-05-10): 옵션 A 즉시 적용 + 가로형 화면 (Magicka 스타일) 실제 적용: 옵션 C — Layer Lab 전체 nested (103 obj·Editor freeze) 회피·BannerFrame04_Divided × 3 직접 추가 본 PM MCP 자율 진행: 1. SkillSelectionCanvas 영역 자식 (SkillSelectionPanel) 제거 → Layer Lab 적용 준비 2. Layer Lab Play_UI_ChoiceSkill nested Instantiate 시도 → Editor freeze (last_heartbeat 정지·103 obj 영역) 3. Editor 강제 종료 (taskkill PID 25912) + PD 재시작 + instance 재연결 4. 옵션 C 적용 — execute_code 영역 직접 구성: - SkillSelectionPanel (Image·dim 0.78 alpha·anchor stretch) - TitleText (TextMeshPro "기술 선택"·중앙 상단·금색) - CardArea (HorizontalLayoutGroup·1500x600·spacing 30·MiddleCenter) - SkillCardSlot1·2·3 (Layer Lab BannerFrame04_Divided nested prefab) 5. 각 카드 영역 SkillCardSlot 컴포넌트 부착·Button 부착·필드 매핑: - _nameText → BannerFrame04_Divided/Text_Title - _descriptionText → BannerFrame04_Divided/Text_Info - _topBanner·_highlightFrame → BannerFrame04_Divided/Border - _clickArea → 카드 자체 Button (targetGraphic = Bg/Image) 6. SkillSelectionUI _rootPanel·_titleText·_slot1·2·3 매핑 7. Scene 영역 SkillSelectionCanvas instance RevertPrefabInstance 강제 동기화 (Awake _rootPanel=NULL → SkillSelectionPanel 정합) 8. SkillSelectionUI.cs OnCardSelected 정정 — 카드 클릭 → 즉시 _onConfirm.Invoke (Magicka 스타일·Confirm 버튼 부재) MCP Play 검증: - [SkillSelectionUI] Awake _rootPanel=SkillSelectionPanel ✅ - [ExperienceSystem] OnEnemyKilled → GainXP +1 → LEVEL UP Lv.2 ✅ - [LevelUpManager] cards.Count=3 → SkillSelectionCanvas 활성 ✅ - [SkillSelectionUI] Show cards=3 level=2 ✅
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@ -104,6 +104,10 @@ namespace EerieVillage.MyUI
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if (_slot1 != null) _slot1.SetHighlight(_slot1 == clickedSlot);
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if (_slot2 != null) _slot2.SetHighlight(_slot2 == clickedSlot);
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if (_slot3 != null) _slot3.SetHighlight(_slot3 == clickedSlot);
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// BT12-Dev 2026-05-10 (PD 옵션 A·Magicka 스타일) — 카드 클릭 → 즉시 확정.
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// Confirm 버튼 영역 부재 (Layer Lab BannerFrame04_Divided 영역 단순 카드만) — 클릭 = 선택 확정.
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_onConfirm?.Invoke(card);
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}
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void OnConfirmClicked()
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