diff --git a/Assets/Scripts/Skills/Effectors/LaserSpawner.cs b/Assets/Scripts/Skills/Effectors/LaserSpawner.cs index 6390745..83b4142 100644 --- a/Assets/Scripts/Skills/Effectors/LaserSpawner.cs +++ b/Assets/Scripts/Skills/Effectors/LaserSpawner.cs @@ -39,6 +39,8 @@ namespace EerieVillage.Skills.Effectors fx.hideFlags = HideFlags.DontSave; fx.transform.SetParent(inventory.transform, true); fx.transform.localScale *= data.HitFxScale; + // PD 지시 2026-05-13 — ParticleSystem 명시 Play + foreach (var ps in fx.GetComponentsInChildren(true)) ps.Play(true); } float fxLifetime = GetFxLifetime(fx); diff --git a/Assets/Scripts/Skills/Effectors/LightningStrikeSpawner.cs b/Assets/Scripts/Skills/Effectors/LightningStrikeSpawner.cs index a1c8af0..a88b0d2 100644 --- a/Assets/Scripts/Skills/Effectors/LightningStrikeSpawner.cs +++ b/Assets/Scripts/Skills/Effectors/LightningStrikeSpawner.cs @@ -65,6 +65,8 @@ namespace EerieVillage.Skills.Effectors var fx = Object.Instantiate(data.OnHitFxPrefab, fxPos, Quaternion.Euler(0f, 0f, data.FxRotation)); fx.hideFlags = HideFlags.DontSave; // PD 지시 2026-05-13 — Scene 저장 회피 fx.transform.localScale *= data.HitFxScale; + // PD 지시 2026-05-13 — ParticleSystem 명시 Play + foreach (var ps in fx.GetComponentsInChildren(true)) ps.Play(true); fxTotalLifetime = GetFxLifetime(fx); AutoDestroyFx(fx, fxTotalLifetime); } @@ -113,6 +115,8 @@ namespace EerieVillage.Skills.Effectors var extraFx = Object.Instantiate(data.ExtraHitFxPrefab, fxPos, Quaternion.Euler(0f, 0f, data.FxRotation)); extraFx.hideFlags = HideFlags.DontSave; extraFx.transform.localScale *= data.HitFxScale; + // PD 지시 2026-05-13 — ParticleSystem 명시 Play + foreach (var ps in extraFx.GetComponentsInChildren(true)) ps.Play(true); AutoDestroyFx(extraFx, GetFxLifetime(extraFx)); } diff --git a/Assets/Scripts/Skills/Effectors/MeleeAreaSpawner.cs b/Assets/Scripts/Skills/Effectors/MeleeAreaSpawner.cs index a0d2161..027a97b 100644 --- a/Assets/Scripts/Skills/Effectors/MeleeAreaSpawner.cs +++ b/Assets/Scripts/Skills/Effectors/MeleeAreaSpawner.cs @@ -40,6 +40,8 @@ namespace EerieVillage.Skills.Effectors // PD 지시 2026-05-13 — 좌우 베기 이펙트가 Player 이동 시 뒤로 밀리는 현상 정정. // Player 자식 부착 (worldPositionStays=true) 으로 spawn 후에도 Player 이동에 동조. fxGo.transform.SetParent(inventory.transform, true); + // PD 지시 2026-05-13 — ParticleSystem 명시 Play + foreach (var ps in fxGo.GetComponentsInChildren(true)) ps.Play(true); fxLifetime = GetFxLifetime(fxGo); // PD 지시 2026-05-13 — unscaledTime cap (Time.timeScale=0 영역 잔존 차단) FxAutoDestroyUnscaled.Attach(fxGo, Mathf.Min(fxLifetime + 0.2f, 5f)); diff --git a/Assets/Scripts/Skills/Effectors/Projectile.cs b/Assets/Scripts/Skills/Effectors/Projectile.cs index 6884001..eb17168 100644 --- a/Assets/Scripts/Skills/Effectors/Projectile.cs +++ b/Assets/Scripts/Skills/Effectors/Projectile.cs @@ -215,6 +215,8 @@ namespace EerieVillage.Skills.Effectors var fx = Object.Instantiate(_data.OnHitFxPrefab, other.transform.position, Quaternion.Euler(0f, 0f, _data.FxRotation)); fx.hideFlags = HideFlags.DontSave; // PD 지시 2026-05-13 — Scene 저장 회피 fx.transform.localScale *= _data.HitFxScale; + // PD 지시 2026-05-13 — ParticleSystem 명시 Play + foreach (var ps in fx.GetComponentsInChildren(true)) ps.Play(true); AutoDestroyOnParticleEnd(fx); } diff --git a/Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs b/Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs index ec4761d..c109613 100644 --- a/Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs +++ b/Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs @@ -41,6 +41,8 @@ namespace EerieVillage.Skills.Effectors var castFx = Object.Instantiate(data.CastFxPrefab, playerTransform.position, Quaternion.Euler(0f, 0f, data.FxRotation)); castFx.hideFlags = HideFlags.DontSave; castFx.transform.localScale *= data.HitFxScale; + // PD 지시 2026-05-13 — ParticleSystem 명시 Play + foreach (var ps in castFx.GetComponentsInChildren(true)) ps.Play(true); FxAutoDestroyUnscaled.Attach(castFx, 2f); } @@ -65,6 +67,8 @@ namespace EerieVillage.Skills.Effectors : CreateFallbackProjectile(data, (Vector3)spawnPos); // PD 지시 2026-05-13 — 런타임 spawn 투사체 Scene 저장 회피 (Edit Mode execute 시 잔존 방지) go.hideFlags = HideFlags.DontSave; + // PD 지시 2026-05-13 — ParticleSystem 명시 Play (ProjectilePrefab 영역 자체 FX·A08 FX_PinkMagicArrow 등) + foreach (var ps in go.GetComponentsInChildren(true)) ps.Play(true); // PD 지시 2026-05-13 — 시각화 ↔ 판정 정합 — BoxCollider2D size = HitboxSize·isTrigger=true. // FX prefab 영역 기존 Collider2D 있으면 size 만 정합·없으면 신규 BoxCollider2D 부착.