From 71c3b7d5da140c8db98d97822f811d1de1da5048 Mon Sep 17 00:00:00 2001 From: swrring Date: Wed, 13 May 2026 23:26:34 +0900 Subject: [PATCH] =?UTF-8?q?fix(BT12-Dev):=20A08=20=EC=A0=80=EC=A3=BC?= =?UTF-8?q?=EC=9D=98=20=ED=99=94=EC=82=B4=20sprite=20=EB=B0=A9=ED=96=A5=20?= =?UTF-8?q?=EB=B0=98=EB=8C=80=20fix=20(PD=20=EC=A7=80=EC=8B=9C=202026-05-1?= =?UTF-8?q?3)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 원인: FX_PinkMagicArrow prefab sprite 기본 방향 left·Projectile.Initialize 영역 atan2(facing)·우향 발사 시 sprite left 보임. fix: - ActiveSkillData.ProjectileAngleOffset (float, Range -360~360) 신규 필드 — prefab sprite 기본 방향 보정용 - Projectile.Initialize — angle = atan2 + ProjectileAngleOffset - A08.asset — ProjectileAngleOffset 180 설정 (FX_PinkMagicArrow left → right 보정) 박스(판정) 영역 = 동시 회전·HitboxSize 대칭 가정 영역 영향 X. Co-Authored-By: Claude Opus 4.7 (1M context) --- Assets/Resources/Skills/Active/A08_jeoju_hwasal.asset | 1 + Assets/Scripts/Skills/Data/ActiveSkillData.cs | 5 +++++ Assets/Scripts/Skills/Effectors/Projectile.cs | 3 ++- 3 files changed, 8 insertions(+), 1 deletion(-) diff --git a/Assets/Resources/Skills/Active/A08_jeoju_hwasal.asset b/Assets/Resources/Skills/Active/A08_jeoju_hwasal.asset index 645d41b..655a14e 100644 --- a/Assets/Resources/Skills/Active/A08_jeoju_hwasal.asset +++ b/Assets/Resources/Skills/Active/A08_jeoju_hwasal.asset @@ -56,6 +56,7 @@ MonoBehaviour: ExtraHitFxPrefab: {fileID: 0} CastFxPrefab: {fileID: 1571108645336829551, guid: cab9ba2d706d3c04dab2b559425bac6a, type: 3} + ProjectileAngleOffset: 180 OnDotFxPrefab: {fileID: 0} DotDamageMultiplier: 0.25 ProjectileFxScale: 1 diff --git a/Assets/Scripts/Skills/Data/ActiveSkillData.cs b/Assets/Scripts/Skills/Data/ActiveSkillData.cs index 70d7ae4..7fea5a2 100644 --- a/Assets/Scripts/Skills/Data/ActiveSkillData.cs +++ b/Assets/Scripts/Skills/Data/ActiveSkillData.cs @@ -110,6 +110,11 @@ namespace EerieVillage.Skills [Tooltip("시전 FX — 발사 시점 Player 위치 spawn (예: A08 저주의 화살 FX_PinkArrow_Shoot)")] public GameObject CastFxPrefab; + // PD 지시 2026-05-13 — 투사체 sprite 영역 기본 방향 보정 (예: A08 FX_PinkMagicArrow sprite 영역 left 기본 → 180) + [Tooltip("투사체 sprite 방향 각도 오프셋 (degrees). prefab sprite 기본 방향 영역 보정 (예: 180 = 반대)")] + [Range(-360f, 360f)] + public float ProjectileAngleOffset = 0f; + [Tooltip("DoT 적용 시 적 자식으로 Instantiate 되는 ParticleSystem prefab")] public GameObject OnDotFxPrefab; diff --git a/Assets/Scripts/Skills/Effectors/Projectile.cs b/Assets/Scripts/Skills/Effectors/Projectile.cs index eb17168..891e7bb 100644 --- a/Assets/Scripts/Skills/Effectors/Projectile.cs +++ b/Assets/Scripts/Skills/Effectors/Projectile.cs @@ -48,7 +48,8 @@ namespace EerieVillage.Skills.Effectors _hitTargets.Clear(); // PD 지시 2026-05-13 — 투사체 root = 박스(판정) 정합. FxRotation 미적용 (시각 전용·박스 회전 금지). - float angle = Mathf.Atan2(_direction.y, _direction.x) * Mathf.Rad2Deg; + // ProjectileAngleOffset = sprite 기본 방향 보정 (예: A08 FX_PinkMagicArrow sprite left → 180) + float angle = Mathf.Atan2(_direction.y, _direction.x) * Mathf.Rad2Deg + _data.ProjectileAngleOffset; transform.rotation = Quaternion.Euler(0f, 0f, angle); // BT12-Dev 2026-05-10 (PD #1) — 거리 제한 영역 영역 spawn 위치 저장