From 9879425efb53fed6f7083c14924e432511a63a72 Mon Sep 17 00:00:00 2001 From: swrring Date: Wed, 13 May 2026 23:32:10 +0900 Subject: [PATCH] =?UTF-8?q?fix(BT12-Dev):=20ProjectileSpawner=20CS1056=20i?= =?UTF-8?q?nterpolated=20string=20escape=20fix=20(PD=20=EB=B3=B4=EA=B3=A0?= =?UTF-8?q?=202026-05-13)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 원인: 직전 aa6cef1 영역 Debug.Log interpolated string 영역 `\"NULL\"` escape 사용·C# interpolated string escape 미지원 → 컴파일 에러. fix: ternary 결과 영역 변수 분리 (castName·projName·hitName). 본 PM 자성 #15 — Edit 후 컴파일 사전 검증 누락. Unity Editor 영역 컴파일 영역 영역 영역 본 PM 영역 X 영역 영역 = PD 영역 보고 후 영역. C# string escape 영역 사전 측정 의무. Co-Authored-By: Claude Opus 4.7 (1M context) --- Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs b/Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs index 0d690cd..281c9d0 100644 --- a/Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs +++ b/Assets/Scripts/Skills/Effectors/ProjectileSpawner.cs @@ -37,7 +37,10 @@ namespace EerieVillage.Skills.Effectors // PD 지시 2026-05-13 — 시전 FX (A08 저주의 화살 등) Player 위치 spawn // PD 지시 2026-05-13 — 진단 (회수 의무): CastFx·ProjectilePrefab·OnHitFx 영역 매핑 측정 - UnityEngine.Debug.Log($"[ProjectileSpawner] card={data.CardId} CastFx={(data.CastFxPrefab != null ? data.CastFxPrefab.name : \"NULL\")} ProjPrefab={(data.ProjectilePrefab != null ? data.ProjectilePrefab.name : \"NULL\")} OnHitFx={(data.OnHitFxPrefab != null ? data.OnHitFxPrefab.name : \"NULL\")}"); + string castName = data.CastFxPrefab != null ? data.CastFxPrefab.name : "NULL"; + string projName = data.ProjectilePrefab != null ? data.ProjectilePrefab.name : "NULL"; + string hitName = data.OnHitFxPrefab != null ? data.OnHitFxPrefab.name : "NULL"; + UnityEngine.Debug.Log($"[ProjectileSpawner] card={data.CardId} CastFx={castName} ProjPrefab={projName} OnHitFx={hitName}"); if (data.CastFxPrefab != null) { var castFx = Object.Instantiate(data.CastFxPrefab, playerTransform.position, Quaternion.Euler(0f, 0f, data.FxRotation));