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+ serializedVersion: 2
+ m_Bits: 4294967295
+ m_IsTrigger: 0
+ m_UsedByEffector: 0
+ m_CompositeOperation: 0
+ m_CompositeOrder: 0
+ m_Offset: {x: -0.09, y: -0.14}
+ m_SpriteTilingProperty:
+ border: {x: 0, y: 0, z: 0, w: 0}
+ pivot: {x: 0.5, y: 0.5}
+ oldSize: {x: 1.28, y: 1.26}
+ newSize: {x: 1.28, y: 1.26}
+ adaptiveTilingThreshold: 0.5
+ drawMode: 0
+ adaptiveTiling: 0
+ m_AutoTiling: 0
+ m_Size: {x: 0.32, y: 0.54}
+ m_EdgeRadius: 0
diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity
index 74ee28e..4e25167 100644
--- a/Assets/Scenes/SampleScene.unity
+++ b/Assets/Scenes/SampleScene.unity
@@ -4244,7 +4244,7 @@ SpriteRenderer:
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
- m_Sprite: {fileID: 21300000, guid: 443583d5024ec0b46889a8bed11f2d5d, type: 3}
+ m_Sprite: {fileID: 21300020, guid: ba86c7b200abe499cb750833482830b3, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
diff --git a/Assets/Scripts/Gameplay/PlayerAttack.cs b/Assets/Scripts/Gameplay/PlayerAttack.cs
new file mode 100644
index 0000000..d5b6bfa
--- /dev/null
+++ b/Assets/Scripts/Gameplay/PlayerAttack.cs
@@ -0,0 +1,43 @@
+using Platformer.Core;
+using Platformer.Mechanics;
+using UnityEngine;
+using static Platformer.Core.Simulation;
+
+namespace Platformer.Gameplay
+{
+ ///
+ /// Fired when the player triggers an attack (mouse left click / touch attack button).
+ /// EerieVillage BT5-Dev 2단계 신설 — 기획 04 §5 근거리 공격 1종 파일럿.
+ /// OnExecute 훅으로 카드 효과·특성 효과가 결합될 확장 지점 (개발 02 §2-1).
+ ///
+ public class PlayerAttack : Simulation.Event
+ {
+ public PlayerController player;
+ public Vector2 direction; // 플레이어 facing 방향 (±1, 0)
+
+ public override void Execute()
+ {
+ if (player == null) return;
+
+ // 공격 애니메이션 트리거 (Animator에 "attack" trigger 있으면 재생 — 정적 스프라이트면 무시)
+ if (player.animator != null)
+ {
+ var attackHash = Animator.StringToHash("attack");
+ // SetTrigger는 미존재 파라미터여도 예외 없음
+ player.animator.SetTrigger(attackHash);
+ }
+
+ // 공격 효과음 (존재 시)
+ if (player.audioSource != null && player.attackAudio != null)
+ {
+ player.audioSource.PlayOneShot(player.attackAudio);
+ }
+
+ // 플레이어 앞에 판정 박스 발생
+ if (player.attackHitbox != null)
+ {
+ player.attackHitbox.Fire(direction);
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/Gameplay/PlayerAttack.cs.meta b/Assets/Scripts/Gameplay/PlayerAttack.cs.meta
new file mode 100644
index 0000000..6c8f910
--- /dev/null
+++ b/Assets/Scripts/Gameplay/PlayerAttack.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: a1b2c3d4e5f60718293a4b5c6d7e8f90
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Gameplay/PlayerEnemyCollision.cs b/Assets/Scripts/Gameplay/PlayerEnemyCollision.cs
index 6a8d9f7..8fd9927 100644
--- a/Assets/Scripts/Gameplay/PlayerEnemyCollision.cs
+++ b/Assets/Scripts/Gameplay/PlayerEnemyCollision.cs
@@ -9,6 +9,9 @@ namespace Platformer.Gameplay
///
/// Fired when a Player collides with an Enemy.
+ /// BT5-Dev 2단계 개정: 기획 04 §3·§5 준수 — "위에서 밟기" 판정 폐기, i-frame 체크된 피격 로직으로 교체.
+ /// 적 처치는 PlayerAttack 이벤트 + AttackHitbox 공격 판정 경로로 일원화.
+ /// 적과 접촉 시 플레이어는 i-frame 내라면 피해 없음, 아니면 라이프 1 → 사망 체인 발동.
///
///
public class PlayerEnemyCollision : Simulation.Event
@@ -20,34 +23,17 @@ namespace Platformer.Gameplay
public override void Execute()
{
- var willHurtEnemy = player.Bounds.center.y >= enemy.Bounds.max.y;
+ if (player == null || player.health == null) return;
- if (willHurtEnemy)
- {
- var enemyHealth = enemy.GetComponent();
- if (enemyHealth != null)
- {
- enemyHealth.Decrement();
- if (!enemyHealth.IsAlive)
- {
- Schedule().enemy = enemy;
- player.Bounce(2);
- }
- else
- {
- player.Bounce(7);
- }
- }
- else
- {
- Schedule().enemy = enemy;
- player.Bounce(2);
- }
- }
- else
- {
- Schedule();
- }
+ // i-frame 내에는 피해 무효 (Health.Decrement가 내부에서 체크)
+ // — 접촉 지속 동안 연속 히트되는 것을 방지
+ if (player.health.IsInvulnerable) return;
+
+ // 적과 접촉 → 플레이어 피해 (Health.Decrement가 i-frame 활성화)
+ player.health.Decrement();
+
+ // HP 0 도달 시 HealthIsZero 이벤트가 PlayerDeath 체인을 발동 (기존 경로)
+ // 여기서 Schedule 직접 호출은 중복이므로 제거 — Health 이벤트 체인 신뢰
}
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/Mechanics/AttackHitbox.cs b/Assets/Scripts/Mechanics/AttackHitbox.cs
new file mode 100644
index 0000000..d3192f7
--- /dev/null
+++ b/Assets/Scripts/Mechanics/AttackHitbox.cs
@@ -0,0 +1,93 @@
+using System.Collections.Generic;
+using Platformer.Gameplay;
+using UnityEngine;
+using static Platformer.Core.Simulation;
+
+namespace Platformer.Mechanics
+{
+ ///
+ /// 플레이어 근거리 공격 판정 박스.
+ /// PlayerAttack 이벤트에서 Fire(direction)를 호출하면 지정 활성 지속 시간 동안
+ /// OverlapBox 로 적을 감지하고, Health 보유 적에 Decrement 적용 → EnemyDeath 체인.
+ /// 기획 04 §5-1 근거리 공격 1종 — 쿨타임·대미지·판정 박스는 Phase 3-B 튠 대상.
+ ///
+ public class AttackHitbox : MonoBehaviour
+ {
+ [Header("판정 박스 크기 (플레이어 기준 로컬)")]
+ public Vector2 size = new Vector2(1.2f, 0.9f);
+ [Tooltip("플레이어 중심으로부터 공격 방향으로의 오프셋 거리")]
+ public float offsetDistance = 0.7f;
+ [Tooltip("판정 활성 지속 시간 (초). 정적 스프라이트 기반이면 짧게 유지")]
+ public float activeDuration = 0.12f;
+ [Tooltip("대미지 (Health.Decrement 호출 횟수)")]
+ public int damage = 1;
+
+ [Header("타격 대상 레이어 마스크")]
+ public LayerMask targetLayers = ~0; // 전 레이어 기본. 실전에서 Enemy 레이어로 제한 권장
+
+ float activeUntil = -1f;
+ Vector2 lastDirection = Vector2.right;
+
+ // 같은 스윙으로 동일 Health 중복 타격 방지
+ readonly HashSet alreadyHit = new HashSet();
+
+ ///
+ /// PlayerAttack.Execute 에서 호출. direction은 플레이어 facing (x축 ±1 or 0).
+ ///
+ public void Fire(Vector2 direction)
+ {
+ if (Mathf.Abs(direction.x) > 0.01f) lastDirection = new Vector2(Mathf.Sign(direction.x), 0);
+ activeUntil = Time.time + activeDuration;
+ alreadyHit.Clear();
+ }
+
+ void Update()
+ {
+ if (Time.time > activeUntil) return;
+
+ // 로컬 오프셋: 플레이어 중심 + facing * offsetDistance
+ var center = (Vector2)transform.position + lastDirection * offsetDistance;
+
+ // OverlapBox로 적 검출
+ var hits = Physics2D.OverlapBoxAll(center, size, 0f, targetLayers);
+ foreach (var col in hits)
+ {
+ if (col == null) continue;
+ // 자기 자신 collider 제외 (PlayerController 부착 GameObject)
+ if (col.transform == transform || col.transform.IsChildOf(transform)) continue;
+
+ var health = col.GetComponent();
+ if (health == null || !health.IsAlive) continue;
+ if (alreadyHit.Contains(health)) continue;
+
+ alreadyHit.Add(health);
+ for (int i = 0; i < damage; i++)
+ {
+ health.Decrement();
+ if (!health.IsAlive) break;
+ }
+
+ // Enemy 즉사 시 EnemyController 기반 EnemyDeath 체인 발동 (선택)
+ if (!health.IsAlive)
+ {
+ var enemy = col.GetComponent();
+ if (enemy != null)
+ {
+ Schedule().enemy = enemy;
+ }
+ }
+ }
+ }
+
+ // Scene view 가시화 — 활성 상태에서 박스 표시
+ void OnDrawGizmos()
+ {
+ Gizmos.color = (Application.isPlaying && Time.time <= activeUntil)
+ ? new Color(1f, 0.3f, 0.3f, 0.6f)
+ : new Color(1f, 1f, 1f, 0.2f);
+ var dir = Application.isPlaying ? lastDirection : Vector2.right;
+ var center = (Vector2)transform.position + dir * offsetDistance;
+ Gizmos.DrawWireCube(center, size);
+ }
+ }
+}
diff --git a/Assets/Scripts/Mechanics/AttackHitbox.cs.meta b/Assets/Scripts/Mechanics/AttackHitbox.cs.meta
new file mode 100644
index 0000000..95e0ddd
--- /dev/null
+++ b/Assets/Scripts/Mechanics/AttackHitbox.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: b2c3d4e5f60718293a4b5c6d7e8f90a1
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Mechanics/Health.cs b/Assets/Scripts/Mechanics/Health.cs
index 95bf9c4..d882309 100644
--- a/Assets/Scripts/Mechanics/Health.cs
+++ b/Assets/Scripts/Mechanics/Health.cs
@@ -15,12 +15,24 @@ namespace Platformer.Mechanics
///
public int maxHP = 1;
+ ///
+ /// 무적 시간 (i-frame) 지속 초 단위. 기획 04 §3-2 후보 0.4~0.8s.
+ /// 라이프 1 전제에서 연속 히트 인정 금지를 위한 핵심 장치 (BT5-Dev 2단계 신설).
+ ///
+ public float invulnerableDuration = 0.6f;
+
+ ///
+ /// 현재 무적 상태 여부 (디버그·UX 피드백용 — 깜박임 제어 등에 사용 가능).
+ ///
+ public bool IsInvulnerable => Time.time < invulnerableUntil;
+
///
/// Indicates if the entity should be considered 'alive'.
///
public bool IsAlive => currentHP > 0;
int currentHP;
+ float invulnerableUntil = -1f;
///
/// Increment the HP of the entity.
@@ -32,11 +44,24 @@ namespace Platformer.Mechanics
///
/// Decrement the HP of the entity. Will trigger a HealthIsZero event when
- /// current HP reaches 0.
+ /// current HP reaches 0. 무적 시간 (i-frame) 내에는 호출되어도 스킵된다.
///
public void Decrement()
{
+ // BT5-Dev 2단계: i-frame 보호 — 무적 시간 내 중복 피격 차단
+ if (Time.time < invulnerableUntil)
+ {
+ return;
+ }
+
currentHP = Mathf.Clamp(currentHP - 1, 0, maxHP);
+
+ // 피격 성공 시 무적 시간 활성화 (다음 피격 대비)
+ if (invulnerableDuration > 0f)
+ {
+ invulnerableUntil = Time.time + invulnerableDuration;
+ }
+
if (currentHP == 0)
{
var ev = Schedule();
@@ -46,10 +71,21 @@ namespace Platformer.Mechanics
///
/// Decrement the HP of the entitiy until HP reaches 0.
+ /// i-frame 우회하여 즉사 처리 (낙사·승리 이탈 등 시스템 강제 사망).
///
public void Die()
{
- while (currentHP > 0) Decrement();
+ invulnerableUntil = -1f; // i-frame 무효화
+ while (currentHP > 0)
+ {
+ currentHP = Mathf.Clamp(currentHP - 1, 0, maxHP);
+ if (currentHP == 0)
+ {
+ var ev = Schedule();
+ ev.health = this;
+ break;
+ }
+ }
}
void Awake()
diff --git a/Assets/Scripts/Mechanics/PlayerController.cs b/Assets/Scripts/Mechanics/PlayerController.cs
index 6f1b6d7..18c09f2 100644
--- a/Assets/Scripts/Mechanics/PlayerController.cs
+++ b/Assets/Scripts/Mechanics/PlayerController.cs
@@ -18,6 +18,10 @@ namespace Platformer.Mechanics
public AudioClip jumpAudio;
public AudioClip respawnAudio;
public AudioClip ouchAudio;
+ ///
+ /// Attack sound effect (BT5-Dev 2단계 신설). 미지정 시 무음.
+ ///
+ public AudioClip attackAudio;
///
/// Max horizontal speed of the player.
@@ -28,6 +32,16 @@ namespace Platformer.Mechanics
///
public float jumpTakeOffSpeed = 7;
+ ///
+ /// Cooldown between attacks in seconds (기획 04 §5-1 Phase 3-B 튠 대상).
+ ///
+ public float attackCooldown = 0.35f;
+
+ ///
+ /// Attack hitbox component (자동 GetComponent, 없으면 null — PlayerAttack.Execute에서 null 체크).
+ ///
+ public AttackHitbox attackHitbox;
+
public JumpState jumpState = JumpState.Grounded;
private bool stopJump;
/*internal new*/ public Collider2D collider2d;
@@ -43,6 +57,12 @@ namespace Platformer.Mechanics
private InputAction m_MoveAction;
private InputAction m_JumpAction;
+ private InputAction m_AttackAction;
+
+ // 마지막 공격 시각 — attackCooldown과 비교해 연타 제한
+ float nextAttackTime = 0f;
+ // 현재 facing 방향 (마지막 이동 입력 기반, 정지 시 이전 값 유지)
+ Vector2 facing = Vector2.right;
public Bounds Bounds => collider2d.bounds;
@@ -53,12 +73,15 @@ namespace Platformer.Mechanics
collider2d = GetComponent();
spriteRenderer = GetComponent();
animator = GetComponent();
+ if (attackHitbox == null) attackHitbox = GetComponent();
m_MoveAction = InputSystem.actions.FindAction("Player/Move");
m_JumpAction = InputSystem.actions.FindAction("Player/Jump");
-
+ m_AttackAction = InputSystem.actions.FindAction("Player/Attack");
+
m_MoveAction.Enable();
m_JumpAction.Enable();
+ if (m_AttackAction != null) m_AttackAction.Enable();
}
protected override void Update()
@@ -73,6 +96,15 @@ namespace Platformer.Mechanics
stopJump = true;
Schedule().player = this;
}
+
+ // 공격 입력 처리 (마우스 좌클릭 / 게임패드 RT / 모바일 터치 — Phase 3-B UX)
+ if (m_AttackAction != null && m_AttackAction.WasPressedThisFrame() && Time.time >= nextAttackTime)
+ {
+ nextAttackTime = Time.time + attackCooldown;
+ var ev = Schedule();
+ ev.player = this;
+ ev.direction = facing;
+ }
}
else
{
@@ -129,9 +161,15 @@ namespace Platformer.Mechanics
}
if (move.x > 0.01f)
+ {
spriteRenderer.flipX = false;
+ facing = Vector2.right;
+ }
else if (move.x < -0.01f)
+ {
spriteRenderer.flipX = true;
+ facing = Vector2.left;
+ }
animator.SetBool("grounded", IsGrounded);
animator.SetFloat("velocityX", Mathf.Abs(velocity.x) / maxSpeed);
diff --git a/Assets/Settings/InputSystem_Actions.inputactions b/Assets/Settings/InputSystem_Actions.inputactions
index 0511d71..41dd71e 100644
--- a/Assets/Settings/InputSystem_Actions.inputactions
+++ b/Assets/Settings/InputSystem_Actions.inputactions
@@ -24,6 +24,15 @@
"interactions": "",
"initialStateCheck": false
},
+ {
+ "name": "Attack",
+ "type": "Button",
+ "id": "c9d8e7f6-a5b4-4c3d-2e1f-0a9b8c7d6e5f",
+ "expectedControlType": "",
+ "processors": "",
+ "interactions": "",
+ "initialStateCheck": false
+ },
{
"name": "Menu",
"type": "Button",
@@ -200,6 +209,28 @@
"isComposite": false,
"isPartOfComposite": false
},
+ {
+ "name": "",
+ "id": "d7e6f5a4-b3c2-4d1e-9f8a-7b6c5d4e3f2a",
+ "path": "/leftButton",
+ "interactions": "",
+ "processors": "",
+ "groups": ";Keyboard&Mouse",
+ "action": "Attack",
+ "isComposite": false,
+ "isPartOfComposite": false
+ },
+ {
+ "name": "",
+ "id": "e8f7a6b5-c4d3-4e2f-1a9b-8c7d6e5f4a3b",
+ "path": "/rightTrigger",
+ "interactions": "",
+ "processors": "",
+ "groups": ";Gamepad",
+ "action": "Attack",
+ "isComposite": false,
+ "isPartOfComposite": false
+ },
{
"name": "",
"id": "bf91b079-c2a3-41a7-ab9e-6e5fbc7e9f4b",
diff --git a/Assets/Tests/Editor/EerieVillage.Tests.Editor.asmdef b/Assets/Tests/Editor/EerieVillage.Tests.Editor.asmdef
new file mode 100644
index 0000000..b3636f5
--- /dev/null
+++ b/Assets/Tests/Editor/EerieVillage.Tests.Editor.asmdef
@@ -0,0 +1,23 @@
+{
+ "name": "EerieVillage.Tests.Editor",
+ "rootNamespace": "",
+ "references": [
+ "UnityEngine.TestRunner",
+ "UnityEditor.TestRunner"
+ ],
+ "includePlatforms": [
+ "Editor"
+ ],
+ "excludePlatforms": [],
+ "allowUnsafeCode": false,
+ "overrideReferences": true,
+ "precompiledReferences": [
+ "nunit.framework.dll"
+ ],
+ "autoReferenced": false,
+ "defineConstraints": [
+ "UNITY_INCLUDE_TESTS"
+ ],
+ "versionDefines": [],
+ "noEngineReferences": false
+}
diff --git a/Assets/Tests/Editor/PlayerAttackTests.cs b/Assets/Tests/Editor/PlayerAttackTests.cs
new file mode 100644
index 0000000..faa16ad
--- /dev/null
+++ b/Assets/Tests/Editor/PlayerAttackTests.cs
@@ -0,0 +1,101 @@
+using NUnit.Framework;
+using UnityEngine;
+using UnityEditor;
+
+///
+/// EerieVillage BT5-Dev 2단계 — Player 근거리 공격 체계 EditMode 테스트.
+/// Prefab 자산의 컴포넌트 구성이 기획 04 §5-1 (근거리 공격 1종) 을 충족하는지 검증.
+/// Play 모드 실행 불요 — prefab YAML 직렬화 상태를 직접 검증하여 회귀 방지.
+///
+public class PlayerAttackTests
+{
+ const string PlayerPrefabPath = "Assets/Prefabs/Player.prefab";
+ const string EnemyPrefabPath = "Assets/Prefabs/Enemy.prefab";
+
+ [Test]
+ public void Player_Prefab_Has_AttackHitbox_Component()
+ {
+ var prefab = AssetDatabase.LoadAssetAtPath(PlayerPrefabPath);
+ Assert.IsNotNull(prefab, $"Player.prefab not found at {PlayerPrefabPath}");
+
+ var hitbox = prefab.GetComponent();
+ Assert.IsNotNull(hitbox,
+ "Player.prefab에 AttackHitbox 컴포넌트가 누락. " +
+ "BT5-Dev 2단계 재위임 집행분 (2026-04-23) 이 prefab YAML 에 반영되어야 함.");
+ }
+
+ [Test]
+ public void Player_Prefab_Has_Health_Component()
+ {
+ var prefab = AssetDatabase.LoadAssetAtPath(PlayerPrefabPath);
+ Assert.IsNotNull(prefab, $"Player.prefab not found at {PlayerPrefabPath}");
+
+ var health = prefab.GetComponent();
+ Assert.IsNotNull(health, "Player.prefab 에 Health 컴포넌트 누락 (템플릿 기본).");
+ }
+
+ [Test]
+ public void Player_Prefab_Has_PlayerController_Component()
+ {
+ var prefab = AssetDatabase.LoadAssetAtPath(PlayerPrefabPath);
+ Assert.IsNotNull(prefab);
+
+ var controller = prefab.GetComponent();
+ Assert.IsNotNull(controller, "Player.prefab 에 PlayerController 컴포넌트 누락.");
+ }
+
+ [Test]
+ public void AttackHitbox_Default_Damage_Is_One()
+ {
+ var prefab = AssetDatabase.LoadAssetAtPath(PlayerPrefabPath);
+ var hitbox = prefab.GetComponent();
+ Assert.IsNotNull(hitbox);
+
+ Assert.AreEqual(1, hitbox.damage,
+ "기본 대미지 1 (기획 04 §5-1, Phase 3-B 튠 전 파일럿 값).");
+ }
+
+ [Test]
+ public void AttackHitbox_Active_Duration_Is_Positive()
+ {
+ var prefab = AssetDatabase.LoadAssetAtPath(PlayerPrefabPath);
+ var hitbox = prefab.GetComponent();
+ Assert.IsNotNull(hitbox);
+
+ Assert.Greater(hitbox.activeDuration, 0f,
+ "activeDuration 가 0 이하면 OverlapBox 판정이 즉시 종료되어 공격 무효.");
+ }
+
+ [Test]
+ public void Enemy_Prefab_Has_Health_Component()
+ {
+ var prefab = AssetDatabase.LoadAssetAtPath(EnemyPrefabPath);
+ Assert.IsNotNull(prefab, $"Enemy.prefab not found at {EnemyPrefabPath}");
+
+ var health = prefab.GetComponent();
+ Assert.IsNotNull(health,
+ "Enemy.prefab 에 Health 컴포넌트 누락. " +
+ "BT5-Dev 2단계 재위임 집행분 (2026-04-23) 이 prefab YAML 에 반영되어야 함. " +
+ "Health 없으면 AttackHitbox.Update 의 Decrement 호출이 불가 → EnemyDeath 체인 미발동.");
+ }
+
+ [Test]
+ public void Enemy_Prefab_Health_MaxHP_Is_One()
+ {
+ var prefab = AssetDatabase.LoadAssetAtPath(EnemyPrefabPath);
+ var health = prefab.GetComponent();
+ Assert.IsNotNull(health);
+
+ Assert.AreEqual(1, health.maxHP,
+ "일반 적 기본 maxHP 1 (코어 룰 7 정합, 첫 세팅).");
+ }
+
+ [Test]
+ public void Enemy_Prefab_Has_EnemyController_Component()
+ {
+ var prefab = AssetDatabase.LoadAssetAtPath(EnemyPrefabPath);
+ var controller = prefab.GetComponent();
+ Assert.IsNotNull(controller,
+ "EnemyDeath 체인에 EnemyController 필수 (AttackHitbox.Update 에서 Schedule().enemy = enemy).");
+ }
+}
diff --git a/Assets/_Recovery.meta b/Assets/_Recovery.meta
new file mode 100644
index 0000000..0c3c214
--- /dev/null
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diff --git a/Assets/_Recovery/0.unity b/Assets/_Recovery/0.unity
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index 0000000..b857c6b
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+++ b/Assets/_Recovery/0.unity
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