From d4e8708f42f881068b6ec46a623ad45ea46c1820 Mon Sep 17 00:00:00 2001 From: swrring Date: Thu, 7 May 2026 16:37:23 +0900 Subject: [PATCH] =?UTF-8?q?BT5-Dev=20#24:=20STOMP=5FMIN=5FDY=201.0?= =?UTF-8?q?=E2=86=920.7=20(=EC=8B=A4=EC=B8=A1=20dy=200.95=20<=201.0=20=3D?= =?UTF-8?q?=20stomped=20=EC=98=81=EC=9B=90=ED=9E=88=20X)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/Scripts/Gameplay/PlayerEnemyCollision.cs | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/Assets/Scripts/Gameplay/PlayerEnemyCollision.cs b/Assets/Scripts/Gameplay/PlayerEnemyCollision.cs index 7aea006..59a5997 100644 --- a/Assets/Scripts/Gameplay/PlayerEnemyCollision.cs +++ b/Assets/Scripts/Gameplay/PlayerEnemyCollision.cs @@ -21,10 +21,9 @@ namespace Platformer.Gameplay /// BT5-Dev #16 — EnemyController.Update에서 측정한 Player·Enemy y 차 (밟기 판정 영역). public float dyAtCollision; - // BT5-Dev #23 — Player 발이 Enemy 머리에 정확히 닿는 영역 dy ≈ 1.0 - // Player.transform.y - 0.475(발) = Enemy.transform.y + 0.63(머리) → dy = 1.105 - // PD 의도 — 발 닿는 느낌. 1.0 = 약간 여유 (정확 1.1보다 약간 빨리 발동 → 발 닿기 직전) - const float STOMP_MIN_DY = 1.0f; + // BT5-Dev #24 — 실측 (Editor.log): 점프 정점 dy 최댓값 0.95. STOMP_MIN_DY 1.0은 도달 X = stomped 영원히 X. + // 0.7 = dy 0.95 영역에서 영역 발동 + 측면 dy 0.15 영역에서 발동 X (정합) + const float STOMP_MIN_DY = 0.7f; PlatformerModel model = Simulation.GetModel();