BT5-Dev #16: PM 변경 영역 일괄 commit (PD Editor GitAutoSync 영역 도달)

본 PM이 외부 영역에서 변경한 BT5-Dev 모든 영역을 EerieVillage git에 반영:
- EnemyController.cs (Distance 기반 감지·VisualBounds·IgnoreCollision·Bounds)
- PlayerEnemyCollision.cs (dyAtCollision·stomped 판정)
- PlayerController.cs (LastGroundedPosition·OnHealthDeath/Resurrect·자동 컴포넌트)
- DeathZone.cs (Coroutine·viewport 외 대기)
- Health.cs (invulnerableDuration 0.5·resurrectInvulnerableDuration 2.0·GrantInvulnerability·이벤트 3종)
- GameOptimizer.cs (신설·targetFrameRate·queriesHitTriggers·SetupOneWayPlatforms)
- PlayerInvulnerabilityFlash.cs (신설)
- ResurrectPromptUI.cs (신설)
- Player.prefab (Collider Size·Offset·m_FlipX 1)
- Enemy.prefab (m_IsTrigger 0)
- Hero1 sprite meta (combatidle 4종 rename)
- _archive/ 폴더 + 9 sprite 이동
- bak_2026* 28 파일 전수 삭제 (D 옵션)

원인 자인:
- 본 PM이 Unity 외부 영역 변경했지만 EerieVillage git commit X 영역 누적 = PD Editor에 도달 X = 옛 코드 동작
- C5·C44 위배

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
깃 관리자 2026-05-07 15:29:34 +09:00
parent 72a3607e3e
commit eed8ee5902
79 changed files with 417 additions and 4634 deletions

View File

@ -1,875 +0,0 @@
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@ -9,31 +9,39 @@ namespace Platformer.Gameplay
/// <summary>
/// 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.
/// BT5-Dev 2단계 (2026-04-23): "위에서 밟기" 판정 폐기 → i-frame 체크 피격 로직.
/// PD 지시 2026-05-07: 밟기 공격 복원. 위에서 밟으면 적 즉사 + Player Bounce.
/// 측면·아래 충돌은 기존 i-frame 피격 로직 유지. 부활 직후 i-frame 동안에도 밟기는 가능.
/// </summary>
/// <typeparam name="EnemyCollision"></typeparam>
public class PlayerEnemyCollision : Simulation.Event<PlayerEnemyCollision>
{
public EnemyController enemy;
public PlayerController player;
/// <summary>BT5-Dev #16 — EnemyController.Update에서 측정한 Player·Enemy y 차 (밟기 판정 영역).</summary>
public float dyAtCollision;
PlatformerModel model = Simulation.GetModel<PlatformerModel>();
public override void Execute()
{
if (player == null || player.health == null) return;
if (player == null || player.health == null || enemy == null) return;
// i-frame 내에는 피해 무효 (Health.Decrement가 내부에서 체크)
// — 접촉 지속 동안 연속 히트되는 것을 방지
// BT5-Dev #16 — Distance 기반 밟기 판정. dyAtCollision > stompMinDy = Player가 Enemy 위에서 밟음.
bool stomped = dyAtCollision > enemy.stompMinDy;
Debug.Log($"[PEC] stomped={stomped} dy={dyAtCollision:F2} (threshold>{enemy.stompMinDy}) pInvuln={player.health.IsInvulnerable}");
if (stomped)
{
Schedule<EnemyDeath>().enemy = enemy;
player.Bounce(player.jumpTakeOffSpeed / 3f);
return;
}
// 측면·아래 충돌 — i-frame 적용 피격
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<PlayerDeath> 직접 호출은 중복이므로 제거 — Health 이벤트 체인 신뢰
}
}
}

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@ -7,19 +7,59 @@ using static Platformer.Core.Simulation;
namespace Platformer.Mechanics
{
/// <summary>
/// DeathZone components mark a collider which will schedule a
/// PlayerEnteredDeathZone event when the player enters the trigger.
/// 낙사 영역 — PD 지시 2026-05-07: 즉사 폐기 → HP 감소 + 위치 복귀 + 1초 무적.
/// 추가 (#3): 캐릭터가 카메라 영역 밖으로 완전히 사라진 후 위치 복귀 (낙하 자연스러움).
/// </summary>
public class DeathZone : MonoBehaviour
{
public int fallDamage = 1;
public float fallInvulnerability = 1f;
/// <summary>카메라 영역 외 대기 timeout(초). 안전망 — 카메라 영역 영역 외로 안 사라지는 경우 강제 진행.</summary>
public float fallTimeout = 3f;
readonly HashSet<PlayerController> falling = new HashSet<PlayerController>();
void OnTriggerEnter2D(Collider2D collider)
{
var p = collider.gameObject.GetComponent<PlayerController>();
if (p != null)
if (p == null || p.health == null) return;
if (falling.Contains(p)) return; // 이미 처리 중이면 중복 방지
falling.Add(p);
StartCoroutine(FallSequence(p));
}
IEnumerator FallSequence(PlayerController p)
{
// 입력 차단 (낙하 중에는 조작 불가)
p.controlEnabled = false;
// 카메라 영역 외 (viewport y < 0)까지 대기 — PD 지시 2026-05-07 #3
Camera cam = Camera.main;
float deadline = Time.time + fallTimeout;
while (Time.time < deadline)
{
var ev = Schedule<PlayerEnteredDeathZone>();
ev.deathzone = this;
if (cam != null)
{
Vector3 viewport = cam.WorldToViewportPoint(p.transform.position);
if (viewport.y < -0.1f) break;
}
yield return null;
}
// 위치 복귀 + HP 감소 + 1초 무적
p.transform.position = p.LastGroundedPosition;
p.velocity = Vector2.zero;
p.health.Decrement(fallDamage);
if (p.health.IsAlive)
{
p.health.GrantInvulnerability(fallInvulnerability);
p.controlEnabled = true;
}
// IsAlive == false면 ResurrectPromptUI가 OnDeathEvent로 자동 처리 (controlEnabled false 유지)
falling.Remove(p);
}
}
}

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@ -15,6 +15,13 @@ namespace Platformer.Mechanics
public PatrolPath path;
public AudioClip ouch;
/// <summary>BT5-Dev #16 — Distance 기반 감지 영역 X 임계값 (전체 폭). 표준 platformer Enemy 옆 닿음 영역 0.6~0.8.</summary>
public float hitRangeX = 0.7f;
/// <summary>Y 임계값. 위/아래 둘 다 인정.</summary>
public float hitRangeY = 1.0f;
/// <summary>밟기 판정 — Player가 Enemy보다 위 거리.</summary>
public float stompMinDy = 0.5f;
internal PatrolPath.Mover mover;
internal AnimationController control;
internal Collider2D _collider;
@ -23,23 +30,32 @@ namespace Platformer.Mechanics
public Bounds Bounds => _collider.bounds;
/// <summary>
/// PD 지시 2026-05-07 — Enemy 시각(SpriteRenderer) 영역 기반 충돌 감지용. CapsuleCollider2D는 작은 ground sensor 영역(0.45×0.09)이라 감지에 부적합.
/// SpriteRenderer 부재 시 Collider Bounds로 fallback.
/// </summary>
public Bounds VisualBounds => spriteRenderer != null ? spriteRenderer.bounds : _collider.bounds;
PlayerController _cachedPlayer;
void Awake()
{
control = GetComponent<AnimationController>();
_collider = GetComponent<Collider2D>();
_audio = GetComponent<AudioSource>();
spriteRenderer = GetComponent<SpriteRenderer>();
}
void OnCollisionEnter2D(Collision2D collision)
{
var player = collision.gameObject.GetComponent<PlayerController>();
if (player != null)
// PD 지시 2026-05-07 — Player ↔ Enemy 물리 충돌 무시 (통과 가능). 감지는 Bounds.Intersects 별도.
// Enemy Collider 일반 유지 (지면 충돌 영역 보존) → 등장 정합.
var playerObj = GameObject.FindGameObjectWithTag("Player");
if (playerObj != null && _collider != null)
{
var ev = Schedule<PlayerEnemyCollision>();
ev.player = player;
ev.enemy = this;
var pc = playerObj.GetComponent<Collider2D>();
if (pc != null) Physics2D.IgnoreCollision(_collider, pc, true);
}
// BT5-Dev #15 진단 — spriteRenderer 부착 영역 + VisualBounds 크기 확인
Debug.Log($"[EnemyDiag@{name}] sr={(spriteRenderer != null ? "OK" : "NULL")} colliderBounds={_collider?.bounds.size} visualBounds={VisualBounds.size}");
}
void Update()
@ -49,6 +65,55 @@ namespace Platformer.Mechanics
if (mover == null) mover = path.CreateMover(control.maxSpeed * 0.5f);
control.move.x = Mathf.Clamp(mover.Position.x - transform.position.x, -1, 1);
}
// PD 지시 2026-05-07 — Player ↔ Enemy 통과 가능이지만 Bounds.Intersects로 매 프레임 감지
if (_cachedPlayer == null)
{
var pgo = GameObject.FindGameObjectWithTag("Player");
if (pgo != null) _cachedPlayer = pgo.GetComponent<PlayerController>();
}
if (_cachedPlayer != null && _cachedPlayer.health != null && _cachedPlayer.health.IsAlive)
{
// BT5-Dev #16 — Distance 기반 단순 감지 (Bounds 영역 산수 영역 의존 X·항상 작동)
// dx 0.7·|dy| 1.0 = 표준 platformer Enemy/Player 닿음 영역. dy > 0.5 = Player가 Enemy 위에서 밟음.
Vector3 ePos = transform.position;
Vector3 pPos = _cachedPlayer.transform.position;
float dx = Mathf.Abs(pPos.x - ePos.x);
float dy = pPos.y - ePos.y;
bool inRange = dx < hitRangeX && Mathf.Abs(dy) < hitRangeY;
if (inRange != _diagWasIntersecting)
{
Debug.Log($"[EnemyDiag@{name}] inRange={inRange} dx={dx:F2} dy={dy:F2} (thresholds dx<{hitRangeX} |dy|<{hitRangeY}) | ePos={ePos} pPos={pPos}");
_diagWasIntersecting = inRange;
}
if (inRange)
{
var ev = Schedule<PlayerEnemyCollision>();
ev.player = _cachedPlayer;
ev.enemy = this;
ev.dyAtCollision = dy;
}
}
}
bool _diagWasIntersecting;
void OnDrawGizmos()
{
// BT5-Dev #15 진단 — Scene 영역 시각화 (Editor에서만 표시)
if (Application.isPlaying && spriteRenderer != null)
{
Gizmos.color = Color.red;
Gizmos.DrawWireCube(VisualBounds.center, VisualBounds.size);
}
if (Application.isPlaying && _collider != null)
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireCube(_collider.bounds.center, _collider.bounds.size);
}
}
}

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@ -0,0 +1,41 @@
using UnityEngine;
using UnityEngine.Tilemaps;
namespace Platformer.Mechanics
{
/// <summary>
/// 게임 시작 시 프레임·렌더·물리 영역 기본 최적화 + One-Way Platform 자동 적용.
/// PD 지시 2026-05-07 — 스크롤 버벅임 보완 + 점프·이동 시 지형 통과(One-Way Platform).
/// </summary>
public static class GameOptimizer
{
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
static void Init()
{
Application.targetFrameRate = 60;
QualitySettings.vSyncCount = 0;
Time.fixedDeltaTime = 1f / 60f;
}
/// <summary>
/// PD 지시 2026-05-07 — 모든 TilemapCollider2D를 One-Way Platform으로 자동 변환.
/// 위에서만 착지·측면·아래 통과 = 점프 시 천장 통과 + 이동 시 측면 벽 통과 + 착지/걷기는 지면 위 머무름.
/// </summary>
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
static void SetupOneWayPlatforms()
{
var tilemapColliders = Object.FindObjectsByType<TilemapCollider2D>(FindObjectsSortMode.None);
foreach (var c in tilemapColliders)
{
c.usedByEffector = true;
var effector = c.GetComponent<PlatformEffector2D>();
if (effector == null) effector = c.gameObject.AddComponent<PlatformEffector2D>();
effector.useOneWay = true;
effector.surfaceArc = 180f;
effector.rotationalOffset = 0f;
effector.useSideFriction = false;
effector.useSideBounce = false;
}
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9d00e025e60443243ab1529267848a30

View File

@ -46,7 +46,12 @@ namespace Platformer.Mechanics
/// 무적 시간 (i-frame) 지속 초 단위. 기획 04 §3-2 후보 0.4~0.8s.
/// 연속 히트 방지용 (하트 분할 전환 후에도 강한 단일 공격을 한 번에 과도 피해 받지 않도록 유지).
/// </summary>
public float invulnerableDuration = 0.6f;
public float invulnerableDuration = 0.5f;
/// <summary>
/// 부활 직후 무적 지속 (초). PD 지시 2026-05-07 — 부활 후 2초간 충돌 피해 무시(밟기 공격은 가능).
/// </summary>
public float resurrectInvulnerableDuration = 2.0f;
/// <summary>
/// 현재 무적 상태 여부 (디버그·UX 피드백용 — 깜박임 제어 등에 사용 가능).
@ -183,12 +188,23 @@ namespace Platformer.Mechanics
/// SOT: 캐릭터_리소스_규칙_v1.md §3.1.4 death → resurrection 시퀀스.
/// BT7-Plan 영역: 부활 시 maxHP 회복 룰 — 현재 전체 회복, 향후 부분 회복 룰 결정 시 Resurrect(int) 오버로드 추가.
/// </summary>
/// <summary>
/// 외부 시스템이 임시 무적 시간을 부여 (낙사 위치 복귀·체크포인트 등). 기존 i-frame과 비교해 더 긴 시간을 채택.
/// PD 지시 2026-05-07 — 낙사 시 1초 무적.
/// </summary>
public void GrantInvulnerability(float duration)
{
if (duration <= 0f) return;
invulnerableUntil = Mathf.Max(invulnerableUntil, Time.time + duration);
}
public void Resurrect()
{
if (IsAlive) return; // 이미 살아있으면 무시
currentHP = maxHP; // BT7-Plan 영역 — 부활 시 maxHP 회복 룰
invulnerableUntil = -1f;
// PD 지시 2026-05-07 — 부활 직후 2초 무적 (충돌 피해 무시, 밟기는 가능)
invulnerableUntil = Time.time + resurrectInvulnerableDuration;
var animator = GetComponent<Animator>();
if (animator != null)

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@ -1,174 +0,0 @@
using System;
using Platformer.Gameplay;
using UnityEngine;
using static Platformer.Core.Simulation;
namespace Platformer.Mechanics
{
/// <summary>
/// Represents the current vital statistics of some game entity.
/// <para>
/// BT7-Plan PD 지시 2026-04-24 — 하트 분할 시스템 (젤다 방식). 하트 1개 = 4 쿼터(HP).
/// 카드(패시브)·성장으로 <see cref="maxHearts"/>를 증가시킬 수 있으며, 그에 따라
/// <see cref="maxHP"/>가 `maxHearts * QuartersPerHeart`로 자동 산정된다.
/// </para>
/// <para>
/// 적 ATK는 쿼터 단위. 피해 1 = 1 쿼터 감소, 피해 2 = 반조각, 피해 4 = 하트 1개 소멸.
/// </para>
/// </summary>
public class Health : MonoBehaviour
{
/// <summary>
/// 하트 1개당 HP(쿼터) 수 — 젤다 방식 고정값 4.
/// </summary>
public const int QuartersPerHeart = 4;
/// <summary>
/// 초기 보유 하트 수. Player는 기본 1(= 4 HP), 카드·성장으로 <see cref="IncreaseMaxHearts"/>를 통해 증가.
/// Enemy는 기본 1(= 4 HP)이나 향후 balance/01 v0.2 수치 테이블에 따라 재설정.
/// </summary>
[Tooltip("초기 보유 하트 수. 하트 1개 = 4 HP.")]
public int maxHearts = 1;
/// <summary>
/// 산정된 최대 HP(쿼터 단위). 직접 설정 대신 <see cref="maxHearts"/>를 통해 조정한다 (시리얼라이즈 호환 유지).
/// BT7-Plan 이전에는 1로 고정되어 있었으나, 현재 PD 지시로 하트 분할 시스템 전환.
/// </summary>
[Tooltip("산정된 최대 HP(쿼터). maxHearts * 4. Inspector에서 직접 수정하지 말 것.")]
public int maxHP = QuartersPerHeart;
/// <summary>
/// 무적 시간 (i-frame) 지속 초 단위. 기획 04 §3-2 후보 0.4~0.8s.
/// 연속 히트 방지용 (하트 분할 전환 후에도 강한 단일 공격을 한 번에 과도 피해 받지 않도록 유지).
/// </summary>
public float invulnerableDuration = 0.6f;
/// <summary>
/// 현재 무적 상태 여부 (디버그·UX 피드백용 — 깜박임 제어 등에 사용 가능).
/// </summary>
public bool IsInvulnerable => Time.time < invulnerableUntil;
/// <summary>
/// Indicates if the entity should be considered 'alive'.
/// </summary>
public bool IsAlive => currentHP > 0;
/// <summary>
/// 현재 HP(쿼터). HUD는 이 값과 <see cref="maxHP"/>를 함께 읽어 하트 분할 UI를 그린다.
/// </summary>
public int CurrentHP => currentHP;
int currentHP;
float invulnerableUntil = -1f;
/// <summary>
/// Increment the HP of the entity by a single quarter.
/// 카드·픽업으로 하트 1/4 회복 (기존 API 호환).
/// </summary>
public void Increment()
{
currentHP = Mathf.Clamp(currentHP + 1, 0, maxHP);
}
/// <summary>
/// 쿼터 단위 회복. 하트 1개 전체 회복은 quarters=4 호출.
/// </summary>
/// <param name="quarters">회복할 쿼터 수 (0 이하면 무시).</param>
public void Heal(int quarters)
{
if (quarters <= 0) return;
currentHP = Mathf.Clamp(currentHP + quarters, 0, maxHP);
}
/// <summary>
/// 단일 피해(기본 1 쿼터). 무적 시간 내에는 호출되어도 스킵된다.
/// </summary>
public void Decrement()
{
Decrement(1);
}
/// <summary>
/// 쿼터 단위 피해 처리. BT7-Plan 2026-04-24 — 적 ATK는 쿼터 단위(`PlayerHP -= EnemyATK`).
/// 무적 시간 내에는 완전 스킵(부분 히트도 인정하지 않음 — 연타 방지 원칙).
/// </summary>
/// <param name="damage">피해량(쿼터). 1 이상 값만 유효.</param>
public void Decrement(int damage)
{
if (damage <= 0) return;
// BT5-Dev 2단계: i-frame 보호 — 무적 시간 내 중복 피격 차단
if (Time.time < invulnerableUntil)
{
return;
}
currentHP = Mathf.Clamp(currentHP - damage, 0, maxHP);
// 피격 성공 시 무적 시간 활성화 (다음 피격 대비)
if (invulnerableDuration > 0f)
{
invulnerableUntil = Time.time + invulnerableDuration;
}
if (currentHP == 0)
{
var ev = Schedule<HealthIsZero>();
ev.health = this;
}
}
/// <summary>
/// 최대 하트 수를 증가시키고 현재 HP도 같은 쿼터만큼 비례 증가.
/// BT7-Plan 2026-04-24 — 패시브 카드 `[방호]`·`[회복]` 효과 훅.
/// </summary>
/// <param name="delta">증가시킬 하트 수 (음수 허용하지만 currentHP가 maxHP를 초과하지 않도록 clamp).</param>
public void IncreaseMaxHearts(int delta)
{
if (delta == 0) return;
int beforeMax = maxHP;
maxHearts = Mathf.Max(0, maxHearts + delta);
maxHP = maxHearts * QuartersPerHeart;
if (delta > 0)
{
int added = maxHP - beforeMax;
currentHP = Mathf.Clamp(currentHP + added, 0, maxHP);
}
else
{
currentHP = Mathf.Clamp(currentHP, 0, maxHP);
if (currentHP == 0 && maxHP > 0)
{
var ev = Schedule<HealthIsZero>();
ev.health = this;
}
}
}
/// <summary>
/// Decrement the HP of the entity until HP reaches 0.
/// i-frame 우회하여 즉사 처리 (낙사·승리 이탈 등 시스템 강제 사망).
/// </summary>
public void Die()
{
invulnerableUntil = -1f; // i-frame 무효화
if (currentHP > 0)
{
currentHP = 0;
var ev = Schedule<HealthIsZero>();
ev.health = this;
}
}
void Awake()
{
// maxHearts가 설정되어 있고 maxHP가 구식 값(1)으로 남아있는 프리팹 호환 처리.
// 정상 흐름: maxHP = maxHearts * 4, currentHP = maxHP로 초기화.
if (maxHearts <= 0) maxHearts = 1;
int expected = maxHearts * QuartersPerHeart;
if (maxHP != expected) maxHP = expected;
currentHP = maxHP;
}
}
}

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@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 39d875bb0528c7c4fa6f457c4a7eca03

View File

@ -64,13 +64,31 @@ namespace Platformer.Mechanics
public Bounds Bounds => collider2d.bounds;
/// <summary>
/// 마지막 grounded 위치 — 낙사 시 안전 복귀 영역 (PD 지시 2026-05-07).
/// </summary>
public Vector3 LastGroundedPosition { get; private set; }
void Awake()
{
health = GetComponent<Health>();
audioSource = GetComponent<AudioSource>();
collider2d = GetComponent<Collider2D>();
spriteRenderer = GetComponent<SpriteRenderer>();
if (spriteRenderer == null) spriteRenderer = GetComponentInChildren<SpriteRenderer>();
animator = GetComponent<Animator>();
if (animator == null) animator = GetComponentInChildren<Animator>();
// PD 지시 2026-05-07 — 동반 컴포넌트 자동 부착 (Inspector 부착 불요)
if (GetComponent<PlayerInvulnerabilityFlash>() == null) gameObject.AddComponent<PlayerInvulnerabilityFlash>();
if (GetComponent<Platformer.UI.ResurrectPromptUI>() == null) gameObject.AddComponent<Platformer.UI.ResurrectPromptUI>();
// PD 지시 2026-05-07 — 사망 시 입력 차단 / 부활 시 입력 복원
if (health != null)
{
health.OnDeathEvent += OnHealthDeath;
health.OnResurrectEvent += OnHealthResurrect;
}
if (attackHitbox == null) attackHitbox = GetComponent<AttackHitbox>();
m_MoveAction = InputSystem.actions.FindAction("Player/Move");
@ -78,6 +96,28 @@ namespace Platformer.Mechanics
m_MoveAction.Enable();
m_JumpAction.Enable();
LastGroundedPosition = transform.position;
}
void OnDestroy()
{
if (health != null)
{
health.OnDeathEvent -= OnHealthDeath;
health.OnResurrectEvent -= OnHealthResurrect;
}
}
void OnHealthDeath()
{
controlEnabled = false;
move = Vector2.zero;
}
void OnHealthResurrect()
{
controlEnabled = true;
}
protected override void Update()
@ -100,6 +140,9 @@ namespace Platformer.Mechanics
}
UpdateJumpState();
base.Update();
// PD 지시 2026-05-07 — 낙사 시 복귀할 안전 위치 추적
if (IsGrounded) LastGroundedPosition = transform.position;
}
void UpdateJumpState()
@ -150,12 +193,12 @@ namespace Platformer.Mechanics
if (move.x > 0.01f)
{
spriteRenderer.flipX = false;
spriteRenderer.flipX = true;
facing = Vector2.right;
}
else if (move.x < -0.01f)
{
spriteRenderer.flipX = true;
spriteRenderer.flipX = false;
facing = Vector2.left;
}

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@ -0,0 +1,47 @@
using UnityEngine;
namespace Platformer.Mechanics
{
/// <summary>
/// 무적 상태(Health.IsInvulnerable) 동안 SpriteRenderer를 토글하여 깜빡임 시각 피드백 제공.
/// PD 지시 2026-05-07 — 피격 0.5초·부활 2초 무적 시 깜빡거림 의무.
/// PlayerController.Awake에서 자동 부착되므로 Inspector 부착 불요.
/// </summary>
[RequireComponent(typeof(Health))]
public class PlayerInvulnerabilityFlash : MonoBehaviour
{
[Tooltip("깜빡임 토글 간격(초). 0.08~0.12 권장.")]
public float flashInterval = 0.1f;
Health health;
SpriteRenderer spriteRenderer;
float flashTimer;
void Awake()
{
health = GetComponent<Health>();
spriteRenderer = GetComponent<SpriteRenderer>();
if (spriteRenderer == null) spriteRenderer = GetComponentInChildren<SpriteRenderer>();
}
void Update()
{
if (health == null || spriteRenderer == null) return;
if (health.IsInvulnerable)
{
flashTimer -= Time.deltaTime;
if (flashTimer <= 0f)
{
spriteRenderer.enabled = !spriteRenderer.enabled;
flashTimer = flashInterval;
}
}
else
{
spriteRenderer.enabled = true;
flashTimer = 0f;
}
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 4e08de55e9b4168459917730c615ebb3

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@ -0,0 +1,77 @@
using UnityEngine;
using UnityEngine.SceneManagement;
using Platformer.Mechanics;
namespace Platformer.UI
{
/// <summary>
/// Health.OnDeathEvent 수신 시 부활/재시작 팝업 표시.
/// PD 지시 2026-05-07:
/// - 예 → 제자리 부활 (Health.Resurrect, 부활 직후 2초 무적)
/// - 아니오 → 씬 재시작 (SceneManager.LoadScene)
/// 임시 OnGUI 영역 — 향후 uGUI Canvas 영역으로 미관 정정 별건.
/// </summary>
[RequireComponent(typeof(Health))]
public class ResurrectPromptUI : MonoBehaviour
{
Health health;
bool showPrompt;
void Awake()
{
health = GetComponent<Health>();
if (health != null)
{
health.OnDeathEvent += OnDeath;
health.OnResurrectEvent += OnResurrect;
}
}
void OnDestroy()
{
if (health != null)
{
health.OnDeathEvent -= OnDeath;
health.OnResurrectEvent -= OnResurrect;
}
}
void OnDeath()
{
showPrompt = true;
Time.timeScale = 0f;
}
void OnResurrect()
{
showPrompt = false;
Time.timeScale = 1f;
}
void OnGUI()
{
if (!showPrompt) return;
float w = 360f, h = 200f;
float x = (Screen.width - w) * 0.5f;
float y = (Screen.height - h) * 0.5f;
GUI.Box(new Rect(x, y, w, h), "사망 — 부활하시겠습니까?");
if (GUI.Button(new Rect(x + 30f, y + 110f, 130f, 60f), "예 (제자리 부활)"))
{
if (health != null)
{
health.canResurrect = true;
health.Resurrect();
}
}
if (GUI.Button(new Rect(x + 200f, y + 110f, 130f, 60f), "아니오 (재시작)"))
{
Time.timeScale = 1f;
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b3146d4d446a75a46aed68269ab33738

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@ -1,261 +0,0 @@
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEditor;
/// <summary>
/// EerieVillage BT7-Plan 통합 EditMode 테스트 — Player 근거리 공격 체계·하트 분할 HP·자동 발동 타이머·아틀라스 참조.
/// Prefab/Script 자산의 컴포넌트·필드·YAML 구성이 기획 방향(BT7-Plan 2026-04-24)을 충족하는지 검증.
/// Play 모드 실행 불요 — prefab/script YAML 직렬화 상태를 직접 검증하여 회귀 방지.
///
/// 2026-04-23 BT5-Dev: reflection 기반 전환 (Scripts/ 하위 asmdef 부재 대응).
/// 2026-04-24 BT7-Plan: VS 순수형 자동 발동 전환에 맞춰 수동 입력(Attack 액션·attackCooldown) 검증 제거 +
/// PlayerAttackTicker·Health.maxHearts/maxHP·IncreaseMaxHearts·Heal 필드 검증 신규.
/// </summary>
public class PlayerAttackTests
{
const string PlayerPrefabPath = "Assets/Prefabs/Player.prefab";
const string EnemyPrefabPath = "Assets/Prefabs/Enemy.prefab";
const string AttackHitboxType = "Platformer.Mechanics.AttackHitbox";
const string HealthType = "Platformer.Mechanics.Health";
const string PlayerControllerType = "Platformer.Mechanics.PlayerController";
const string EnemyControllerType = "Platformer.Mechanics.EnemyController";
const string PlayerAttackTickerType = "Platformer.Gameplay.PlayerAttackTicker";
static System.Type FindTypeByFullName(string fullName)
{
foreach (var asm in System.AppDomain.CurrentDomain.GetAssemblies())
{
var t = asm.GetType(fullName, throwOnError: false);
if (t != null) return t;
}
return null;
}
static Component FindComponentByFullName(GameObject go, string fullName)
{
if (go == null) return null;
return go.GetComponents<Component>()
.FirstOrDefault(c => c != null && c.GetType().FullName == fullName);
}
static object GetFieldOrProperty(object obj, string memberName)
{
if (obj == null) return null;
var t = obj.GetType();
var field = t.GetField(memberName,
System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
if (field != null) return field.GetValue(obj);
var prop = t.GetProperty(memberName,
System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
return prop?.GetValue(obj);
}
// ===== Player/Enemy Prefab 컴포넌트 구성 =====
[Test]
public void Player_Prefab_Has_AttackHitbox_Component()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(PlayerPrefabPath);
Assert.IsNotNull(prefab, $"Player.prefab not found at {PlayerPrefabPath}");
var hitbox = FindComponentByFullName(prefab, AttackHitboxType);
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<GameObject>(PlayerPrefabPath);
Assert.IsNotNull(prefab, $"Player.prefab not found at {PlayerPrefabPath}");
var health = FindComponentByFullName(prefab, HealthType);
Assert.IsNotNull(health, "Player.prefab 에 Health 컴포넌트 누락 (템플릿 기본).");
}
[Test]
public void Player_Prefab_Has_PlayerController_Component()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(PlayerPrefabPath);
Assert.IsNotNull(prefab);
var controller = FindComponentByFullName(prefab, PlayerControllerType);
Assert.IsNotNull(controller, "Player.prefab 에 PlayerController 컴포넌트 누락.");
}
[Test]
public void AttackHitbox_Default_Damage_Is_One()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(PlayerPrefabPath);
var hitbox = FindComponentByFullName(prefab, AttackHitboxType);
Assert.IsNotNull(hitbox);
var damage = GetFieldOrProperty(hitbox, "damage");
Assert.IsNotNull(damage, "AttackHitbox.damage 필드/프로퍼티 접근 불가");
Assert.AreEqual(1, System.Convert.ToInt32(damage),
"기본 대미지 1 (Phase 3-B balance/01 v0.2 튠 전 파일럿 값).");
}
[Test]
public void AttackHitbox_Active_Duration_Is_Positive()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(PlayerPrefabPath);
var hitbox = FindComponentByFullName(prefab, AttackHitboxType);
Assert.IsNotNull(hitbox);
var duration = GetFieldOrProperty(hitbox, "activeDuration");
Assert.IsNotNull(duration, "AttackHitbox.activeDuration 필드/프로퍼티 접근 불가");
Assert.Greater(System.Convert.ToSingle(duration), 0f,
"activeDuration 가 0 이하면 OverlapBox 판정이 즉시 종료되어 공격 무효.");
}
[Test]
public void Enemy_Prefab_Has_Health_Component()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(EnemyPrefabPath);
Assert.IsNotNull(prefab, $"Enemy.prefab not found at {EnemyPrefabPath}");
var health = FindComponentByFullName(prefab, HealthType);
Assert.IsNotNull(health,
"Enemy.prefab 에 Health 컴포넌트 누락. " +
"Health 없으면 AttackHitbox.Update 의 Decrement 호출이 불가 → EnemyDeath 체인 미발동.");
}
[Test]
public void Enemy_Prefab_Has_EnemyController_Component()
{
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(EnemyPrefabPath);
var controller = FindComponentByFullName(prefab, EnemyControllerType);
Assert.IsNotNull(controller,
"EnemyDeath 체인에 EnemyController 필수 (AttackHitbox.Update 에서 Schedule<EnemyDeath>().enemy = enemy).");
}
// ===== BT7-Plan 하트 분할 시스템 검증 (2026-04-24) =====
[Test]
public void Health_Script_Defines_MaxHearts_And_IncreaseMaxHearts()
{
// PlayerAttack.Execute 등에서 Health 타입을 참조할 때의 계약. 필드·메서드 모두 존재해야 함.
var healthType = FindTypeByFullName(HealthType);
Assert.IsNotNull(healthType, "Platformer.Mechanics.Health 타입 로드 실패.");
var maxHeartsField = healthType.GetField("maxHearts",
System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
Assert.IsNotNull(maxHeartsField, "Health.maxHearts 필드 부재 (BT7-Plan 하트 분할 전제).");
var maxHPField = healthType.GetField("maxHP",
System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
Assert.IsNotNull(maxHPField, "Health.maxHP 필드 부재 (기존 API 호환 유지 필요).");
var increaseMethod = healthType.GetMethod("IncreaseMaxHearts",
System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
Assert.IsNotNull(increaseMethod, "Health.IncreaseMaxHearts(int) 메서드 부재 — 패시브 카드 훅 필수.");
var healMethod = healthType.GetMethod("Heal",
System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
Assert.IsNotNull(healMethod, "Health.Heal(int) 메서드 부재 — 쿼터 단위 회복 필수.");
}
[Test]
public void Player_Prefab_MaxHP_Reflects_Heart_Quarters()
{
// Player.prefab의 Health 직렬화 값: maxHearts와 maxHP의 정합성 확인.
// maxHP는 maxHearts * 4 또는 0(Awake 재계산 신규 프리팹). 런타임 Awake에서 재산정되지만
// Inspector 기본값이 "1"인 구식 프리팹이 섞여 있으면 감지 필요.
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(PlayerPrefabPath);
var health = FindComponentByFullName(prefab, HealthType);
Assert.IsNotNull(health);
var maxHearts = System.Convert.ToInt32(GetFieldOrProperty(health, "maxHearts"));
var maxHP = System.Convert.ToInt32(GetFieldOrProperty(health, "maxHP"));
Assert.GreaterOrEqual(maxHearts, 1, "Player 초기 maxHearts는 1 이상 (BT7-Plan 기본 하트 1개).");
Assert.IsTrue(maxHP == maxHearts * 4 || maxHP == 1,
$"Player.prefab Health.maxHP({maxHP})는 maxHearts*4({maxHearts * 4}) 또는 구식 기본값 1이어야 함. " +
"Awake에서 재산정되나 prefab 직렬화 값 점검으로 회귀 방지.");
}
// ===== BT7-Plan 자동 발동 타이머 검증 (2026-04-24) =====
[Test]
public void PlayerAttackTicker_Script_Exists_With_AttackInterval()
{
// PlayerAttackTicker가 존재하고 attackInterval 필드를 노출하는지 검증.
// 실제 Player.prefab 부착 여부는 Play 모드 검증 외에 YAML로도 확인 가능하나,
// 컴포넌트 첨부가 Unity 수동 작업 or 향후 prefab 편집으로 분리되어도 Script 계약만큼은 유지되어야 함.
var tickerType = FindTypeByFullName(PlayerAttackTickerType);
Assert.IsNotNull(tickerType,
"Platformer.Gameplay.PlayerAttackTicker 타입 로드 실패. " +
"BT7-Plan VS 순수형 자동 발동 전환 전제.");
var intervalField = tickerType.GetField("attackInterval",
System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
Assert.IsNotNull(intervalField, "PlayerAttackTicker.attackInterval 필드 부재.");
Assert.AreEqual(typeof(float), intervalField.FieldType,
"attackInterval은 float이어야 함 (Time.deltaTime 누적용).");
}
// ===== BT7-Plan 공격 버튼 제거 검증 =====
[Test]
public void InputActions_Player_Map_Has_No_Attack_Action()
{
// InputSystem_Actions.inputactions의 Player 맵에 Attack 액션이 완전히 제거되었는지 YAML 검증.
var path = System.IO.Path.GetFullPath("Assets/Settings/InputSystem_Actions.inputactions");
Assert.IsTrue(System.IO.File.Exists(path), $"InputActions 파일 부재 — {path}");
var json = System.IO.File.ReadAllText(path);
// Player 맵 내부에 "Attack" 이름의 액션이 없어야 함. UI 맵 범위는 무시.
var playerMapStart = json.IndexOf("\"name\": \"Player\"", System.StringComparison.Ordinal);
Assert.Greater(playerMapStart, 0, "Player 맵 식별 실패.");
var uiMapStart = json.IndexOf("\"name\": \"UI\"", playerMapStart, System.StringComparison.Ordinal);
Assert.Greater(uiMapStart, playerMapStart, "UI 맵 식별 실패.");
var playerMapSection = json.Substring(playerMapStart, uiMapStart - playerMapStart);
Assert.IsFalse(
playerMapSection.Contains("\"name\": \"Attack\""),
"Player 맵에 Attack 액션 잔존. BT7-Plan VS 순수형 전환으로 제거되어야 함.");
}
// ===== BT5-Dev 3단계 PlayerTestGirl 아틀라스 적용 검증 (2026-04-24 계승) =====
const string PlayerTestGirlGuid = "44ad58ba82191ca4d818108ab01d3baa";
[Test]
public void Player_Prefab_SpriteRenderer_References_PlayerTestGirl()
{
var path = System.IO.Path.GetFullPath(PlayerPrefabPath);
Assert.IsTrue(System.IO.File.Exists(path), $"Player.prefab 부재 — {path}");
var yaml = System.IO.File.ReadAllText(path);
var match = System.Text.RegularExpressions.Regex.Match(
yaml,
@"m_Sprite:\s*\{fileID:\s*[-0-9]+,\s*guid:\s*([a-f0-9]{32}),\s*type:\s*3\}");
Assert.IsTrue(match.Success,
"Player.prefab YAML 에서 SpriteRenderer.m_Sprite guid 추출 실패.");
Assert.AreEqual(PlayerTestGirlGuid, match.Groups[1].Value,
$"Player.prefab SpriteRenderer.m_Sprite guid 가 PlayerTestGirl({PlayerTestGirlGuid}) 이어야 함. 실제: {match.Groups[1].Value}");
}
[Test]
public void Player_Controller_Has_Attack_Parameter_And_State()
{
var path = System.IO.Path.GetFullPath("Assets/Character/Animations/Player.controller");
Assert.IsTrue(System.IO.File.Exists(path), $"Player.controller 부재 — {path}");
var yaml = System.IO.File.ReadAllText(path);
Assert.IsTrue(
System.Text.RegularExpressions.Regex.IsMatch(
yaml,
@"m_Name:\s*attack\s*\r?\n\s*m_Type:\s*9"),
"Player.controller 에 attack Trigger 파라미터(m_Type:9) 누락. " +
"자동 발동 PlayerAttack → Animator.SetTrigger 연동 전제.");
Assert.IsTrue(
yaml.Contains("m_Name: Player-Attack"),
"Player.controller 에 Player-Attack State 누락. " +
"PlayerAttack.anim(guid c8d7e5a1f9b24e63a7f5d2c8e1b9a4f7) 모션을 호스트하는 State 가 필요.");
}
}

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@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 3acc987bf6f7cca47a18e551bc785834