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spritePixelsToUnits: 100 + spritePixelsToUnits: 300 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 diff --git a/Assets/Character/Sprites/Hero1/C1_attack07.png.meta b/Assets/Character/Sprites/Hero1/C1_attack07.png.meta index b3df74f..c93b605 100644 --- a/Assets/Character/Sprites/Hero1/C1_attack07.png.meta +++ b/Assets/Character/Sprites/Hero1/C1_attack07.png.meta @@ -51,7 +51,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 + spritePixelsToUnits: 300 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 diff --git a/Assets/Character/Sprites/Hero1/C1_attack08.png.meta b/Assets/Character/Sprites/Hero1/C1_attack08.png.meta index 0f55d91..82720e6 100644 --- a/Assets/Character/Sprites/Hero1/C1_attack08.png.meta +++ b/Assets/Character/Sprites/Hero1/C1_attack08.png.meta @@ -51,7 +51,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 + spritePixelsToUnits: 300 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 diff --git a/Assets/Character/Sprites/Hero1/C1_combatidle01.png.meta b/Assets/Character/Sprites/Hero1/C1_combatidle01.png.meta index 7ad44f2..bdc26c1 100644 --- a/Assets/Character/Sprites/Hero1/C1_combatidle01.png.meta +++ b/Assets/Character/Sprites/Hero1/C1_combatidle01.png.meta @@ -54,7 +54,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 + spritePixelsToUnits: 300 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 @@ -186,8 +186,8 @@ TextureImporter: spriteCustomMetadata: entries: [] nameFileIdTable: - C1_combatidle01_0: 7334759246762886148 C1_combat idle01_1: -5420154985999671108 + C1_combatidle01_0: 7334759246762886148 mipmapLimitGroupName: pSDRemoveMatte: 0 userData: diff --git a/Assets/Character/Sprites/Hero1/C1_combatidle02.png.meta b/Assets/Character/Sprites/Hero1/C1_combatidle02.png.meta index 9a520a9..2a54bcf 100644 --- a/Assets/Character/Sprites/Hero1/C1_combatidle02.png.meta +++ b/Assets/Character/Sprites/Hero1/C1_combatidle02.png.meta @@ -54,7 +54,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 + spritePixelsToUnits: 300 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 @@ -186,8 +186,8 @@ TextureImporter: spriteCustomMetadata: entries: [] nameFileIdTable: - C1_combatidle02_0: 1631018840342386814 C1_combat idle02_1: 8161108774985514213 + C1_combatidle02_0: 1631018840342386814 mipmapLimitGroupName: pSDRemoveMatte: 0 userData: diff --git a/Assets/Character/Sprites/Hero1/C1_combatidle03.png.meta b/Assets/Character/Sprites/Hero1/C1_combatidle03.png.meta index 410b42e..c223105 100644 --- a/Assets/Character/Sprites/Hero1/C1_combatidle03.png.meta +++ b/Assets/Character/Sprites/Hero1/C1_combatidle03.png.meta @@ -54,7 +54,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 + spritePixelsToUnits: 300 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 @@ -186,8 +186,8 @@ TextureImporter: spriteCustomMetadata: entries: [] nameFileIdTable: - C1_combatidle03_0: -2656351156315586805 C1_combat idle03_1: 8831742422412373924 + C1_combatidle03_0: -2656351156315586805 mipmapLimitGroupName: pSDRemoveMatte: 0 userData: diff --git a/Assets/Character/Sprites/Hero1/C1_combatidle04.png.meta b/Assets/Character/Sprites/Hero1/C1_combatidle04.png.meta index 0751d1b..01ab8ef 100644 --- a/Assets/Character/Sprites/Hero1/C1_combatidle04.png.meta +++ b/Assets/Character/Sprites/Hero1/C1_combatidle04.png.meta @@ -54,7 +54,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 + spritePixelsToUnits: 300 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 @@ -186,8 +186,8 @@ TextureImporter: spriteCustomMetadata: entries: [] nameFileIdTable: - C1_combatidle04_0: 6599314604964493718 C1_combat idle04_1: 6400113948926819414 + C1_combatidle04_0: 6599314604964493718 mipmapLimitGroupName: pSDRemoveMatte: 0 userData: diff --git a/Assets/Character/Sprites/Hero1/C1_death01.png.meta b/Assets/Character/Sprites/Hero1/C1_death01.png.meta index 0a071b7..1db4617 100644 --- a/Assets/Character/Sprites/Hero1/C1_death01.png.meta +++ b/Assets/Character/Sprites/Hero1/C1_death01.png.meta @@ -51,7 +51,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 + spritePixelsToUnits: 300 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 diff --git a/Assets/Character/Sprites/Hero1/C1_death02.png.meta b/Assets/Character/Sprites/Hero1/C1_death02.png.meta index d9f62b2..f2c386a 100644 --- a/Assets/Character/Sprites/Hero1/C1_death02.png.meta +++ b/Assets/Character/Sprites/Hero1/C1_death02.png.meta @@ -51,7 +51,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 + spritePixelsToUnits: 300 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 diff --git a/Assets/Character/Sprites/Hero1/C1_hit01.png.meta b/Assets/Character/Sprites/Hero1/C1_hit01.png.meta index 8a8b7ce..5faba15 100644 --- a/Assets/Character/Sprites/Hero1/C1_hit01.png.meta +++ b/Assets/Character/Sprites/Hero1/C1_hit01.png.meta @@ -51,7 +51,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 + spritePixelsToUnits: 300 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 diff --git a/Assets/Character/Sprites/Hero1/C1_hit02.png.meta b/Assets/Character/Sprites/Hero1/C1_hit02.png.meta index 35bf923..f41e362 100644 --- a/Assets/Character/Sprites/Hero1/C1_hit02.png.meta +++ b/Assets/Character/Sprites/Hero1/C1_hit02.png.meta @@ -51,7 +51,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - 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spritePixelsToUnits: 100 + spritePixelsToUnits: 300 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 diff --git a/Assets/Character/Sprites/Hero1/C1_idle04.png.meta b/Assets/Character/Sprites/Hero1/C1_idle04.png.meta index 14b7e75..f4ae66e 100644 --- a/Assets/Character/Sprites/Hero1/C1_idle04.png.meta +++ b/Assets/Character/Sprites/Hero1/C1_idle04.png.meta @@ -51,7 +51,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 + spritePixelsToUnits: 300 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 diff --git a/Assets/Character/Sprites/Hero1/C1_jump01.png.meta b/Assets/Character/Sprites/Hero1/C1_jump01.png.meta index 55c77c5..3c50233 100644 --- a/Assets/Character/Sprites/Hero1/C1_jump01.png.meta +++ b/Assets/Character/Sprites/Hero1/C1_jump01.png.meta @@ -51,7 +51,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 + spritePixelsToUnits: 300 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 diff --git a/Assets/Character/Sprites/Hero1/C1_resurrection01.png.meta b/Assets/Character/Sprites/Hero1/C1_resurrection01.png.meta index 4c83cad..7650cfd 100644 --- a/Assets/Character/Sprites/Hero1/C1_resurrection01.png.meta +++ b/Assets/Character/Sprites/Hero1/C1_resurrection01.png.meta @@ -51,7 +51,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 + spritePixelsToUnits: 300 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 diff --git a/Assets/Character/Sprites/Hero1/C1_resurrection02.png.meta b/Assets/Character/Sprites/Hero1/C1_resurrection02.png.meta index 9906403..2a29fed 100644 --- a/Assets/Character/Sprites/Hero1/C1_resurrection02.png.meta +++ b/Assets/Character/Sprites/Hero1/C1_resurrection02.png.meta @@ -51,7 +51,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 + spritePixelsToUnits: 300 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 diff --git a/Assets/Character/Sprites/Hero1/C1_resurrection03.png.meta b/Assets/Character/Sprites/Hero1/C1_resurrection03.png.meta index 1779382..28d3146 100644 --- a/Assets/Character/Sprites/Hero1/C1_resurrection03.png.meta +++ b/Assets/Character/Sprites/Hero1/C1_resurrection03.png.meta @@ -51,7 +51,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 + spritePixelsToUnits: 300 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 diff --git a/Assets/Character/Sprites/Hero1/C1_resurrection04.png.meta b/Assets/Character/Sprites/Hero1/C1_resurrection04.png.meta index 90bdc24..8b76960 100644 --- a/Assets/Character/Sprites/Hero1/C1_resurrection04.png.meta +++ b/Assets/Character/Sprites/Hero1/C1_resurrection04.png.meta @@ -51,7 +51,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - spritePixelsToUnits: 100 + spritePixelsToUnits: 300 spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 diff --git a/Assets/Character/Sprites/Hero1/C1_resurrection05.png.meta b/Assets/Character/Sprites/Hero1/C1_resurrection05.png.meta index f49deb7..8b540c9 100644 --- a/Assets/Character/Sprites/Hero1/C1_resurrection05.png.meta +++ b/Assets/Character/Sprites/Hero1/C1_resurrection05.png.meta @@ -51,7 +51,7 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - 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assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Gameplay/PlayerEnemyCollision.cs b/Assets/Scripts/Gameplay/PlayerEnemyCollision.cs index 8fd9927..89b192e 100644 --- a/Assets/Scripts/Gameplay/PlayerEnemyCollision.cs +++ b/Assets/Scripts/Gameplay/PlayerEnemyCollision.cs @@ -9,31 +9,39 @@ 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. + /// 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. /// /// public class PlayerEnemyCollision : Simulation.Event { public EnemyController enemy; public PlayerController player; + /// BT5-Dev #16 — EnemyController.Update에서 측정한 Player·Enemy y 차 (밟기 판정 영역). + public float dyAtCollision; PlatformerModel model = Simulation.GetModel(); 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().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 직접 호출은 중복이므로 제거 — Health 이벤트 체인 신뢰 } } } \ No newline at end of file diff --git a/Assets/Scripts/Mechanics/DeathZone.cs b/Assets/Scripts/Mechanics/DeathZone.cs index 56b87e9..3cb30a0 100644 --- a/Assets/Scripts/Mechanics/DeathZone.cs +++ b/Assets/Scripts/Mechanics/DeathZone.cs @@ -7,19 +7,59 @@ using static Platformer.Core.Simulation; namespace Platformer.Mechanics { /// - /// 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). /// public class DeathZone : MonoBehaviour { + public int fallDamage = 1; + public float fallInvulnerability = 1f; + /// 카메라 영역 외 대기 timeout(초). 안전망 — 카메라 영역 영역 외로 안 사라지는 경우 강제 진행. + public float fallTimeout = 3f; + + readonly HashSet falling = new HashSet(); + void OnTriggerEnter2D(Collider2D collider) { var p = collider.gameObject.GetComponent(); - 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(); - 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); } } } \ No newline at end of file diff --git a/Assets/Scripts/Mechanics/EnemyController.cs b/Assets/Scripts/Mechanics/EnemyController.cs index d99b477..ac41ca3 100644 --- a/Assets/Scripts/Mechanics/EnemyController.cs +++ b/Assets/Scripts/Mechanics/EnemyController.cs @@ -15,6 +15,13 @@ namespace Platformer.Mechanics public PatrolPath path; public AudioClip ouch; + /// BT5-Dev #16 — Distance 기반 감지 영역 X 임계값 (전체 폭). 표준 platformer Enemy 옆 닿음 영역 0.6~0.8. + public float hitRangeX = 0.7f; + /// Y 임계값. 위/아래 둘 다 인정. + public float hitRangeY = 1.0f; + /// 밟기 판정 — Player가 Enemy보다 위 거리. + 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; + /// + /// 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. + /// + public Bounds VisualBounds => spriteRenderer != null ? spriteRenderer.bounds : _collider.bounds; + + PlayerController _cachedPlayer; + void Awake() { control = GetComponent(); _collider = GetComponent(); _audio = GetComponent(); spriteRenderer = GetComponent(); - } - void OnCollisionEnter2D(Collision2D collision) - { - var player = collision.gameObject.GetComponent(); - 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(); - ev.player = player; - ev.enemy = this; + var pc = playerObj.GetComponent(); + 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(); + } + 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(); + 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); + } } } diff --git a/Assets/Scripts/Mechanics/GameOptimizer.cs b/Assets/Scripts/Mechanics/GameOptimizer.cs new file mode 100644 index 0000000..453def1 --- /dev/null +++ b/Assets/Scripts/Mechanics/GameOptimizer.cs @@ -0,0 +1,41 @@ +using UnityEngine; +using UnityEngine.Tilemaps; + +namespace Platformer.Mechanics +{ + /// + /// 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). + /// + public static class GameOptimizer + { + [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] + static void Init() + { + Application.targetFrameRate = 60; + QualitySettings.vSyncCount = 0; + Time.fixedDeltaTime = 1f / 60f; + } + + /// + /// 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. + /// + [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] + static void SetupOneWayPlatforms() + { + var tilemapColliders = Object.FindObjectsByType(FindObjectsSortMode.None); + foreach (var c in tilemapColliders) + { + c.usedByEffector = true; + var effector = c.GetComponent(); + if (effector == null) effector = c.gameObject.AddComponent(); + effector.useOneWay = true; + effector.surfaceArc = 180f; + effector.rotationalOffset = 0f; + effector.useSideFriction = false; + effector.useSideBounce = false; + } + } + } +} diff --git a/Assets/Scripts/Mechanics/GameOptimizer.cs.meta b/Assets/Scripts/Mechanics/GameOptimizer.cs.meta new file mode 100644 index 0000000..d41b348 --- /dev/null +++ b/Assets/Scripts/Mechanics/GameOptimizer.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9d00e025e60443243ab1529267848a30 \ No newline at end of file diff --git a/Assets/Scripts/Mechanics/Health.cs b/Assets/Scripts/Mechanics/Health.cs index aa087c9..ae89918 100644 --- a/Assets/Scripts/Mechanics/Health.cs +++ b/Assets/Scripts/Mechanics/Health.cs @@ -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). /// - public float invulnerableDuration = 0.6f; + public float invulnerableDuration = 0.5f; + + /// + /// 부활 직후 무적 지속 (초). PD 지시 2026-05-07 — 부활 후 2초간 충돌 피해 무시(밟기 공격은 가능). + /// + public float resurrectInvulnerableDuration = 2.0f; /// /// 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. /// + /// + /// 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. + /// + 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(); if (animator != null) diff --git a/Assets/Scripts/Mechanics/Health.cs.bak_20260507_1253.cs b/Assets/Scripts/Mechanics/Health.cs.bak_20260507_1253.cs deleted file mode 100644 index 8b4b9ce..0000000 --- a/Assets/Scripts/Mechanics/Health.cs.bak_20260507_1253.cs +++ /dev/null @@ -1,174 +0,0 @@ -using System; -using Platformer.Gameplay; -using UnityEngine; -using static Platformer.Core.Simulation; - -namespace Platformer.Mechanics -{ - /// - /// Represents the current vital statistics of some game entity. - /// - /// BT7-Plan PD 지시 2026-04-24 — 하트 분할 시스템 (젤다 방식). 하트 1개 = 4 쿼터(HP). - /// 카드(패시브)·성장으로 를 증가시킬 수 있으며, 그에 따라 - /// 가 `maxHearts * QuartersPerHeart`로 자동 산정된다. - /// - /// - /// 적 ATK는 쿼터 단위. 피해 1 = 1 쿼터 감소, 피해 2 = 반조각, 피해 4 = 하트 1개 소멸. - /// - /// - public class Health : MonoBehaviour - { - /// - /// 하트 1개당 HP(쿼터) 수 — 젤다 방식 고정값 4. - /// - public const int QuartersPerHeart = 4; - - /// - /// 초기 보유 하트 수. Player는 기본 1(= 4 HP), 카드·성장으로 를 통해 증가. - /// Enemy는 기본 1(= 4 HP)이나 향후 balance/01 v0.2 수치 테이블에 따라 재설정. - /// - [Tooltip("초기 보유 하트 수. 하트 1개 = 4 HP.")] - public int maxHearts = 1; - - /// - /// 산정된 최대 HP(쿼터 단위). 직접 설정 대신 를 통해 조정한다 (시리얼라이즈 호환 유지). - /// BT7-Plan 이전에는 1로 고정되어 있었으나, 현재 PD 지시로 하트 분할 시스템 전환. - /// - [Tooltip("산정된 최대 HP(쿼터). maxHearts * 4. Inspector에서 직접 수정하지 말 것.")] - public int maxHP = QuartersPerHeart; - - /// - /// 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). - /// - 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; - - /// - /// 현재 HP(쿼터). HUD는 이 값과 를 함께 읽어 하트 분할 UI를 그린다. - /// - public int CurrentHP => currentHP; - - int currentHP; - float invulnerableUntil = -1f; - - /// - /// Increment the HP of the entity by a single quarter. - /// 카드·픽업으로 하트 1/4 회복 (기존 API 호환). - /// - public void Increment() - { - currentHP = Mathf.Clamp(currentHP + 1, 0, maxHP); - } - - /// - /// 쿼터 단위 회복. 하트 1개 전체 회복은 quarters=4 호출. - /// - /// 회복할 쿼터 수 (0 이하면 무시). - public void Heal(int quarters) - { - if (quarters <= 0) return; - currentHP = Mathf.Clamp(currentHP + quarters, 0, maxHP); - } - - /// - /// 단일 피해(기본 1 쿼터). 무적 시간 내에는 호출되어도 스킵된다. - /// - public void Decrement() - { - Decrement(1); - } - - /// - /// 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). - /// - /// 피해량(쿼터). 1 이상 값만 유효. - 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(); - ev.health = this; - } - } - - /// - /// 최대 하트 수를 증가시키고 현재 HP도 같은 쿼터만큼 비례 증가. - /// BT7-Plan 2026-04-24 — 패시브 카드 `[방호]`·`[회복]` 효과 훅. - /// - /// 증가시킬 하트 수 (음수 허용하지만 currentHP가 maxHP를 초과하지 않도록 clamp). - 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(); - ev.health = this; - } - } - } - - /// - /// Decrement the HP of the entity until HP reaches 0. - /// i-frame 우회하여 즉사 처리 (낙사·승리 이탈 등 시스템 강제 사망). - /// - public void Die() - { - invulnerableUntil = -1f; // i-frame 무효화 - if (currentHP > 0) - { - currentHP = 0; - var ev = Schedule(); - 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; - } - } -} diff --git a/Assets/Scripts/Mechanics/Health.cs.bak_20260507_1253.cs.meta b/Assets/Scripts/Mechanics/Health.cs.bak_20260507_1253.cs.meta deleted file mode 100644 index 57da8c4..0000000 --- a/Assets/Scripts/Mechanics/Health.cs.bak_20260507_1253.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 39d875bb0528c7c4fa6f457c4a7eca03 \ No newline at end of file diff --git a/Assets/Scripts/Mechanics/PlayerController.cs b/Assets/Scripts/Mechanics/PlayerController.cs index aa29289..a8a60c1 100644 --- a/Assets/Scripts/Mechanics/PlayerController.cs +++ b/Assets/Scripts/Mechanics/PlayerController.cs @@ -64,13 +64,31 @@ namespace Platformer.Mechanics public Bounds Bounds => collider2d.bounds; + /// + /// 마지막 grounded 위치 — 낙사 시 안전 복귀 영역 (PD 지시 2026-05-07). + /// + public Vector3 LastGroundedPosition { get; private set; } + void Awake() { health = GetComponent(); audioSource = GetComponent(); collider2d = GetComponent(); spriteRenderer = GetComponent(); + if (spriteRenderer == null) spriteRenderer = GetComponentInChildren(); animator = GetComponent(); + if (animator == null) animator = GetComponentInChildren(); + + // PD 지시 2026-05-07 — 동반 컴포넌트 자동 부착 (Inspector 부착 불요) + if (GetComponent() == null) gameObject.AddComponent(); + if (GetComponent() == null) gameObject.AddComponent(); + + // 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(); 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; } diff --git a/Assets/Scripts/Mechanics/PlayerInvulnerabilityFlash.cs b/Assets/Scripts/Mechanics/PlayerInvulnerabilityFlash.cs new file mode 100644 index 0000000..5fc7675 --- /dev/null +++ b/Assets/Scripts/Mechanics/PlayerInvulnerabilityFlash.cs @@ -0,0 +1,47 @@ +using UnityEngine; + +namespace Platformer.Mechanics +{ + /// + /// 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. + /// + [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(); + spriteRenderer = GetComponent(); + if (spriteRenderer == null) spriteRenderer = GetComponentInChildren(); + } + + 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; + } + } + } +} diff --git a/Assets/Scripts/Mechanics/PlayerInvulnerabilityFlash.cs.meta b/Assets/Scripts/Mechanics/PlayerInvulnerabilityFlash.cs.meta new file mode 100644 index 0000000..d8418e2 --- /dev/null +++ b/Assets/Scripts/Mechanics/PlayerInvulnerabilityFlash.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4e08de55e9b4168459917730c615ebb3 \ No newline at end of file diff --git a/Assets/Scripts/UI/ResurrectPromptUI.cs b/Assets/Scripts/UI/ResurrectPromptUI.cs new file mode 100644 index 0000000..d87a951 --- /dev/null +++ b/Assets/Scripts/UI/ResurrectPromptUI.cs @@ -0,0 +1,77 @@ +using UnityEngine; +using UnityEngine.SceneManagement; +using Platformer.Mechanics; + +namespace Platformer.UI +{ + /// + /// 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. + /// + [RequireComponent(typeof(Health))] + public class ResurrectPromptUI : MonoBehaviour + { + Health health; + bool showPrompt; + + void Awake() + { + health = GetComponent(); + 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); + } + } + } +} diff --git a/Assets/Scripts/UI/ResurrectPromptUI.cs.meta b/Assets/Scripts/UI/ResurrectPromptUI.cs.meta new file mode 100644 index 0000000..faaaf4c --- /dev/null +++ b/Assets/Scripts/UI/ResurrectPromptUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b3146d4d446a75a46aed68269ab33738 \ No newline at end of file diff --git a/Assets/Tests/Editor/PlayerAttackTests.cs.bak_20260507_1253.cs b/Assets/Tests/Editor/PlayerAttackTests.cs.bak_20260507_1253.cs deleted file mode 100644 index 4e7c7bc..0000000 --- a/Assets/Tests/Editor/PlayerAttackTests.cs.bak_20260507_1253.cs +++ /dev/null @@ -1,261 +0,0 @@ -using System.Linq; -using NUnit.Framework; -using UnityEngine; -using UnityEditor; - -/// -/// 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. -/// -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() - .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(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(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(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(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(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(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(EnemyPrefabPath); - var controller = FindComponentByFullName(prefab, EnemyControllerType); - Assert.IsNotNull(controller, - "EnemyDeath 체인에 EnemyController 필수 (AttackHitbox.Update 에서 Schedule().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(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."); - } -} diff --git a/Assets/Tests/Editor/PlayerAttackTests.cs.bak_20260507_1253.cs.meta b/Assets/Tests/Editor/PlayerAttackTests.cs.bak_20260507_1253.cs.meta deleted file mode 100644 index 9513222..0000000 --- a/Assets/Tests/Editor/PlayerAttackTests.cs.bak_20260507_1253.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 3acc987bf6f7cca47a18e551bc785834 \ No newline at end of file