feat: 피격 반응 면역을 경직/넉백/다운으로 분리
- 상태이상 데이터와 관리자에서 단일 피격 면역을 경직, 넉백, 다운 개별 면역으로 분리 - 플레이어 프리팹과 디버그 메뉴, 공용 경직 애니메이션을 갱신해 분리된 면역 상태를 테스트 가능하게 정리 - PlayMode 테스트를 추가해 각 면역이 대응하는 반응만 차단하는지 검증
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@@ -36,7 +36,7 @@ namespace Colosseum.Editor
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private const string StunAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Stun.asset";
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private const string SilenceAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Silence.asset";
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private const string MarkAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_집행자의낙인.asset";
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private const string HitReactionImmuneAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_경직면역.asset";
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private const string StaggerImmuneAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_경직면역.asset";
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private const string TestDebuffAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Test_Debuff.asset";
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private const string ShieldAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Common_보호막.asset";
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private const string ShieldTypeAPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Test_보호막A.asset";
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@@ -729,7 +729,7 @@ namespace Colosseum.Editor
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SkillEffect damageEffect = AssetDatabase.LoadAssetAtPath<SkillEffect>("Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_찌르기_0_데미지.asset");
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SkillEffect tauntEffect = AssetDatabase.LoadAssetAtPath<SkillEffect>("Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_도발_0_도발.asset");
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SkillEffect shieldEffect = AssetDatabase.LoadAssetAtPath<SkillEffect>("Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_보호막_0_보호막.asset");
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AbnormalityData hitReactionImmuneAbnormality = AssetDatabase.LoadAssetAtPath<AbnormalityData>(HitReactionImmuneAbnormalityPath);
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AbnormalityData staggerImmuneAbnormality = AssetDatabase.LoadAssetAtPath<AbnormalityData>(StaggerImmuneAbnormalityPath);
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AbnormalityData testDebuffAbnormality = AssetDatabase.LoadAssetAtPath<AbnormalityData>(TestDebuffAbnormalityPath);
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DamageEffect edgeDamageEffect = CreateOrUpdateDamageEffectAsset(EdgeDamageEffectPath, 4f);
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DamageEffect impactDamageEffect = CreateOrUpdateDamageEffectAsset(ImpactDamageEffectPath, 7f);
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@@ -821,7 +821,7 @@ namespace Colosseum.Editor
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1f,
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0,
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null,
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new[] { hitReactionImmuneAbnormality },
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new[] { staggerImmuneAbnormality },
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allowedSkillRoles: SkillRoleType.All,
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allowedSkillActivationTypes: SkillActivationType.All);
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