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
This commit is contained in:
2026-04-09 23:22:02 +09:00
parent 7776f7ed05
commit 0fa23d4389
17 changed files with 42220 additions and 32 deletions

View File

@@ -36,7 +36,7 @@ namespace Colosseum.Editor
private const string StunAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Stun.asset";
private const string SilenceAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Silence.asset";
private const string MarkAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_집행자의낙인.asset";
private const string HitReactionImmuneAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_경직면역.asset";
private const string StaggerImmuneAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_경직면역.asset";
private const string TestDebuffAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Test_Debuff.asset";
private const string ShieldAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Common_보호막.asset";
private const string ShieldTypeAPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Test_보호막A.asset";
@@ -729,7 +729,7 @@ namespace Colosseum.Editor
SkillEffect damageEffect = AssetDatabase.LoadAssetAtPath<SkillEffect>("Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_찌르기_0_데미지.asset");
SkillEffect tauntEffect = AssetDatabase.LoadAssetAtPath<SkillEffect>("Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_도발_0_도발.asset");
SkillEffect shieldEffect = AssetDatabase.LoadAssetAtPath<SkillEffect>("Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_보호막_0_보호막.asset");
AbnormalityData hitReactionImmuneAbnormality = AssetDatabase.LoadAssetAtPath<AbnormalityData>(HitReactionImmuneAbnormalityPath);
AbnormalityData staggerImmuneAbnormality = AssetDatabase.LoadAssetAtPath<AbnormalityData>(StaggerImmuneAbnormalityPath);
AbnormalityData testDebuffAbnormality = AssetDatabase.LoadAssetAtPath<AbnormalityData>(TestDebuffAbnormalityPath);
DamageEffect edgeDamageEffect = CreateOrUpdateDamageEffectAsset(EdgeDamageEffectPath, 4f);
DamageEffect impactDamageEffect = CreateOrUpdateDamageEffectAsset(ImpactDamageEffectPath, 7f);
@@ -821,7 +821,7 @@ namespace Colosseum.Editor
1f,
0,
null,
new[] { hitReactionImmuneAbnormality },
new[] { staggerImmuneAbnormality },
allowedSkillRoles: SkillRoleType.All,
allowedSkillActivationTypes: SkillActivationType.All);