feat: 플레이어 경직/다운 회복 구간 추가

- HitReactionController에 경직, 다운 회복 가능 구간, Hit 속도 배율 파라미터 처리를 추가

- DownBegin/Recover 상태 종료를 StateMachineBehaviour로 받아 구르기 허용 구간과 다운 해제를 분리

- 드로그 발구르기를 경직 이펙트로 전환하고 넉백/경직 이펙트에서 Hit 애니메이션 속도 배율을 설정 가능하게 정리

- PlayMode 테스트를 추가해 경직/넉백이 Hit 애니메이션 속도 배율을 실제로 반영하는지 자동 검증
This commit is contained in:
2026-04-06 18:03:50 +09:00
parent daaf54169a
commit 147e9baa25
28 changed files with 1665 additions and 38 deletions

View File

@@ -248,11 +248,11 @@ namespace Colosseum.Editor
180f,
AreaCenterType.Caster);
KnockbackEffect stompKnockback = CreateKnockbackEffect(
$"{EffectsFolder}/Data_SkillEffect_Drog_발구르기_1_넉백.asset",
6f,
1.5f,
0.2f,
StaggerEffect stompStagger = CreateStaggerEffect(
$"{EffectsFolder}/Data_SkillEffect_Drog_발구르기_1_경직.asset",
0.35f,
true,
1f,
AreaShapeType.Sphere,
4.75f,
1f,
@@ -277,6 +277,8 @@ namespace Colosseum.Editor
8f,
2f,
0.25f,
true,
1f,
AreaShapeType.Sphere,
4.2f,
1f,
@@ -302,6 +304,8 @@ namespace Colosseum.Editor
5f,
1f,
0.18f,
true,
1f,
AreaShapeType.Sphere,
2.8f,
1f,
@@ -513,7 +517,7 @@ namespace Colosseum.Editor
true,
false,
stompDamage,
stompKnockback);
stompStagger);
SkillData leapPrepareSkill = CreateSkill(
$"{SkillsFolder}/Data_Skill_Drog_도약_준비.asset",
@@ -1050,6 +1054,8 @@ namespace Colosseum.Editor
float force,
float upwardForce,
float duration,
bool playHitAnimation,
float hitAnimationSpeedMultiplier,
AreaShapeType areaShape,
float areaRadius,
float fanOriginDistance,
@@ -1064,6 +1070,36 @@ namespace Colosseum.Editor
serializedObject.FindProperty("force").floatValue = force;
serializedObject.FindProperty("upwardForce").floatValue = upwardForce;
serializedObject.FindProperty("duration").floatValue = duration;
serializedObject.FindProperty("playHitAnimation").boolValue = playHitAnimation;
serializedObject.FindProperty("hitAnimationSpeedMultiplier").floatValue = hitAnimationSpeedMultiplier;
serializedObject.ApplyModifiedPropertiesWithoutUndo();
EditorUtility.SetDirty(effect);
return effect;
}
/// <summary>
/// 범위 경직 효과를 생성하거나 갱신합니다.
/// </summary>
private static StaggerEffect CreateStaggerEffect(
string path,
float duration,
bool playHitAnimation,
float hitAnimationSpeedMultiplier,
AreaShapeType areaShape,
float areaRadius,
float fanOriginDistance,
float fanRadius,
float fanHalfAngle,
AreaCenterType areaCenter)
{
StaggerEffect effect = LoadOrCreateAsset<StaggerEffect>(path);
SerializedObject serializedObject = new SerializedObject(effect);
ConfigureAreaEffect(serializedObject, areaShape, areaRadius, fanOriginDistance, fanRadius, fanHalfAngle, areaCenter);
serializedObject.FindProperty("duration").floatValue = duration;
serializedObject.FindProperty("playHitAnimation").boolValue = playHitAnimation;
serializedObject.FindProperty("hitAnimationSpeedMultiplier").floatValue = hitAnimationSpeedMultiplier;
serializedObject.ApplyModifiedPropertiesWithoutUndo();
EditorUtility.SetDirty(effect);