feat: 빈사/부활 시스템 및 ReviveEffect 추가
- PlayerNetworkController에 Revive(healthPercent) 메서드와 OnRevived 이벤트 추가 - ReviveEffect 스킬 이펙트 구현 (Area/Ally 타겟팅, healthPercent로 체력 복구) - GameManager가 OnRevived 구독하여 alivePlayers 동적 복구 - GameManager.Update에서 나중에 스폰된 플레이어 자동 구독 (MPP 대응) - SkillCancelReason에 Revive 추가 - 부활 스킬/이펙트 ScriptableObject 에셋 생성 (치유 클립 임시 사용) - PlayerSkillDebugMenu에 즉사/부활/리스폰/스폰/Client1 스킬 디버그 메뉴 추가 - PlayerAbnormalityDebugHUD에 부활 버튼 추가 - DebugExecuteSkillAsServer에 실패 원인 로그 추가 - AGENTS.md에 코드 변경 후 force reload 규칙 추가
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@@ -334,7 +334,8 @@ public class NetworkedComponent : NetworkBehaviour
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- For Unity work, prefer Unity MCP for active scene inspection, runtime verification, prefab checks, and console review when it is available in the session.
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- Never edit code, scenes, prefabs, components, or Unity asset settings while the Unity Editor is in play mode. Stop play mode first, then edit.
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- After Unity-related edits, refresh or compile as needed and check the Unity console before proceeding.
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- **CRITICAL**: After any code change (edit, create, delete), always perform a force refresh with compile request and wait for ready before entering play mode. Failing to do so causes mid-play compilation which can leave network ports occupied on the next run. Use `refresh_unity(mode="force", compile="request", wait_for_ready=true)`.
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- After Unity-related edits, check the Unity console for errors before proceeding.
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- For networked play tests, prefer a temporary non-conflicting test port when needed and restore the default port after validation.
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- The user has a strong project preference that play mode must be stopped before edits because network ports can remain occupied otherwise.
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- Commit messages should follow the recent project history style: use a type prefix such as `feat:`, `fix:`, or `chore:` and write the subject in Korean so the gameplay/UI/system change is clear from the log alone.
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