chore: Assets 디렉토리 구조 정리 및 네이밍 컨벤션 적용
- Assets/_Game/ 하위로 게임 에셋 통합 - External/ 패키지 벤더별 분류 (Synty, Animations, UI) - 에셋 네이밍 컨벤션 확립 및 적용 (Data_Skill_, Data_SkillEffect_, Prefab_, Anim_, Model_, BT_ 등) - pre-commit hook으로 네이밍 컨벤션 자동 검사 추가 - RESTRUCTURE_CHECKLIST.md 작성 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Assets/_Game/Scripts/Skills/Effects/KnockbackEffect.cs
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Assets/_Game/Scripts/Skills/Effects/KnockbackEffect.cs
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using UnityEngine;
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namespace Colosseum.Skills.Effects
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{
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/// <summary>
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/// 넉백 효과
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/// </summary>
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[CreateAssetMenu(fileName = "KnockbackEffect", menuName = "Colosseum/Skills/Effects/Knockback")]
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public class KnockbackEffect : SkillEffect
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{
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[Header("Knockback Settings")]
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[Min(0f)] [SerializeField] private float force = 5f;
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[SerializeField] private float upwardForce = 2f;
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protected override void ApplyEffect(GameObject caster, GameObject target)
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{
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if (target == null || caster == null) return;
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Vector3 direction = target.transform.position - caster.transform.position;
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direction.y = 0f;
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direction.Normalize();
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Vector3 knockback = direction * force + Vector3.up * upwardForce;
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// TODO: 실제 물리 시스템 연동
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// if (target.TryGetComponent<Rigidbody>(out var rb))
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// rb.AddForce(knockback, ForceMode.Impulse);
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}
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}
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}
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