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@@ -11,18 +11,16 @@ Multiplayer arena game built with **Unity 6000.3.10f1** and **Unity Netcode for
## Game Design Documentation
Design docs are maintained in Obsidian Vault: `\\Truenas\smb\Obsidian Vault\Colosseum`
Design docs are maintained in Obsidian Vault: `/mnt/smb/Obsidian Vault/Colosseum`
- Always use the shared Obsidian Vault at `\\Truenas\smb\Obsidian Vault\Colosseum` for project documentation updates.
- Always use the shared Obsidian Vault at `/mnt/smb/Obsidian Vault/Colosseum` for project documentation updates.
- **Obsidian Vault 파일은 반드시 파일 도구(read/write/edit)로만 접근한다.** cmd, powershell, bash 등은 UNC 경로를 정상적으로 처리하지 못하므로 사용하지 않는다.
- Do not write Colosseum design notes to `C:\Users\dal4s\OneDrive\문서\Obsidian Vault\Colosseum`; that path is not the active vault for this project.
- Unless the user explicitly names another file, `체크리스트` means `\\Truenas\smb\Obsidian Vault\Colosseum\개발\프로토타입 체크리스트.md`.
- Unless the user explicitly names another file, `체크리스트` means `/mnt/smb/Obsidian Vault/Colosseum/개발/프로토타입 체크리스트.md`.
- After completing work, always check whether the prototype checklist should be updated and reflect the new status when needed.
- If the work also changes a domain-specific checklist such as boss/player/combat, sync that checklist too.
- When editing user-authored Obsidian notes, preserve the user's original text structure as much as possible.
- If Codex adds interpretation, clarification, proposals, or implementation notes to a user-authored note, put them in a clearly labeled separate section such as `Codex 보완 메모` or `Codex 제안` so the added content is visibly distinguishable from the user's original writing.
- Avoid silently rewriting or blending Codex-authored guidance into the user's original bullet lists unless the user explicitly asks for a rewrite.
- Cross-session design agreements that should be checked before related work are summarized in `\\Truenas\smb\Obsidian Vault\Colosseum\개발\세션 공통 합의.md`.
- 에이전트가 작성자가 아닌 보완 메모나 제안을 추가할 때는 `보완 메모` 또는 `제안` 같이 명확히 구분되는 섹션에 작성하여 원본과 구별되도록 한다.
- Cross-session design agreements that should be checked before related work are summarized in `/mnt/smb/Obsidian Vault/Colosseum/개발/세션 공통 합의.md`.
### Game Concept
- **Genre**: Online multiplayer co-op action RPG (3rd person)
@@ -82,11 +80,11 @@ This is a Unity project. Use Unity Editor for building and testing.
# Window > General > Test Runner > EditMode / PlayMode
```
### Build from Command Line (Windows)
### Build from Command Line (Linux)
```bash
# Build Windows standalone (adjust paths as needed)
"C:\Program Files\Unity\Hub\Editor\6000.3.10f1\Editor\Unity.exe" -batchmode -projectPath . -buildWindows64Player ./Builds/Windows/Colosseum.exe -quit
# Build Linux standalone (adjust paths as needed)
"/path/to/Unity/Editor/Unity" -batchmode -projectPath . -buildLinux64Player ./Builds/Linux/Colosseum -quit
```
## Project Structure

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# Colosseum

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# Assets 디렉토리 구조 정리 체크리스트
> **주의**: 모든 에셋 이동/이름 변경은 반드시 **Unity Editor의 Project 창**에서 진행할 것.
> 파일 탐색기로 작업하면 .meta 참조가 깨짐.
---
## 네이밍 컨벤션
**기본 형식**: `{타입}_{대상}_{이름}`
| 위치 | Prefix | 형식 | 예시 |
|------|--------|------|------|
| `Data/Skills/` | `Data_Skill_` | `Data_Skill_{대상}_{이름}` | `Data_Skill_Player_근접베기` |
| `Data/Skills/Effects/` | `Data_SkillEffect_` | `Data_SkillEffect_{대상}_{스킬명}_{순서}_{효과}` | `Data_SkillEffect_Player_베기_0_데미지` |
| `Data/Abnormalities/` | `Data_Abnormality_` | `Data_Abnormality_{대상}_{이름}` | `Data_Abnormality_Test_버프` |
| `Data/Weapons/` | `Data_Weapon_` | `Data_Weapon_{이름}` | `Data_Weapon_검` |
| `Data/Enemies/` | `Data_Enemy_` | `Data_Enemy_{이름}` | `Data_Enemy_TestBoss` |
| `Data/Patterns/` | `Data_Pattern_` | `Data_Pattern_{대상}_{이름}` | `Data_Pattern_TestBoss_우수2연타` |
| `Prefabs/` (non-UI) | `Prefab_` | `Prefab_{대상}_{이름}` | `Prefab_Player_Default` |
| `Prefabs/UI/` | `UI_` | `UI_{이름}` | `UI_BossHealthBar` |
| `Animations/Controllers/` | `AC_` | `AC_{대상}_{이름}` | `AC_Player_Default` |
| `Animations/` (클립) | `Anim_` | `Anim_{대상}_{이름}` | `Anim_Player_베기` |
| `Models/` | `Model_` | `Model_{대상}_{이름}` | `Model_Player_Base` |
| `AI/` | `BT_` | `BT_{이름}` | `BT_TestBoss` |
**대상 후보**: `Player`, `Boss`, `Enemy`, `Common`, `TestBoss` 등 구체적 이름도 허용
---
## 진행 현황
- [x] Phase 0. Git 백업
- [x] Phase 1. 빈 폴더 정리
- [x] Phase 2. External 패키지 정리
- [x] Phase 3. `_Game/` 구조 생성 및 에셋 이동
- [x] Phase 4. 에셋 Rename (일부 잔여)
- [ ] Phase 4-잔여. UI 미수정 항목
- [ ] Phase 5. Scripts 정리
- [ ] Phase 6. 검증 및 마무리
---
## Phase 4-잔여. UI Rename (Unity Editor)
- [ ] `UI_Bar``UI_StatBar`
- [ ] `UI_GameOver Overlay``UI_GameOver` *(공백 제거)*
---
## Phase 5. Scripts 정리 (Unity Editor)
### 5-1. Core/ 폴더 생성 및 공통 파일 이동
`Assets/_Game/Scripts/Core/` 생성:
- [ ] `Scripts/Enemy/IDamageable.cs``Scripts/Core/IDamageable.cs`
- [ ] `Scripts/Team.cs``Scripts/Core/Team.cs`
- [ ] `Scripts/GameManager.cs``Scripts/Core/GameManager.cs`
---
## Phase 6. 검증 및 마무리
- [ ] Console 창 — Missing Reference 에러 없는지 확인
- [ ] Play Mode 진입 후 기본 동작 확인
- [ ] `.gitignore``Assets/DownloadCache/` 추가
- [ ] Git commit (`chore: rename assets and restructure`)

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