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212
.githooks/pre-commit
Executable file
212
.githooks/pre-commit
Executable file
@@ -0,0 +1,212 @@
|
||||
#!/bin/bash
|
||||
|
||||
# Pre-commit hook: Unity 에셋 네이밍 컨벤션 검사
|
||||
# 검사 대상: Assets/_Game/ 하위에 새로 추가(A)되거나 이름 변경(R)된 파일
|
||||
# 제외: .meta 파일, Scripts/
|
||||
|
||||
ERRORS=()
|
||||
|
||||
STAGED_FILES=$(git diff --cached --name-only --diff-filter=AR \
|
||||
| grep "^Assets/_Game/" \
|
||||
| grep -v "\.meta$" \
|
||||
| grep -v "^Assets/_Game/Scripts/" \
|
||||
| grep -v "Human-Custom" \
|
||||
| grep -E "\.(asset|prefab|controller|fbx)$")
|
||||
|
||||
for FILE in $STAGED_FILES; do
|
||||
FILENAME=$(basename "$FILE")
|
||||
NAME="${FILENAME%.*}" # 확장자 제거
|
||||
DIR=$(dirname "$FILE")
|
||||
|
||||
VALID=true
|
||||
EXPECTED=""
|
||||
|
||||
case "$DIR" in
|
||||
Assets/_Game/Data/Passives/Nodes*)
|
||||
EXPECTED="Data_PassiveNode_{대상}_{이름} 예) Data_PassiveNode_Player_Tank_Core"
|
||||
echo "$NAME" | grep -qE "^Data_PassiveNode_(Player|Boss|Enemy|Common|[A-Za-z]+)_.+$" || VALID=false
|
||||
;;
|
||||
Assets/_Game/Data/Passives/Presets*)
|
||||
EXPECTED="Data_PassivePreset_{대상}_{이름} 예) Data_PassivePreset_Player_Tank"
|
||||
echo "$NAME" | grep -qE "^Data_PassivePreset_(Player|Boss|Enemy|Common|[A-Za-z]+)_.+$" || VALID=false
|
||||
;;
|
||||
Assets/_Game/Data/Passives*)
|
||||
EXPECTED="Data_PassiveTree_{대상}_{이름} / Data_PassiveCatalog_{대상}_{이름} / Data_PassivePrototypeCatalog 예) Data_PassiveTree_Player_Prototype"
|
||||
echo "$NAME" | grep -qE "^Data_Passive(Tree|Catalog)_(Player|Boss|Enemy|Common|[A-Za-z]+)_.+$|^Data_PassivePrototypeCatalog$" || VALID=false
|
||||
;;
|
||||
Assets/_Game/Data/Skills/Effects*)
|
||||
EXPECTED="Data_SkillEffect_{대상}_{스킬명}_{순서}_{효과} 예) Data_SkillEffect_Player_베기_0_데미지"
|
||||
echo "$NAME" | grep -qE "^Data_SkillEffect_(Player|Boss|Enemy|Common|[A-Za-z]+)_.+_[0-9]+_.+$" || VALID=false
|
||||
;;
|
||||
Assets/_Game/Data/Skills*)
|
||||
EXPECTED="Data_Skill_{대상}_{이름} 예) Data_Skill_Player_근접베기"
|
||||
echo "$NAME" | grep -qE "^Data_Skill_(Player|Boss|Enemy|Common|[A-Za-z]+)_.+$" || VALID=false
|
||||
;;
|
||||
Assets/_Game/Data/Abnormalities*)
|
||||
EXPECTED="Data_Abnormality_{대상}_{이름} 예) Data_Abnormality_Test_버프"
|
||||
echo "$NAME" | grep -qE "^Data_Abnormality_.+_.+$" || VALID=false
|
||||
;;
|
||||
Assets/_Game/Data/Weapons*)
|
||||
EXPECTED="Data_Weapon_{이름} 예) Data_Weapon_검"
|
||||
echo "$NAME" | grep -qE "^Data_Weapon_.+$" || VALID=false
|
||||
;;
|
||||
Assets/_Game/Data/Enemies*)
|
||||
EXPECTED="Data_Enemy_{이름} 예) Data_Enemy_TestBoss"
|
||||
echo "$NAME" | grep -qE "^Data_Enemy_.+$" || VALID=false
|
||||
;;
|
||||
Assets/_Game/Data/Patterns*)
|
||||
EXPECTED="Data_Pattern_{대상}_{이름} 예) Data_Pattern_TestBoss_우수2연타"
|
||||
echo "$NAME" | grep -qE "^Data_Pattern_.+_.+$" || VALID=false
|
||||
;;
|
||||
Assets/_Game/Prefabs/UI*)
|
||||
EXPECTED="UI_{이름} 예) UI_BossHealthBar"
|
||||
echo "$NAME" | grep -qE "^UI_.+$" || VALID=false
|
||||
;;
|
||||
Assets/_Game/Prefabs*)
|
||||
EXPECTED="Prefab_{대상}_{이름} 예) Prefab_Player_Default"
|
||||
echo "$NAME" | grep -qE "^Prefab_(Player|Boss|Enemy|Weapon|Common|[A-Za-z]+)_.+$" || VALID=false
|
||||
;;
|
||||
Assets/_Game/Animations/Controllers*)
|
||||
EXPECTED="AC_{대상}_{이름} 예) AC_Player_Default"
|
||||
echo "$NAME" | grep -qE "^AC_(Player|Boss|Enemy|Common|[A-Za-z]+)_.+$" || VALID=false
|
||||
;;
|
||||
Assets/_Game/Animations*)
|
||||
if echo "$NAME" | grep -qE "^Anim_Player_"; then
|
||||
# 플레이어: Anim_Player_{무기타입}_{스킬이름}_{순서}
|
||||
# 무기타입: 한손, 양손, 활, 방패, 마법, 공용
|
||||
# 순서: _{숫자} (선택)
|
||||
EXPECTED="Anim_Player_{무기타입}_{스킬이름}_{순서} 예) Anim_Player_한손_베기_0, Anim_Player_공용_구르기_0"
|
||||
echo "$NAME" | grep -qE "^Anim_Player_(한손|양손|활|방패|마법|공용)_.+_[0-9]+$" || VALID=false
|
||||
else
|
||||
# 기타: Anim_{소유자}_{이름}_{순서}
|
||||
# 순서: _{숫자} (선택)
|
||||
EXPECTED="Anim_{소유자}_{이름}_{순서} 예) Anim_Drog_평타1R_0, Anim_Common_Idle"
|
||||
echo "$NAME" | grep -qE "^Anim_(Player|Boss|Enemy|Common|[A-Za-z]+)_.+(_[0-9]+)?$" || VALID=false
|
||||
fi
|
||||
;;
|
||||
Assets/_Game/Models*)
|
||||
EXPECTED="Model_{대상}_{이름} 예) Model_Player_Base"
|
||||
echo "$NAME" | grep -qE "^Model_(Player|Boss|Enemy|Weapon|Common|[A-Za-z]+)_.+$" || VALID=false
|
||||
;;
|
||||
Assets/_Game/AI*)
|
||||
EXPECTED="BT_{이름} 예) BT_TestBoss"
|
||||
echo "$NAME" | grep -qE "^BT_.+$" || VALID=false
|
||||
;;
|
||||
esac
|
||||
|
||||
if [ "$VALID" = false ]; then
|
||||
ERRORS+=("$FILE\n 형식: $EXPECTED")
|
||||
fi
|
||||
done
|
||||
|
||||
if [ ${#ERRORS[@]} -gt 0 ]; then
|
||||
echo ""
|
||||
echo "❌ 네이밍 컨벤션 위반:"
|
||||
for ERR in "${ERRORS[@]}"; do
|
||||
echo -e " ✗ $ERR"
|
||||
done
|
||||
echo ""
|
||||
echo "파일 이름을 수정하거나, 의도적으로 건너뛰려면 git commit --no-verify 를 사용하세요."
|
||||
exit 1
|
||||
fi
|
||||
|
||||
# ── Anim_ ↔ Data_Skill_ 매칭 검증 ──
|
||||
# Anim_{key}_{순서} 클립과 Data_Skill_{key} 애셋의 key가 일치하는지 확인합니다.
|
||||
|
||||
MISMATCH_ERRORS=()
|
||||
|
||||
# 스테이징된 Anim_ 클립에서 key 추출 (Anim_ 접두사 제거 후 마지막 _숫자 제거)
|
||||
ANIM_KEYS=()
|
||||
STAGED_ANIMS=$(git diff --cached --name-only --diff-filter=ACDMR \
|
||||
| grep "^Assets/_Game/Animations/" \
|
||||
| grep "\.anim$" \
|
||||
| grep -v "\.meta$")
|
||||
|
||||
for FILE in $STAGED_ANIMS; do
|
||||
FILENAME=$(basename "$FILE")
|
||||
NAME="${FILENAME%.*}"
|
||||
if echo "$NAME" | grep -qE "^Anim_"; then
|
||||
# Anim_ 제거 → 마지막 _숫자 제거 → key
|
||||
KEY=$(echo "$NAME" | sed 's/^Anim_//' | sed 's/_[0-9]\+$//')
|
||||
if [ -n "$KEY" ]; then
|
||||
ANIM_KEYS+=("$KEY")
|
||||
fi
|
||||
fi
|
||||
done
|
||||
|
||||
# 스테이징된 Data_Skill_ 애셋에서 key 추출
|
||||
SKILL_KEYS=()
|
||||
STAGED_SKILLS=$(git diff --cached --name-only --diff-filter=ACDMR \
|
||||
| grep "^Assets/_Game/Data/Skills/Data_Skill_" \
|
||||
| grep "\.asset$" \
|
||||
| grep -v "\.meta$")
|
||||
|
||||
for FILE in $STAGED_SKILLS; do
|
||||
FILENAME=$(basename "$FILE")
|
||||
NAME="${FILENAME%.*}"
|
||||
KEY=$(echo "$NAME" | sed 's/^Data_Skill_//')
|
||||
if [ -n "$KEY" ]; then
|
||||
SKILL_KEYS+=("$KEY")
|
||||
fi
|
||||
done
|
||||
|
||||
# 매칭 검증: 스테이징된 Data_Skill_에 대응하는 Anim_ 클립이 있는지
|
||||
for SKILL_KEY in "${SKILL_KEYS[@]}"; do
|
||||
FOUND=false
|
||||
# 워킹 트리(스테이징 포함)에서 매칭 클립 검색
|
||||
MATCHED=$(git diff --cached --name-only --diff-filter=ACDMR \
|
||||
| grep "^Assets/_Game/Animations/Anim_${SKILL_KEY}_" \
|
||||
| grep "\.anim$" \
|
||||
| head -1)
|
||||
if [ -n "$MATCHED" ]; then
|
||||
FOUND=true
|
||||
fi
|
||||
# 워킹 트리에서 기존 클립도 확인
|
||||
if [ "$FOUND" = false ]; then
|
||||
MATCHED=$(find Assets/_Game/Animations -name "Anim_${SKILL_KEY}_[0-9]*.anim" 2>/dev/null | head -1)
|
||||
if [ -n "$MATCHED" ]; then
|
||||
FOUND=true
|
||||
fi
|
||||
fi
|
||||
if [ "$FOUND" = false ]; then
|
||||
MISMATCH_ERRORS+=("Data_Skill_${SKILL_KEY} 에 대응하는 Anim_${SKILL_KEY}_{순서} 클립이 없습니다")
|
||||
fi
|
||||
done
|
||||
|
||||
# 매칭 검증: 스테이징된 Anim_ 클립에 대응하는 Data_Skill_이 있는지
|
||||
for ANIM_KEY in "${ANIM_KEYS[@]}"; do
|
||||
FOUND=false
|
||||
# 워킹 트리에서 매칭 스킬 검색
|
||||
MATCHED=$(find Assets/_Game/Data/Skills -name "Data_Skill_${ANIM_KEY}.asset" 2>/dev/null | head -1)
|
||||
if [ -n "$MATCHED" ]; then
|
||||
FOUND=true
|
||||
fi
|
||||
# 스테이징된 파일에서도 확인
|
||||
if [ "$FOUND" = false ]; then
|
||||
for FILE in $STAGED_SKILLS; do
|
||||
FILENAME=$(basename "$FILE")
|
||||
NAME="${FILENAME%.*}"
|
||||
CHECK_KEY=$(echo "$NAME" | sed 's/^Data_Skill_//')
|
||||
if [ "$CHECK_KEY" = "$ANIM_KEY" ]; then
|
||||
FOUND=true
|
||||
break
|
||||
fi
|
||||
done
|
||||
fi
|
||||
if [ "$FOUND" = false ]; then
|
||||
MISMATCH_ERRORS+=("Anim_${ANIM_KEY} 클립에 대응하는 Data_Skill_${ANIM_KEY} 애셋이 없습니다")
|
||||
fi
|
||||
done
|
||||
|
||||
if [ ${#MISMATCH_ERRORS[@]} -gt 0 ]; then
|
||||
echo ""
|
||||
echo "❌ Anim_ ↔ Data_Skill_ 매칭 누락:"
|
||||
for ERR in "${MISMATCH_ERRORS[@]}"; do
|
||||
echo -e " ✗ $ERR"
|
||||
done
|
||||
echo ""
|
||||
echo "대응하는 애셋을 생성하거나, 의도적으로 건너뛰려면 git commit --no-verify 를 사용하세요."
|
||||
exit 1
|
||||
fi
|
||||
|
||||
exit 0
|
||||
19
AGENTS.md
19
AGENTS.md
@@ -14,7 +14,7 @@ Multiplayer arena game built with **Unity 6000.3.10f1** and **Unity Netcode for
|
||||
Design docs are maintained in Obsidian Vault: `/mnt/smb/Obsidian Vault/Colosseum`
|
||||
|
||||
- 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.
|
||||
- 현재 환경에서 접근 가능한 셸(`bash`, `zsh` 등) 기준으로 Obsidian Vault 파일을 열고 수정해도 된다.
|
||||
- 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.
|
||||
@@ -337,6 +337,7 @@ public class NetworkedComponent : NetworkBehaviour
|
||||
- After Unity-related edits, check the Unity console for errors before proceeding.
|
||||
- For networked play tests, prefer a temporary non-conflicting test port when needed and restore the default port after validation.
|
||||
- The user has a strong project preference that play mode must be stopped before edits because network ports can remain occupied otherwise.
|
||||
- Unless the user explicitly asks to stop before push, when the user requests a commit, create the commit, show the message, and push by default. Treat approval to run `git push` as the push confirmation. Ask separately only for destructive push flows such as force-push or history rewrite.
|
||||
- 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.
|
||||
- When the change is substantial, include a blank line after the subject and add Korean bullet points that summarize the work by feature/purpose, similar to commit `0889bb0` (`feat: 드로그 집행 개시 패턴 및 낙인 디버프 추가`).
|
||||
- Prefer the format `type: 한글 요약` for the subject, then `- 변경 사항` bullet lines for the body. Use `feat:` for feature work, `fix:` for bug fixes, and `chore:` for non-feature maintenance such as scene/prefab cleanup, asset reorganization, or other miscellaneous upkeep. The body should mention key implementation scope, affected systems/assets, and validation or rollback notes when relevant.
|
||||
@@ -348,3 +349,19 @@ public class NetworkedComponent : NetworkBehaviour
|
||||
- 프로젝트 용어로는 `필살기`보다 `고위력 기술`을 우선 사용한다.
|
||||
- 보호막은 단일 값이 아니라 `타입별 독립 인스턴스`로 취급한다. 같은 타입은 자기 자신만 갱신되고, 서로 다른 타입은 공존하며, 흡수 순서는 적용 순서를 따른다.
|
||||
- 보스 시그니처 전조는 가능한 한 정확한 진행 수치 UI보다 명확한 모션/VFX로 읽히게 한다. 차단 진행도나 정확한 누적 수치 노출은 명시 요청이 없으면 피한다.
|
||||
|
||||
# Runtime Content Agent Rules
|
||||
|
||||
Purpose:
|
||||
Keep boss YAML compatible with game runtime expectations.
|
||||
|
||||
Always:
|
||||
- validate boss YAML shape before commit
|
||||
- preserve `boss_id` stability
|
||||
- keep runtime field names machine-readable and snake_case
|
||||
- prefer additive changes over destructive changes
|
||||
|
||||
Never:
|
||||
- change mechanic intent to satisfy schema formatting
|
||||
- silently rename IDs
|
||||
- auto-fill required combat values without a design source
|
||||
|
||||
@@ -49,3 +49,8 @@ MonoBehaviour:
|
||||
SourcePrefabToOverride: {fileID: 0}
|
||||
SourceHashToOverride: 0
|
||||
OverridingTargetPrefab: {fileID: 0}
|
||||
- Override: 0
|
||||
Prefab: {fileID: 1094959737035716, guid: ed995920543b2df14ac6fbf81e5aa1af, type: 3}
|
||||
SourcePrefabToOverride: {fileID: 0}
|
||||
SourceHashToOverride: 0
|
||||
OverridingTargetPrefab: {fileID: 0}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7071d22754fb62d4e8f47945b1272d8d
|
||||
guid: 7df7bbd6d9b80e6e4a7ca8918d2b536b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
BIN
Assets/External/Animations/ActorCore/orc-beat.fbx
vendored
Normal file
BIN
Assets/External/Animations/ActorCore/orc-beat.fbx
vendored
Normal file
Binary file not shown.
1121
Assets/External/Animations/ActorCore/orc-beat.fbx.meta
vendored
Normal file
1121
Assets/External/Animations/ActorCore/orc-beat.fbx.meta
vendored
Normal file
File diff suppressed because it is too large
Load Diff
BIN
Assets/External/Animations/ActorCore/orc-gasp-idle.fbx
vendored
Normal file
BIN
Assets/External/Animations/ActorCore/orc-gasp-idle.fbx
vendored
Normal file
Binary file not shown.
1060
Assets/External/Animations/ActorCore/orc-gasp-idle.fbx.meta
vendored
Normal file
1060
Assets/External/Animations/ActorCore/orc-gasp-idle.fbx.meta
vendored
Normal file
File diff suppressed because it is too large
Load Diff
BIN
Assets/External/Animations/ActorCore/orc-irritable-idle.fbx
vendored
Normal file
BIN
Assets/External/Animations/ActorCore/orc-irritable-idle.fbx
vendored
Normal file
Binary file not shown.
1060
Assets/External/Animations/ActorCore/orc-irritable-idle.fbx.meta
vendored
Normal file
1060
Assets/External/Animations/ActorCore/orc-irritable-idle.fbx.meta
vendored
Normal file
File diff suppressed because it is too large
Load Diff
BIN
Assets/External/Animations/ActorCore/orc-jog.fbx
vendored
Normal file
BIN
Assets/External/Animations/ActorCore/orc-jog.fbx
vendored
Normal file
Binary file not shown.
1060
Assets/External/Animations/ActorCore/orc-jog.fbx.meta
vendored
Normal file
1060
Assets/External/Animations/ActorCore/orc-jog.fbx.meta
vendored
Normal file
File diff suppressed because it is too large
Load Diff
@@ -2,7 +2,7 @@
|
||||
// <auto-generated>
|
||||
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// version 1.18.0
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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@@ -16,7 +16,7 @@ using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Utilities;
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// <auto-generated>
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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@@ -16,7 +16,7 @@ using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Utilities;
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Reference in New Issue
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