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Author SHA1 Message Date
dadaa56511 feat: 기본기3 브릿지 클립 및 애니메이션 편집 유틸 추가
- 기본기3 1타 브릿지 클립과 패턴/스킬 자산을 정리해 1타-2타 연결 흐름을 보강

- 애니메이션 브릿지 클립 생성 에디터 창을 추가해 앞뒤 프레임을 잘라 새 클립을 만들 수 있게 지원

- 선택한 애니메이션 클립의 마지막 프레임에 누락 키를 일괄 추가하는 에디터 메뉴를 추가
2026-04-17 11:22:02 +09:00
8c08e63c81 fix: 드로그 기본기3 시작 루트모션과 추적 보정 정리
- 기본기3 시작 프레임의 수평 루트모션 스냅을 차단하고 정면 투영/접촉 정지 거리 보정을 정리
- 스킬 완료 판정과 시작 타깃 정렬 로직을 보강하고 드로그/플레이어 정면 및 시작점 디버그 gizmo를 추가
- 드로그 기본기3 관련 애니메이션·패턴·스킬 자산을 재정리하고 Blender 보조 스크립트를 추가
2026-04-17 09:56:40 +09:00
5ba543ed8c feat: 드로그 콤보 및 발구르기 애니메이션 자산 재정리
- 외부 FBX 소스를 추가하고 드로그 콤보/발구르기 클립 자산을 재배치했다.

- Drog 씬 registeredClips와 스킬 애니메이션 참조를 새 자산 구성에 맞춰 동기화했다.

- 콤보-기본기2 3타용 데미지 이펙트 자산과 DownloadCache 메타를 함께 추가했다.
2026-04-15 09:54:54 +09:00
42fe880830 feat: 드로그 애니메이션 자산 정리
- 드로그 대기/조깅/콤보용 신규 애니메이션 자산을 추가하고 기본기 2-2, 3-1 스킬 클립 참조를 갱신
- 강타, 기본기2 1타, 콤보 발구르기 1타 클립의 루트/루프 블렌드 설정을 조정해 접속성을 보정
- 기본기 1-3-1 FBX와 기본기 2-2-1, 3-1-0 클립을 프로젝트 자산으로 반영
2026-04-13 22:12:57 +09:00
9fd231626b fix: 드로그 패턴 애니메이션 재생 끊김 수정
- BT 재평가 중에도 패턴 실행 상태를 보존하도록 보스 패턴 액션과 런타임 상태를 조정했다.
- 스킬 컨트롤러에서 동일 프레임 종료 판정을 막아 패턴 내 다음 스킬이 즉시 잘리는 문제를 수정했다.
- 드로그 BT, 패턴/스킬 데이터, 애니메이션 클립과 컨트롤러를 현재 검증된 재생 구성으로 정리했다.
- 자연 발동 기준으로 콤보-기본기2 재생 시간을 재검증해 클립 길이와 실제 재생 간격이 맞는 것을 확인했다.
2026-04-12 05:44:54 +09:00
12a481b596 fix: 보스 패턴 애니메이션 전환 안정화
- SkillController를 패턴 경계 기준으로 분기해 보스 첫 스킬은 즉시 시작하고 마지막 스킬만 Idle로 부드럽게 복귀하도록 조정
- 보스 패턴 실행 중 현재 스킬이 첫/마지막 스텝인지 BossBehaviorRuntimeState와 패턴 실행 경로에서 공유하도록 확장
- 패턴 내부 연속 클립 전환은 하드 전환으로 유지해 시작 프레임 스킵과 중간 Idle 복귀 문제를 줄이고 종료 전환 시간을 별도 노출
2026-04-11 14:18:29 +09:00
5d58397fe0 fix: 패턴 디버그 BT 토글 동작 정리
- 보스 패턴 디버그 실행기를 추가해 강제 패턴 실행과 BT 일시정지를 분리

- 디버그 패널의 패턴 강제 발동 UI에 BT ON/OFF 토글과 상태 동기화를 반영

- Unity 리프레시 및 dotnet build로 컴파일 오류 없이 동작 확인
2026-04-10 22:09:39 +09:00
72aae85afd feat: 스킬-패턴 자동 동기화 추가
- Data_Pattern_{name}가 Data_Skill_{name}_{seq}를 순번대로 찾아 시퀀스 스텝을 자동 재구성하도록 추가
- SkillData asset 변경 시 BossPatternData를 다시 맞추는 에디터 postprocessor를 추가
- 드로그 리빌드 경로와 콤보-기본기1 패턴 자산을 새 자동 동기화 규칙에 맞게 정리
2026-04-10 11:37:20 +09:00
f6f7eaaef2 feat: 드로그 페이즈별 아이들 모션 전환 추가
- EnemyAnimationController가 보스 런타임 페이즈를 Animator Phase 파라미터로 동기화\n- AC_Boss_Drog에 1/2페이즈 공용 Idle과 3페이즈 전용 Idle 상태 및 전이 추가\n- 정지 중 페이즈 변경과 이동/피격 후 복귀가 현재 페이즈 Idle로 이어지도록 정리
2026-04-10 09:43:26 +09:00
205b20e4e6 feat: 드로그 기본 루프 게이트를 BT로 이관
- big pattern grace period 판정을 런타임 헬퍼에서 제거하고 BT 조건/액션 노드로 명시

- Increment/Reset Basic Loop Count 노드 추가 및 BT_Drog 재빌드 반영

- Signature Failure Effects 수치를 BT 노드가 직접 보관하도록 정리
2026-04-10 09:22:56 +09:00
b019acd0a3 feat: 보스 공통 패턴 간격 추가
- BossBehaviorRuntimeState에 패턴 종료 후 공통 텀과 준비 판정을 추가\n- UsePatternAction이 런타임 패턴 실행 결과와 공통 텀을 함께 사용하도록 정리\n- 드로그 PlayMode 테스트에 패턴 종료 후 공통 간격 검증 케이스를 추가
2026-04-10 07:57:15 +09:00
4ba6d9d9ff fix: 애니메이션 클립 트리머 경계값과 참조 커브 보존
- 트리밍 구간에 기존 키가 없더라도 시작점과 종료점 값을 샘플링해 경계 구간이 비지 않도록 보정

- ObjectReference 커브를 함께 잘라 VFX와 소품 전환 키가 새 클립에서도 유지되도록 수정

- 새 클립 생성 시 루트 모션, 루프, 미러 등 AnimationClipSettings를 원본에서 복사하도록 보강
2026-04-09 23:24:24 +09:00
a9b58571cc chore: 외부 피니셔 애니메이션 팩 추가
- Brutal Unarmed Finisher 애니메이션 원본 FBX와 React 변형 세트를 프로젝트에 추가

- 샘플 컨트롤러, 프리팹, 씬, 재질 등 패키지 동봉 리소스를 함께 보관하도록 정리
2026-04-09 23:22:44 +09:00
abfc43ae76 fix: 플레이어 접촉 이동과 타깃 표면 추적 보정
- TargetSurfaceUtility를 추가해 플레이어와 적의 실제 충돌 표면 기준으로 거리, 방향, 목적지를 계산

- 플레이어 이동과 적 루트모션, 추적 로직에서 접촉 시 수평 이동을 제한해 겹침과 밀어내기 문제를 완화

- 드로그 AI 거리 판정 노드들이 표면 거리 기준을 사용하도록 맞춰 사거리 분기 오차를 줄임
2026-04-09 23:22:28 +09:00
0fa23d4389 feat: 피격 반응 면역을 경직/넉백/다운으로 분리
- 상태이상 데이터와 관리자에서 단일 피격 면역을 경직, 넉백, 다운 개별 면역으로 분리

- 플레이어 프리팹과 디버그 메뉴, 공용 경직 애니메이션을 갱신해 분리된 면역 상태를 테스트 가능하게 정리

- PlayMode 테스트를 추가해 각 면역이 대응하는 반응만 차단하는지 검증
2026-04-09 23:22:02 +09:00
7776f7ed05 feat: 드로그 BT 및 전투 패턴 재구성
- 드로그 BT를 페이즈 전환, 부활 트리거, 가중치 근접 패턴 중심으로 재구성

- 땅 울리기 및 콤보-기본기1_3 패턴/스킬/이펙트를 추가하고 기존 평타 파생 자산을 정리

- 드로그 행동 검증용 PlayMode/Editor 테스트와 관련 런타임 상태 추적을 추가
2026-04-09 23:21:38 +09:00
1307123029 chore: 드로그 기본기 애니메이션 자산 정리
- 콤보 기본기 1, 2 계열 애니메이션 자산을 현재 재빌드 결과 기준으로 반영
- 콤보 발구르기 계열 애니메이션 자산도 함께 정리
- 드로그 전투 자산과 맞지 않던 기본기 클립 상태를 현재 기준으로 동기화
2026-04-08 22:36:07 +09:00
81d2f4a5a1 fix: 드로그 강타 다운 및 밟기 연계 복구
- 드로그 BT를 밟기 우선, 콤보-강타, 추적 순서로 유지하도록 관련 자산을 정리
- 강타/밟기 클립에 효과 이벤트를 추가하고 밟기 패턴의 Phase 1 진입을 복구
- 플레이어 다운 시간을 DownBegin 이후 루프 구간 기준으로 계산하도록 조정
2026-04-08 22:33:25 +09:00
3c59f35fae feat: 드로그 모델과 애니메이션 자산 정리
- 드로그 씬에 Model_Boss_Drog FBX와 AC_Boss_Drog 컨트롤러를 연결하고 기존 보스 기본 컨트롤러/프리팹 의존을 정리했다.

- 콤보/집행/대기/방어 애니메이션 클립과 하반신 마스크, TMP 글리프 자산을 갱신했다.

- GPU Resident Drawer를 비활성화하고 Unity 강제 리프레시 후 콘솔 에러 0건을 확인했다.
2026-04-07 23:46:49 +09:00
0c9967d131 feat: 방어 시스템과 드로그 검증 경로 정리
- 애니메이션 이벤트 기반 방어/유지/해제 흐름과 HUD 피드백, 방어 디버그 로그를 추가했다.
- 드로그 기본기1 테스트 패턴을 정리하고 공격 판정을 OnEffect 기반으로 옮기며 드로그 범위 효과의 타겟 레이어를 정상화했다.
- 플레이어 퀵슬롯 테스트 세팅과 적-플레이어 겹침 방지 로직을 조정해 충돌 시 적이 수평 이동을 멈추고 최소 분리만 수행하게 했다.
2026-04-07 21:28:52 +09:00
147e9baa25 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
2026-04-06 18:03:50 +09:00
daaf54169a feat: 드로그 콤보 스킬 자산을 타격 단위로 재구성
- RebuildDrogCombatAssets를 갱신해 기본기/강타/발구르기 콤보를 타격 단위 스킬 시퀀스로 생성하도록 변경
- 외부 후보 모션을 드로그 로컬 애니메이션 클립으로 복제하고 콤보 관련 스킬을 루트모션 사용 기준으로 재생하도록 정리
- 레거시 단일 콤보 스킬/클립/이펙트를 제거하고 드로그 리뷰 씬 삭제를 함께 반영
2026-04-06 15:07:18 +09:00
48c629bf17 docs: 커밋 후 기본 푸시 규칙 반영 2026-04-06 14:25:31 +09:00
3b07311cf6 chore: 저장소 관리형 pre-commit 훅 추가
- 백업 환경에서 사용하던 Unity 자산 네이밍 컨벤션 검사 훅을 .githooks/pre-commit으로 저장소에 편입
- Anim 클립과 Data_Skill 자산의 키 매칭 검사를 동일하게 유지해 로컬 커밋 전에 누락을 차단
- 현재 clone은 core.hooksPath=.githooks 로 연결해 즉시 동일한 pre-commit 검사를 사용하도록 설정
2026-04-06 14:23:27 +09:00
cf103baf57 chore: 외부 에셋 권한 및 줄바꿈 재기록 반영
- Assets/External 하위 샘플 및 서드파티 에셋 파일의 실행 비트 변경을 별도 커밋으로 분리
- PolygonGeneric, SidekickCharacters, Synty 도구 자산 전반의 줄바꿈 및 재직렬화 차이를 그대로 보존
- 프로젝트 고유 로직 변경과 분리해 이후 히스토리에서 외부 에셋 노이즈 범위를 식별하기 쉽게 정리
2026-04-06 14:04:09 +09:00
c8edf838fd docs: 보스 설계 문서와 Codex YAML 도구 추가
- 프로젝트 AGENTS 지침에 커밋 후 푸시 확인 규칙과 런타임 콘텐츠 에이전트 규칙을 보강
- 보스 설계 플레이북과 멀티플레이 보스 설계 철학 문서를 추가해 사람용 설계 기준을 정리
- Codex-Tools 디렉터리에 Markdown→YAML→검증 파이프라인 스크립트와 프롬프트, 스키마, 설정 파일을 추가
2026-04-06 14:03:49 +09:00
c48d1bee52 chore: 드로그 후속 자산 및 테스트 씬 정리
- 드로그 전용 무기 프리팹과 네트워크 프리팹 등록을 추가하고 관련 솔루션 및 패키지 잠금 파일을 갱신
- Drog 메인 씬 보정과 DrogSidekickAttackReview 테스트 씬을 추가해 후속 검증용 환경을 정리
- SpawnEffect가 BossBehaviorRuntimeState의 현재 대상을 참조하도록 맞추고 TMP 폰트 자산 재생성 결과를 반영
2026-04-06 14:03:27 +09:00
904bc88d36 feat: 드로그 보스 AI 및 런타임 상태 구조 재구성
- 드로그 전투 컨텍스트를 BossBehaviorRuntimeState 중심 구조로 정리하고 BossEnemy, 패턴 액션, 조건 노드가 마지막 실행 결과와 phase 상태를 직접 사용하도록 갱신
- BT_Drog와 재빌드 에디터 스크립트를 확장해 phase 전환, 집행 결과 분기, 거리/쿨타임 기반 패턴 선택을 드로그 전용 자산과 노드 파라미터로 재구성
- 드로그 패턴/스킬/이펙트/애니메이션 플레이스홀더 자산을 재생성하고 보스 프리팹이 새 런타임 상태 및 등록 클립 구성을 참조하도록 정리
2026-04-06 13:56:47 +09:00
60275c6cd9 feat: 보스 가림 시 플레이어 외곽선 표시
- PlayerOcclusionOutline: 보스(Enemy 레이어)가 플레이어를 가릴 때 외곽선 활성화
- Outline.shader: URP 법선 확장 외곽선 셰이더 (Fresnel 기반 알파)
- 외곽선용 별도 SkinnedMeshRenderer를 자식 GameObject에 생성
- ObstacleTransparencyController: Enemy 레이어 장애물 숨김 제외
- PlayerCamera: PlayerOcclusionOutline 초기화 연동

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-04-04 10:51:10 +09:00
c88487ef4c feat: 카메라-플레이어 사이 장애물 숨김 처리
- SphereCast 충돌 당기기 로직 제거로 카메라가 항상 원래 거리 유지
- ObstacleTransparencyController 신규: 카메라-타겟 사이 장애물을 renderer.enabled로 숨김
- 플레이어 발 위치 이하의 바닥/지형은 숨김 대상에서 제외
- 파티클/트레일 렌더러는 숨김 스킵

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-04-04 08:20:35 +09:00
685 changed files with 2239869 additions and 296582 deletions

212
.githooks/pre-commit Executable file
View 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

View File

@@ -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

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@@ -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}

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@@ -1,5 +1,6 @@
fileFormatVersion: 2
guid: 7071d22754fb62d4e8f47945b1272d8d
guid: 7df7bbd6d9b80e6e4a7ca8918d2b536b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:

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@@ -2,7 +2,7 @@
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.18.0
// from Assets/Synty/AnimationBaseLocomotion/Samples/Scripts/InputSystem/Controls.inputactions
// from Assets/External/Animations/AnimationBaseLocomotion/Samples/Scripts/InputSystem/Controls.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
@@ -16,7 +16,7 @@ using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
/// <summary>
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/Synty/AnimationBaseLocomotion/Samples/Scripts/InputSystem/Controls.inputactions".
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/External/Animations/AnimationBaseLocomotion/Samples/Scripts/InputSystem/Controls.inputactions".
/// </summary>
/// <remarks>
/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.

View File

@@ -2,7 +2,7 @@
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.18.0
// from Assets/Synty/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.inputactions
// from Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
@@ -16,7 +16,7 @@ using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
/// <summary>
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/Synty/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.inputactions".
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/External/Animations/AnimationGoblinLocomotion/Samples/Scripts/InputSystem/GBL_Controls.inputactions".
/// </summary>
/// <remarks>
/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.

View File

@@ -8,21 +8,32 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Dummy_Mat
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
m_Shader: {fileID: -6465566751694194690, guid: 19e269a311c45cd4482cf0ac0e694503, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_ValidKeywords:
- _ALPHATEST_ON
- _OVERLAY_UV_CHANNEL_UV0
m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
disabledShaderPasses:
- MOTIONVECTORS
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _AO_Texture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Base_Texture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
@@ -43,6 +54,10 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Emission_Texture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 2800000, guid: 52475fb4afae07b4384becbad96a4bee, type: 3}
m_Scale: {x: 1, y: 1}
@@ -51,33 +66,202 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Metallic_Smoothness_Texture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Normal_Texture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Overlay_Texture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Triplanar_Emission_Texture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Triplanar_Normal_Texture_Bottom:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Triplanar_Normal_Texture_Side:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Triplanar_Normal_Texture_Top:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Triplanar_Texture_Bottom:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Triplanar_Texture_Side:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _Triplanar_Texture_Top:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_Lightmaps:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_LightmapsInd:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_ShadowMasks:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Ints: []
m_Floats:
- _AO_Intensity: 1
- _AlphaClip: 1
- _AlphaToMask: 1
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