2026-05-20 적 경직추가
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@@ -35,6 +35,7 @@ public class AttackHitbox : MonoBehaviour
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private bool _correctHitTargetY; // 위치 보정에서 Y도 보정할지
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private int _hitPositionSolidMask; // 보정 시 끼이지 않게 검사할 솔리드 레이어
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private float _hitPositionCorrectionDuration; // 보정 보간 시간 (0이면 즉시)
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private float _hitStunDuration; // 피격 경직 시간
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private string _hitReactionState; // 피격자가 재생할 애니메이션 State 이름
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private LayerMask _targetLayer; // 데미지를 줄 레이어 (보통 Enemy)
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@@ -88,6 +89,7 @@ public void Activate(ActionData data, Vector2 localPosition, Vector2 hitVelocity
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_correctHitTargetY = correctHitTargetY;
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_hitPositionSolidMask = hitPositionSolidMask;
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_hitPositionCorrectionDuration = data.HitPositionCorrectionDuration;
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_hitStunDuration = data.HitStunDuration;
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_hitReactionState = data.HitReactionAnimationState;
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_targetLayer = targetLayer;
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_alreadyHit.Clear();
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@@ -140,7 +142,7 @@ private void TryDamage(Collider2D other)
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_alreadyHit.Add(target);
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Debug.Log($"[Hitbox] t={Time.time:F3} damage={_damage} → {other.name} (parent={(target as MonoBehaviour)?.gameObject.name})");
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Vector2? targetPosition = GetCorrectionTargetPosition(other);
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target.TakeDamage(_damage, _hitVelocity, _hitReactionState, targetPosition, _correctHitTargetY, _hitPositionSolidMask, _hitPositionCorrectionDuration);
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target.TakeDamage(_damage, _hitVelocity, _hitReactionState, targetPosition, _correctHitTargetY, _hitPositionSolidMask, _hitPositionCorrectionDuration, _hitStunDuration);
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OnHit?.Invoke(target);
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}
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