1. rule 과 Todo 새롭게 나눴고 다시 작성함
2. enemyController 에 대해서 설계 시작
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SEAN-59 2025-09-24 00:44:01 +09:00
parent ba665c50ce
commit 14514010f8
910 changed files with 19446 additions and 26819 deletions

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@ -0,0 +1,23 @@
# Gemini CLI 작업 원칙 (Revised)
이 문서는 나와 Gemini가 협력하는 방식을 정의한다. 성공적인 협업을 위해 아래 원칙을 반드시 준수해야 하며 모든 답변을 하기 전에는 이 원칙을 다시 확인해서 적용했는지 스스로 점검해야 한다.
### 1. 나의 역할 (사용자)
* **명시적인 컨텍스트 제공**: 나는 Gemini에게 필요한 모든 **컨텍스트(코드, 파일 내용, 에러 메시지 등)를 명시적으로 제공**한다. Gemini가 내 프로젝트 구조나 파일 내용을 스스로 안다고 가정하지 않는다.
* **최신 정보 전달**: 특정 파일에 대한 질문이나 코드 수정을 요청할 경우, 이전 대화 내용에 의존하지 않고 항상 해당 **파일의 최신 전체 내용**을 프롬프트에 포함하여 전달한다.
* **명령의 주체**: 코드 수정, 파일 생성 등 프로젝트에 변경을 가하는 최종 행동의 주체는 항상 나 자신이다.
### 2. Gemini의 역할 (AI)
* **모든 상호작용은 한글로**: 나는 모든 응답을 한국어로 작성한다.
* **제공받은 컨텍스트에만 의존**: 나는 이전 대화의 내용을 기억하려 하지 않고, 항상 **현재 프롬프트에서 제공된 최신 정보만을 기반으로** 답변한다. 이를 통해 정보의 불일치를 방지한다.
* **제공받은 컨텍스트 우선**: 직전 대화에서 내가 코드 수정한 파일에 대해서 이야기를 하고 있었어도 사용자의 확인하라는 말이 있으면 다시 한 번 그 파일의 최신 내용을 확인해야 한다.
* **파일 시스템 조작 절대 금지**: 나는 사용자의 컴퓨터에 있는 파일을 읽거나, 수정하거나, 생성할 수 없다는 사실을 명확히 인지한다. 나의 유일한 출력은 터미널의 텍스트이다.
* **코드 생성 원칙**: 코드 작성 요청 시, 제공된 컨텍스트 내에서 완전하고 바로 사용할 수 있는 형태의 코드를 **터미널에 출력**한다. 코드의 실제 적용은 사용자의 역할임을 인지한다.
* **코드 생성 원칙 세부 사항**: 파일 시스템을 직접 조작하는 도구(예: `replace`, `write_file`, `run_shell_command` 중 파일 시스템을 변경하는 명령)의 사용을 제안하거나 시도하지 않는다. 단, 사용자가 명시적으로 요청하는 경우는 예외로 한다.
* **파일 시스템 직접 조작 금지 재강조**: 나의 유일한 출력은 터미널의 텍스트이며, 파일 시스템을 직접 읽거나, 수정하거나, 생성하는 도구(예: `replace`, `write_file`, `run_shell_command` 중 파일 시스템을 변경하는 명령)는 사용자의 **명시적인 도구 사용 명령**이 없는 한 절대 사용하지 않는다. 변경이 필요한 경우, 변경될 코드 내용을 터미널에 출력하여 사용자에게 제시한다.
* **모호함 확인**: 나의 요청이 모호하거나 컨텍스트가 부족할 경우, 추측하여 답변하지 않고 필요한 정보를 역으로 질문한다.
---
**위 원칙을 모두 숙지했으며, 지금부터 모든 상호작용에 이 원칙을 적용할 준비가 되었으면 "원칙 숙지 완료. 컨텍스트를 제공해주세요."라고만 대답하십시오.**

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c856edd307d0456ab9f2f2ac3a348c9d
timeCreated: 1758639482

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@ -0,0 +1,71 @@
# Gemini To-Do List
## 작성 규칙
1. 날짜를 가장 상위에 작성한다.
2. 할일 - 상태를 순서대로 작성한다.
2. 다음 날의 To-Do 를 작성하기 전에 구분선을 작성해서 날짜별로 구분한다.
2025-09-23
1. `EnemyController.cs` 리팩토링 (상태 머신 적용) - 완료 (CurrentState 프로퍼티 사용)
2. `AI_State`를 상속받는 상태 클래스들 생성 (Idle, Patrol, Chase, Attack, Die) - 대기
3. `Movement_Ground.cs` 기능 확인 및 필요 기능 구현 - 대기
---
2025-09-24
1. `EnemyController.cs``Init(EnemyData data)` 메서드 구현 - 대기
2. `EnemyData``Status_Enemy` 정의 확인 및 필요 시 구현 - 대기
3. `Assets/Scripts/AI/States/` 폴더 내에 상태 클래스들 생성 (`IdleState.cs`, `PatrolState.cs`, `ChaseState.cs`, `AttackState.cs`, `DieState.cs`) - 대기
4. `Movement` 기본 클래스/인터페이스 및 `Movement_Ground.cs` 기능 확인 (`MoveTo`, `Stop` 메서드) - 대기
-----------------------------------------------------------------------------------------------------------------------
# 상세
To-Do 리스트에 해야할 내용을 상세하게 작성한다.
### 1. `EnemyController.cs` 리팩토링 (완료)
- **목표:** 기존의 enum-switch 구조를 `AI_State` 기반의 상태 머신 패턴으로 변경하여, 코드의 확장성과 유지보수성을 높입니다.
- **세부 작업:**
- `EnemyBehavior` enum과 `Behavior` 프로퍼티를 제거합니다. (완료)
- `private AI_State _currentState;` 변수를 추가하여 현재 상태를 관리합니다. (완료)
- `public AI_State CurrentState { get; set; }` 프로퍼티를 구현하여 상태를 안전하게 전환합니다. (완료)
- `Update()` 메서드를 `_currentState?.Update();` 한 줄로 수정하여, 현재 상태의 로직만 실행되도록 합니다. (완료)
- `EnemyData`를 외부에서 받아 `Status_Enemy`를 포함한 각종 능력치를 초기화하는 `Init(EnemyData data)` 메서드를 구현합니다. (대기)
### 2. `EnemyController.cs``Init(EnemyData data)` 메서드 구현
- **목표:** `EnemyController`가 외부에서 주입된 `EnemyData`를 기반으로 초기화될 수 있도록 합니다.
- **세부 작업:**
- `EnemyData` 클래스의 정의를 확인합니다. (필요 시 생성)
- `Status_Enemy` 클래스의 정의를 확인합니다. (필요 시 생성)
- `public void Init(EnemyData data)` 메서드를 `EnemyController.cs`에 추가하고, `data`를 사용하여 `_type``_status`를 초기화합니다.
- `_movement` 컴포넌트가 스포너에 의해 주입되는 방식에 따라 `_movement` 참조를 설정하는 로직을 추가합니다.
### 3. 상태 (State) 클래스 생성
- **목표:** 적의 각 행동 패턴(대기, 순찰, 추격 등)을 독립적인 클래스로 분리하여 관리합니다.
- **세부 작업:**
- `Assets/Scripts/AI/States/` 폴더 내에 아래의 클래스들을 생성합니다. 모든 클래스는 `AI_State`를 상속받습니다.
- **`IdleState.cs`**: 제자리에서 대기하며, `Update()`에서 플레이어 탐지 등 다른 상태로 전환될 조건을 확인합니다.
- **`PatrolState.cs`**: 지정된 경로를 따라 순찰합니다. `Movement` 컴포넌트를 사용하여 이동합니다.
- **`ChaseState.cs`**: 플레이어를 향해 추격합니다. `Movement` 컴포넌트를 사용하며, 플레이어와의 거리에 따라 `AttackState`로 전환될 수 있습니다.
- **`AttackState.cs`**: 플레이어를 공격합니다. 공격 쿨타임 등을 관리하며, 플레이어가 범위를 벗어나면 `ChaseState`로 다시 전환될 수 있습니다.
- **`DieState.cs`**: 사망 시 처리(애니메이션, 아이템 드랍 등)를 담당합니다.
### 4. `Movement` 기본 클래스/인터페이스 및 `Movement_Ground.cs` 기능 확인
- **목표:** 상태 클래스들이 적을 움직이는 데 필요한 기능이 `Movement` 기본 클래스/인터페이스와 `Movement_Ground`에 모두 준비되어 있는지 확인하고, 없다면 구현합니다.
- **세부 작업:**
- `Movement` 기본 클래스 또는 인터페이스의 정의를 확인합니다.
- `Movement_Ground.cs` 코드를 분석합니다.
- `PatrolState``ChaseState`에서 사용할 기능이 있는지 확인합니다.
- 특정 지점으로 이동시키는 `MoveTo(Vector3 destination)`
- 이동을 멈추는 `Stop()`
- 만약 기능이 없다면, `NavMeshAgent`를 사용하는 등의 방식으로 해당 기능들을 구현할 것을 제안합니다.
-----------------------------------------------------------------------------------------------------------------------
# 기능 구현을 위한 고려 사항 및 질문
개발 과정에서 논의되었거나 추가적인 확인이 필요한 설계 결정, 구현 방식, 잠재적 문제점 등을 기록한다.
## 1. `EnemyController``_movement` 변수 초기화 방식
* **현황:** `EnemyController``_movement` 변수는 `Movement` 타입으로 선언되어 있으며, `EnemyController``Awake()` 메서드에서는 초기화되지 않습니다.
* **계획:** 스포너 또는 외부 로직에서 `GameObject`에 적절한 `Movement` 컴포넌트(예: `Movement_Ground`, `Movement_Air`)를 추가하고, `EnemyController``Movement` 프로퍼티(또는 필드)에 해당 인스턴스를 할당할 예정입니다.
* **확인 필요:**
* 스포너에서 `Movement` 컴포넌트를 `GameObject`에 추가한 후 `EnemyController``GetComponent<Movement>()`를 통해 참조를 가져올 것인지,
* 아니면 스포너가 `EnemyController` 인스턴스에 직접 `_movement`를 할당할 것인지 명확히 해야 합니다.
* `EnemyController``Init(EnemyData data)` 메서드 내에서 `_movement` 참조를 설정하는 로직이 필요할 수 있습니다.

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@ -8,47 +8,33 @@ using EnemyType = Define.EnemyType;
//EnemyController는 몬스터의 '뇌' 역할을 하며, 상태 머신 패턴을 기반으로 동작하고, 외부에서 데이터를 주입받아 초기화되는 구조로 설계하기
public class EnemyController : MonoBehaviour
{
private Movement_Ground _movement;
private Movement _movement;
private Status _status;
[SerializeField] private EnemyType _type = EnemyType.Unknown;
[SerializeField] private TextAsset _path = null;
public Movement Movement => _movement;
public Status Status => _status;
public EnemyType Type => _type;
// EnemyDict = _data.LoadToDict<EnemyGroupDataLoader, string, EnemyData>("Data/enemy_group_data", (enemy) => enemy.id);
enum EnemyBehavior
private AI_State _currentState;
public AI_State CurrentState
{
Idle,
Move,
Attack,
Die
}
private EnemyBehavior _behavior = EnemyBehavior.Idle;
private EnemyBehavior Behavior
{
get { return _behavior; }
get { return _currentState; }
set
{
_behavior = value;
switch (_behavior)
{
case EnemyBehavior.Die:
case EnemyBehavior.Idle:
_movement.Stop();
break;
case EnemyBehavior.Move:
break;
case EnemyBehavior.Attack:
_movement.Stop();
break;
}
if (_currentState != null)
_currentState.Exit();
_currentState = value;
if (_currentState != null)
_currentState.Enter();
}
}
private void Awake()
{
this.AddComponent<Movement_Ground>();
_status = gameObject.GetOrAddComponent<Status_Enemy>();
}
void Start()
@ -58,13 +44,10 @@ public class EnemyController : MonoBehaviour
void Update()
{
if (CurrentState != null)
CurrentState.Update();
}
void OnMove()
{
}
}

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@ -21,7 +21,7 @@ public class ResourceManager: IManager
}
// 캐싱된게 있으면 그걸 반환
if (_resources.TryGetValue(path, out Object cachedResource)) return cachedResource as T;
if (_resources.TryGetValue(path, out Object cachedResource)) return cachedResourcㅎ드e as T;
// 새로 로드
T resource = Resources.Load<T>(path);

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@ -1 +1 @@
/Users/ta9/DEV/Study/Practice_Unity
/Users/seankim/1.Program/7. Unity/Practice_Unity

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@ -48,11 +48,15 @@ Library/Bee/artifacts/mvdfrm/UnityEditor.TestRunner.ref.dll_D2531ABEDBB2260F.mvf
Library/Bee/artifacts/mvdfrm/UnityEditor.UI.ref.dll_DB2AFF2EA9F20D51.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEngine.TestRunner.ref.dll_9E71656D077583FA.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEngine.UI.ref.dll_9790D589B01435BC.mvfrm
Library/Bee/artifacts/mvdfrm/Unity.Android.Gradle.dll_A49A776348DF5E4E.mvfrm
Library/Bee/artifacts/mvdfrm/Unity.Android.Types.dll_3A024D3CFAEFB3CE.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.Android.Extensions.dll_6BB7F73D7038074E.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.Apple.Extensions.Common.dll_320B820FE8FC5AE8.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.iOS.Extensions.Common.dll_3F0AF0E8FD5B91AB.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.iOS.Extensions.dll_3CB6A4B5DF319A4A.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.iOS.Extensions.Xcode.dll_ACDD54761A8A8AD1.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.WebGL.Extensions.dll_6F2DFF6A42ECB2AA.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.WindowsStandalone.Extensions.dll_C92D1381B7425C9A.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.Graphs.dll_6450FF118201D284.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.AccessibilityModule.dll_2C20B8F0E17E12AF.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.AdaptivePerformanceModule.dll_641E8BB24D9C991B.mvfrm

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@ -136,11 +136,15 @@
-define:CSHARP_7_OR_LATER
-define:CSHARP_7_3_OR_NEWER
-define:UNITY_EDITOR_ONLY_COMPILATION
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/AndroidPlayer/Unity.Android.Gradle.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/AndroidPlayer/Unity.Android.Types.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/AndroidPlayer/UnityEditor.Android.Extensions.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/iOSSupport/UnityEditor.Apple.Extensions.Common.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Common.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/WebGLSupport/UnityEditor.WebGL.Extensions.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/WindowsStandaloneSupport/UnityEditor.WindowsStandalone.Extensions.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/Unity.app/Contents/Managed/UnityEditor.Graphs.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/Unity.app/Contents/Managed/UnityEngine/UnityEditor.AccessibilityModule.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/Unity.app/Contents/Managed/UnityEngine/UnityEditor.AdaptivePerformanceModule.dll"
@ -476,5 +480,5 @@
/nowarn:1701
/nowarn:1702
/utf8output
/preferreduilang:en-US
/preferreduilang:ko
/additionalfile:"Library/Bee/artifacts/900b0aEDbg.dag/Assembly-CSharp-Editor.UnityAdditionalFile.txt"

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