Initial commit: Tiny Tackle Heroes Unity project

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2026-09-15 17:37:42 +09:00
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# 게임 수치 조정
Unity Project 창에서 `Assets/_Project/Constants`를 열고 원하는 `.asset`을 선택합니다. 오른쪽 Inspector에서 값을 바꾼 뒤 Play를 다시 시작하세요.
## 설정 위치
| 폴더 / 에셋 | 조정 대상 |
|---|---|
| `Player/PlayerConstants.asset` | 플레이어 기본 능력치, 가드, 피격 보호, 이동과 몸통박치기 연속 처치 보너스 |
| `Enemies/EnemyConstants.asset` | 적 공통 행동과 공격 관련 설정 |
| `Enemies/<적 이름>.asset` | 적 종류별 체력, 이동속도, 공격력, 공격 패턴, 경험치 |
| `Items/ItemConstants.asset` | 경험치 구슬의 획득 거리, 자석 범위와 이동속도 |
| `LevelUp/LevelUpConstants.asset` | 레벨업 경험치와 미션 조건·보상 |
| `LevelUp/CollisionDamage.asset` 등 | 레벨업 modifier의 수치, 연산 방식, 최대 중첩과 회복 |
| `Artifacts/ArtifactConstants.asset` | 아티팩트 공통 게이지와 실행 설정 |
| `Artifacts/<아티팩트 이름>.asset` | 개별 일반기·강화기의 피해, 비용, 범위, 지속시간과 버프 |
| `Run/RunConstants.asset` | 모드별 일정, 적 스폰, 지속 유입·90초 습격과 전장 설정 |
| `Combat/CombatConstants.asset` | 공통 전투 판정과 배율 |
| `Combat/CombatFeedback.asset` | 히트스톱, 카메라 흔들림, 피격 표시와 가드 차단 불꽃 |
| `Resources/GameplayConstants.asset` | 게임이 사용하는 설정 에셋의 연결 목록 |
## 테스트 순서
1. Play를 종료합니다.
2. 조정할 에셋과 이전 값을 기록합니다.
3. 한 항목을 바꾸고 Play를 다시 시작합니다.
4. 같은 상황에서 변경 전후를 비교합니다. 가드는 개발용 시작에서 바로 시험할 수 있습니다.
5. 비교가 끝나면 원하는 값을 남기거나 기록한 이전 값으로 복원합니다.
예: 가드 지속시간을 바꾼 뒤 D를 눌러 유지시간과 튜토리얼 안내가 함께 바뀌는지 확인합니다. 경험치 요구량을 바꾼 경우 새 런에서 같은 수의 구슬을 먹고 레벨업 시점을 비교합니다.
### 자주 바꿀 항목
- 가드: `PlayerConstants``Guard Duration`, `Guard Cooldown Duration`, `Guard Success Cooldown Recharge Percent`.
- 기본 체력·이속: `PlayerConstants``Base Max Health`, `Base Move Speed`.
- 몸통박치기: `CombatConstants``Base Damage`, `Normal Hit Interval`, `Back Damage Multiplier`.
- 레벨업 속도: `LevelUpConstants``Base Experience To Next Level`, `Additional Experience Per Level`.
- 미션 난이도·보상: `LevelUpConstants``Missions`에서 해당 이름의 목표 수와 경험치 보상. 기존 미션 순서는 유지합니다.
- 개발용 목표 밀도: `RunConstants``Spawn Density`. 기본 모드의 일반/이벤트 유입량은 `Production Wave Crowd Size`, `Production Wave Normal Size`, `Production Timed Event Crowd Size`이며 일반/이벤트 간격은 `Wave Interval`, `Timed Event Wave Interval`이다. `Maximum Alive Enemies`는 공통 안전 상한이다.
- 습격: `RunConstants``Production Swarm` 항목에서 주기·이벤트 보호 시간·단계별 수량·분할 수량/간격을 조절한다. 기본값은90초, 보호30초,16/20/24마리,4마리씩2초다.
- 연속 처치: `PlayerConstants``Pressure Streak Window Seconds`, `Kill Target`, `Move Speed Increase`, `Duration`. 기본값은 처치 간격3초 이내·3킬·Increased0.2(+20%)·3초이며, 몸통박치기 처치만 집계한다.
- 타격 멈춤: `CombatFeedback``Normal Hit Stop Duration`, `Back Hit Stop Duration`.
대시 아티팩트의 실제 피해·이동거리는 `Artifacts/DashArtifact.asset`에서 조정합니다. `CombatConstants`의 대시 피해 fallback은 아티팩트 정의에서 피해값을 전달하지 않는 실행 경로용입니다. 이름에 fallback이 붙은 전장 설정도 해당 전장 컴포넌트가 없는 경우에만 사용합니다.
## 값의 단위와 적용
- 시간은 필드에 별도 설명이 없으면 초, 거리는 Unity 월드 유닛입니다. 카메라 흔들림 크기는 픽셀입니다.
- 레벨업 modifier의 `Increased`/`More``0.1`은 10%입니다. 가드 성공 충전율의 `70`은 70%입니다. 각 Inspector의 헤더·설명을 확인하세요.
- `.asset` 변경은 공유 원본 변경입니다. Play 중 편집한 ScriptableObject 값도 남을 수 있으므로 이전 값을 기록하세요.
- 진행 중인 타이머, 생성된 적, 등록된 버프와 미션이 즉시 재계산된다고 보장하지 않습니다. 반복 비교는 Play 재시작을 기준으로 합니다.
- 코드의 수학 상수·오차 허용값·ID·스프라이트 프레임/셀 크기·UI 배치는 밸런스 조정 항목에 포함하지 않습니다.
- 카탈로그 참조는 기본 연결을 유지하세요. 개별 에셋 값을 바꾸는 데 카탈로그를 수정할 필요는 없습니다.
이번 통합의 기본값은 기존 적용 수치를 보존합니다. 확정 밸런스를 바꿀 때는 프로젝트 `work_order`의 해당 기능 문서와 테스트 기준도 함께 갱신합니다.
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activeDurationMultiplier: 1
recoveryDurationMultiplier: 0.75
attackRangeMultiplier: 1
attackLengthMultiplier: 1
attackWidthMultiplier: 1
attackRadiusMultiplier: 1.25
attacksPerSequence: 3
repeatWarningDurationMultiplier: 0.75
betweenAttacksRecoveryMultiplier: 0.3
backHitsToInterrupt: 4
knockbackMultiplier: 0.15
canBeLaunched: 0
ProductionMidBossHealthMultiplier: 7
ProductionFinalBossHealthMultiplier: 12
ProductionEliteHealthMultipliers: [2.5, 3.5, 3.5, 5]
ProductionEliteAttackDamageMultipliers: [1, 1, 1.1, 1.2]
ProductionEliteAttacksPerSequence: [1, 2, 3, 2]
EliteKinds: [8, 9, 10]
DevelopmentEliteAttacksPerSequence: [2, 2, 3]
ProductionEliteWarningDurationMultipliers: [1, 0.85, 0.85, 0.85]
ProductionEliteRecoveryDurationMultipliers: [1, 0.7, 0.7, 0.7]
ArenaBackgroundHalfExtents: {x: 15, y: 8.4375}
ArenaPlayableHalfExtents: {x: 15, y: 8.4375}
ArenaPlayerPadding: {x: 0.5, y: 0.625}
ArenaCameraViewHalfExtents: {x: 10, y: 5.625}
ArenaCameraDeadZone: {x: 0.5, y: 0.3}
ArenaCameraSmoothTime: 0.15
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