버그 픽스

치즈 안먹어지는 현상이랑 리플레이 기능 사용 시 카메라 떨림 현상 제거
This commit is contained in:
백민승_crow 2026-02-19 09:51:47 +09:00
parent 8f3c61973b
commit 7326937bc0
4 changed files with 15 additions and 5 deletions

View File

@ -12,7 +12,7 @@ GameObject:
- component: {fileID: 8039928902706395577}
- component: {fileID: 6580144020370754174}
- component: {fileID: 7708323734573527887}
m_Layer: 0
m_Layer: 10
m_Name: Cheese
m_TagString: Cheese
m_Icon: {fileID: 0}
@ -151,3 +151,5 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d8ba17a771eb27744ab0d54f89b7ff5b, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::GoalTrigger
bobHeight: 0.3
bobSpeed: 2.5

View File

@ -65,6 +65,13 @@ public class SpawnManager : MonoBehaviour
return;
}
GameObject player = GameObject.FindGameObjectWithTag("Player");
if (player != null)
{
Destroy(player);
}
currentPlayer = Instantiate(playerPrefab, spawnPoint.position, Quaternion.identity);
AlignToGround(currentPlayer);
@ -113,9 +120,10 @@ public class SpawnManager : MonoBehaviour
Destroy(ghost.controller.gameObject);
}
activeGhostList.Clear();
SpawnPlayer();
currentPlayer.GetComponent<InputRecorder>().StartRecording();
CameraEffect cameraEffect = FindFirstObjectByType<CameraEffect>();
if (cameraEffect != null)
{

View File

@ -53,5 +53,5 @@ Physics2DSettings:
m_ReuseCollisionCallbacks: 1
m_AutoSyncTransforms: 0
m_GizmoOptions: 10
m_LayerCollisionMatrix: 000000000000000000000000c0000000c0000000000000001801000018010000c00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
m_LayerCollisionMatrix: 000000000000000000000000c0000000c0000000000000001805000018010000c00000000000000040000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
m_PhysicsLowLevelSettings: {fileID: 0}

View File

@ -17,7 +17,7 @@ TagManager:
- Ghost
- GhostHead
- Pole
-
- Cheese
-
-
-