몬스터 에셋 추가
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using System.Linq;
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using UnityEngine;
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namespace Assets.PixelFantasy.PixelMonsters.Common.Scripts.ExampleScripts
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{
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[RequireComponent(typeof(Collider2D))]
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[RequireComponent(typeof(Rigidbody2D))]
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[RequireComponent(typeof(MonsterAnimation))]
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public class MonsterController2D : MonoBehaviour
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{
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public Vector2 Input;
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public bool IsGrounded;
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public float Acceleration = 40;
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public float MaxSpeed = 8;
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public float JumpForce = 1000;
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public float Gravity = 70;
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private Collider2D _collider;
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private Rigidbody2D _rigidbody;
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private MonsterAnimation _animation;
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private bool _jump;
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public void Start()
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{
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_collider = GetComponent<Collider2D>();
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_rigidbody = GetComponent<Rigidbody2D>();
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_animation = GetComponent<MonsterAnimation>();
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}
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public void FixedUpdate()
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{
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var state = _animation.GetState();
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if (state == MonsterState.Die) return;
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var velocity = _rigidbody.velocity;
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if (Input.x == 0)
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{
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if (IsGrounded)
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{
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velocity.x = Mathf.MoveTowards(velocity.x, 0, Acceleration * 3 * Time.fixedDeltaTime);
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}
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}
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else
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{
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var maxSpeed = MaxSpeed;
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var acceleration = Acceleration;
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if (_jump)
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{
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acceleration /= 2;
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}
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velocity.x = Mathf.MoveTowards(velocity.x, Input.x * maxSpeed, acceleration * Time.fixedDeltaTime);
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Turn(velocity.x);
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}
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if (IsGrounded)
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{
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if (!_jump)
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{
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if (Input.x == 0)
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{
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_animation.Ready();
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}
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else
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{
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_animation.Run();
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}
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}
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if (Input.y > 0 && !_jump)
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{
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_jump = true;
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_rigidbody.AddForce(Vector2.up * JumpForce);
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_animation.Jump();
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}
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}
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else
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{
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velocity.y -= Gravity * Time.fixedDeltaTime;
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if (velocity.y < 0)
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{
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_jump = true;
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_animation.Fall();
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}
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}
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_rigidbody.velocity = velocity;
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}
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private void Turn(float direction)
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{
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var scale = transform.localScale;
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scale.x = Mathf.Sign(direction) * Mathf.Abs(scale.x);
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transform.localScale = scale;
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}
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private Collider2D _ground;
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public void OnCollisionEnter2D(Collision2D collision)
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{
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if (collision.contacts.All(i => i.point.y <= _collider.bounds.min.y + 0.1f))
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{
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IsGrounded = true;
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_ground = collision.collider;
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if (_jump)
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{
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_jump = false;
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_animation.Land();
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}
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}
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}
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public void OnCollisionExit2D(Collision2D collision)
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{
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if (IsGrounded && collision.collider == _ground)
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{
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IsGrounded = false;
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}
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}
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}
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}
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