충돌, 레이캐스팅, 레이어, 카메라 기능 구현

This commit is contained in:
2026-01-22 02:50:47 +09:00
parent 2eee8e2ab2
commit 16497ffc6e
18 changed files with 1052 additions and 135 deletions

View File

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using System.Numerics;
using TreeEditor;
using UnityEngine;
using Quaternion = UnityEngine.Quaternion;
using Vector3 = UnityEngine.Vector3;
public class PlayerController : MonoBehaviour
{
[SerializeField]
float _speed = 10.0f;
bool _moveToDest = false;
private Vector3 _destPos;
void Start()
{
Managers.Input.KeytAction -= OnKyeboard;
Managers.Input.KeytAction += OnKyeboard;
Managers.Input.MouseAction -= OnMouseClicked;
Managers.Input.MouseAction += OnMouseClicked;
}
void Update()
{
if (_moveToDest)
{
Vector3 dir = _destPos - transform.position;
if (dir.magnitude < 0.0001f)
{
_moveToDest = false;
}
else
{
float moveDist = Mathf.Clamp(_speed * Time.deltaTime, 0, dir.magnitude);
transform.position += dir.normalized * moveDist;
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(dir), 20 * Time.deltaTime);
// transform.LookAt(_destPos);
}
}
}
void OnKyeboard()
{
if (Input.GetKey(KeyCode.W))
{
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.forward), 0.2f);
transform.position += (Vector3.forward * Time.deltaTime * _speed);
}
if (Input.GetKey(KeyCode.S))
{
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.back), 0.2f);
transform.position += (Vector3.back * Time.deltaTime * _speed);
}
if (Input.GetKey(KeyCode.A))
{
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.left), 0.2f);
transform.position += (Vector3.left * Time.deltaTime * _speed);
}
if (Input.GetKey(KeyCode.D))
{
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.right), 0.2f);
transform.position += (Vector3.right * Time.deltaTime * _speed);
}
_moveToDest = false;
}
void OnMouseClicked(Define.MouseEvent evt)
{
if (evt != Define.MouseEvent.Click)
{
return;
}
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
Debug.DrawRay(Camera.main.transform.position, ray.direction * 100.0f, Color.red, 1.0f);
RaycastHit hit;
if(Physics.Raycast(ray, out hit, 100.0f, LayerMask.GetMask("Wall")));
{
_destPos = hit.point;
_moveToDest = true;
// Debug.Log($"Raycast Camera @ {hit.collider.gameObject.tag}");
}
}
}