충돌, 레이캐스팅, 레이어, 카메라 기능 구현
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90
Assets/Scripts/Controllers/PlayerController.cs
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90
Assets/Scripts/Controllers/PlayerController.cs
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using System.Numerics;
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using TreeEditor;
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using UnityEngine;
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using Quaternion = UnityEngine.Quaternion;
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using Vector3 = UnityEngine.Vector3;
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public class PlayerController : MonoBehaviour
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{
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[SerializeField]
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float _speed = 10.0f;
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bool _moveToDest = false;
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private Vector3 _destPos;
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void Start()
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{
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Managers.Input.KeytAction -= OnKyeboard;
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Managers.Input.KeytAction += OnKyeboard;
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Managers.Input.MouseAction -= OnMouseClicked;
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Managers.Input.MouseAction += OnMouseClicked;
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}
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void Update()
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{
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if (_moveToDest)
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{
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Vector3 dir = _destPos - transform.position;
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if (dir.magnitude < 0.0001f)
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{
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_moveToDest = false;
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}
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else
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{
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float moveDist = Mathf.Clamp(_speed * Time.deltaTime, 0, dir.magnitude);
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transform.position += dir.normalized * moveDist;
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transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(dir), 20 * Time.deltaTime);
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// transform.LookAt(_destPos);
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}
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}
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}
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void OnKyeboard()
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{
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if (Input.GetKey(KeyCode.W))
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{
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transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.forward), 0.2f);
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transform.position += (Vector3.forward * Time.deltaTime * _speed);
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}
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if (Input.GetKey(KeyCode.S))
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{
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transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.back), 0.2f);
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transform.position += (Vector3.back * Time.deltaTime * _speed);
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}
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if (Input.GetKey(KeyCode.A))
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{
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transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.left), 0.2f);
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transform.position += (Vector3.left * Time.deltaTime * _speed);
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}
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if (Input.GetKey(KeyCode.D))
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{
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transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.right), 0.2f);
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transform.position += (Vector3.right * Time.deltaTime * _speed);
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}
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_moveToDest = false;
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}
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void OnMouseClicked(Define.MouseEvent evt)
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{
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if (evt != Define.MouseEvent.Click)
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{
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return;
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}
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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Debug.DrawRay(Camera.main.transform.position, ray.direction * 100.0f, Color.red, 1.0f);
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RaycastHit hit;
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if(Physics.Raycast(ray, out hit, 100.0f, LayerMask.GetMask("Wall")));
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{
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_destPos = hit.point;
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_moveToDest = true;
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// Debug.Log($"Raycast Camera @ {hit.collider.gameObject.tag}");
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}
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}
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}
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