캐릭터 애니메이션 추가(Idle, Run)

This commit is contained in:
2026-01-23 01:28:03 +09:00
parent 16497ffc6e
commit 2ceb28f55d
5 changed files with 2121 additions and 687 deletions

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@@ -8,25 +8,36 @@ public class PlayerController : MonoBehaviour
[SerializeField] [SerializeField]
float _speed = 10.0f; float _speed = 10.0f;
bool _moveToDest = false;
private Vector3 _destPos; private Vector3 _destPos;
void Start() void Start()
{ {
Managers.Input.KeytAction -= OnKyeboard; // Managers.Input.KeytAction -= OnKyeboard;
Managers.Input.KeytAction += OnKyeboard; // Managers.Input.KeytAction += OnKyeboard;
Managers.Input.MouseAction -= OnMouseClicked; Managers.Input.MouseAction -= OnMouseClicked;
Managers.Input.MouseAction += OnMouseClicked; Managers.Input.MouseAction += OnMouseClicked;
} }
void Update() public enum PlayerState
{ {
if (_moveToDest) Die,
Moving,
Idle,
}
PlayerState _state = PlayerState.Idle;
void UpdateDie()
{
// 아무것도 못함
}
void UpdateMoving()
{ {
Vector3 dir = _destPos - transform.position; Vector3 dir = _destPos - transform.position;
if (dir.magnitude < 0.0001f) if (dir.magnitude < 0.0001f)
{ {
_moveToDest = false; _state = PlayerState.Idle;
} }
else else
{ {
@@ -36,45 +47,80 @@ public class PlayerController : MonoBehaviour
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(dir), 20 * Time.deltaTime); transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(dir), 20 * Time.deltaTime);
// transform.LookAt(_destPos); // transform.LookAt(_destPos);
} }
// 애니메이션
Animator anim = GetComponent<Animator>();
// 현재 게임 상태에 대한 정보를 넘겨준다.
anim.SetFloat("speed", _speed);
}
void UpdateIdle()
{
// 애니메이션
Animator anim = GetComponent<Animator>();
anim.SetFloat("speed", 0);
}
void Update()
{
switch (_state)
{
case PlayerState.Die:
UpdateDie();
break;
case PlayerState.Moving:
UpdateMoving();
break;
case PlayerState.Idle:
UpdateIdle();
break;
} }
} }
void OnKyeboard() // void OnKyeboard()
{ // {
if (Input.GetKey(KeyCode.W)) // if (Input.GetKey(KeyCode.W))
{ // {
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.forward), 0.2f); // transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.forward), 0.2f);
transform.position += (Vector3.forward * Time.deltaTime * _speed); // transform.position += (Vector3.forward * Time.deltaTime * _speed);
} // }
//
if (Input.GetKey(KeyCode.S)) // if (Input.GetKey(KeyCode.S))
{ // {
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.back), 0.2f); // transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.back), 0.2f);
transform.position += (Vector3.back * Time.deltaTime * _speed); // transform.position += (Vector3.back * Time.deltaTime * _speed);
} // }
//
if (Input.GetKey(KeyCode.A)) // if (Input.GetKey(KeyCode.A))
{ // {
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.left), 0.2f); // transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.left), 0.2f);
transform.position += (Vector3.left * Time.deltaTime * _speed); // transform.position += (Vector3.left * Time.deltaTime * _speed);
} // }
//
if (Input.GetKey(KeyCode.D)) // if (Input.GetKey(KeyCode.D))
{ // {
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.right), 0.2f); // transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.right), 0.2f);
transform.position += (Vector3.right * Time.deltaTime * _speed); // transform.position += (Vector3.right * Time.deltaTime * _speed);
} // }
//
_moveToDest = false; // _moveToDest = false;
} // }
void OnMouseClicked(Define.MouseEvent evt) void OnMouseClicked(Define.MouseEvent evt)
{ {
if (evt != Define.MouseEvent.Click) if (_state == PlayerState.Die)
{ {
return; return;
} }
// if (evt != Define.MouseEvent.Click)
// {
// return;
// }
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
Debug.DrawRay(Camera.main.transform.position, ray.direction * 100.0f, Color.red, 1.0f); Debug.DrawRay(Camera.main.transform.position, ray.direction * 100.0f, Color.red, 1.0f);
@@ -83,7 +129,7 @@ public class PlayerController : MonoBehaviour
if(Physics.Raycast(ray, out hit, 100.0f, LayerMask.GetMask("Wall"))); if(Physics.Raycast(ray, out hit, 100.0f, LayerMask.GetMask("Wall")));
{ {
_destPos = hit.point; _destPos = hit.point;
_moveToDest = true; _state = PlayerState.Moving;
// Debug.Log($"Raycast Camera @ {hit.collider.gameObject.tag}"); // Debug.Log($"Raycast Camera @ {hit.collider.gameObject.tag}");
} }
} }