캐릭터 애니메이션 추가(Idle, Run)
This commit is contained in:
159
Assets/Resources/Art/PlayerAnimController.controller
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159
Assets/Resources/Art/PlayerAnimController.controller
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@@ -8,25 +8,36 @@ public class PlayerController : MonoBehaviour
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[SerializeField]
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[SerializeField]
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float _speed = 10.0f;
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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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private Vector3 _destPos;
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void Start()
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void Start()
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{
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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.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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Managers.Input.MouseAction += OnMouseClicked;
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Managers.Input.MouseAction += OnMouseClicked;
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}
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}
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void Update()
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public enum PlayerState
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{
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{
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if (_moveToDest)
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Die,
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Moving,
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Idle,
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}
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PlayerState _state = PlayerState.Idle;
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void UpdateDie()
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{
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// 아무것도 못함
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}
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void UpdateMoving()
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{
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{
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Vector3 dir = _destPos - transform.position;
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Vector3 dir = _destPos - transform.position;
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if (dir.magnitude < 0.0001f)
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if (dir.magnitude < 0.0001f)
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{
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{
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_moveToDest = false;
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_state = PlayerState.Idle;
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}
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}
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else
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else
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{
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{
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@@ -36,45 +47,80 @@ public class PlayerController : MonoBehaviour
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transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(dir), 20 * Time.deltaTime);
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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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// transform.LookAt(_destPos);
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}
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}
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// 애니메이션
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Animator anim = GetComponent<Animator>();
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// 현재 게임 상태에 대한 정보를 넘겨준다.
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anim.SetFloat("speed", _speed);
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}
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void UpdateIdle()
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{
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// 애니메이션
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Animator anim = GetComponent<Animator>();
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anim.SetFloat("speed", 0);
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}
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void Update()
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{
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switch (_state)
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{
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case PlayerState.Die:
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UpdateDie();
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break;
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case PlayerState.Moving:
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UpdateMoving();
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break;
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case PlayerState.Idle:
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UpdateIdle();
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break;
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}
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}
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}
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}
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void OnKyeboard()
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// void OnKyeboard()
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{
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// {
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if (Input.GetKey(KeyCode.W))
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// if (Input.GetKey(KeyCode.W))
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{
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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.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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// transform.position += (Vector3.forward * Time.deltaTime * _speed);
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}
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// }
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//
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if (Input.GetKey(KeyCode.S))
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// if (Input.GetKey(KeyCode.S))
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{
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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.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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// transform.position += (Vector3.back * Time.deltaTime * _speed);
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}
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// }
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//
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if (Input.GetKey(KeyCode.A))
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// if (Input.GetKey(KeyCode.A))
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{
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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.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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// transform.position += (Vector3.left * Time.deltaTime * _speed);
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}
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// }
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//
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if (Input.GetKey(KeyCode.D))
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// if (Input.GetKey(KeyCode.D))
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{
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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.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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// transform.position += (Vector3.right * Time.deltaTime * _speed);
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}
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// }
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//
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_moveToDest = false;
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// _moveToDest = false;
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}
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// }
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void OnMouseClicked(Define.MouseEvent evt)
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void OnMouseClicked(Define.MouseEvent evt)
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{
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{
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if (evt != Define.MouseEvent.Click)
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if (_state == PlayerState.Die)
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{
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{
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return;
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return;
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}
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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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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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Debug.DrawRay(Camera.main.transform.position, ray.direction * 100.0f, Color.red, 1.0f);
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@@ -83,7 +129,7 @@ public class PlayerController : MonoBehaviour
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if(Physics.Raycast(ray, out hit, 100.0f, LayerMask.GetMask("Wall")));
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if(Physics.Raycast(ray, out hit, 100.0f, LayerMask.GetMask("Wall")));
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{
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{
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_destPos = hit.point;
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_destPos = hit.point;
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_moveToDest = true;
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_state = PlayerState.Moving;
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// Debug.Log($"Raycast Camera @ {hit.collider.gameObject.tag}");
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// Debug.Log($"Raycast Camera @ {hit.collider.gameObject.tag}");
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}
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}
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}
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}
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|||||||
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Block a user