인풋매니저, 리소스매니저 구조 생성 및 리소스 정리

This commit is contained in:
2026-01-21 00:47:45 +09:00
parent de039d4ffb
commit 2eee8e2ab2
1036 changed files with 713 additions and 3137 deletions

View File

@@ -3,7 +3,6 @@ using TreeEditor;
using UnityEngine;
using Quaternion = UnityEngine.Quaternion;
using Vector3 = UnityEngine.Vector3;
public class PlayerController : MonoBehaviour
{
[SerializeField]
@@ -11,44 +10,39 @@ public class PlayerController : MonoBehaviour
void Start()
{
Managers.Input.KeytAction -= OnKyeboard;
Managers.Input.KeytAction += OnKyeboard;
}
float _yAngle = 0.0f;
void Update()
{
_yAngle += Time.deltaTime * 100.0f;
// 절대 회전값 지정해서 회전
// transform.eulerAngles = new Vector3(0.0f, _yAngle, 0.0f);
// +- delta 값을 특정 축으로 회전
// transform.Rotate(new Vector3(0.0f, Time.deltaTime * 100.0f, 0.0f));
}
// transform.rotation = Quaternion.Euler(new Vector3(0.0f, _yAngle, 0.0f));
void OnKyeboard()
{
if (Input.GetKey(KeyCode.W))
{
transform.rotation = Quaternion.LookRotation(Vector3.forward);
// transform.Translate(Vector3.forward * Time.deltaTime * _speed);
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.LookRotation(Vector3.back);
// transform.Translate(Vector3.back * Time.deltaTime * _speed);
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.LookRotation(Vector3.left);
// transform.Translate(Vector3.left * Time.deltaTime * _speed);
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.LookRotation(Vector3.right);
// transform.Translate(Vector3.right * Time.deltaTime * _speed);
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.right), 0.2f);
transform.position += (Vector3.right * Time.deltaTime * _speed);
}
}
}