Files
MMORPG/Assets/Scripts/Controllers/PlayerController.cs

137 lines
3.8 KiB
C#

using System.Numerics;
using TreeEditor;
using UnityEngine;
using Quaternion = UnityEngine.Quaternion;
using Vector3 = UnityEngine.Vector3;
public class PlayerController : MonoBehaviour
{
[SerializeField]
float _speed = 10.0f;
private Vector3 _destPos;
void Start()
{
// Managers.Input.KeytAction -= OnKyeboard;
// Managers.Input.KeytAction += OnKyeboard;
Managers.Input.MouseAction -= OnMouseClicked;
Managers.Input.MouseAction += OnMouseClicked;
}
public enum PlayerState
{
Die,
Moving,
Idle,
}
PlayerState _state = PlayerState.Idle;
void UpdateDie()
{
// 아무것도 못함
}
void UpdateMoving()
{
Vector3 dir = _destPos - transform.position;
if (dir.magnitude < 0.0001f)
{
_state = PlayerState.Idle;
}
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);
}
// 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()
// {
// 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 (_state == PlayerState.Die)
{
return;
}
// 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;
_state = PlayerState.Moving;
// Debug.Log($"Raycast Camera @ {hit.collider.gameObject.tag}");
}
}
}