캐릭터 이동 및 애니메이션(이동, 공격) 구현

This commit is contained in:
김민구
2026-07-02 17:22:29 +09:00
parent f0abd39c3e
commit cea1a6b23c
3 changed files with 218 additions and 114 deletions
+177 -89
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+38 -23
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@@ -19,73 +19,88 @@ public class PlayerMove : MonoBehaviour
// 컴포넌트 프로퍼티
public Rigidbody2D rb { get; private set; }
private float maxSpeed;
// [수정] 동일한 오브젝트에 있는 SPUM_Prefabs를 가져옵니다.
private SPUM_Prefabs spumPrefab;
private float maxSpeed;
private Inputs _inputs;
public Inputs Inputse => _inputs;
// 이동 관련 변수
[SerializeField] private float speed = 5f; // 기본 속도 설정
[SerializeField] private float speed = 5f;
[SerializeField] public int hp = 5;
// 캐릭터의 기본 바라보는 방향 상태를 저장 (왼쪽 = true, 오른쪽 = false)
private bool isFacingRight = false;
private int currentAnimationState = -1;
private Animator animator;
void Awake()
{
// Rigidbody2D 컴포넌트 자동 할당
// 1. Rigidbody2D 할당
rb = GetComponent<Rigidbody2D>();
// 캐릭터 방향 기본 오른쪽 설정 (기존 오타 수정: initailScale -> initialScale)
// 2. [수정] 같은 오브젝트에 붙어있으므로 GetComponent로 정확히 가져옵니다.
spumPrefab = GetComponentInParent<SPUM_Prefabs>();
// spumPrefab = GetComponent<SPUM_Prefabs>();
if (spumPrefab == null)
{
Debug.LogError($"{gameObject.name} 오브젝트에 SPUM_Prefabs 컴포넌트가 없습니다! 인스펙터를 확인하세요.");
}
// 캐릭터 방향 기본 오른쪽 설정
Vector3 initialScale = transform.localScale;
initialScale.x = Mathf.Abs(initialScale.x); // 확실하게 양수(오른쪽)로 초기화
initialScale.x = Mathf.Abs(initialScale.x);
transform.localScale = initialScale;
animator = GetComponentInChildren<Animator>();
}
private void Update()
{
InputContoller.UpdateInput(ref _inputs);
// 입력값에 따른 방향 전환 체크
// 좌우 방향 전환 (Flip)
if (_inputs.PlayerMove.x < 0f && isFacingRight)
{
// 왼쪽 키를 누르고 있고, 현재 오른쪽을 보고 있다면 왼쪽으로 반전
Flip();
}
else if (_inputs.PlayerMove.x > 0f && !isFacingRight)
{
// 오른쪽 키를 누르고 있고, 현재 왼쪽을 보고 있다면 오른쪽으로 반전
Flip();
}
// 애니메이션 업데이트 호출
if (_inputs.PlayerMove.x != 0f || _inputs.PlayerMove.y != 0f)
{
animator.SetBool("1_Move", true);
}
else
{
animator.SetBool("1_Move", false);
}
if (Input.GetKeyDown(KeyCode.Z))
{
animator.SetTrigger("2_Attack");
}
}
void FixedUpdate()
{
// 물리 연산 주기에 맞춰 실제로 캐릭터를 이동시킴
Move();
}
private void Move()
{
// rb가 비어있다면 이동 로직을 수행하지 않고 탈출
if (rb == null)
{
Debug.LogError($"{gameObject.name} 오브젝트에 Rigidbody2D 컴포넌트가 없습니다!");
return;
}
if (rb == null) return;
rb.linearVelocity = new Vector2(_inputs.PlayerMove.x * speed, rb.linearVelocity.y);
}
/// <summary>
/// 캐릭터의 좌우 스케일을 반전시키는 메서드
/// </summary>
private void Flip()
{
// 상태 스위칭
isFacingRight = !isFacingRight;
// localScale의 x축에 -1을 곱하여 반전
Vector3 scale = transform.localScale;
scale.x *= -1f;
transform.localScale = scale;
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