캐릭터 이동 및 애니메이션(이동, 공격) 구현
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@@ -19,73 +19,88 @@ public class PlayerMove : MonoBehaviour
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// 컴포넌트 프로퍼티
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public Rigidbody2D rb { get; private set; }
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private float maxSpeed;
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// [수정] 동일한 오브젝트에 있는 SPUM_Prefabs를 가져옵니다.
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private SPUM_Prefabs spumPrefab;
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private float maxSpeed;
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private Inputs _inputs;
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public Inputs Inputse => _inputs;
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// 이동 관련 변수
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[SerializeField] private float speed = 5f; // 기본 속도 설정
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[SerializeField] private float speed = 5f;
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[SerializeField] public int hp = 5;
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// 캐릭터의 기본 바라보는 방향 상태를 저장 (왼쪽 = true, 오른쪽 = false)
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private bool isFacingRight = false;
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private int currentAnimationState = -1;
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private Animator animator;
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void Awake()
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{
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// Rigidbody2D 컴포넌트 자동 할당
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// 1. Rigidbody2D 할당
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rb = GetComponent<Rigidbody2D>();
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// 캐릭터 방향 기본 오른쪽 설정 (기존 오타 수정: initailScale -> initialScale)
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// 2. [수정] 같은 오브젝트에 붙어있으므로 GetComponent로 정확히 가져옵니다.
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spumPrefab = GetComponentInParent<SPUM_Prefabs>();
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// spumPrefab = GetComponent<SPUM_Prefabs>();
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if (spumPrefab == null)
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{
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Debug.LogError($"{gameObject.name} 오브젝트에 SPUM_Prefabs 컴포넌트가 없습니다! 인스펙터를 확인하세요.");
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}
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// 캐릭터 방향 기본 오른쪽 설정
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Vector3 initialScale = transform.localScale;
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initialScale.x = Mathf.Abs(initialScale.x); // 확실하게 양수(오른쪽)로 초기화
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initialScale.x = Mathf.Abs(initialScale.x);
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transform.localScale = initialScale;
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animator = GetComponentInChildren<Animator>();
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}
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private void Update()
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{
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InputContoller.UpdateInput(ref _inputs);
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// 입력값에 따른 방향 전환 체크
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// 좌우 방향 전환 (Flip)
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if (_inputs.PlayerMove.x < 0f && isFacingRight)
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{
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// 왼쪽 키를 누르고 있고, 현재 오른쪽을 보고 있다면 왼쪽으로 반전
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Flip();
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}
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else if (_inputs.PlayerMove.x > 0f && !isFacingRight)
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{
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// 오른쪽 키를 누르고 있고, 현재 왼쪽을 보고 있다면 오른쪽으로 반전
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Flip();
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}
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// 애니메이션 업데이트 호출
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if (_inputs.PlayerMove.x != 0f || _inputs.PlayerMove.y != 0f)
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{
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animator.SetBool("1_Move", true);
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}
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else
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{
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animator.SetBool("1_Move", false);
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}
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if (Input.GetKeyDown(KeyCode.Z))
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{
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animator.SetTrigger("2_Attack");
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}
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}
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void FixedUpdate()
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{
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// 물리 연산 주기에 맞춰 실제로 캐릭터를 이동시킴
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Move();
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}
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private void Move()
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{
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// rb가 비어있다면 이동 로직을 수행하지 않고 탈출
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if (rb == null)
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{
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Debug.LogError($"{gameObject.name} 오브젝트에 Rigidbody2D 컴포넌트가 없습니다!");
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return;
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}
|
||||
|
||||
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;
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
PlayerSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 28
|
||||
productGUID: 00000000000000000000000000000000
|
||||
productGUID: 9449050e69b954f89be1ef7eb32ea6cd
|
||||
AndroidProfiler: 0
|
||||
AndroidFilterTouchesWhenObscured: 0
|
||||
AndroidEnableSustainedPerformanceMode: 0
|
||||
@@ -773,7 +773,8 @@ PlayerSettings:
|
||||
webGLCloseOnQuit: 0
|
||||
webWasm2023: 0
|
||||
webEnableSubmoduleStrippingCompatibility: 0
|
||||
scriptingDefineSymbols: {}
|
||||
scriptingDefineSymbols:
|
||||
Standalone: ASSET_INVENTORY
|
||||
additionalCompilerArguments: {}
|
||||
platformArchitecture: {}
|
||||
scriptingBackend:
|
||||
|
||||
Reference in New Issue
Block a user