각 상태를 담을 수 있는 딕셔너리에 상태 저장하도록 구조 수정

This commit is contained in:
Mingu Kim
2025-08-17 23:25:41 +09:00
parent 646f483869
commit 21a2003830
2 changed files with 60 additions and 77 deletions

View File

@@ -8,13 +8,6 @@ public class PlayerMove : MonoBehaviour
public SpriteRenderer SpriteRenderer { get; private set; } public SpriteRenderer SpriteRenderer { get; private set; }
public Animator Animator { get; private set; } public Animator Animator { get; private set; }
// 다른 클래스에서 접근할 수 있도록 private static 변수와 public 프로퍼티를 분리
private static int _isJumping;
private static int _isMoving;
public static int IsJumping => _isJumping;
public static int IsMoving => _isMoving;
public float maxSpeed; public float maxSpeed;
public float jumpPower; public float jumpPower;
@@ -41,11 +34,7 @@ public class PlayerMove : MonoBehaviour
return; return;
} }
// 2. Animator가 초기화된 후에 해시 값 할당 _stateMachine = new StateMachine(State.IDLE, this);
_isJumping = Animator.StringToHash("isJumping");
_isMoving = Animator.StringToHash("isMoving");
_stateMachine = new StateMachine(new IdleState(this));
} }
private void Update() private void Update()
@@ -55,7 +44,17 @@ public class PlayerMove : MonoBehaviour
void FixedUpdate() void FixedUpdate()
{ {
_stateMachine.FixedUpdate(); float h = Input.GetAxisRaw("Horizontal");
RigidBody.AddForce(Vector2.right * h, ForceMode2D.Impulse);
if (RigidBody.linearVelocity.x > maxSpeed)
{
RigidBody.linearVelocity = new Vector2(maxSpeed, RigidBody.linearVelocity.y);
}
else if (RigidBody.linearVelocity.x < -maxSpeed)
{
RigidBody.linearVelocity = new Vector2(-maxSpeed, RigidBody.linearVelocity.y);
}
} }
void OnCollisionEnter2D(Collision2D collision) void OnCollisionEnter2D(Collision2D collision)

View File

@@ -1,12 +1,28 @@
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public enum State
{
IDLE, MOVE, JUMP
}
public class StateMachine public class StateMachine
{ {
private IState _state; private IState _state;
private State _currentState;
public StateMachine(IState state) //장점 : key 값을 바로 불러와서 value를 리턴할 수 있게 된다. (자료구조가 많은 데이터를 담았을 때 리턴하는 경우 속도의 효율)
//단점 : 자료구조의 데이터가 적을 때, 100개 혹은 10 이하의 데이터에서 Dictionary를 사용할 경우 속도가 오히려 느릴 수 있다.
private Dictionary<State, IState> _states = new Dictionary<State, IState>();
public StateMachine(State state, PlayerMove player)
{ {
_state = state; _states.Add(State.IDLE, new IdleState(player));
_states.Add(State.MOVE, new MoveState(player));
_states.Add(State.JUMP, new JumpState(player));
_currentState = state;
_state = _states[state];
_state.Enter(); _state.Enter();
} }
@@ -16,22 +32,18 @@ public class StateMachine
var newState = _state.CheckTransition(); var newState = _state.CheckTransition();
// 상태가 변경되었는지 확인 (참조가 다르면) // 상태가 변경되었는지 확인 (참조가 다르면)
if (_state != newState) if (_currentState != newState)
{ {
_state.Exit(); _state.Exit();
SetTransition(newState); SetTransition(newState);
} }
} }
public void FixedUpdate() public void SetTransition(State state)
{
_state.FixedUpdate();
}
public void SetTransition(IState state)
{ {
// 다음음 상태로 전환 // 다음음 상태로 전환
_state = state; _currentState = state;
_state = _states[state];
_state.Enter(); _state.Enter();
} }
} }
@@ -42,19 +54,15 @@ public interface IState
void Update(); void Update();
void FixedUpdate(); // FixedUpdate 추가
void Exit(); void Exit();
// 트리거 조건일 경우 다음 상태로 전환 // 트리거 조건일 경우 다음 상태로 전환
IState CheckTransition(); State CheckTransition();
} }
public class IdleState : IState public class IdleState : IState
{ {
private PlayerMove _player; // PlayerMove 객체에 대한 참조 private PlayerMove _player; // PlayerMove 객체에 대한 참조
private MoveState _moveState;
private JumpState _jumpState;
public IdleState(PlayerMove player) public IdleState(PlayerMove player)
{ {
@@ -63,7 +71,7 @@ public class IdleState : IState
public void Enter() public void Enter()
{ {
_player.Animator.SetBool(PlayerMove.IsMoving, false); // _player.Animator.SetBool(PlayerMove.IsMoving, false);
} }
public void Update() public void Update()
@@ -71,35 +79,30 @@ public class IdleState : IState
// 상태별 로직은 여기서는 필요 없음 // 상태별 로직은 여기서는 필요 없음
} }
public void FixedUpdate()
{
// 물리적인 로직이 없으므로 비워둠
}
public void Exit() public void Exit()
{ {
// Idle 상태에서 벗어날 때의 로직 // Idle 상태에서 벗어날 때의 로직
} }
public IState CheckTransition() public State CheckTransition()
{ {
if (Input.GetButtonDown("Jump")) if (Input.GetButtonDown("Jump"))
{ {
return new JumpState(_player); // Create new JumpState object return State.JUMP;
} }
if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0) if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0)
{ {
return new MoveState(_player); // Create new MoveState object return State.MOVE;
} }
return this; return State.IDLE;
} }
} }
public class MoveState : IState public class MoveState : IState
{ {
private static int _isMoving = Animator.StringToHash("isMoving");
private PlayerMove _player; private PlayerMove _player;
private IdleState _idleState;
private JumpState _jumpState;
public MoveState(PlayerMove player) public MoveState(PlayerMove player)
{ {
@@ -108,7 +111,7 @@ public class MoveState : IState
public void Enter() public void Enter()
{ {
_player.Animator.SetBool(PlayerMove.IsMoving, true); _player.Animator.SetBool(_isMoving, true);
} }
public void Update() public void Update()
@@ -117,45 +120,31 @@ public class MoveState : IState
_player.SpriteRenderer.flipX = Input.GetAxisRaw("Horizontal") > 0; _player.SpriteRenderer.flipX = Input.GetAxisRaw("Horizontal") > 0;
} }
public void FixedUpdate()
{
float h = Input.GetAxisRaw("Horizontal");
_player.RigidBody.AddForce(Vector2.right * h, ForceMode2D.Impulse);
if (_player.RigidBody.linearVelocity.x > _player.maxSpeed)
{
_player.RigidBody.linearVelocity = new Vector2(_player.maxSpeed, _player.RigidBody.linearVelocity.y);
}
else if (_player.RigidBody.linearVelocity.x < -_player.maxSpeed)
{
_player.RigidBody.linearVelocity = new Vector2(-_player.maxSpeed, _player.RigidBody.linearVelocity.y);
}
}
public void Exit() public void Exit()
{ {
// 이동 상태에서 벗어날 때 필요한 로직 // 이동 상태에서 벗어날 때 필요한 로직
_player.Animator.SetBool(PlayerMove.IsMoving, false); _player.Animator.SetBool(_isMoving, false);
} }
public IState CheckTransition() public State CheckTransition()
{ {
if (Input.GetButtonDown("Jump")) if (Input.GetButtonDown("Jump"))
{ {
return new JumpState(_player); // Create new JumpState object return State.JUMP;
} }
if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) < 0.1f) if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) < 0.1f)
{ {
return new IdleState(_player); // Create new IdleState object return State.IDLE; // Create new IdleState object
} }
return this; return State.MOVE;
} }
} }
public class JumpState : IState public class JumpState : IState
{ {
private static int _isJumping = Animator.StringToHash("isJumping");
private PlayerMove _player; private PlayerMove _player;
private IdleState _idleState;
public JumpState(PlayerMove player) public JumpState(PlayerMove player)
{ {
@@ -165,7 +154,7 @@ public class JumpState : IState
public void Enter() public void Enter()
{ {
_player.RigidBody.AddForce(Vector2.up * _player.jumpPower, ForceMode2D.Impulse); _player.RigidBody.AddForce(Vector2.up * _player.jumpPower, ForceMode2D.Impulse);
_player.Animator.SetBool(PlayerMove.IsJumping, true); _player.Animator.SetBool(_isJumping, true);
} }
public void Update() public void Update()
@@ -177,17 +166,12 @@ public class JumpState : IState
} }
} }
public void FixedUpdate()
{
// FixedUpdate에 물리 로직이 없으므로 비워둠
}
public void Exit() public void Exit()
{ {
_player.Animator.SetBool(PlayerMove.IsJumping, false); _player.Animator.SetBool(_isJumping, false);
} }
public IState CheckTransition() public State CheckTransition()
{ {
if (_player.RigidBody.linearVelocity.y < 0) if (_player.RigidBody.linearVelocity.y < 0)
{ {
@@ -195,10 +179,10 @@ public class JumpState : IState
if (rayHit.collider != null && rayHit.distance < 0.7f) if (rayHit.collider != null && rayHit.distance < 0.7f)
{ {
return new IdleState(_player); // Create new IdleState object return State.IDLE;
} }
} }
return this; return State.JUMP;
} }
} }
@@ -232,10 +216,10 @@ public class AttackState : IState
// _player.Animator.SetBool(PlayerMove.IsAttacking, false); // _player.Animator.SetBool(PlayerMove.IsAttacking, false);
} }
public IState CheckTransition() public State CheckTransition()
{ {
// 공격이 종료됐을 때 // 공격이 종료됐을 때
// idle // idle
return this; return State.IDLE;
} }
} }