From 22966a57086295fe1853aa591fca9c3bae77ed42 Mon Sep 17 00:00:00 2001 From: Mingu Kim Date: Sun, 13 Jul 2025 21:09:26 +0900 Subject: [PATCH] =?UTF-8?q?=ED=94=8C=EB=A0=88=EC=9D=B4=EC=96=B4=20?= =?UTF-8?q?=EC=A1=B0=EC=9E=91=20=EC=BD=94=EB=93=9C=20=EC=88=98=EC=A0=95?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/Scripts/Player/PlayerMove.cs | 37 +++++++++++++++-------------- 1 file changed, 19 insertions(+), 18 deletions(-) diff --git a/Assets/Scripts/Player/PlayerMove.cs b/Assets/Scripts/Player/PlayerMove.cs index f106d340..f0a85f11 100644 --- a/Assets/Scripts/Player/PlayerMove.cs +++ b/Assets/Scripts/Player/PlayerMove.cs @@ -1,23 +1,24 @@ -using System; using UnityEngine; -using UnityEngine.InputSystem; - public class PlayerMove : MonoBehaviour { public float maxSpeed; public float jumpPower; - Rigidbody2D rigidBody; - SpriteRenderer spriteRenderer; + Rigidbody2D _rigidBody; + SpriteRenderer _spriteRenderer; - // TODO : 걷기, 점프 등 애니메이션 - Animator animator; + // TODO : 점프, 공격, 돌진, 슈퍼 대시 + Animator _animator; + + // 변수 + [SerializeField] + public int hp = 5; // 사용하는 컴포넌트들 초기화 void Awake() { - rigidBody = GetComponent(); - spriteRenderer = GetComponent(); - animator = GetComponent(); + _rigidBody = GetComponent(); + _spriteRenderer = GetComponent(); + _animator = GetComponent(); } private void Update() @@ -25,19 +26,19 @@ public class PlayerMove : MonoBehaviour // 점프 if (Input.GetButtonDown("Jump")) { - rigidBody.AddForce(Vector2.up * jumpPower, ForceMode2D.Impulse); + _rigidBody.AddForce(Vector2.up * jumpPower, ForceMode2D.Impulse); } // 키 입력 땔때 캐릭터 멈춤 if (Input.GetButtonUp("Horizontal")) { - rigidBody.linearVelocity = new Vector2(rigidBody.linearVelocity.normalized.x * 0.0000001f, rigidBody.linearVelocity.y); + _rigidBody.linearVelocity = new Vector2(_rigidBody.linearVelocity.normalized.x * 0.0000001f, _rigidBody.linearVelocity.y); } // 캐릭터(Sprite)이동 방향 바라보도록 스프라이트 플립 if (Input.GetButton("Horizontal")) { - spriteRenderer.flipX = Input.GetAxisRaw("Horizontal") >= 1; + _spriteRenderer.flipX = Input.GetAxisRaw("Horizontal") >= 1; } } @@ -45,16 +46,16 @@ public class PlayerMove : MonoBehaviour { // 캐릭터 움직임 컨트롤 float h = Input.GetAxisRaw("Horizontal"); - rigidBody.AddForce(Vector2.right * h, ForceMode2D.Impulse); + _rigidBody.AddForce(Vector2.right * h, ForceMode2D.Impulse); // 유니티6 부터 Velocity에서 LinearVelocity로 변경 - if (rigidBody.linearVelocity.x > maxSpeed) // 오른쪽 최대 속도 + if (_rigidBody.linearVelocity.x > maxSpeed) // 오른쪽 최대 속도 { - rigidBody.linearVelocity = new Vector2(maxSpeed, rigidBody.linearVelocity.y); + _rigidBody.linearVelocity = new Vector2(maxSpeed, _rigidBody.linearVelocity.y); } - else if (rigidBody.linearVelocity.x < maxSpeed * (-1)) + else if (_rigidBody.linearVelocity.x < maxSpeed * (-1)) { - rigidBody.linearVelocity = new Vector2(maxSpeed * (-1), rigidBody.linearVelocity.y); + _rigidBody.linearVelocity = new Vector2(maxSpeed * (-1), _rigidBody.linearVelocity.y); } } } \ No newline at end of file