플레이어 조작 코드 수정

This commit is contained in:
Mingu Kim
2025-07-13 21:09:26 +09:00
parent 97a96b503d
commit 22966a5708

View File

@@ -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<Rigidbody2D>();
spriteRenderer = GetComponent<SpriteRenderer>();
animator = GetComponent<Animator>();
_rigidBody = GetComponent<Rigidbody2D>();
_spriteRenderer = GetComponent<SpriteRenderer>();
_animator = GetComponent<Animator>();
}
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);
}
}
}