플랫폼별 입력 화장성을 위해 Inputs구조체 추가 및 InputControoller 추가

- 캐릭터 이동이 정상적으로 작동하지 않는 문제 수정
This commit is contained in:
Mingu Kim
2025-08-30 21:06:16 +09:00
parent 6eb081104f
commit 5b48bad730
3 changed files with 67 additions and 27 deletions

View File

@@ -1,5 +1,15 @@
using UnityEngine; using UnityEngine;
// public class AIInputController
// {
// public override void UpdateInput(ref Inputs inputs)
// {
// // Monsters 배열 정보 받아
// // 주변 환경 정보 받아오기
// // 환경 정보에 따라서 inputs 변경
// }
// }
public class BossEnemyMove : MonoBehaviour public class BossEnemyMove : MonoBehaviour
{ {
// Start is called once before the first execution of Update after the MonoBehaviour is created // Start is called once before the first execution of Update after the MonoBehaviour is created
@@ -36,7 +46,8 @@ public class BossEnemyMove : MonoBehaviour
{ {
_rigidbody = GetComponent<Rigidbody2D>(); _rigidbody = GetComponent<Rigidbody2D>();
Invoke("Think", 5f); // 5초 후에 다시 생각 시작 // GC Alloc 최소화
Invoke(nameof(Think), 5f); // 5초 후에 다시 생각 시작
} }
private void FixedUpdate() private void FixedUpdate()

View File

@@ -1,5 +1,24 @@
using System; using System;
using UnityEngine; using UnityEngine;
using UnityEngine.PlayerLoop;
public struct Inputs
{
public bool Jump;
public Vector2 Move;
public bool Attack;
}
public class InputController
{
public static void UpdateInput(ref Inputs inputs)
{
inputs.Jump = Input.GetButtonDown("Jump");
inputs.Move.x = Input.GetAxisRaw("Horizontal");
inputs.Attack = Input.GetMouseButtonDown(0);
}
}
public class PlayerMove : MonoBehaviour public class PlayerMove : MonoBehaviour
{ {
// 컴포넌트 프로퍼티 // 컴포넌트 프로퍼티
@@ -10,6 +29,10 @@ public class PlayerMove : MonoBehaviour
public float maxSpeed; public float maxSpeed;
public float jumpPower; public float jumpPower;
private Inputs _inputs;
public Inputs Inputs => _inputs;
// 변수 // 변수
[SerializeField] [SerializeField]
public int hp = 5; public int hp = 5;
@@ -30,7 +53,7 @@ public class PlayerMove : MonoBehaviour
// Null 체크 추가 // Null 체크 추가
if (RigidBody == null || SpriteRenderer == null || Animator == null) if (RigidBody == null || SpriteRenderer == null || Animator == null)
{ {
Debug.LogError("PlayerMove script requires Rigidbody2D, SpriteRenderer, and Animator components on the same GameObject."); Debug.LogError("PlayerMove 스크립트에는 동일한 GameObject에 Rigidbody2D, SpriteRenderer Animator 구성 요소가 필요합니다.");
// 게임 오브젝트 비활성화 또는 스크립트 비활성화 // 게임 오브젝트 비활성화 또는 스크립트 비활성화
enabled = false; enabled = false;
return; return;
@@ -52,18 +75,20 @@ public class PlayerMove : MonoBehaviour
if (attackCollider == null) if (attackCollider == null)
{ {
Debug.LogError("AttackArea child object or Collider2D component not found!"); Debug.LogError("AttackArea 자식 객체나 Collider2D 구성 요소를 찾을 수 없습니다!");
} }
} }
void Start()
{
}
private void Update() private void Update()
{ {
// 모든 입력값을 매 프레임 업데이트
InputController.UpdateInput(ref _inputs);
// 상태 머신 업데이트
_stateMachine.Update(); _stateMachine.Update();
// 프레임이 끝난 후, 다음 프레임을 위해 "GetButtonDown"으로 받는 입력들은 리셋( Jump와 Attack )
_inputs.Jump = false;
_inputs.Attack = false;
} }
void OnCollisionEnter2D(Collision2D collision) void OnCollisionEnter2D(Collision2D collision)

View File

@@ -67,6 +67,8 @@ public interface IState
public class IdleState : IState public class IdleState : IState
{ {
private static readonly int IsMoving = Animator.StringToHash("isMoving");
private static readonly int IsJumping = Animator.StringToHash("isJumping");
private PlayerMove _player; private PlayerMove _player;
public IdleState(PlayerMove player) public IdleState(PlayerMove player)
@@ -76,8 +78,8 @@ public class IdleState : IState
public void Enter() public void Enter()
{ {
_player.Animator.SetBool("isMoving", false); _player.Animator.SetBool(IsMoving, false);
_player.Animator.SetBool("isJumping", false); _player.Animator.SetBool(IsJumping, false);
} }
public void Update() public void Update()
@@ -90,15 +92,16 @@ public class IdleState : IState
public State CheckTransition() public State CheckTransition()
{ {
if (Input.GetButtonDown("Jump")) if (_player.Inputs.Jump)
{ {
return State.JUMP; return State.JUMP;
} }
if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0) // 수정: 좌우 어느 방향으로든 입력이 있을 때 MOVE 상태로 전환
if (_player.Inputs.Move != Vector2.zero)
{ {
return State.MOVE; return State.MOVE;
} }
if (Input.GetMouseButtonDown(0)) if (_player.Inputs.Attack)
{ {
return State.Attack; return State.Attack;
} }
@@ -108,6 +111,7 @@ public class IdleState : IState
public class MoveState : IState public class MoveState : IState
{ {
private static readonly int IsMoving = Animator.StringToHash("isMoving");
private PlayerMove _player; private PlayerMove _player;
public MoveState(PlayerMove player) public MoveState(PlayerMove player)
@@ -117,16 +121,14 @@ public class MoveState : IState
public void Enter() public void Enter()
{ {
_player.Animator.SetBool("isMoving", true); _player.Animator.SetBool(IsMoving, true);
} }
public void Update() public void Update()
{ {
float horizontalInput = Input.GetAxisRaw("Horizontal"); float horizontalInput = _player.Inputs.Move.x;
if (horizontalInput != 0) if (horizontalInput != 0)
{ {
// transform.localScale.x를 사용하여 캐릭터와 자식 오브젝트를 함께 뒤집습니다.
// 기본 스프라이트가 왼쪽을 바라보고 있으므로, 오른쪽 이동 시 x 스케일을 뒤집어야 합니다.
Vector3 newScale = _player.transform.localScale; Vector3 newScale = _player.transform.localScale;
newScale.x = horizontalInput > 0 ? -1f : 1f; newScale.x = horizontalInput > 0 ? -1f : 1f;
_player.transform.localScale = newScale; _player.transform.localScale = newScale;
@@ -142,20 +144,20 @@ public class MoveState : IState
public void Exit() public void Exit()
{ {
_player.Animator.SetBool("isMoving", false); _player.Animator.SetBool(IsMoving, false);
} }
public State CheckTransition() public State CheckTransition()
{ {
if (Input.GetButtonDown("Jump")) if (_player.Inputs.Jump)
{ {
return State.JUMP; return State.JUMP;
} }
if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) < 0.1f) if (_player.Inputs.Move == Vector2.zero)
{ {
return State.IDLE; return State.IDLE;
} }
if (Input.GetMouseButtonDown(0)) if (_player.Inputs.Attack)
{ {
return State.Attack; return State.Attack;
} }
@@ -165,6 +167,7 @@ public class MoveState : IState
public class JumpState : IState public class JumpState : IState
{ {
private static readonly int IsJumping = Animator.StringToHash("isJumping");
private PlayerMove _player; private PlayerMove _player;
public JumpState(PlayerMove player) public JumpState(PlayerMove player)
@@ -175,27 +178,28 @@ 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("isJumping", true); _player.Animator.SetBool(IsJumping, true);
} }
public void Update() public void Update()
{ {
if (Input.GetButton("Horizontal")) float horizontalInput = _player.Inputs.Move.x;
if (horizontalInput != 0)
{ {
Vector3 newScale = _player.transform.localScale; Vector3 newScale = _player.transform.localScale;
newScale.x = Input.GetAxisRaw("Horizontal") > 0 ? -1f : 1f; newScale.x = horizontalInput > 0 ? -1f : 1f;
_player.transform.localScale = newScale; _player.transform.localScale = newScale;
} }
} }
public void Exit() public void Exit()
{ {
_player.Animator.SetBool("isJumping", false); _player.Animator.SetBool(IsJumping, false);
} }
public State CheckTransition() public State CheckTransition()
{ {
if (Input.GetMouseButtonDown(0)) if (_player.Inputs.Attack)
{ {
return State.Attack; return State.Attack;
} }