diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity index eadea03b..fd879fa6 100644 --- a/Assets/Scenes/SampleScene.unity +++ b/Assets/Scenes/SampleScene.unity @@ -4408,7 +4408,7 @@ SpriteRenderer: m_SortingOrder: 0 m_Sprite: {fileID: 656402497436179863, guid: 0649d1685c554fb40869aba923cb5af0, type: 3} m_Color: {r: 1, g: 1, b: 1, a: 1} - m_FlipX: 1 + m_FlipX: 0 m_FlipY: 0 m_DrawMode: 0 m_Size: {x: 0.67, y: 1.36} @@ -6057,7 +6057,7 @@ SpriteRenderer: m_SortingOrder: 0 m_Sprite: {fileID: 442912304861412527, guid: 0649d1685c554fb40869aba923cb5af0, type: 3} m_Color: {r: 1, g: 1, b: 1, a: 1} - m_FlipX: 1 + m_FlipX: 0 m_FlipY: 0 m_DrawMode: 0 m_Size: {x: 2.1, y: 1.03} diff --git a/Assets/Scripts/Player/PlayerMove.cs b/Assets/Scripts/Player/PlayerMove.cs index 27891885..f713f09a 100644 --- a/Assets/Scripts/Player/PlayerMove.cs +++ b/Assets/Scripts/Player/PlayerMove.cs @@ -26,7 +26,7 @@ public class PlayerMove : MonoBehaviour RigidBody = GetComponent(); SpriteRenderer = GetComponent(); Animator = GetComponent(); - + // Null 체크 추가 if (RigidBody == null || SpriteRenderer == null || Animator == null) { @@ -36,12 +36,22 @@ public class PlayerMove : MonoBehaviour return; } + // 캐릭터의 기본 방향을 오른쪽으로 설정 + Vector3 initialScale = transform.localScale; + initialScale.x = -1f; + transform.localScale = initialScale; + _stateMachine = new StateMachine(State.IDLE, this); // 공격 콜라이더 참조 attackCollider = GetComponentInChildren(); } + void Start() + { + + } + private void Update() { _stateMachine.Update(); diff --git a/Assets/Scripts/Player/StateMachine.cs b/Assets/Scripts/Player/StateMachine.cs index 427802e7..2442ac1d 100644 --- a/Assets/Scripts/Player/StateMachine.cs +++ b/Assets/Scripts/Player/StateMachine.cs @@ -121,7 +121,11 @@ public class MoveState : IState float horizontalInput = Input.GetAxisRaw("Horizontal"); if (horizontalInput != 0) { - _player.SpriteRenderer.flipX = 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; + newScale.x = horizontalInput > 0 ? -1f : 1f; + _player.transform.localScale = newScale; } _player.RigidBody.AddForce(Vector2.right * horizontalInput * _player.maxSpeed, ForceMode2D.Force); @@ -170,7 +174,9 @@ public class JumpState : IState { if (Input.GetButton("Horizontal")) { - _player.SpriteRenderer.flipX = Input.GetAxisRaw("Horizontal") > 0; + Vector3 newScale = _player.transform.localScale; + newScale.x = Input.GetAxisRaw("Horizontal") > 0 ? -1f : 1f; + _player.transform.localScale = newScale; } }