코드 정리하여 PlayerMove2로 분리

This commit is contained in:
Mingu Kim
2025-07-09 23:06:26 +09:00
parent ad2125fc1e
commit 97a96b503d
3 changed files with 76 additions and 47 deletions

View File

@@ -4,11 +4,6 @@ using UnityEngine.InputSystem;
public class PlayerMove : MonoBehaviour public class PlayerMove : MonoBehaviour
{ {
[SerializeField]
float speed;
float inputValue;
public float maxSpeed; public float maxSpeed;
public float jumpPower; public float jumpPower;
Rigidbody2D rigidBody; Rigidbody2D rigidBody;
@@ -27,52 +22,39 @@ public class PlayerMove : MonoBehaviour
private void Update() private void Update()
{ {
// // 점프 // 점프
// if (Input.GetButtonDown("Jump")) if (Input.GetButtonDown("Jump"))
// { {
// rigidBody.AddForce(Vector2.up * jumpPower, ForceMode2D.Impulse); rigidBody.AddForce(Vector2.up * jumpPower, ForceMode2D.Impulse);
// } }
//
// // 키 입력 땔때 캐릭터 멈춤 // 키 입력 땔때 캐릭터 멈춤
// if (Input.GetButtonUp("Horizontal")) 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 // 캐릭터(Sprite)이동 방향 바라보도록 스프라이트 플립
// if (Input.GetButton("Horizontal")) if (Input.GetButton("Horizontal"))
// { {
// spriteRenderer.flipX = Input.GetAxisRaw("Horizontal") >= 1; spriteRenderer.flipX = Input.GetAxisRaw("Horizontal") >= 1;
// } }
} }
void FixedUpdate() void FixedUpdate()
{ {
// // 캐릭터 움직임 컨트롤 // 캐릭터 움직임 컨트롤
// float h = Input.GetAxisRaw("Horizontal"); float h = Input.GetAxisRaw("Horizontal");
// rigidBody.AddForce(Vector2.right * h, ForceMode2D.Impulse); rigidBody.AddForce(Vector2.right * h, ForceMode2D.Impulse);
rigidBody.linearVelocityX = inputValue * speed; // 유니티6 부터 Velocity에서 LinearVelocity로 변경
if (rigidBody.linearVelocity.x > maxSpeed) // 오른쪽 최대 속도
//
// // 유니티6 부터 Velocity에서 LinearVelocity로 변경
// if (rigidBody.linearVelocity.x > maxSpeed) // 오른쪽 최대 속도
// {
// rigidBody.linearVelocity = new Vector2(maxSpeed, rigidBody.linearVelocity.y);
// }
// else if (rigidBody.linearVelocity.x < maxSpeed * (-1))
// {
// rigidBody.linearVelocity = new Vector2(maxSpeed * (-1), rigidBody.linearVelocity.y);
// }
}
private void OnMove(InputValue value)
{ {
inputValue = value.Get<Vector2>().x; rigidBody.linearVelocity = new Vector2(maxSpeed, rigidBody.linearVelocity.y);
} }
else if (rigidBody.linearVelocity.x < maxSpeed * (-1))
private void OnJump()
{ {
rigidBody.AddForceY(jumpPower, ForceMode2D.Impulse); rigidBody.linearVelocity = new Vector2(maxSpeed * (-1), rigidBody.linearVelocity.y);
}
} }
} }

View File

@@ -0,0 +1,45 @@
using System;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerMove2 : MonoBehaviour
{
[SerializeField]
float speed;
[SerializeField]
float jumpPower;
float inputValue;
Rigidbody2D rigidBody;
SpriteRenderer spriteRenderer;
// TODO : 걷기, 점프 등 애니메이션
Animator animator;
void Awake()
{
rigidBody = GetComponent<Rigidbody2D>();
spriteRenderer = GetComponent<SpriteRenderer>();
animator = GetComponent<Animator>();
}
void FixedUpdate()
{
rigidBody.linearVelocityX = inputValue * speed;
}
void LateUpdate()
{
}
private void OnMove(InputValue value)
{
inputValue = value.Get<Vector2>().x;
}
private void OnJump()
{
rigidBody.AddForceY(jumpPower, ForceMode2D.Impulse);
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
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