Player = DamagedState, DeadState 상태 추가

This commit is contained in:
Mingu Kim
2025-08-22 20:33:29 +09:00
parent d8c356e841
commit cf41a64529
5 changed files with 125 additions and 82 deletions

View File

@@ -27,7 +27,7 @@
"name": "Attack", "name": "Attack",
"type": "Button", "type": "Button",
"id": "6c2ab1b8-8984-453a-af3d-a3c78ae1679a", "id": "6c2ab1b8-8984-453a-af3d-a3c78ae1679a",
"expectedControlType": "Button", "expectedControlType": "",
"processors": "", "processors": "",
"interactions": "", "interactions": "",
"initialStateCheck": false "initialStateCheck": false

View File

@@ -5989,9 +5989,9 @@ GameObject:
- component: {fileID: 2119498365} - component: {fileID: 2119498365}
- component: {fileID: 2119498366} - component: {fileID: 2119498366}
- component: {fileID: 2119498367} - component: {fileID: 2119498367}
m_Layer: 0 m_Layer: 10
m_Name: The Knight main sprites - atlas0 #00000357_482 m_Name: The Knight main sprites - atlas0 #00000357_482
m_TagString: Untagged m_TagString: Player
m_Icon: {fileID: 0} m_Icon: {fileID: 0}
m_NavMeshLayer: 0 m_NavMeshLayer: 0
m_StaticEditorFlags: 0 m_StaticEditorFlags: 0

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@@ -1,6 +1,5 @@
using System; using System;
using UnityEngine; using UnityEngine;
public class PlayerMove : MonoBehaviour public class PlayerMove : MonoBehaviour
{ {
// 컴포넌트 프로퍼티 // 컴포넌트 프로퍼티
@@ -50,53 +49,21 @@ public class PlayerMove : MonoBehaviour
void FixedUpdate() void FixedUpdate()
{ {
float h = Input.GetAxisRaw("Horizontal"); // FixedUpdate 로직은 이제 사용하지 않습니다.
RigidBody.AddForce(Vector2.right * h, ForceMode2D.Impulse);
if (RigidBody.linearVelocity.x > maxSpeed)
{
RigidBody.linearVelocity = new Vector2(maxSpeed, RigidBody.linearVelocity.y);
}
else if (RigidBody.linearVelocity.x < -maxSpeed)
{
RigidBody.linearVelocity = new Vector2(-maxSpeed, RigidBody.linearVelocity.y);
}
} }
void OnCollisionEnter2D(Collision2D collision) void OnCollisionEnter2D(Collision2D collision)
{ {
if (collision.gameObject.CompareTag("Enemy")) if (collision.gameObject.CompareTag("Enemy"))
{ {
// FSM에 피격 로직 추가 // 중복 호출 제거, 피격 위치를 전달하는 메서드만 사용
// _stateMachine.SetTransition(new DamagedState(this, collision.transform.position)); _stateMachine.SetTransition(State.Damaged, collision.transform.position);
} }
} }
void OnDamaged(Vector2 targetPosition) // 플레이어 오브젝트를 파괴하는 메서드
public void Die()
{ {
// OnDamaged 로직은 DamagedState의 Enter()로 이동 Destroy(gameObject);
// 기존 Invoke("OffDamaged", 1)는 DamagedState 내부에서 처리
}
void OffDamaged()
{
// OffDamaged 로직은 DamagedState의 Exit()로 이동
}
// 공격 애니메이션 이벤트에서 호출될 함수
public void StartAttackHitbox()
{
if (attackCollider != null)
{
attackCollider.enabled = true;
}
}
public void EndAttackHitbox()
{
if (attackCollider != null)
{
attackCollider.enabled = false;
}
} }
} }

View File

@@ -3,23 +3,26 @@ using UnityEngine;
public enum State public enum State
{ {
IDLE, MOVE, JUMP, Attack IDLE, MOVE, JUMP, Attack, Damaged, Dead
} }
public class StateMachine public class StateMachine
{ {
private IState _state; private IState _state;
private State _currentState; private State _currentState;
private PlayerMove _player; // PlayerMove 인스턴스를 저장
//장점 : key 값을 바로 불러와서 value를 리턴할 수 있게 된다. (자료구조가 많은 데이터를 담았을 때 리턴하는 경우 속도의 효율)
//단점 : 자료구조의 데이터가 적을 때, 100개 혹은 10 이하의 데이터에서 Dictionary를 사용할 경우 속도가 오히려 느릴 수 있다.
private Dictionary<State, IState> _states = new Dictionary<State, IState>(); private Dictionary<State, IState> _states = new Dictionary<State, IState>();
public StateMachine(State state, PlayerMove player) public StateMachine(State state, PlayerMove player)
{ {
_player = player; // PlayerMove 인스턴스 저장
_states.Add(State.IDLE, new IdleState(player)); _states.Add(State.IDLE, new IdleState(player));
_states.Add(State.MOVE, new MoveState(player)); _states.Add(State.MOVE, new MoveState(player));
_states.Add(State.JUMP, new JumpState(player)); _states.Add(State.JUMP, new JumpState(player));
_states.Add(State.Attack, new AttackState(player));
_states.Add(State.Dead, new DeadState(player));
_currentState = state; _currentState = state;
_state = _states[state]; _state = _states[state];
@@ -29,9 +32,8 @@ public class StateMachine
public void Update() public void Update()
{ {
_state.Update(); _state.Update();
var newState = _state.CheckTransition(); State newState = _state.CheckTransition();
// 상태가 변경되었는지 확인 (참조가 다르면)
if (_currentState != newState) if (_currentState != newState)
{ {
_state.Exit(); _state.Exit();
@@ -39,9 +41,16 @@ public class StateMachine
} }
} }
// 오버로드된 SetTransition 메서드 추가
public void SetTransition(State state, Vector2 targetPosition)
{
_currentState = state;
_state = new DamagedState(_player, targetPosition); // _player 변수 사용
_state.Enter();
}
public void SetTransition(State state) public void SetTransition(State state)
{ {
// 다음음 상태로 전환
_currentState = state; _currentState = state;
_state = _states[state]; _state = _states[state];
_state.Enter(); _state.Enter();
@@ -51,18 +60,14 @@ public class StateMachine
public interface IState public interface IState
{ {
void Enter(); void Enter();
void Update(); void Update();
void Exit(); void Exit();
// 트리거 조건일 경우 다음 상태로 전환
State CheckTransition(); State CheckTransition();
} }
public class IdleState : IState public class IdleState : IState
{ {
private PlayerMove _player; // PlayerMove 객체에 대한 참조 private PlayerMove _player;
public IdleState(PlayerMove player) public IdleState(PlayerMove player)
{ {
@@ -71,17 +76,16 @@ public class IdleState : IState
public void Enter() public void Enter()
{ {
// _player.Animator.SetBool(PlayerMove.IsMoving, false); _player.Animator.SetBool("isMoving", false);
_player.Animator.SetBool("isJumping", false);
} }
public void Update() public void Update()
{ {
// 상태별 로직은 여기서는 필요 없음
} }
public void Exit() public void Exit()
{ {
// Idle 상태에서 벗어날 때의 로직
} }
public State CheckTransition() public State CheckTransition()
@@ -100,8 +104,6 @@ public class IdleState : IState
public class MoveState : IState public class MoveState : IState
{ {
private static int _isMoving = Animator.StringToHash("isMoving");
private PlayerMove _player; private PlayerMove _player;
public MoveState(PlayerMove player) public MoveState(PlayerMove player)
@@ -111,7 +113,7 @@ 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()
@@ -119,15 +121,20 @@ public class MoveState : IState
float horizontalInput = Input.GetAxisRaw("Horizontal"); float horizontalInput = Input.GetAxisRaw("Horizontal");
if (horizontalInput != 0) if (horizontalInput != 0)
{ {
// 입력 방향에 따라 스프라이트를 뒤집음.
_player.SpriteRenderer.flipX = horizontalInput > 0; _player.SpriteRenderer.flipX = horizontalInput > 0;
} }
_player.RigidBody.AddForce(Vector2.right * horizontalInput * _player.maxSpeed, ForceMode2D.Force);
if (Mathf.Abs(_player.RigidBody.linearVelocity.x) > _player.maxSpeed)
{
_player.RigidBody.linearVelocity = new Vector2(Mathf.Sign(_player.RigidBody.linearVelocity.x) * _player.maxSpeed, _player.RigidBody.linearVelocity.y);
}
} }
public void Exit() public void Exit()
{ {
// 이동 상태에서 벗어날 때 필요한 로직 _player.Animator.SetBool("isMoving", false);
_player.Animator.SetBool(_isMoving, false);
} }
public State CheckTransition() public State CheckTransition()
@@ -138,7 +145,7 @@ public class MoveState : IState
} }
if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) < 0.1f) if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) < 0.1f)
{ {
return State.IDLE; // Create new IdleState object return State.IDLE;
} }
return State.MOVE; return State.MOVE;
} }
@@ -146,8 +153,6 @@ public class MoveState : IState
public class JumpState : IState public class JumpState : IState
{ {
private static int _isJumping = Animator.StringToHash("isJumping");
private PlayerMove _player; private PlayerMove _player;
public JumpState(PlayerMove player) public JumpState(PlayerMove player)
@@ -158,12 +163,11 @@ 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()
{ {
// 점프 중 스프라이트 방향 변경
if (Input.GetButton("Horizontal")) if (Input.GetButton("Horizontal"))
{ {
_player.SpriteRenderer.flipX = Input.GetAxisRaw("Horizontal") > 0; _player.SpriteRenderer.flipX = Input.GetAxisRaw("Horizontal") > 0;
@@ -172,13 +176,14 @@ public class JumpState : IState
public void Exit() public void Exit()
{ {
_player.Animator.SetBool(_isJumping, false); _player.Animator.SetBool("isJumping", false);
} }
public State CheckTransition() public State CheckTransition()
{ {
if (_player.RigidBody.linearVelocity.y < 0) if (_player.RigidBody.linearVelocity.y < 0)
{ {
Debug.DrawRay(_player.RigidBody.position, Vector3.down, Color.green);
RaycastHit2D rayHit = Physics2D.Raycast(_player.RigidBody.position, Vector3.down, 1, LayerMask.GetMask("Platform")); RaycastHit2D rayHit = Physics2D.Raycast(_player.RigidBody.position, Vector3.down, 1, LayerMask.GetMask("Platform"));
if (rayHit.collider != null && rayHit.distance < 0.7f) if (rayHit.collider != null && rayHit.distance < 0.7f)
@@ -201,30 +206,19 @@ public class AttackState : IState
public void Enter() public void Enter()
{ {
// 공격 애니메이션 시작
_player.Animator.SetTrigger("Attack"); _player.Animator.SetTrigger("Attack");
} }
public void Update() public void Update()
{
// 공격 상태 로직 (예: 애니메이션 재생 중 다른 입력 무시)
}
public void FixedUpdate()
{ {
} }
public void Exit() public void Exit()
{ {
// 공격 상태 종료
} }
public State CheckTransition() public State CheckTransition()
{ {
// 공격 애니메이션이 끝나면 Idle 상태로 전환
// Animator의 현재 상태를 확인하여 transition을 처리합니다.
// 예를 들어, GetCurrentAnimatorStateInfo(0).IsName("Attack")이 false가 되면 전환
// 또는 애니메이션 이벤트로 상태 전환을 직접 호출할 수도 있습니다.
AnimatorStateInfo stateInfo = _player.Animator.GetCurrentAnimatorStateInfo(0); AnimatorStateInfo stateInfo = _player.Animator.GetCurrentAnimatorStateInfo(0);
if (stateInfo.normalizedTime >= 1.0f && !stateInfo.IsTag("Attack")) if (stateInfo.normalizedTime >= 1.0f && !stateInfo.IsTag("Attack"))
{ {
@@ -233,3 +227,85 @@ public class AttackState : IState
return State.Attack; return State.Attack;
} }
} }
public class DamagedState : IState
{
private PlayerMove _player;
private float _invincibilityTime = 1f;
private float _damagedStartTime;
private Vector2 _targetPosition;
public DamagedState(PlayerMove player, Vector2 targetPosition)
{
_player = player;
_targetPosition = targetPosition;
}
public void Enter()
{
_player.hp--;
Debug.Log("플레이어가 맞았습니다. 현재 HP: " + _player.hp);
_player.gameObject.layer = LayerMask.NameToLayer("PlayerDamaged");
_player.SpriteRenderer.color = new Color(1, 1, 1, 0.5f);
_damagedStartTime = Time.time;
int direction = (_player.transform.position.x - _targetPosition.x) > 0 ? 1 : -1;
_player.RigidBody.AddForce(new Vector2(direction * 5f, 0f), ForceMode2D.Impulse);
}
public void Update()
{
}
public void Exit()
{
_player.gameObject.layer = LayerMask.NameToLayer("Player");
_player.SpriteRenderer.color = new Color(1, 1, 1, 1);
}
public State CheckTransition()
{
if (_player.hp <= 0)
{
return State.Dead;
}
if (Time.time >= _damagedStartTime + _invincibilityTime)
{
return State.IDLE;
}
return State.Damaged;
}
}
public class DeadState : IState
{
private PlayerMove _player;
public DeadState(PlayerMove player)
{
_player = player;
}
public void Enter()
{
Debug.Log("플레이어 사망");
_player.Die();
}
public void Update()
{
// 사망 상태에서는 어떤 로직도 수행하지 않습니다.
}
public void Exit()
{
}
public State CheckTransition()
{
// 사망 상태에서는 전환이 없습니다.
return State.Dead;
}
}

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@@ -18,7 +18,7 @@ TagManager:
- Platform - Platform
- Enemy - Enemy
- Player - Player
- PlayerDameged - PlayerDamaged
- -
- -
- -