241 lines
5.2 KiB
C#
241 lines
5.2 KiB
C#
using UnityEngine;
|
|
|
|
public class StateMachine
|
|
{
|
|
private IState _state;
|
|
|
|
public StateMachine(IState state)
|
|
{
|
|
_state = state;
|
|
_state.Enter();
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
_state.Update();
|
|
var newState = _state.CheckTransition();
|
|
|
|
// 상태가 변경되었는지 확인 (참조가 다르면)
|
|
if (_state != newState)
|
|
{
|
|
_state.Exit();
|
|
SetTransition(newState);
|
|
}
|
|
}
|
|
|
|
public void FixedUpdate()
|
|
{
|
|
_state.FixedUpdate();
|
|
}
|
|
|
|
public void SetTransition(IState state)
|
|
{
|
|
// 다음음 상태로 전환
|
|
_state = state;
|
|
_state.Enter();
|
|
}
|
|
}
|
|
|
|
public interface IState
|
|
{
|
|
void Enter();
|
|
|
|
void Update();
|
|
|
|
void FixedUpdate(); // FixedUpdate 추가
|
|
|
|
void Exit();
|
|
|
|
// 트리거 조건일 경우 다음 상태로 전환
|
|
IState CheckTransition();
|
|
}
|
|
|
|
public class IdleState : IState
|
|
{
|
|
private PlayerMove _player; // PlayerMove 객체에 대한 참조
|
|
private MoveState _moveState;
|
|
private JumpState _jumpState;
|
|
|
|
public IdleState(PlayerMove player)
|
|
{
|
|
_player = player;
|
|
}
|
|
|
|
public void Enter()
|
|
{
|
|
_player.Animator.SetBool(PlayerMove.IsMoving, false);
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
// 상태별 로직은 여기서는 필요 없음
|
|
}
|
|
|
|
public void FixedUpdate()
|
|
{
|
|
// 물리적인 로직이 없으므로 비워둠
|
|
}
|
|
|
|
public void Exit()
|
|
{
|
|
// Idle 상태에서 벗어날 때의 로직
|
|
}
|
|
|
|
public IState CheckTransition()
|
|
{
|
|
if (Input.GetButtonDown("Jump"))
|
|
{
|
|
return new JumpState(_player); // Create new JumpState object
|
|
}
|
|
if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0)
|
|
{
|
|
return new MoveState(_player); // Create new MoveState object
|
|
}
|
|
return this;
|
|
}
|
|
}
|
|
|
|
public class MoveState : IState
|
|
{
|
|
private PlayerMove _player;
|
|
private IdleState _idleState;
|
|
private JumpState _jumpState;
|
|
|
|
public MoveState(PlayerMove player)
|
|
{
|
|
_player = player;
|
|
}
|
|
|
|
public void Enter()
|
|
{
|
|
_player.Animator.SetBool(PlayerMove.IsMoving, true);
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
// 상태별 로직
|
|
_player.SpriteRenderer.flipX = Input.GetAxisRaw("Horizontal") > 0;
|
|
}
|
|
|
|
public void FixedUpdate()
|
|
{
|
|
float h = Input.GetAxisRaw("Horizontal");
|
|
_player.RigidBody.AddForce(Vector2.right * h, ForceMode2D.Impulse);
|
|
|
|
if (_player.RigidBody.linearVelocity.x > _player.maxSpeed)
|
|
{
|
|
_player.RigidBody.linearVelocity = new Vector2(_player.maxSpeed, _player.RigidBody.linearVelocity.y);
|
|
}
|
|
else if (_player.RigidBody.linearVelocity.x < -_player.maxSpeed)
|
|
{
|
|
_player.RigidBody.linearVelocity = new Vector2(-_player.maxSpeed, _player.RigidBody.linearVelocity.y);
|
|
}
|
|
}
|
|
|
|
public void Exit()
|
|
{
|
|
// 이동 상태에서 벗어날 때 필요한 로직
|
|
_player.Animator.SetBool(PlayerMove.IsMoving, false);
|
|
}
|
|
|
|
public IState CheckTransition()
|
|
{
|
|
if (Input.GetButtonDown("Jump"))
|
|
{
|
|
return new JumpState(_player); // Create new JumpState object
|
|
}
|
|
if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) < 0.1f)
|
|
{
|
|
return new IdleState(_player); // Create new IdleState object
|
|
}
|
|
return this;
|
|
}
|
|
}
|
|
|
|
public class JumpState : IState
|
|
{
|
|
private PlayerMove _player;
|
|
private IdleState _idleState;
|
|
|
|
public JumpState(PlayerMove player)
|
|
{
|
|
_player = player;
|
|
}
|
|
|
|
public void Enter()
|
|
{
|
|
_player.RigidBody.AddForce(Vector2.up * _player.jumpPower, ForceMode2D.Impulse);
|
|
_player.Animator.SetBool(PlayerMove.IsJumping, true);
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
// 점프 중 스프라이트 방향 변경
|
|
if (Input.GetButton("Horizontal"))
|
|
{
|
|
_player.SpriteRenderer.flipX = Input.GetAxisRaw("Horizontal") > 0;
|
|
}
|
|
}
|
|
|
|
public void FixedUpdate()
|
|
{
|
|
// FixedUpdate에 물리 로직이 없으므로 비워둠
|
|
}
|
|
|
|
public void Exit()
|
|
{
|
|
_player.Animator.SetBool(PlayerMove.IsJumping, false);
|
|
}
|
|
|
|
public IState CheckTransition()
|
|
{
|
|
if (_player.RigidBody.linearVelocity.y < 0)
|
|
{
|
|
RaycastHit2D rayHit = Physics2D.Raycast(_player.RigidBody.position, Vector3.down, 1, LayerMask.GetMask("Platform"));
|
|
|
|
if (rayHit.collider != null && rayHit.distance < 0.7f)
|
|
{
|
|
return new IdleState(_player); // Create new IdleState object
|
|
}
|
|
}
|
|
return this;
|
|
}
|
|
}
|
|
|
|
public class AttackState : IState
|
|
{
|
|
private PlayerMove _player;
|
|
private IdleState _idleState;
|
|
|
|
public AttackState(PlayerMove player)
|
|
{
|
|
_player = player;
|
|
}
|
|
|
|
public void Enter()
|
|
{
|
|
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
|
|
}
|
|
|
|
public void FixedUpdate()
|
|
{
|
|
|
|
}
|
|
|
|
public void Exit()
|
|
{
|
|
// _player.Animator.SetBool(PlayerMove.IsAttacking, false);
|
|
}
|
|
|
|
public IState CheckTransition()
|
|
{
|
|
// 공격이 종료됐을 때
|
|
// idle
|
|
return this;
|
|
}
|
|
} |