Files
Knight_Hollow/Assets/Scripts/Player/PlayerMove.cs
2025-07-09 23:06:26 +09:00

60 lines
1.8 KiB
C#

using System;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerMove : MonoBehaviour
{
public float maxSpeed;
public float jumpPower;
Rigidbody2D rigidBody;
SpriteRenderer spriteRenderer;
// TODO : 걷기, 점프 등 애니메이션
Animator animator;
// 사용하는 컴포넌트들 초기화
void Awake()
{
rigidBody = GetComponent<Rigidbody2D>();
spriteRenderer = GetComponent<SpriteRenderer>();
animator = GetComponent<Animator>();
}
private void Update()
{
// 점프
if (Input.GetButtonDown("Jump"))
{
rigidBody.AddForce(Vector2.up * jumpPower, ForceMode2D.Impulse);
}
// 키 입력 땔때 캐릭터 멈춤
if (Input.GetButtonUp("Horizontal"))
{
rigidBody.linearVelocity = new Vector2(rigidBody.linearVelocity.normalized.x * 0.0000001f, rigidBody.linearVelocity.y);
}
// 캐릭터(Sprite)이동 방향 바라보도록 스프라이트 플립
if (Input.GetButton("Horizontal"))
{
spriteRenderer.flipX = Input.GetAxisRaw("Horizontal") >= 1;
}
}
void FixedUpdate()
{
// 캐릭터 움직임 컨트롤
float h = Input.GetAxisRaw("Horizontal");
rigidBody.AddForce(Vector2.right * h, ForceMode2D.Impulse);
// 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);
}
}
}