fix: 캐릭터가 벽에 충돌했을때 추락하게 하도록 로직 적용
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@@ -1,5 +1,129 @@
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|
||||
maxSP: 0
|
||||
speed: 3
|
||||
jumpForce: 8
|
||||
airControl: 0.8
|
||||
groundCheck: {fileID: 777487253851638430}
|
||||
groundCheckRadius: 0.15
|
||||
groundLayer:
|
||||
serializedVersion: 2
|
||||
m_Bits: 512
|
||||
wallChecker: {fileID: 6530647677844077835}
|
||||
firePoint: {fileID: 3204799031628172313}
|
||||
attackCollider: {fileID: 5093782900058509363}
|
||||
animator: {fileID: 0}
|
||||
rb: {fileID: 4986202531950816680}
|
||||
--- !u!1 &4475587780921916628
|
||||
GameObject:
|
||||
|
||||
@@ -7,25 +7,29 @@ namespace TON
|
||||
public class CharacterBase : MonoBehaviour, IDamage
|
||||
{
|
||||
|
||||
[SerializeField] //
|
||||
private PlayerData playerData;
|
||||
public float currentHP;
|
||||
public float maxHP;
|
||||
public float currentSP;
|
||||
public float maxSP;
|
||||
[SerializeField] private PlayerData playerData;
|
||||
[SerializeField] private float currentHP;
|
||||
[SerializeField] private float currentSP;
|
||||
private float maxHP;
|
||||
private float maxSP;
|
||||
|
||||
[SerializeField] private float speed;
|
||||
[SerializeField] private float jumpForce = 5f; // 점프 힘
|
||||
[SerializeField] private float airControl; // 점프 힘
|
||||
|
||||
[SerializeField] private Transform groundCheck; // GroundCheck 위치 설정
|
||||
[SerializeField] private float groundCheckRadius = 0.2f;
|
||||
[SerializeField] private LayerMask groundLayer;
|
||||
[SerializeField] private WallChecker wallChecker;
|
||||
|
||||
|
||||
public float speed;
|
||||
public float jumpForce = 5f; // 점프 힘
|
||||
private bool isGrounded = true; // 플레이어가 바닥에 있는지 여부를 판단
|
||||
private float lastDirection = 1f; // 기본적으로 오른쪽(1) 바라보는 상태
|
||||
|
||||
private VariableJoystick joystick;
|
||||
private Animator animator;
|
||||
|
||||
public Transform firePoint; // 스킬 발사 위치
|
||||
public CollisionDetector attackCollider; // 기본 공격 감지를 위한 자식 오브젝트
|
||||
|
||||
public Animator animator;
|
||||
|
||||
private VariableJoystick joystick;
|
||||
public Rigidbody2D rb;
|
||||
|
||||
// ingame UI의 캐릭터 stat 적용을 위한 이벤트
|
||||
@@ -73,8 +77,25 @@ namespace TON
|
||||
PlayerDataManager.Singleton.UpdatePlayerData();
|
||||
}
|
||||
|
||||
// 게임이 실행 중이지 않을 때도 항상 기즈모를 보여줍니다
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
if (groundCheck == null) return;
|
||||
|
||||
// 기본 색상을 흰색으로 설정
|
||||
Gizmos.color = Color.red;
|
||||
// OverlapCircle의 범위를 와이어프레임 원으로 표시
|
||||
Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius);
|
||||
}
|
||||
|
||||
private bool CheckIsGrounded()
|
||||
{
|
||||
return Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
|
||||
}
|
||||
|
||||
public void FixedUpdate()
|
||||
{
|
||||
isGrounded = CheckIsGrounded();
|
||||
|
||||
// 키보드 입력과 조이스틱 입력 통합
|
||||
float horizontalInput = Input.GetAxis("Horizontal");
|
||||
@@ -86,31 +107,45 @@ namespace TON
|
||||
// 걷는 애니메이션 적용
|
||||
animator.SetBool("IsMoving", Mathf.Abs(horizontalInput) > 0f);
|
||||
|
||||
// 기본 이동 속도 계산
|
||||
float newVelocityX = horizontalInput * speed;
|
||||
// 공중/지상에 따른 이동 속도 계산
|
||||
|
||||
// 경사로 감지
|
||||
bool isOnSlope = false;
|
||||
Vector2 rayOrigin = rb.position;
|
||||
RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.down, 1.1f);
|
||||
|
||||
if (hit.collider != null && hit.collider.CompareTag("Ground")) // Ground 태그 확인
|
||||
Debug.Log("wallChecker.IsWallTouching::: " + wallChecker.IsWallTouching);
|
||||
// 측면 충돌 체크
|
||||
if (!isGrounded && wallChecker.IsWallTouching)
|
||||
{
|
||||
float slopeAngle = Vector2.Angle(hit.normal, Vector2.up);
|
||||
if (slopeAngle > 0 && slopeAngle <= 45f)
|
||||
// 벽을 밀고 있을 때는 수평 이동 제한
|
||||
rb.velocity = new Vector2(0, rb.velocity.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 기본 이동 속도 계산
|
||||
float newVelocityX = horizontalInput * (isGrounded ? speed : speed * airControl);
|
||||
|
||||
// 경사로 감지
|
||||
bool isOnSlope = false;
|
||||
Vector2 rayOrigin = rb.position;
|
||||
RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.down, 1.1f);
|
||||
|
||||
if (!isGrounded) // Ground 충돌 확인
|
||||
{
|
||||
isOnSlope = true;
|
||||
// 경사면 방향 벡터 계산
|
||||
Vector2 slopeDirection = new Vector2(hit.normal.y, -hit.normal.x);
|
||||
rb.velocity = slopeDirection * (newVelocityX / Mathf.Cos(slopeAngle * Mathf.Deg2Rad));
|
||||
float slopeAngle = Vector2.Angle(hit.normal, Vector2.up);
|
||||
if (slopeAngle > 0 && slopeAngle <= 45f)
|
||||
{
|
||||
isOnSlope = true;
|
||||
// 경사면 방향 벡터 계산
|
||||
Vector2 slopeDirection = new Vector2(hit.normal.y, -hit.normal.x);
|
||||
rb.velocity = slopeDirection * (newVelocityX / Mathf.Cos(slopeAngle * Mathf.Deg2Rad));
|
||||
}
|
||||
}
|
||||
|
||||
// 경사가 아닐 경우 일반 이동 적용
|
||||
if (!isOnSlope)
|
||||
{
|
||||
rb.velocity = new Vector2(newVelocityX, rb.velocity.y);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// 경사가 아닐 경우 일반 이동 적용
|
||||
if (!isOnSlope)
|
||||
{
|
||||
rb.velocity = new Vector2(newVelocityX, rb.velocity.y);
|
||||
}
|
||||
|
||||
// 방향 전환
|
||||
if (horizontalInput != 0)
|
||||
@@ -141,19 +176,6 @@ namespace TON
|
||||
{
|
||||
// 점프: 기존 X축 속도 유지, Y축 속도를 점프 힘으로 설정
|
||||
rb.velocity = new Vector2(rb.velocity.x, jumpForce);
|
||||
|
||||
// 점프 상태로 설정
|
||||
isGrounded = false;
|
||||
}
|
||||
}
|
||||
|
||||
// 바닥 충돌 감지 (2D Physics)
|
||||
private void OnCollisionEnter2D(Collision2D collision)
|
||||
{
|
||||
// Ground 태그가 붙은 오브젝트와 충돌 시 바닥 상태로 전환
|
||||
if (collision.gameObject.CompareTag("Ground"))
|
||||
{
|
||||
isGrounded = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
24
Gameton-06/Assets/Gameton/Scripts/Character/WallChecker.cs
Normal file
24
Gameton-06/Assets/Gameton/Scripts/Character/WallChecker.cs
Normal file
@@ -0,0 +1,24 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TON
|
||||
{
|
||||
public class WallChecker : MonoBehaviour
|
||||
{
|
||||
public bool IsWallTouching { get; private set; }
|
||||
|
||||
private void OnTriggerStay2D(Collider2D other)
|
||||
{
|
||||
IsWallTouching = other.gameObject.layer == LayerMask.NameToLayer("Ground");
|
||||
}
|
||||
|
||||
private void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
if (other.gameObject.layer == LayerMask.NameToLayer("Ground"))
|
||||
{
|
||||
IsWallTouching = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 75a6dd00ee9c3d7428cae5700b2cc666
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user