fix: 캐릭터가 벽에 충돌했을때 추락하게 하도록 로직 적용

This commit is contained in:
aube.lee
2025-02-20 11:07:09 +09:00
parent ae1cc1d39e
commit 256036c17e
5 changed files with 402 additions and 85 deletions

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@@ -7,25 +7,29 @@ namespace TON
public class CharacterBase : MonoBehaviour, IDamage public class CharacterBase : MonoBehaviour, IDamage
{ {
[SerializeField] // [SerializeField] private PlayerData playerData;
private PlayerData playerData; [SerializeField] private float currentHP;
public float currentHP; [SerializeField] private float currentSP;
public float maxHP; private float maxHP;
public float currentSP; private float maxSP;
public 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 bool isGrounded = true; // 플레이어가 바닥에 있는지 여부를 판단
private float lastDirection = 1f; // 기본적으로 오른쪽(1) 바라보는 상태 private float lastDirection = 1f; // 기본적으로 오른쪽(1) 바라보는 상태
private VariableJoystick joystick;
private Animator animator;
public Transform firePoint; // 스킬 발사 위치 public Transform firePoint; // 스킬 발사 위치
public CollisionDetector attackCollider; // 기본 공격 감지를 위한 자식 오브젝트 public CollisionDetector attackCollider; // 기본 공격 감지를 위한 자식 오브젝트
public Animator animator;
private VariableJoystick joystick;
public Rigidbody2D rb; public Rigidbody2D rb;
// ingame UI의 캐릭터 stat 적용을 위한 이벤트 // ingame UI의 캐릭터 stat 적용을 위한 이벤트
@@ -73,8 +77,25 @@ namespace TON
PlayerDataManager.Singleton.UpdatePlayerData(); 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() public void FixedUpdate()
{ {
isGrounded = CheckIsGrounded();
// 키보드 입력과 조이스틱 입력 통합 // 키보드 입력과 조이스틱 입력 통합
float horizontalInput = Input.GetAxis("Horizontal"); float horizontalInput = Input.GetAxis("Horizontal");
@@ -86,15 +107,26 @@ namespace TON
// 걷는 애니메이션 적용 // 걷는 애니메이션 적용
animator.SetBool("IsMoving", Mathf.Abs(horizontalInput) > 0f); animator.SetBool("IsMoving", Mathf.Abs(horizontalInput) > 0f);
// 공중/지상에 따른 이동 속도 계산
Debug.Log("wallChecker.IsWallTouching::: " + wallChecker.IsWallTouching);
// 측면 충돌 체크
if (!isGrounded && wallChecker.IsWallTouching)
{
// 벽을 밀고 있을 때는 수평 이동 제한
rb.velocity = new Vector2(0, rb.velocity.y);
}
else
{
// 기본 이동 속도 계산 // 기본 이동 속도 계산
float newVelocityX = horizontalInput * speed; float newVelocityX = horizontalInput * (isGrounded ? speed : speed * airControl);
// 경사로 감지 // 경사로 감지
bool isOnSlope = false; bool isOnSlope = false;
Vector2 rayOrigin = rb.position; Vector2 rayOrigin = rb.position;
RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.down, 1.1f); RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.down, 1.1f);
if (hit.collider != null && hit.collider.CompareTag("Ground")) // Ground 태그 확인 if (!isGrounded) // Ground 충돌 확인
{ {
float slopeAngle = Vector2.Angle(hit.normal, Vector2.up); float slopeAngle = Vector2.Angle(hit.normal, Vector2.up);
if (slopeAngle > 0 && slopeAngle <= 45f) if (slopeAngle > 0 && slopeAngle <= 45f)
@@ -112,6 +144,9 @@ namespace TON
rb.velocity = new Vector2(newVelocityX, rb.velocity.y); rb.velocity = new Vector2(newVelocityX, rb.velocity.y);
} }
}
// 방향 전환 // 방향 전환
if (horizontalInput != 0) if (horizontalInput != 0)
{ {
@@ -141,19 +176,6 @@ namespace TON
{ {
// 점프: 기존 X축 속도 유지, Y축 속도를 점프 힘으로 설정 // 점프: 기존 X축 속도 유지, Y축 속도를 점프 힘으로 설정
rb.velocity = new Vector2(rb.velocity.x, jumpForce); 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;
} }
} }

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@@ -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;
}
}
}
}

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@@ -0,0 +1,11 @@
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