조이스틱 동작이 자연스럽게 구현하도록 수정 및 에디터 상에서 좌우 입력과 점프 동작 추가 적용함
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@@ -6,39 +6,72 @@ namespace TON
|
|||||||
{
|
{
|
||||||
public class CharacterBase : MonoBehaviour
|
public class CharacterBase : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
|
||||||
public float speed;
|
public float speed;
|
||||||
public VariableJoystick joystick;
|
public float jumpForce = 10f; // 점프 힘
|
||||||
|
private bool isGrounded = true; // 플레이어가 바닥에 있는지 여부를 판단
|
||||||
|
|
||||||
|
private VariableJoystick joystick;
|
||||||
public Rigidbody2D rb;
|
public Rigidbody2D rb;
|
||||||
|
|
||||||
|
|
||||||
public void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
joystick = ControllerUI.Instance.joystick;
|
joystick = ControllerUI.Instance.joystick;
|
||||||
|
ControllerUI.Instance.linkedCharactor = this;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void FixedUpdate()
|
public void FixedUpdate()
|
||||||
{
|
{
|
||||||
if (joystick != null)
|
// 키보드 입력과 조이스틱 입력 통합
|
||||||
|
float horizontalInput = Input.GetAxis("Horizontal"); // 키보드 좌우 입력
|
||||||
|
if (joystick != null && Mathf.Abs(joystick.Horizontal) > 0.01f)
|
||||||
{
|
{
|
||||||
Debug.Log($"Horizontal Input: {joystick.input.x}, {joystick.input.y}");
|
horizontalInput = joystick.Horizontal; // 조이스틱 입력 우선
|
||||||
Debug.Log($"Horizontal Horizontal: {joystick.Horizontal}");
|
}
|
||||||
Debug.Log($"Horizontal Direction: {joystick.Direction}");
|
|
||||||
|
|
||||||
// 조이스틱의 Horizontal 값 가져오기
|
// 좌우 이동 처리 (X축 속도 설정)
|
||||||
float horizontalInput = joystick.Horizontal;
|
float newVelocityX = horizontalInput * speed;
|
||||||
|
|
||||||
// 입력값이 0이 아닐 때만 처리
|
// Rigidbody2D의 속도 업데이트 (X축은 입력값 기반, Y축은 중력/점프 유지)
|
||||||
if (Mathf.Abs(horizontalInput) > 0.0f)
|
rb.velocity = new Vector2(newVelocityX, rb.velocity.y);
|
||||||
|
|
||||||
|
// 디버그용 출력
|
||||||
|
// Debug.Log($"Horizontal Input: {horizontalInput}, Velocity: {rb.velocity}");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Jump()
|
||||||
{
|
{
|
||||||
// 현재 위치 가져오기
|
// 바닥에 있을 때만 점프 가능
|
||||||
Vector2 currentPosition = rb.position;
|
if (isGrounded)
|
||||||
|
{
|
||||||
|
Debug.Log("Character Jump");
|
||||||
|
|
||||||
// 새로운 X 위치 계산
|
// 점프: 기존 X축 속도 유지, Y축 속도를 점프 힘으로 설정
|
||||||
float newXPosition = currentPosition.x + horizontalInput * speed * Time.fixedDeltaTime;
|
rb.velocity = new Vector2(rb.velocity.x, jumpForce);
|
||||||
|
|
||||||
// Rigidbody2D의 위치 업데이트
|
// 점프 상태로 설정
|
||||||
rb.MovePosition(new Vector2(newXPosition, currentPosition.y));
|
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;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Attack()
|
||||||
|
{
|
||||||
|
Debug.Log("character Attack");
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -6,9 +6,16 @@ namespace TON
|
|||||||
{
|
{
|
||||||
public class UIBase : MonoBehaviour
|
public class UIBase : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
public Object eventSystem;
|
||||||
public virtual void Show()
|
public virtual void Show()
|
||||||
{
|
{
|
||||||
Instantiate(Resources.Load("EventSystem/Prefabs/TON.EventSystem"));
|
// eventSystem이 현재 씬에 존재하지 않는 경우
|
||||||
|
if (eventSystem == null)
|
||||||
|
{
|
||||||
|
// UI EventSystem 정상 동작 되도록 GameObject Load
|
||||||
|
eventSystem = Instantiate(Resources.Load("EventSystem/Prefabs/TON.EventSystem"));
|
||||||
|
}
|
||||||
|
|
||||||
gameObject.SetActive(true);
|
gameObject.SetActive(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -5,6 +5,10 @@ using UnityEngine.EventSystems;
|
|||||||
|
|
||||||
namespace TON
|
namespace TON
|
||||||
{
|
{
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Joystick Assets에서 가져온 조이스틱 기본 동작 스크립트
|
||||||
|
/// </summary>
|
||||||
public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
|
public class Joystick : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
|
||||||
{
|
{
|
||||||
public float Horizontal { get { return (snapX) ? SnapFloat(input.x, AxisOptions.Horizontal) : input.x; } }
|
public float Horizontal { get { return (snapX) ? SnapFloat(input.x, AxisOptions.Horizontal) : input.x; } }
|
||||||
|
|||||||
@@ -5,6 +5,9 @@ using UnityEngine.EventSystems;
|
|||||||
|
|
||||||
namespace TON
|
namespace TON
|
||||||
{
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Joystick Assets에서 가져온 조이스틱 초기화 스크립트
|
||||||
|
/// </summary>
|
||||||
public class VariableJoystick : Joystick
|
public class VariableJoystick : Joystick
|
||||||
{
|
{
|
||||||
public float MoveThreshold { get { return moveThreshold; } set { moveThreshold = Mathf.Abs(value); } }
|
public float MoveThreshold { get { return moveThreshold; } set { moveThreshold = Mathf.Abs(value); } }
|
||||||
|
|||||||
@@ -9,10 +9,19 @@ namespace TON
|
|||||||
{
|
{
|
||||||
public static ControllerUI Instance => UIManager.Singleton.GetUI<ControllerUI>(UIList.ControllerUI);
|
public static ControllerUI Instance => UIManager.Singleton.GetUI<ControllerUI>(UIList.ControllerUI);
|
||||||
|
|
||||||
|
/// <summary> 조이스틱에서 컨트롤된 x 값을 Player에서 사용할 수 있도록 객체화 </summary>
|
||||||
public VariableJoystick joystick;
|
public VariableJoystick joystick;
|
||||||
private void Start()
|
public CharacterBase linkedCharactor { get; set; }
|
||||||
{
|
|
||||||
|
|
||||||
|
|
||||||
|
public void OnClickJumpButton()
|
||||||
|
{
|
||||||
|
linkedCharactor.Jump();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnClickAttackButton()
|
||||||
|
{
|
||||||
|
linkedCharactor.Attack();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Binary file not shown.
Reference in New Issue
Block a user