Projext/Assets/5.TestScript/PlayerInput.cs

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using UnityEngine;
public class PlayerInput : MonoBehaviour
{
[SerializeField] private PlayerHealth health;
[SerializeField] private PlayerMovement movement;
[SerializeField] private PlayerAim aim;
[SerializeField] private PlayerInteraction interaction;
[SerializeField] private PlayerAttack attack;
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[SerializeField] private PlayerStatsUI statsUI; // ⭐ 추가: UI 매니저 연결
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private void Update()
{
if (health != null && health.IsDead) return;
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// ⭐ [추가] C키를 누르면 상태창 토글
if (Input.GetKeyDown(KeyCode.C) && statsUI != null)
{
statsUI.ToggleWindow();
}
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float h = Input.GetAxisRaw("Horizontal");
float v = Input.GetAxisRaw("Vertical");
bool sprint = Input.GetKey(KeyCode.LeftShift);
if (movement != null) movement.SetMoveInput(new Vector3(h, 0, v).normalized, sprint);
if (aim != null) aim.RotateTowardsMouse();
if (Input.GetKeyDown(KeyCode.F) && interaction != null) interaction.TryInteract();
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if (attack != null)
{
if (Input.GetMouseButtonDown(1)) attack.StartCharging();
if (Input.GetMouseButtonUp(1)) attack.CancelCharging();
if (Input.GetMouseButtonDown(0))
{
if (Input.GetMouseButton(1)) attack.ReleaseAttack();
else attack.PerformNormalAttack();
}
}
}
}