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@ -247,15 +166,15 @@ AnimatorState:
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--- !u!1102 &1102315689705612066
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@ -273,15 +192,15 @@ AnimatorState:
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--- !u!1102 &1102527450245358456
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File diff suppressed because it is too large
Load Diff
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@ -5,7 +5,7 @@ AnimationClip:
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m_PrefabParentObject: {fileID: 0}
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w: 0.00000044703486}
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outSlope: {x: -0.00000044703367, y: 0.00000011175842, z: -0.0000006705505, w: 0}
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@ -2279,10 +2273,8 @@ AnimationClip:
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@ -3632,10 +3624,8 @@ AnimationClip:
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@ -5,7 +5,7 @@ AnimationClip:
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m_PrefabInternal: {fileID: 0}
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File diff suppressed because it is too large
Load Diff
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@ -1,35 +1,37 @@
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|||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections; // ⭐ IEnumerator 사용을 위해 추가
|
||||
using System.Collections;
|
||||
|
||||
public class PlayerHealth : MonoBehaviour, IDamageable
|
||||
{
|
||||
[Header("=== 참조 ===")]
|
||||
[SerializeField] private Stats stats;
|
||||
[SerializeField] private Animator animator;
|
||||
[SerializeField] private PlayerAttack attackScript; // ⭐ 공격 상태 리셋을 위해 추가
|
||||
|
||||
public bool IsDead { get; private set; }
|
||||
public bool isHit { get; private set; }
|
||||
public bool isInvincible; // 대시 중 무적 플래그
|
||||
|
||||
public event Action OnHit, OnDead;
|
||||
// ⭐ 기존 OnHit 이벤트와 아래 OnHit() 함수의 이름 충돌을 피하기 위해 이름을 OnHitEvent로 변경함
|
||||
public event Action OnHitEvent, OnDead;
|
||||
public event Action<float, float> OnHealthChanged;
|
||||
|
||||
private float _currentHealth;
|
||||
|
||||
// ⭐ [수정] Start를 코루틴으로 변경하여 실행 순서 문제를 해결합니다.
|
||||
private IEnumerator Start()
|
||||
{
|
||||
// 모든 오브젝트가 깨어날 때까지 한 프레임 기다립니다.
|
||||
yield return null;
|
||||
|
||||
if (stats != null)
|
||||
{
|
||||
_currentHealth = stats.MaxHealth;
|
||||
// 이제 UI가 확실히 준비되었으므로 수치를 전달합니다.
|
||||
OnHealthChanged?.Invoke(_currentHealth, stats.MaxHealth);
|
||||
Debug.Log($"<color=cyan>[UI Sync]</color> 초기 체력 설정 완료: {_currentHealth}/{stats.MaxHealth}");
|
||||
}
|
||||
if (animator == null) animator = GetComponent<Animator>();
|
||||
// 만약 인스펙터에서 할당 안했다면 자동으로 찾아옴
|
||||
if (attackScript == null) attackScript = GetComponent<PlayerAttack>();
|
||||
}
|
||||
|
||||
public void RefreshHealthUI()
|
||||
|
|
@ -44,22 +46,66 @@ public class PlayerHealth : MonoBehaviour, IDamageable
|
|||
public void TakeDamage(float amount)
|
||||
{
|
||||
if (isInvincible || IsDead) return;
|
||||
|
||||
_currentHealth = Mathf.Max(0, _currentHealth - amount);
|
||||
OnHealthChanged?.Invoke(_currentHealth, stats.MaxHealth);
|
||||
OnHit?.Invoke();
|
||||
|
||||
// ⭐ 피격 시 트리거 및 상태 리셋 함수 호출
|
||||
OnHit();
|
||||
|
||||
OnHitEvent?.Invoke(); // 이벤트 발생
|
||||
|
||||
if (!IsDead) StartHit();
|
||||
if (_currentHealth <= 0) Die();
|
||||
}
|
||||
|
||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
// ⭐ [추가] 피격 시 공격 상태 리셋 (핵심!)
|
||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
public void OnHit()
|
||||
{
|
||||
if (animator != null)
|
||||
{
|
||||
// 1. 남아있는 공격 트리거를 강제로 꺼버림 (유령 공격 방지)
|
||||
animator.ResetTrigger("Attack");
|
||||
|
||||
// 2. 다른 공격(예: 투척) 트리거가 있다면 그것도 리셋
|
||||
animator.ResetTrigger("Throw");
|
||||
}
|
||||
|
||||
// 3. PlayerAttack 스크립트의 공격 중인 상태 플래그도 강제로 꺼줌
|
||||
if (attackScript != null)
|
||||
{
|
||||
attackScript.IsAttacking = false;
|
||||
}
|
||||
|
||||
Debug.Log("<color=yellow>[Combat]</color> 피격으로 인해 공격 예약 및 상태가 초기화되었습니다.");
|
||||
}
|
||||
|
||||
private void StartHit()
|
||||
{
|
||||
isHit = true;
|
||||
// 인스펙터에 적힌 피격 애니메이션 이름(HitAnime) 재생
|
||||
if (animator != null) animator.Play("HitAnime", 0, 0f);
|
||||
|
||||
CancelInvoke(nameof(OnHitEnd));
|
||||
Invoke(nameof(OnHitEnd), 0.25f);
|
||||
}
|
||||
|
||||
public void OnHitEnd() { isHit = false; }
|
||||
|
||||
private void Die() { IsDead = true; Cursor.visible = true; Cursor.lockState = CursorLockMode.None; OnDead?.Invoke(); }
|
||||
public void Heal(float amount) { if (IsDead) return; _currentHealth = Mathf.Min(_currentHealth + amount, stats.MaxHealth); OnHealthChanged?.Invoke(_currentHealth, stats.MaxHealth); }
|
||||
private void Die()
|
||||
{
|
||||
IsDead = true;
|
||||
Cursor.visible = true;
|
||||
Cursor.lockState = CursorLockMode.None;
|
||||
OnDead?.Invoke();
|
||||
}
|
||||
|
||||
public void Heal(float amount)
|
||||
{
|
||||
if (IsDead) return;
|
||||
_currentHealth = Mathf.Min(_currentHealth + amount, stats.MaxHealth);
|
||||
OnHealthChanged?.Invoke(_currentHealth, stats.MaxHealth);
|
||||
}
|
||||
}
|
||||
|
|
@ -10,12 +10,16 @@ public abstract class MonsterClass : MonoBehaviour, IDamageable
|
|||
protected Transform playerTransform;
|
||||
[SerializeField] protected float optimizationDistance = 40f;
|
||||
|
||||
[Header("스탯")]
|
||||
[Header("몬스터 기본 스탯")] // ⭐ 종류별로 다르게 설정할 핵심 수치들
|
||||
[SerializeField] protected float maxHP = 100f;
|
||||
[SerializeField] protected float attackDamage = 10f; // ⭐ [추가] 몬스터 공격력
|
||||
[SerializeField] protected int expReward = 10; // ⭐ 경험치 수치
|
||||
[SerializeField] protected float moveSpeed = 3.5f; // ⭐ 이동 속도 추가 가능
|
||||
|
||||
protected float currentHP;
|
||||
public event Action<float, float> OnHealthChanged;
|
||||
|
||||
[Header("피격 / 사망 / 대기 애니메이션")] // ⭐ Monster_Idle 추가
|
||||
[Header("피격 / 사망 / 대기 애니메이션")]
|
||||
[SerializeField] protected string Monster_Idle = "Monster_Idle";
|
||||
[SerializeField] protected string Monster_GetDamage = "Monster_GetDamage";
|
||||
[SerializeField] protected string Monster_Die = "Monster_Die";
|
||||
|
|
@ -29,8 +33,6 @@ public abstract class MonsterClass : MonoBehaviour, IDamageable
|
|||
[SerializeField] protected float attackRestDuration = 1.5f;
|
||||
protected bool isResting;
|
||||
|
||||
[Header("경험치")]
|
||||
[SerializeField] protected int expReward = 10;
|
||||
public static System.Action<int> OnMonsterKilled;
|
||||
|
||||
[Header("공통 사운드/이펙트")]
|
||||
|
|
@ -45,18 +47,28 @@ public abstract class MonsterClass : MonoBehaviour, IDamageable
|
|||
animator = GetComponent<Animator>();
|
||||
agent = GetComponent<NavMeshAgent>();
|
||||
audioSource = GetComponent<AudioSource>();
|
||||
|
||||
// ⭐ 시작할 때 에이전트 속도를 스탯에 맞게 설정
|
||||
if (agent != null) agent.speed = moveSpeed;
|
||||
}
|
||||
|
||||
protected virtual void OnEnable()
|
||||
{
|
||||
isDead = false; currentHP = maxHP;
|
||||
OnHealthChanged?.Invoke(currentHP, maxHP);
|
||||
playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
|
||||
if (mobRenderer != null) mobRenderer.enabled = true;
|
||||
Init();
|
||||
if (MobUpdateManager.Instance != null) MobUpdateManager.Instance.RegisterMob(this);
|
||||
}
|
||||
|
||||
public void ResetStats()
|
||||
{
|
||||
isDead = false;
|
||||
currentHP = maxHP;
|
||||
OnHealthChanged?.Invoke(currentHP, maxHP);
|
||||
Collider col = GetComponent<Collider>();
|
||||
if (col != null) col.enabled = true;
|
||||
}
|
||||
|
||||
protected virtual void OnDisable()
|
||||
{
|
||||
if (MobUpdateManager.Instance != null) MobUpdateManager.Instance.UnregisterMob(this);
|
||||
|
|
@ -68,43 +80,24 @@ public abstract class MonsterClass : MonoBehaviour, IDamageable
|
|||
public void OnManagedUpdate()
|
||||
{
|
||||
if (isDead || playerTransform == null || !gameObject.activeInHierarchy) return;
|
||||
|
||||
float distance = Vector3.Distance(transform.position, playerTransform.position);
|
||||
|
||||
// 1. 범위 밖 최적화
|
||||
if (distance > optimizationDistance)
|
||||
{
|
||||
StopMovement(); // ⭐ 여기서 Idle 애니메이션을 강제합니다.
|
||||
StopMovement();
|
||||
if (mobRenderer != null && mobRenderer.enabled) mobRenderer.enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (mobRenderer != null && !mobRenderer.enabled) mobRenderer.enabled = true;
|
||||
|
||||
// 2. 시야 밖 최적화
|
||||
if (mobRenderer != null && !mobRenderer.isVisible)
|
||||
{
|
||||
StopMovement();
|
||||
return;
|
||||
}
|
||||
|
||||
if (agent != null && agent.isOnNavMesh && agent.isStopped)
|
||||
{
|
||||
agent.isStopped = false;
|
||||
}
|
||||
if (mobRenderer != null && !mobRenderer.isVisible) { StopMovement(); return; }
|
||||
if (agent != null && agent.isOnNavMesh && agent.isStopped) agent.isStopped = false;
|
||||
|
||||
ExecuteAILogic();
|
||||
}
|
||||
|
||||
// ⭐ [핵심 수정] 멈출 때 Idle 애니메이션을 즉시 실행합니다.
|
||||
protected void StopMovement()
|
||||
{
|
||||
if (agent != null && agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; }
|
||||
if (animator != null)
|
||||
{
|
||||
animator.SetFloat("Speed", 0f); // 블렌드 트리용
|
||||
animator.Play(Monster_Idle); // ⭐ 상태 기반 애니메이션 강제 전환
|
||||
}
|
||||
if (animator != null) { animator.SetFloat("Speed", 0f); animator.Play(Monster_Idle); }
|
||||
}
|
||||
|
||||
public virtual void TakeDamage(float amount) { OnDamaged(amount); }
|
||||
|
|
@ -136,7 +129,7 @@ public abstract class MonsterClass : MonoBehaviour, IDamageable
|
|||
{
|
||||
if (isDead) return;
|
||||
isDead = true;
|
||||
OnMonsterKilled?.Invoke(expReward);
|
||||
OnMonsterKilled?.Invoke(expReward); // ⭐ 설정된 경험치 수치 전달
|
||||
Collider col = GetComponent<Collider>();
|
||||
if (col != null) col.enabled = false;
|
||||
if (agent && agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; }
|
||||
|
|
|
|||
|
|
@ -3,8 +3,8 @@ using UnityEngine.AI;
|
|||
|
||||
public class NormalMonster : MonsterClass
|
||||
{
|
||||
[Header("전투")]
|
||||
[SerializeField] private float damage = 10f; // ⭐ 이 변수는 OnAttackHit에서 사용됩니다.
|
||||
[Header("전투 설정")]
|
||||
// ❌ private float damage 삭제됨 (부모의 attackDamage 사용)
|
||||
[SerializeField] private float attackRange = 2f;
|
||||
[SerializeField] private float attackDelay = 1.5f;
|
||||
|
||||
|
|
@ -14,9 +14,7 @@ public class NormalMonster : MonsterClass
|
|||
[SerializeField] private string[] attackAnimations = { "Monster_Attack_1" };
|
||||
[SerializeField] private string Monster_Walk = "Monster_Walk";
|
||||
|
||||
// ❌ [에러 해결] Monster_Idle 변수가 여기서 삭제되었습니다. (부모인 MonsterClass 것을 사용합니다)
|
||||
|
||||
[Header("AI 설정")]
|
||||
[Header("AI 상세 설정")]
|
||||
[SerializeField] private float stopBuffer = 0.3f;
|
||||
[SerializeField] private float patrolRadius = 5f;
|
||||
[SerializeField] private float patrolInterval = 2f;
|
||||
|
|
@ -65,21 +63,20 @@ public class NormalMonster : MonsterClass
|
|||
animator.Play(attackName, 0, 0f);
|
||||
}
|
||||
|
||||
// ⭐ [경고 해결] damage 변수를 여기서 사용하여 사용되지 않는다는 경고를 없앱니다.
|
||||
// ⭐ [수정] 부모 클래스(MonsterClass)의 attackDamage를 플레이어에게 입힙니다.
|
||||
public void OnAttackHit()
|
||||
{
|
||||
if (playerTransform == null || isHit || isDead) return;
|
||||
if (playerTransform.TryGetComponent<PlayerHealth>(out var pHealth))
|
||||
{
|
||||
pHealth.TakeDamage(damage);
|
||||
Debug.Log($"[전투] 플레이어에게 {damage} 데미지 부여!");
|
||||
pHealth.TakeDamage(attackDamage); // ⭐ 부모의 변수 사용
|
||||
Debug.Log($"[전투] {gameObject.name}이 {attackDamage} 데미지를 주었습니다!");
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateMovementAnimation()
|
||||
{
|
||||
if (isAttacking || isHit || isResting) return;
|
||||
// ⭐ 부모 클래스의 Monster_Idle을 사용합니다.
|
||||
if (agent.velocity.magnitude < 0.1f) animator.Play(Monster_Idle);
|
||||
else animator.Play(Monster_Walk);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,9 +3,9 @@
|
|||
public class MonsterSpawner : MonoBehaviour
|
||||
{
|
||||
[Header("--- 몹 스폰 설정 ---")]
|
||||
[SerializeField] private string mobTag = "NormalMob"; // 풀에 등록된 태그명
|
||||
[SerializeField] private float spawnRange = 15f; // 플레이어 감지 범위
|
||||
[SerializeField] private float respawnCooldown = 3f; // 몹 사망 시 재소환 대기 시간
|
||||
[SerializeField] private string mobTag = "NormalMob";
|
||||
[SerializeField] private float spawnRange = 25f; // 플레이어 감지 범위 (조금 늘림)
|
||||
[SerializeField] private float respawnCooldown = 3f; // 죽었을 때만 적용되는 쿨타임
|
||||
|
||||
private GameObject _myMonster;
|
||||
private MonsterClass _monsterScript;
|
||||
|
|
@ -19,25 +19,20 @@ public class MonsterSpawner : MonoBehaviour
|
|||
|
||||
private void Update()
|
||||
{
|
||||
// ⭐ [안전장치] 플레이어를 못 찾았다면 계속 다시 찾습니다.
|
||||
if (_player == null)
|
||||
{
|
||||
FindPlayer();
|
||||
return;
|
||||
}
|
||||
if (_player == null) { FindPlayer(); return; }
|
||||
|
||||
float dist = Vector3.Distance(transform.position, _player.position);
|
||||
|
||||
// 1. 플레이어가 범위 안에 들어왔을 때
|
||||
if (dist <= spawnRange)
|
||||
{
|
||||
// 쿨타임이 지났고, 현재 관리하는 몹이 없을 때만 소환
|
||||
// ⭐ [수정] 쿨타임이 지났고, 몹이 없거나 꺼져있다면 '재활성화' 시도
|
||||
if (Time.time >= _nextSpawnTime && (_myMonster == null || !_myMonster.activeSelf))
|
||||
{
|
||||
SpawnMonster();
|
||||
}
|
||||
}
|
||||
// 2. 플레이어가 범위 밖으로 나갔을 때 (회색 점 상태로 회수)
|
||||
// 2. 플레이어가 범위 밖으로 나갔을 때
|
||||
else
|
||||
{
|
||||
DespawnMonster();
|
||||
|
|
@ -52,12 +47,21 @@ public class MonsterSpawner : MonoBehaviour
|
|||
|
||||
private void SpawnMonster()
|
||||
{
|
||||
// 제네럴 오브젝트 풀에서 몹을 빌려옵니다.
|
||||
// ⭐ [핵심] 기존에 소환된 몹이 있고, 죽은 게 아니라면 단순히 켜기만 합니다!
|
||||
if (_myMonster != null && _monsterScript != null && !_monsterScript.IsDead)
|
||||
{
|
||||
_myMonster.SetActive(true); // HP와 위치가 그대로 유지된 채로 켜집니다.
|
||||
return;
|
||||
}
|
||||
|
||||
// ⭐ 아예 처음 소환하거나, 죽어서 새로 뽑아야 할 때만 풀에서 가져옵니다.
|
||||
_myMonster = GenericObjectPool.Instance.SpawnFromPool(mobTag, transform.position, transform.rotation);
|
||||
|
||||
if (_myMonster != null)
|
||||
{
|
||||
_monsterScript = _myMonster.GetComponent<MonsterClass>();
|
||||
// ❌ OnEnable에서 피가 안 채워지므로, 여기서 새로 태어났음을 알립니다.
|
||||
_monsterScript.ResetStats();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -65,21 +69,21 @@ public class MonsterSpawner : MonoBehaviour
|
|||
{
|
||||
if (_myMonster != null && _myMonster.activeSelf)
|
||||
{
|
||||
// 몹이 살아있는 상태에서 멀어진 거라면 즉시 회수
|
||||
// 몹이 살아있다면 풀로 돌려보내지 않고 그 자리에서 SetActive(false)만 합니다.
|
||||
if (_monsterScript != null && !_monsterScript.IsDead)
|
||||
{
|
||||
_myMonster.SetActive(false);
|
||||
_nextSpawnTime = Time.time; // 멀어진 건 즉시 재생성 대기
|
||||
// _nextSpawnTime을 갱신하지 않으므로 다시 범위에 들어오면 즉시 켜집니다.
|
||||
}
|
||||
// 몹이 죽어서 사라진 거라면 지정된 쿨타임 적용
|
||||
// 몹이 진짜 죽었다면 참조를 비우고 쿨타임을 적용합니다.
|
||||
else if (_monsterScript != null && _monsterScript.IsDead)
|
||||
{
|
||||
_nextSpawnTime = Time.time + respawnCooldown;
|
||||
_myMonster = null; // 다음엔 새로 뽑아야 함
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 에디터에서 스폰 범위를 시각적으로 확인
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.red;
|
||||
|
|
|
|||
|
|
@ -12,7 +12,7 @@ public class PlayerAnimator : MonoBehaviour
|
|||
{
|
||||
if (health != null)
|
||||
{
|
||||
health.OnHit += () => anim.SetTrigger("Hit");
|
||||
health.OnHitEvent += () => anim.SetTrigger("Hit");
|
||||
health.OnDead += () => anim.SetBool("Die", true);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -21,7 +21,15 @@ public class PlayerAttack : MonoBehaviour
|
|||
|
||||
public float ChargeProgress => Mathf.Clamp01(_chargeTimer / fullChargeTime);
|
||||
public bool IsCharging => _isCharging;
|
||||
public bool IsAttacking => _isAttacking;
|
||||
|
||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
// ⭐ [수정] 외부(Health.cs)에서 값을 수정할 수 있도록 set 추가
|
||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
public bool IsAttacking
|
||||
{
|
||||
get => _isAttacking;
|
||||
set => _isAttacking = value;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
|
|
@ -63,20 +71,17 @@ public class PlayerAttack : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
// ⭐ [수정 완료] 오직 3타 막타일 때만 카메라 연출을 실행합니다.
|
||||
public void OnAttackShake()
|
||||
{
|
||||
if (CinemachineShake.Instance == null) return;
|
||||
|
||||
// 3번째 콤보일 때만 묵직하게 흔들어줍니다.
|
||||
if (_comboCount == 3)
|
||||
{
|
||||
Debug.Log("<color=orange>[Shake]</color> 3타 막타 카메라 연출 실행!");
|
||||
CinemachineShake.Instance.HitSlow(0.2f, 0.05f); // 히트 슬로우
|
||||
CinemachineShake.Instance.CameraKick(10f); // 카메라 킥
|
||||
CinemachineShake.Instance.ShakeAttack(); // 진동
|
||||
CinemachineShake.Instance.HitSlow(0.2f, 0.05f);
|
||||
CinemachineShake.Instance.CameraKick(10f);
|
||||
CinemachineShake.Instance.ShakeAttack();
|
||||
}
|
||||
// 🚫 else 구문을 삭제하여 1, 2타 시에는 아무것도 하지 않습니다.
|
||||
}
|
||||
|
||||
public void OnAttackEnd()
|
||||
|
|
|
|||
|
|
@ -2,11 +2,12 @@
|
|||
using System.Collections;
|
||||
|
||||
/// <summary>
|
||||
/// CharacterController 기반 플레이어 이동 (완전판)
|
||||
/// CharacterController 기반 플레이어 이동 (최종 버전)
|
||||
/// - 벽 뚫림 방지
|
||||
/// - 물리 오브젝트 밀기
|
||||
/// - 중력 처리
|
||||
/// - 대시 충돌 감지
|
||||
/// - 무기 충돌 문제 해결
|
||||
/// - 물리 상호작용 제거 (몬스터 안 밀림)
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
public class PlayerMovement : MonoBehaviour
|
||||
|
|
@ -32,15 +33,12 @@ public class PlayerMovement : MonoBehaviour
|
|||
[Header("=== 중력 설정 ===")]
|
||||
[SerializeField] private float gravity = -20f;
|
||||
|
||||
[Header("=== 물리 상호작용 설정 ===")]
|
||||
[Tooltip("일반 이동 시 물체 밀기 힘")]
|
||||
[SerializeField] private float pushPower = 2f;
|
||||
[Header("=== 충돌 설정 ===")]
|
||||
[Tooltip("무기 레이어 (이 레이어와는 충돌하지 않음)")]
|
||||
[SerializeField] private LayerMask weaponLayer;
|
||||
|
||||
[Tooltip("대시 중 물체 밀기 힘 (더 강함)")]
|
||||
[SerializeField] private float dashPushPower = 5f;
|
||||
|
||||
[Tooltip("밀 수 있는 최대 질량 (kg)")]
|
||||
[SerializeField] private float maxPushMass = 10f;
|
||||
[Tooltip("플레이어가 서 있어야 하는 최소 높이 (버그 방지)")]
|
||||
[SerializeField] private float minGroundHeight = 0.1f;
|
||||
|
||||
// 이동 상태
|
||||
private Vector3 _moveDir;
|
||||
|
|
@ -49,6 +47,9 @@ public class PlayerMovement : MonoBehaviour
|
|||
private float _lastDashTime;
|
||||
private float _verticalVelocity;
|
||||
|
||||
// 디버그용
|
||||
private float _initialYPosition;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_controller = GetComponent<CharacterController>();
|
||||
|
|
@ -57,6 +58,51 @@ public class PlayerMovement : MonoBehaviour
|
|||
{
|
||||
Debug.LogError("[PlayerMovement] CharacterController가 필요합니다!");
|
||||
}
|
||||
|
||||
// 초기 높이 저장
|
||||
_initialYPosition = transform.position.y;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// ⭐ 무기와 플레이어 레이어 간 충돌 무시 설정
|
||||
SetupLayerCollision();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 레이어 충돌 설정 (무기는 플레이어와 충돌하지 않음)
|
||||
/// </summary>
|
||||
private void SetupLayerCollision()
|
||||
{
|
||||
// "Player" 레이어와 "Weapon" 레이어 간 충돌 무시
|
||||
int playerLayer = gameObject.layer;
|
||||
|
||||
// weaponLayer가 설정되어 있으면 충돌 무시
|
||||
if (weaponLayer != 0)
|
||||
{
|
||||
// LayerMask에서 실제 레이어 번호 추출
|
||||
int weaponLayerIndex = GetLayerFromMask(weaponLayer);
|
||||
if (weaponLayerIndex >= 0)
|
||||
{
|
||||
Physics.IgnoreLayerCollision(playerLayer, weaponLayerIndex, true);
|
||||
Debug.Log($"[PlayerMovement] {LayerMask.LayerToName(playerLayer)}와 {LayerMask.LayerToName(weaponLayerIndex)} 간 충돌 무시 설정 완료");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// LayerMask에서 레이어 인덱스 추출
|
||||
/// </summary>
|
||||
private int GetLayerFromMask(LayerMask mask)
|
||||
{
|
||||
int layerNumber = 0;
|
||||
int layer = mask.value;
|
||||
while (layer > 1)
|
||||
{
|
||||
layer = layer >> 1;
|
||||
layerNumber++;
|
||||
}
|
||||
return layerNumber;
|
||||
}
|
||||
|
||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
|
|
@ -120,6 +166,9 @@ public class PlayerMovement : MonoBehaviour
|
|||
|
||||
_controller.Move(motion);
|
||||
|
||||
// ⭐ 높이 제한 체크 (버그 방지)
|
||||
CheckAbnormalHeight();
|
||||
|
||||
// 5. 애니메이션
|
||||
UpdateAnimation();
|
||||
}
|
||||
|
|
@ -140,6 +189,39 @@ public class PlayerMovement : MonoBehaviour
|
|||
{
|
||||
ApplyGravity();
|
||||
_controller.Move(new Vector3(0, _verticalVelocity * Time.deltaTime, 0));
|
||||
|
||||
// ⭐ 높이 제한 체크
|
||||
CheckAbnormalHeight();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// ⭐ 비정상적으로 높이 올라갔는지 체크 (무기 충돌 버그 방지)
|
||||
/// </summary>
|
||||
private void CheckAbnormalHeight()
|
||||
{
|
||||
// 땅에서 너무 높이 떠있으면 강제로 내림
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(transform.position, Vector3.down, out hit, 100f))
|
||||
{
|
||||
float heightAboveGround = transform.position.y - hit.point.y;
|
||||
|
||||
// 땅에서 일정 높이 이상 떠있고, 땅에 닿지 않았다면
|
||||
if (heightAboveGround > 3f && !_controller.isGrounded)
|
||||
{
|
||||
// 강제로 땅 근처로 이동
|
||||
Vector3 correctedPos = transform.position;
|
||||
correctedPos.y = hit.point.y + _controller.height / 2f + minGroundHeight;
|
||||
|
||||
// CharacterController는 enabled 끄고 위치 변경
|
||||
_controller.enabled = false;
|
||||
transform.position = correctedPos;
|
||||
_controller.enabled = true;
|
||||
|
||||
_verticalVelocity = 0f;
|
||||
|
||||
Debug.LogWarning("[PlayerMovement] 비정상적인 높이 감지! 위치 보정함");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateAnimation()
|
||||
|
|
@ -174,9 +256,6 @@ public class PlayerMovement : MonoBehaviour
|
|||
// ✅ 벽 충돌 감지
|
||||
CollisionFlags flags = _controller.Move(dashMotion);
|
||||
|
||||
// 벽에 부딪히면 대시 조기 종료 (선택사항)
|
||||
// if ((flags & CollisionFlags.Sides) != 0) break;
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
|
|
@ -184,38 +263,6 @@ public class PlayerMovement : MonoBehaviour
|
|||
_isDashing = false;
|
||||
}
|
||||
|
||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
// ⭐ 물리 상호작용 (핵심!)
|
||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
|
||||
/// <summary>
|
||||
/// CharacterController가 물체와 충돌할 때 호출됨
|
||||
/// </summary>
|
||||
private void OnControllerColliderHit(ControllerColliderHit hit)
|
||||
{
|
||||
// Rigidbody 확인
|
||||
Rigidbody body = hit.collider.attachedRigidbody;
|
||||
|
||||
// Rigidbody 없거나 Kinematic이면 밀 수 없음
|
||||
if (body == null || body.isKinematic) return;
|
||||
|
||||
// 너무 무거운 물체는 밀 수 없음
|
||||
if (body.mass > maxPushMass) return;
|
||||
|
||||
// 바닥/천장 충돌은 무시
|
||||
if (hit.moveDirection.y < -0.3f || hit.moveDirection.y > 0.3f) return;
|
||||
|
||||
// 💪 밀기 방향 계산
|
||||
Vector3 pushDir = new Vector3(hit.moveDirection.x, 0, hit.moveDirection.z);
|
||||
pushDir.Normalize();
|
||||
|
||||
// 대시 중이면 더 강한 힘
|
||||
float power = _isDashing ? dashPushPower : pushPower;
|
||||
|
||||
// ✅ 힘 적용!
|
||||
body.AddForce(pushDir * power, ForceMode.Impulse);
|
||||
}
|
||||
|
||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
// 유틸리티
|
||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
|
|
|
|||
|
|
@ -18,7 +18,7 @@ PhysicsManager:
|
|||
m_ClothInterCollisionDistance: 0
|
||||
m_ClothInterCollisionStiffness: 0
|
||||
m_ContactsGeneration: 1
|
||||
m_LayerCollisionMatrix: fffbfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffeffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
m_LayerCollisionMatrix: fffbfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffbfffffefdffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||
m_SimulationMode: 0
|
||||
m_AutoSyncTransforms: 0
|
||||
m_ReuseCollisionCallbacks: 1
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user