카메라 흔들림
This commit is contained in:
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@ -62447,7 +62447,7 @@ MonoBehaviour:
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m_Name:
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@ -81844,6 +81844,10 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: df5024494d479b4498082208d661953d, type: 3}
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m_Script: {fileID: 11500000, guid: df5024494d479b4498082208d661953d, type: 3}
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@ -81911,7 +81915,7 @@ MonoBehaviour:
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--- !u!1001 &798036354
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@ -146817,6 +146821,7 @@ MonoBehaviour:
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aim: {fileID: 1432447528}
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aim: {fileID: 1432447528}
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interaction: {fileID: 1432447532}
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interaction: {fileID: 1432447532}
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attack: {fileID: 1432447527}
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attack: {fileID: 1432447527}
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statsUI: {fileID: 0}
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--- !u!114 &1432447530
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--- !u!114 &1432447530
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@ -57,14 +57,21 @@ ModelImporter:
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- time: 0.5073891
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- time: 0.60481036
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functionName: StartWeaponCollision
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functionName: StartWeaponCollision
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- time: 0.7897755
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- time: 0.6131805
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functionName: OnAttackShake
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- time: 0.8470821
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functionName: StopWeaponCollision
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functionName: StartWeaponCollision
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functionName: StartWeaponCollision
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functionName: OnAttackShake
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functionName: StartWeaponCollision
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functionName: StartWeaponCollision
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- time: 0.15307902
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functionName: StartWeaponCollision
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functionName: StartWeaponCollision
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- time: 0.14239462
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functionName: OnAttackShake
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- time: 0.5402832
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- time: 0.5402832
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functionName: StopWeaponCollision
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functionName: StopWeaponCollision
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data:
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@ -11,12 +11,11 @@ public class PlayerAttack : MonoBehaviour
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[Header("--- 설정 ---")]
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[Header("--- 설정 ---")]
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[SerializeField] private float attackCooldown = 0.5f;
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[SerializeField] private float attackCooldown = 0.5f;
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[SerializeField] private float fullChargeTime = 2f; // 차징 기준 시간
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[SerializeField] private float fullChargeTime = 2f;
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private float _lastAttackTime, _chargeTimer;
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private float _lastAttackTime, _chargeTimer;
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private bool _isCharging;
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private bool _isCharging;
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// UI와 이동 스크립트에서 참조하는 통로
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public float ChargeProgress => Mathf.Clamp01(_chargeTimer / fullChargeTime);
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public float ChargeProgress => Mathf.Clamp01(_chargeTimer / fullChargeTime);
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public bool IsCharging => _isCharging;
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public bool IsCharging => _isCharging;
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@ -25,12 +24,7 @@ public class PlayerAttack : MonoBehaviour
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if (_isCharging)
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if (_isCharging)
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{
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{
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_chargeTimer += Time.deltaTime;
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_chargeTimer += Time.deltaTime;
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if (Input.GetMouseButtonDown(1)) { CancelCharging(); Debug.Log("차징 취소됨"); }
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if (Input.GetMouseButtonDown(1))
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{
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CancelCharging();
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Debug.Log("차징 취소됨");
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}
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}
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}
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}
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}
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@ -42,8 +36,20 @@ public class PlayerAttack : MonoBehaviour
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pAnim.TriggerAttack();
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pAnim.TriggerAttack();
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_lastAttackTime = Time.time;
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_lastAttackTime = Time.time;
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// ❌ 여기서 ShakeAttack()을 호출하지 않습니다. (애니메이션 이벤트로 이동)
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}
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}
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// ⭐ [추가] 애니메이션 이벤트에서 실제 타격 시점에 호출할 함수
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public void OnAttackShake()
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{
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Debug.Log("<color=cyan>[Event]</color> 타격 타이밍! 카메라 흔들기 명령 전송");
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if (CinemachineShake.Instance != null)
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{
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CinemachineShake.Instance.ShakeAttack(); // 애니메이션 타이밍에 맞춰 쾅!
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}
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}
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// (기존 StartWeaponCollision, StopWeaponCollision 로직 유지...)
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public void StartWeaponCollision()
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public void StartWeaponCollision()
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{
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{
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if (interaction.CurrentWeapon == null || weaponHitBox == null) return;
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if (interaction.CurrentWeapon == null || weaponHitBox == null) return;
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@ -63,7 +69,7 @@ public class PlayerAttack : MonoBehaviour
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pAnim.TriggerThrow();
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pAnim.TriggerThrow();
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pAnim.SetCharging(false);
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pAnim.SetCharging(false);
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// 1. 레이캐스트 정밀 조준
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// 레이캐스트 조준 로직
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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Plane groundPlane = new Plane(Vector3.up, transform.position);
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Plane groundPlane = new Plane(Vector3.up, transform.position);
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float rayDistance;
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float rayDistance;
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@ -78,25 +84,22 @@ public class PlayerAttack : MonoBehaviour
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if (targetDirection != Vector3.zero) transform.rotation = Quaternion.LookRotation(targetDirection);
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if (targetDirection != Vector3.zero) transform.rotation = Quaternion.LookRotation(targetDirection);
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// 2. ⭐ [핵심 수정] 무기 컨피그에서 데이터 직접 가져오기
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// 차징 레벨 계산 및 무기 던지기
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// 차징 시간에 따라 단계를 나눕니다. (1초 미만 Lv1, 1~2초 Lv2, 2초 이상 Lv3)
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int lv = _chargeTimer >= 2f ? 3 : (_chargeTimer >= 1f ? 2 : 1);
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int lv = _chargeTimer >= 2f ? 3 : (_chargeTimer >= 1f ? 2 : 1);
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// WeaponConfig에 있는 GetSpread와 GetForce 함수를 사용합니다.
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float currentSpread = interaction.CurrentWeapon.Config.GetSpread(lv);
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float currentSpread = interaction.CurrentWeapon.Config.GetSpread(lv);
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float throwForce = interaction.CurrentWeapon.Config.GetForce(lv);
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float throwForce = interaction.CurrentWeapon.Config.GetForce(lv);
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// 3. 정확도(Spread)가 적용된 최종 방향 계산
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Vector3 finalThrowDir = Quaternion.Euler(0, Random.Range(-currentSpread, currentSpread), 0) * targetDirection;
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Vector3 finalThrowDir = Quaternion.Euler(0, Random.Range(-currentSpread, currentSpread), 0) * targetDirection;
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// 무기 던지기 실행
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interaction.CurrentWeapon.OnThrown(finalThrowDir, throwForce, lv, stats);
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interaction.CurrentWeapon.OnThrown(finalThrowDir, throwForce, lv, stats);
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// 상태 초기화
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// 상태 초기화 및 카메라 효과
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interaction.ClearCurrentWeapon();
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interaction.ClearCurrentWeapon();
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stats.ResetWeight();
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stats.ResetWeight();
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_isCharging = false;
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_isCharging = false;
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_chargeTimer = 0f;
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_chargeTimer = 0f;
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CinemachineShake.Instance.SetZoom(false);
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CinemachineShake.Instance.ShakeAttack(); // 강공격도 묵직하게 흔들어줌
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}
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}
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public void StartCharging()
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public void StartCharging()
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@ -106,6 +109,7 @@ public class PlayerAttack : MonoBehaviour
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_isCharging = true;
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_isCharging = true;
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_chargeTimer = 0f;
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_chargeTimer = 0f;
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pAnim.SetCharging(true);
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pAnim.SetCharging(true);
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CinemachineShake.Instance.SetZoom(true);
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}
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}
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public void CancelCharging()
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public void CancelCharging()
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@ -113,5 +117,6 @@ public class PlayerAttack : MonoBehaviour
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_isCharging = false;
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_isCharging = false;
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_chargeTimer = 0f;
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_chargeTimer = 0f;
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if (pAnim != null) pAnim.SetCharging(false);
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if (pAnim != null) pAnim.SetCharging(false);
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CinemachineShake.Instance.SetZoom(false);
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}
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}
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}
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}
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@ -1,24 +1,69 @@
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using UnityEngine;
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using UnityEngine;
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using Cinemachine;
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using Cinemachine;
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using System.Collections;
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public class CinemachineShake : MonoBehaviour
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public class CinemachineShake : MonoBehaviour
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{
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{
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public static CinemachineShake Instance { get; private set; }
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public static CinemachineShake Instance { get; private set; }
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[Header("--- 컴포넌트 연결 ---")]
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private CinemachineImpulseSource _impulseSource;
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private CinemachineImpulseSource _impulseSource;
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[SerializeField] private CinemachineVirtualCamera _vCam;
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[Header("--- 줌 설정 ---")]
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[SerializeField] private float defaultFOV = 60f;
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[SerializeField] private float zoomedFOV = 45f;
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[SerializeField] private float zoomSpeed = 5f;
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private Coroutine _zoomCoroutine;
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private void Awake()
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private void Awake()
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{
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{
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Instance = this;
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Instance = this;
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_impulseSource = GetComponent<CinemachineImpulseSource>();
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_impulseSource = GetComponent<CinemachineImpulseSource>();
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// ⭐ 가상 카메라가 연결 안 되어 있으면 자동으로 찾아보는 안전장치
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if (_vCam == null) _vCam = GetComponent<CinemachineVirtualCamera>();
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}
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}
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// ⭐ 힘 부족 시 호출할 도리도리 (좌우 흔들림)
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// 1. ⭐ [수정] 일반 공격 흔들림 (수직으로 묵직하게!)
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public void ShakeAttack()
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{
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if (_impulseSource == null) return;
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// Vector3.down 방향으로 힘을 주어 아래로 쾅! 찍는 느낌을 줍니다.
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_impulseSource.GenerateImpulse(Vector3.down * 0.5f);
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}
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// 2. ⭐ [수정] 힘 부족 시 도리도리 (수평으로 가볍게!)
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public void ShakeNoNo()
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public void ShakeNoNo()
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{
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{
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if (_impulseSource == null) return;
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if (_impulseSource == null) return;
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// Vector3.right 방향으로 힘을 주어 고개를 좌우로 흔드는 느낌을 줍니다.
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// Vector3.right 방향으로 신호를 주어 좌우로 흔들리게 합니다.
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_impulseSource.GenerateImpulse(Vector3.right * 0.4f);
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_impulseSource.GenerateImpulse(Vector3.right * 0.5f);
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Debug.Log("<color=red>[Shake]</color> 힘 수치 부족! 도리도리 실행");
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Debug.Log("<color=red>[Shake]</color> 힘 수치 부족! 도리도리 실행");
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}
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}
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public void SetZoom(bool isZooming)
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{
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// ⭐ [에러 방지] 카메라가 없으면 코루틴을 실행하지 않음
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if (_vCam == null) return;
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if (_zoomCoroutine != null) StopCoroutine(_zoomCoroutine);
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float targetFOV = isZooming ? zoomedFOV : defaultFOV;
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_zoomCoroutine = StartCoroutine(AnimateZoom(targetFOV));
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}
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private IEnumerator AnimateZoom(float target)
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{
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// ⭐ [에러 방지] 실행 중 카메라가 사라질 경우 대비
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if (_vCam == null) yield break;
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while (Mathf.Abs(_vCam.m_Lens.FieldOfView - target) > 0.1f)
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{
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if (_vCam == null) yield break;
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_vCam.m_Lens.FieldOfView = Mathf.Lerp(_vCam.m_Lens.FieldOfView, target, Time.deltaTime * zoomSpeed);
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yield return null;
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}
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_vCam.m_Lens.FieldOfView = target;
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}
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}
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}
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