리플레이 기능 추가
리플레이 기능 추가했습니다
This commit is contained in:
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9f841c4828
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@ -32,6 +32,15 @@
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638
Assets/Prefabs/Ghost.prefab
Normal file
638
Assets/Prefabs/Ghost.prefab
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73
Assets/Scripts/Player/PlayerController.cs
Normal file
73
Assets/Scripts/Player/PlayerController.cs
Normal file
|
|
@ -0,0 +1,73 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
public class PlayerController : MonoBehaviour
|
||||||
|
{
|
||||||
|
private PlayerMovement _playerMovement;
|
||||||
|
private InputRecorder _inputRecorder;
|
||||||
|
|
||||||
|
private Vector2 moveInputBuffer;
|
||||||
|
private bool jumpBuffer;
|
||||||
|
private bool hangBuffer;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_playerMovement = GetComponent<PlayerMovement>();
|
||||||
|
_inputRecorder = GetComponent<InputRecorder>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMove(InputValue value)
|
||||||
|
{
|
||||||
|
moveInputBuffer = value.Get<Vector2>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnJump(InputValue value)
|
||||||
|
{
|
||||||
|
if (value.isPressed)
|
||||||
|
{
|
||||||
|
jumpBuffer = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnHang(InputValue value)
|
||||||
|
{
|
||||||
|
if (value.isPressed)
|
||||||
|
{
|
||||||
|
hangBuffer = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnRetry(InputValue value)
|
||||||
|
{
|
||||||
|
if (value.isPressed)
|
||||||
|
{
|
||||||
|
RecordingManager.instance.StopPlayingRecord();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
InputFrame currentFrame = new InputFrame(moveInputBuffer.x, jumpBuffer, hangBuffer);
|
||||||
|
|
||||||
|
_inputRecorder?.Record(currentFrame);
|
||||||
|
RunInput(currentFrame);
|
||||||
|
|
||||||
|
jumpBuffer = false;
|
||||||
|
hangBuffer = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RunInput(InputFrame frame)
|
||||||
|
{
|
||||||
|
_playerMovement.SetMoveInput(new Vector2(frame.moveX, 0));
|
||||||
|
|
||||||
|
if (frame.isJumpPressed)
|
||||||
|
{
|
||||||
|
_playerMovement.TryJump();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (frame.isHangPressed)
|
||||||
|
{
|
||||||
|
_playerMovement.TryHang();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/Player/PlayerController.cs.meta
Normal file
2
Assets/Scripts/Player/PlayerController.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 60860e596b316904c9161faf50525139
|
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|
|
@ -30,43 +30,39 @@ public class PlayerMovement : MonoBehaviour
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
HandleRotation();
|
HandleRotation();
|
||||||
_rigidbody2D.linearVelocity = new Vector2(inputVector.x * moveSpeed, _rigidbody2D.linearVelocity.y);
|
_rigidbody2D.linearVelocity = new Vector2(inputVector.x * moveSpeed, _rigidbody2D.linearVelocity.y);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnMove(InputValue value)
|
public void SetMoveInput(Vector2 input)
|
||||||
{
|
{
|
||||||
inputVector = value.Get<Vector2>();
|
inputVector = input;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnJump(InputValue value)
|
public void TryJump()
|
||||||
{
|
{
|
||||||
if (value.isPressed)
|
Debug.Log(IsGrounded());
|
||||||
|
if (isHanging)
|
||||||
{
|
{
|
||||||
if (isHanging)
|
CancelHanging();
|
||||||
{
|
}
|
||||||
CancelHanging();
|
|
||||||
return;
|
else if (IsGrounded())
|
||||||
}
|
{
|
||||||
else if (IsGrounded())
|
_rigidbody2D.linearVelocity = new Vector2(_rigidbody2D.linearVelocity.x, jumpForce);
|
||||||
{
|
|
||||||
_rigidbody2D.linearVelocity = new Vector2(_rigidbody2D.linearVelocity.x, jumpForce);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnHang(InputValue value)
|
public void TryHang()
|
||||||
{
|
{
|
||||||
if (value.isPressed)
|
if (isHanging)
|
||||||
{
|
{
|
||||||
if (isHanging)
|
CancelHanging();
|
||||||
{
|
}
|
||||||
CancelHanging();
|
else if (hangWallCheckCollider.IsTouchingLayers(groundLayer))
|
||||||
}
|
{
|
||||||
else if (hangWallCheckCollider.IsTouchingLayers(groundLayer))
|
HangingObject();
|
||||||
{
|
|
||||||
HangingObject();
|
|
||||||
}
|
|
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}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
53
Assets/Scripts/Replay/GhostController.cs
Normal file
53
Assets/Scripts/Replay/GhostController.cs
Normal file
|
|
@ -0,0 +1,53 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
public class GhostController : MonoBehaviour
|
||||||
|
{
|
||||||
|
private PlayerMovement _playerMovement;
|
||||||
|
private Queue<InputFrame> inputFrames;
|
||||||
|
|
||||||
|
private bool isPlaying = false;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_playerMovement = GetComponent<PlayerMovement>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Init(List<InputFrame> recordedData)
|
||||||
|
{
|
||||||
|
inputFrames = new Queue<InputFrame>(recordedData);
|
||||||
|
isPlaying = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (!isPlaying)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (inputFrames.Count > 0)
|
||||||
|
{
|
||||||
|
InputFrame frame = inputFrames.Dequeue();
|
||||||
|
|
||||||
|
_playerMovement.SetMoveInput(new Vector2(frame.moveX, 0));
|
||||||
|
|
||||||
|
if (frame.isJumpPressed)
|
||||||
|
{
|
||||||
|
_playerMovement.TryJump();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (frame.isHangPressed)
|
||||||
|
{
|
||||||
|
_playerMovement.TryHang();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_playerMovement.SetMoveInput(Vector2.zero);
|
||||||
|
isPlaying = false;
|
||||||
|
|
||||||
|
// 제거할지 아니면 멈출지 고민해보기? ㅋㅋ
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/Replay/GhostController.cs.meta
Normal file
2
Assets/Scripts/Replay/GhostController.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c09ecf193f2744843b3edfe2e6cade33
|
||||||
16
Assets/Scripts/Replay/InputFrame.cs
Normal file
16
Assets/Scripts/Replay/InputFrame.cs
Normal file
|
|
@ -0,0 +1,16 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[System.Serializable]
|
||||||
|
public struct InputFrame
|
||||||
|
{
|
||||||
|
public float moveX;
|
||||||
|
public bool isJumpPressed;
|
||||||
|
public bool isHangPressed;
|
||||||
|
|
||||||
|
public InputFrame(float moveX, bool isJumpPressed, bool isHangPressed)
|
||||||
|
{
|
||||||
|
this.moveX = moveX;
|
||||||
|
this.isJumpPressed = isJumpPressed;
|
||||||
|
this.isHangPressed = isHangPressed;
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/Replay/InputFrame.cs.meta
Normal file
2
Assets/Scripts/Replay/InputFrame.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 78ae81d5848ad8e4997b609d611525c1
|
||||||
33
Assets/Scripts/Replay/InputRecorder.cs
Normal file
33
Assets/Scripts/Replay/InputRecorder.cs
Normal file
|
|
@ -0,0 +1,33 @@
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class InputRecorder : MonoBehaviour
|
||||||
|
{
|
||||||
|
private Queue<InputFrame> recordingQueue = new Queue<InputFrame>();
|
||||||
|
|
||||||
|
private bool isRecording = false;
|
||||||
|
|
||||||
|
public void StartRecording()
|
||||||
|
{
|
||||||
|
recordingQueue.Clear();
|
||||||
|
isRecording = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StopRecording()
|
||||||
|
{
|
||||||
|
isRecording = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Record(InputFrame inputFrame)
|
||||||
|
{
|
||||||
|
if (isRecording)
|
||||||
|
{
|
||||||
|
recordingQueue.Enqueue(inputFrame);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public List<InputFrame> GetInputFrames()
|
||||||
|
{
|
||||||
|
return new List<InputFrame>(recordingQueue);
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/Replay/InputRecorder.cs.meta
Normal file
2
Assets/Scripts/Replay/InputRecorder.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 982323cf88952734c8beeebfabfe5b5b
|
||||||
72
Assets/Scripts/Replay/RecordingManager.cs
Normal file
72
Assets/Scripts/Replay/RecordingManager.cs
Normal file
|
|
@ -0,0 +1,72 @@
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class RecordingManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
public static RecordingManager instance;
|
||||||
|
|
||||||
|
[Header("프리팹 설정")]
|
||||||
|
[SerializeField] private GameObject playerPrefab;
|
||||||
|
[SerializeField] private GameObject ghostPrefab;
|
||||||
|
|
||||||
|
[Header("스폰 위치")]
|
||||||
|
public Transform spawnPoint;
|
||||||
|
|
||||||
|
private List<List<InputFrame>> allRecordedFrames = new List<List<InputFrame>>();
|
||||||
|
|
||||||
|
private InputRecorder currentPlayerRecorder;
|
||||||
|
private GameObject currentPlayer;
|
||||||
|
private List<GameObject> ghostList = new List<GameObject>();
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (instance == null)
|
||||||
|
{
|
||||||
|
instance = this;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
PlayerAllRecord();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PlayerAllRecord()
|
||||||
|
{
|
||||||
|
currentPlayer = Instantiate(playerPrefab, spawnPoint.position, Quaternion.identity);
|
||||||
|
currentPlayerRecorder = currentPlayer.GetComponent<InputRecorder>();
|
||||||
|
currentPlayerRecorder.StartRecording();
|
||||||
|
|
||||||
|
if (!(allRecordedFrames.Count > 0))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (var record in allRecordedFrames)
|
||||||
|
{
|
||||||
|
GameObject ghost = Instantiate(ghostPrefab, spawnPoint.position, Quaternion.identity);
|
||||||
|
ghostList.Add(ghost);
|
||||||
|
ghost.GetComponent<GhostController>().Init(record);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StopPlayingRecord()
|
||||||
|
{
|
||||||
|
currentPlayerRecorder.StopRecording();
|
||||||
|
List<InputFrame> inputFrames = currentPlayerRecorder.GetInputFrames();
|
||||||
|
allRecordedFrames.Add(inputFrames);
|
||||||
|
|
||||||
|
Destroy(currentPlayer);
|
||||||
|
|
||||||
|
foreach (GameObject ghost in ghostList)
|
||||||
|
{
|
||||||
|
Destroy(ghost);
|
||||||
|
}
|
||||||
|
|
||||||
|
Invoke("PlayerAllRecord", 1f);
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/Scripts/Replay/RecordingManager.cs.meta
Normal file
2
Assets/Scripts/Replay/RecordingManager.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 37140bdf17b0dcb4e9deaf1b3320b46c
|
||||||
|
|
@ -3,12 +3,12 @@
|
||||||
--- !u!19 &1
|
--- !u!19 &1
|
||||||
Physics2DSettings:
|
Physics2DSettings:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
serializedVersion: 5
|
serializedVersion: 11
|
||||||
m_Gravity: {x: 0, y: -9.81}
|
m_Gravity: {x: 0, y: -9.81}
|
||||||
m_DefaultMaterial: {fileID: 0}
|
m_DefaultMaterial: {fileID: 0}
|
||||||
m_VelocityIterations: 8
|
m_VelocityIterations: 8
|
||||||
m_PositionIterations: 3
|
m_PositionIterations: 3
|
||||||
m_VelocityThreshold: 1
|
m_BounceThreshold: 1
|
||||||
m_MaxLinearCorrection: 0.2
|
m_MaxLinearCorrection: 0.2
|
||||||
m_MaxAngularCorrection: 8
|
m_MaxAngularCorrection: 8
|
||||||
m_MaxTranslationSpeed: 100
|
m_MaxTranslationSpeed: 100
|
||||||
|
|
@ -19,6 +19,7 @@ Physics2DSettings:
|
||||||
m_LinearSleepTolerance: 0.01
|
m_LinearSleepTolerance: 0.01
|
||||||
m_AngularSleepTolerance: 2
|
m_AngularSleepTolerance: 2
|
||||||
m_DefaultContactOffset: 0.01
|
m_DefaultContactOffset: 0.01
|
||||||
|
m_ContactThreshold: 0
|
||||||
m_JobOptions:
|
m_JobOptions:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
useMultithreading: 0
|
useMultithreading: 0
|
||||||
|
|
@ -39,18 +40,18 @@ Physics2DSettings:
|
||||||
m_IslandSolverBodiesPerJob: 50
|
m_IslandSolverBodiesPerJob: 50
|
||||||
m_IslandSolverContactsPerJob: 50
|
m_IslandSolverContactsPerJob: 50
|
||||||
m_SimulationMode: 0
|
m_SimulationMode: 0
|
||||||
|
m_SimulationLayers:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Bits: 4294967295
|
||||||
|
m_MaxSubStepCount: 4
|
||||||
|
m_MinSubStepFPS: 30
|
||||||
|
m_UseSubStepping: 0
|
||||||
|
m_UseSubStepContacts: 0
|
||||||
m_QueriesHitTriggers: 1
|
m_QueriesHitTriggers: 1
|
||||||
m_QueriesStartInColliders: 1
|
m_QueriesStartInColliders: 1
|
||||||
m_CallbacksOnDisable: 1
|
m_CallbacksOnDisable: 1
|
||||||
m_ReuseCollisionCallbacks: 1
|
m_ReuseCollisionCallbacks: 1
|
||||||
m_AutoSyncTransforms: 0
|
m_AutoSyncTransforms: 0
|
||||||
m_AlwaysShowColliders: 0
|
m_GizmoOptions: 10
|
||||||
m_ShowColliderSleep: 1
|
m_LayerCollisionMatrix: fffefffffffefffffffefffffffffffffffefffffffeffff7fffffff3ffeffff48feffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||||
m_ShowColliderContacts: 0
|
m_PhysicsLowLevelSettings: {fileID: 0}
|
||||||
m_ShowColliderAABB: 0
|
|
||||||
m_ContactArrowScale: 0.2
|
|
||||||
m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412}
|
|
||||||
m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
|
|
||||||
m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
|
|
||||||
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
|
|
||||||
m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
|
||||||
|
|
|
||||||
|
|
@ -3,7 +3,8 @@
|
||||||
--- !u!78 &1
|
--- !u!78 &1
|
||||||
TagManager:
|
TagManager:
|
||||||
serializedVersion: 3
|
serializedVersion: 3
|
||||||
tags: []
|
tags:
|
||||||
|
- Ground
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
|
@ -11,9 +12,9 @@ TagManager:
|
||||||
- Ground
|
- Ground
|
||||||
- Water
|
- Water
|
||||||
- UI
|
- UI
|
||||||
-
|
- Player
|
||||||
-
|
- Ghost
|
||||||
-
|
- GhostHead
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user