새 애니메이션 적용

This commit is contained in:
백민승_crow 2026-02-07 18:33:35 +09:00
parent bb68092fab
commit 50815c5e79
55 changed files with 9182 additions and 1772 deletions

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@ -65,7 +65,7 @@ public class GameManager : MonoBehaviour
else else
{ {
EndGame(); EndGame();
levelUI.EnableGameOverUI(); // levelUI.EnableGameOverUI();
} }
} }

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@ -32,6 +32,7 @@ public class PlayerMovement : MonoBehaviour
private bool isHanging = false; private bool isHanging = false;
private float footstepTimer; private float footstepTimer;
private bool wasGrounded; private bool wasGrounded;
private bool isDead = false;
private void Awake() private void Awake()
{ {
@ -42,18 +43,35 @@ public class PlayerMovement : MonoBehaviour
private void FixedUpdate() private void FixedUpdate()
{ {
if (GameManager.instance.currentState == GameState.Die)
{
if (!isDead)
{
isDead = true;
_animator.SetTrigger("Die");
}
_rigidbody2D.linearVelocity = new Vector2(0, _rigidbody2D.linearVelocity.y);
return;
}
if (GameManager.instance.currentState != GameState.Playing) if (GameManager.instance.currentState != GameState.Playing)
{ {
_rigidbody2D.linearVelocity = new Vector2(0, _rigidbody2D.linearVelocity.y); _rigidbody2D.linearVelocity = new Vector2(0, _rigidbody2D.linearVelocity.y);
return; return;
} }
bool isGrounded = IsGrounded(); bool isGround = IsGrounded();
if (!wasGrounded && isGrounded && _rigidbody2D.linearVelocity.y <= 0.1f) float yVel = _rigidbody2D.linearVelocity.y;
if (!wasGrounded && isGround && yVel <= 0.1f)
{ {
SoundManager.instance.PlaySFX(SfxType.Land); SoundManager.instance.PlaySFX(SfxType.Land);
} }
wasGrounded = isGrounded; wasGrounded = isGround;
_animator.SetBool("isRun", inputVector.x != 0 && isGround);
_animator.SetBool("isGround", isGround);
_animator.SetFloat("yVelocity", yVel);
if (isHanging) if (isHanging)
{ {
@ -66,9 +84,8 @@ public class PlayerMovement : MonoBehaviour
HandleRotation(); HandleRotation();
_rigidbody2D.linearVelocity = new Vector2(inputVector.x * moveSpeed, _rigidbody2D.linearVelocity.y); _rigidbody2D.linearVelocity = new Vector2(inputVector.x * moveSpeed, _rigidbody2D.linearVelocity.y);
_animator.SetBool("isJump" , _rigidbody2D.linearVelocity.y != 0f);
if (isGrounded && inputVector.x != 0) if (isGround && inputVector.x != 0)
{ {
footstepTimer -= Time.deltaTime; footstepTimer -= Time.deltaTime;
if (footstepTimer <= 0) if (footstepTimer <= 0)
@ -86,7 +103,6 @@ public class PlayerMovement : MonoBehaviour
public void SetMoveInput(Vector2 input) public void SetMoveInput(Vector2 input)
{ {
inputVector = input; inputVector = input;
_animator.SetBool("isMove", inputVector.x != 0);
} }
public void TryJump() public void TryJump()

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@ -0,0 +1,39 @@
using UnityEngine;
public class GPTCode : MonoBehaviour
{
[Header("설정")]
[SerializeField] private GameObject cam; // 메인 카메라
[SerializeField, Range(0f, 1f)] private float parallaxEffect; // 1에 가까울수록 같이 움직임(먼 배경), 0은 고정
private float length; // 이미지 가로 길이
private float startpos; // 시작 위치
private void Start()
{
// 카메라가 없으면 자동으로 찾기
if (cam == null) cam = Camera.main.gameObject;
startpos = transform.position.x;
// 스프라이트의 가로 길이를 구함 (무한 스크롤용)
length = GetComponent<SpriteRenderer>().bounds.size.x;
}
private void LateUpdate()
{
// 카메라가 움직인 거리만큼 배경도 이동해야 함
// temp: 배경이 카메라를 따라가지 않고 얼마나 '뒤쳐졌는지' 계산 (무한 스크롤 위치 재계산용)
float temp = (cam.transform.position.x * (1 - parallaxEffect));
// dist: 실제 배경이 이동해야 할 거리 (시차 적용)
float dist = (cam.transform.position.x * parallaxEffect);
// 배경 위치 이동 (Y축은 유지)
transform.position = new Vector3(startpos + dist, transform.position.y, transform.position.z);
// --- [무한 스크롤 로직] ---
// 배경이 카메라보다 너무 뒤쳐지거나 앞서가면, 위치를 뚝 떼어서 옆으로 붙임
if (temp > startpos + length) startpos += length;
else if (temp < startpos - length) startpos -= length;
}
}

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