플레이어 매달리기 추가
매달리기 기능 추가헀습니다 양이 얼마 안되어서 PlayerMovement 에 추가함
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--- !u!212 &1797490896
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--- !u!212 &2141050426
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SpriteRenderer:
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serializedVersion: 2
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1797490893}
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m_Enabled: 0
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m_GameObject: {fileID: 2141050424}
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m_Enabled: 1
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m_CastShadows: 0
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m_ReceiveShadows: 0
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m_DynamicOccludee: 1
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@ -821,10 +622,10 @@ SpriteRenderer:
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m_GlobalIlluminationMeshLod: 0
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_MaskInteraction: 0
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m_Sprite: {fileID: 7482667652216324306, guid: 311925a002f4447b3a28927169b83ea6, type: 3}
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m_Color: {r: 1, g: 0, b: 0, a: 1}
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m_Color: {r: 0, g: 0, b: 0, a: 1}
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m_FlipX: 0
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m_FlipY: 0
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m_DrawMode: 0
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@ -833,11 +634,83 @@ SpriteRenderer:
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m_SpriteTileMode: 0
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m_WasSpriteAssigned: 1
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m_SpriteSortPoint: 0
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m_GameObject: {fileID: 2141050424}
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m_AddedComponents: []
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SceneRoots:
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m_ObjectHideFlags: 0
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- {fileID: 5571299623736862962}
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- {fileID: 1346115797}
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|
@ -1,31 +1,35 @@
|
|||
using System.Numerics;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using Vector2 = UnityEngine.Vector2;
|
||||
|
||||
public class PlayerMovement : MonoBehaviour
|
||||
{
|
||||
private Rigidbody2D _rigidbody2D;
|
||||
private Collider2D _collider2D;
|
||||
|
||||
[Header("움직임 속도")]
|
||||
[Header("Settings")]
|
||||
[SerializeField] private float moveSpeed = 5f;
|
||||
[SerializeField] private float jumpForce = 10f;
|
||||
|
||||
[Header("점프 및 잡기 판정")]
|
||||
[Header("Detection")]
|
||||
[SerializeField] private BoxCollider2D groundCheckCollider;
|
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[SerializeField] private BoxCollider2D hangWallCheckCollider;
|
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[SerializeField] private LayerMask groundLayer;
|
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|
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private Vector2 inputVector;
|
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|
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private bool isGrounded;
|
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private bool isHanging = false;
|
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|
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private void Awake()
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{
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_rigidbody2D = gameObject.GetComponent<Rigidbody2D>();
|
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_rigidbody2D = GetComponent<Rigidbody2D>();
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}
|
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private void FixedUpdate()
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{
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if (isHanging)
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{
|
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return;
|
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}
|
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HandleRotation();
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_rigidbody2D.linearVelocity = new Vector2(inputVector.x * moveSpeed, _rigidbody2D.linearVelocity.y);
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}
|
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|
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|
|
@ -36,15 +40,77 @@ public class PlayerMovement : MonoBehaviour
|
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|
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private void OnJump(InputValue value)
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{
|
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if (value.isPressed && IsGrounded())
|
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if (value.isPressed)
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{
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if (isHanging)
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{
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CancelHanging();
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return;
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}
|
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else if (IsGrounded())
|
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{
|
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_rigidbody2D.linearVelocity = new Vector2(_rigidbody2D.linearVelocity.x, jumpForce);
|
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}
|
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}
|
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}
|
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private void OnHang(InputValue value)
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{
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if (value.isPressed)
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{
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if (isHanging)
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{
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CancelHanging();
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}
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else if (hangWallCheckCollider.IsTouchingLayers(groundLayer))
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{
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HangingObject();
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}
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}
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}
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private void CancelHanging()
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{
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isHanging = false;
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_rigidbody2D.bodyType = RigidbodyType2D.Dynamic;
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}
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private void HangingObject()
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{
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isHanging = true;
|
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_rigidbody2D.bodyType = RigidbodyType2D.Kinematic;
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_rigidbody2D.linearVelocity = Vector2.zero;
|
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SnapToWall();
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}
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|
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private bool IsGrounded()
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{
|
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isGrounded = groundCheckCollider.IsTouchingLayers(groundLayer);
|
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return isGrounded;
|
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return groundCheckCollider.IsTouchingLayers(groundLayer);
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}
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|
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private void HandleRotation()
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{
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if (inputVector.x > 0)
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{
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transform.rotation = Quaternion.Euler(0, 0, 0);
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}
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else if (inputVector.x < 0)
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{
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transform.rotation = Quaternion.Euler(0, 180, 0);
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}
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}
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|
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private void SnapToWall()
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{
|
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float direction = transform.rotation.eulerAngles.y == 180 ? -1f : 1f;
|
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RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.right * direction, 1.0f, groundLayer);
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|
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if (hit.collider != null)
|
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{
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float playerHalfWidth = _collider2D.bounds.extents.x;
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float newX = hit.point.x - (direction * playerHalfWidth);
|
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|
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transform.position = new Vector2(newX, transform.position.y);
|
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}
|
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}
|
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}
|
||||
Loading…
Reference in New Issue
Block a user