플레이어 매달리기 추가

매달리기 기능 추가헀습니다
양이 얼마 안되어서 PlayerMovement 에 추가함
This commit is contained in:
백민승_crow 2026-01-30 16:02:37 +09:00
parent 9c4900ef8a
commit 8bcd4a1b9d
7 changed files with 721 additions and 256 deletions

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@ -16,12 +16,12 @@
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View File

@ -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;
[SerializeField] private BoxCollider2D hangWallCheckCollider;
[SerializeField] private LayerMask groundLayer;
private Vector2 inputVector;
private bool isGrounded;
private bool isHanging = false;
private void Awake()
{
_rigidbody2D = gameObject.GetComponent<Rigidbody2D>();
_rigidbody2D = GetComponent<Rigidbody2D>();
}
private void FixedUpdate()
{
if (isHanging)
{
return;
}
HandleRotation();
_rigidbody2D.linearVelocity = new Vector2(inputVector.x * moveSpeed, _rigidbody2D.linearVelocity.y);
}
@ -36,15 +40,77 @@ public class PlayerMovement : MonoBehaviour
private void OnJump(InputValue value)
{
if (value.isPressed && IsGrounded())
if (value.isPressed)
{
_rigidbody2D.linearVelocity = new Vector2(_rigidbody2D.linearVelocity.x, jumpForce);
if (isHanging)
{
CancelHanging();
return;
}
else if (IsGrounded())
{
_rigidbody2D.linearVelocity = new Vector2(_rigidbody2D.linearVelocity.x, jumpForce);
}
}
}
private void OnHang(InputValue value)
{
if (value.isPressed)
{
if (isHanging)
{
CancelHanging();
}
else if (hangWallCheckCollider.IsTouchingLayers(groundLayer))
{
HangingObject();
}
}
}
private void CancelHanging()
{
isHanging = false;
_rigidbody2D.bodyType = RigidbodyType2D.Dynamic;
}
private void HangingObject()
{
isHanging = true;
_rigidbody2D.bodyType = RigidbodyType2D.Kinematic;
_rigidbody2D.linearVelocity = Vector2.zero;
SnapToWall();
}
private bool IsGrounded()
{
isGrounded = groundCheckCollider.IsTouchingLayers(groundLayer);
return isGrounded;
return groundCheckCollider.IsTouchingLayers(groundLayer);
}
}
private void HandleRotation()
{
if (inputVector.x > 0)
{
transform.rotation = Quaternion.Euler(0, 0, 0);
}
else if (inputVector.x < 0)
{
transform.rotation = Quaternion.Euler(0, 180, 0);
}
}
private void SnapToWall()
{
float direction = transform.rotation.eulerAngles.y == 180 ? -1f : 1f;
RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.right * direction, 1.0f, groundLayer);
if (hit.collider != null)
{
float playerHalfWidth = _collider2D.bounds.extents.x;
float newX = hit.point.x - (direction * playerHalfWidth);
transform.position = new Vector2(newX, transform.position.y);
}
}
}