랙 줄임 야호
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@ -49,6 +49,8 @@ public class GameManager : MonoBehaviour
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Destroy(gameObject);
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return;
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}
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Application.targetFrameRate = 60;
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}
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private void Start()
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@ -135,7 +137,8 @@ public class GameManager : MonoBehaviour
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public void ExitLevel()
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{
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gameState = GameState.Lobby;
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Time.timeScale = 1;
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currentLevelData = null;
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currentTimer = 0;
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currentReplayCount = 0;
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@ -91,15 +91,18 @@ public class SpawnManager : MonoBehaviour
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cameraEffect.SetTarget(currentPlayer.transform);
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currentReplayIndex = 0;
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SoundManager.instance.PlaySFX(SfxType.Replay);
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foreach (var record in allRecordedFrames)
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for(int i = 0; i < 100; i++)
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{
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GameObject ghost = Instantiate(ghostPrefab, spawnPoint.position, Quaternion.identity);
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GhostController ghostController = ghost.GetComponent<GhostController>();
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ActiveGhost addedGhost = new ActiveGhost();
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addedGhost.controller = ghostController;
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addedGhost.recordedFrames = record;
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activeGhostList.Add(addedGhost);
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foreach (var record in allRecordedFrames)
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{
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GameObject ghost = Instantiate(ghostPrefab, spawnPoint.position, Quaternion.identity);
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GhostController ghostController = ghost.GetComponent<GhostController>();
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ActiveGhost addedGhost = new ActiveGhost();
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addedGhost.controller = ghostController;
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addedGhost.recordedFrames = record;
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activeGhostList.Add(addedGhost);
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}
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}
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}
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}
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@ -17,8 +17,12 @@ public class PlayerMovement : MonoBehaviour
|
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[SerializeField] private float poleForce = 3f;
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[Header("감지 설정")]
|
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[SerializeField] private BoxCollider2D groundCheckCollider;
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[SerializeField] private BoxCollider2D hangWallCheckCollider;
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[SerializeField] private Vector2 groundCheckSize = new Vector2(0.5f, 0.2f);
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[SerializeField] private Vector2 groundCheckOffset = new Vector2(0f, -0.6f);
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[SerializeField] private Vector2 hangCheckSize = new Vector2(0.3f, 0.5f);
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[SerializeField] private Vector2 hangCheckOffset = new Vector2(0.4f, 0.5f);
|
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[SerializeField] private LayerMask groundLayer;
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[SerializeField] private LayerMask hangingWallLayer;
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@ -40,7 +44,7 @@ public class PlayerMovement : MonoBehaviour
|
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_rigidbody2D = GetComponent<Rigidbody2D>();
|
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_collider2D = GetComponent<BoxCollider2D>();
|
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_animator = GetComponent<Animator>();
|
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isPlayer = gameObject.tag.Equals("Player");
|
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isPlayer = gameObject.CompareTag("Player");
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}
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private void FixedUpdate()
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|
@ -52,13 +56,12 @@ public class PlayerMovement : MonoBehaviour
|
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return;
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}
|
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// 바닥 체크
|
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bool isGround = IsGrounded();
|
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bool isGrounded = IsGrounded();
|
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|
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float yVel = _rigidbody2D.linearVelocity.y;
|
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|
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// 애니메이션 조건 설정
|
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_animator.SetBool("isRun", inputVector.x != 0 && isGround);
|
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_animator.SetBool("isGround", isGround);
|
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_animator.SetBool("isRun", inputVector.x != 0 && isGrounded);
|
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_animator.SetBool("isGround", isGrounded);
|
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_animator.SetFloat("yVelocity", yVel);
|
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// 메달릴때 이동
|
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|
@ -71,30 +74,10 @@ public class PlayerMovement : MonoBehaviour
|
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return;
|
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}
|
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|
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// 보는 방향으로 돌리기( 매달린 상태에선 고정 )
|
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HandleRotation();
|
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|
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// 입력값 만큼 움직이기
|
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// 이동 로직
|
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_rigidbody2D.linearVelocity = new Vector2(inputVector.x * moveSpeed, _rigidbody2D.linearVelocity.y);
|
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|
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// 사운드 나오는 부분 일단 주석해놓기
|
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|
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// if (isGround && inputVector.x != 0)
|
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// {
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// footstepTimer -= Time.deltaTime;
|
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// if (footstepTimer <= 0)
|
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// {
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// if (isPlayer)
|
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// {
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// SoundManager.instance.PlaySFX(SfxType.Walk);
|
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// }
|
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// footstepTimer = footstepRate;
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// }
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// }
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// else
|
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// {
|
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// footstepTimer = 0;
|
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// }
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}
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public void SetMoveInput(Vector2 input)
|
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|
|
@ -141,15 +124,15 @@ public class PlayerMovement : MonoBehaviour
|
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return;
|
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}
|
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|
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// 매달린 상태라면 취소
|
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if (isHanging)
|
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{
|
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CancelHanging();
|
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}
|
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// 아니라면 Collider 가 있는지 체크하고 붙기
|
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else
|
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{
|
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Collider2D hit = Physics2D.OverlapBox(hangWallCheckCollider.bounds.center, hangWallCheckCollider.size, 0, hangingWallLayer);
|
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Vector2 checkPos = transform.TransformPoint(hangCheckOffset);
|
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|
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Collider2D hit = Physics2D.OverlapBox(checkPos, hangCheckSize, 0, hangingWallLayer);
|
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if (hit != null)
|
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{
|
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HangingObject();
|
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|
|
@ -167,8 +150,11 @@ public class PlayerMovement : MonoBehaviour
|
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hangingWallCollider = null;
|
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}
|
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transform.SetParent(null, true);
|
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_rigidbody2D.linearVelocity = hangingWallRigidBody.linearVelocity * 4;
|
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hangingWallRigidBody = null;
|
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if (hangingWallRigidBody != null)
|
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{
|
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_rigidbody2D.linearVelocity = hangingWallRigidBody.linearVelocity * 4;
|
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hangingWallRigidBody = null;
|
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}
|
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}
|
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|
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private void HangingObject()
|
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|
|
@ -195,7 +181,8 @@ public class PlayerMovement : MonoBehaviour
|
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|
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private bool IsGrounded()
|
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{
|
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return groundCheckCollider.IsTouchingLayers(groundLayer);
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Vector2 checkPos = (Vector2)transform.position + groundCheckOffset;
|
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return Physics2D.OverlapBox(checkPos, groundCheckSize, 0f, groundLayer);
|
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}
|
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|
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private void HandleRotation()
|
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|
|
@ -209,4 +196,12 @@ public class PlayerMovement : MonoBehaviour
|
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transform.rotation = Quaternion.Euler(0, 180, 0);
|
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}
|
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}
|
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private void OnDrawGizmosSelected()
|
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{
|
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Gizmos.color = Color.green;
|
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Gizmos.DrawWireCube((Vector2)transform.position + groundCheckOffset, groundCheckSize);
|
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Gizmos.color = Color.cyan;
|
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Vector2 hangPos = transform.TransformPoint(hangCheckOffset);
|
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Gizmos.DrawWireCube(hangPos, hangCheckSize);
|
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}
|
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}
|
||||
Loading…
Reference in New Issue
Block a user