메달리기 및 끼임 현상 수정
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@ -398,7 +398,7 @@ GameObject:
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@ -23,8 +23,8 @@ public class PlayerMovement : MonoBehaviour
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[SerializeField] private LayerMask hangingWallLayer;
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private Collider2D hangingWallCollider;
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private Rigidbody2D hangingWallRigidBody;
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[SerializeField] private Collider2D hangingWallCollider;
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[SerializeField] private Rigidbody2D hangingWallRigidBody;
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private Vector2 inputVector;
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private bool isHanging = false;
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@ -108,11 +108,25 @@ public class PlayerMovement : MonoBehaviour
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}
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private void HangingObject()
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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, 1f, hangingWallLayer);
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if (hit.collider != null)
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{
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isHanging = true;
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_rigidbody2D.linearVelocity = Vector2.zero;
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_rigidbody2D.bodyType = RigidbodyType2D.Kinematic;
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SnapToWall();
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hangingWallCollider = hit.collider;
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hangingWallRigidBody = hit.collider.attachedRigidbody;
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Physics2D.IgnoreCollision(_collider2D, hangingWallCollider, true);
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transform.position = new Vector2(hit.point.x, transform.position.y);
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gameObject.transform.SetParent(hit.transform, true);
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transform.localRotation = Quaternion.identity;
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}
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}
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private bool IsGrounded()
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@ -131,22 +145,4 @@ 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 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, 1f, hangingWallLayer);
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if (hit.collider != null)
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{
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hangingWallCollider = hit.collider;
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hangingWallRigidBody = hit.rigidbody;
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Physics2D.IgnoreCollision(_collider2D, hangingWallCollider, true);
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transform.position = new Vector2(hit.point.x, transform.position.y);
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gameObject.transform.SetParent(hit.transform, true);
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transform.localRotation = Quaternion.identity;
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}
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}
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}
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@ -53,5 +53,5 @@ Physics2DSettings:
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m_ReuseCollisionCallbacks: 1
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m_AutoSyncTransforms: 0
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m_GizmoOptions: 10
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m_LayerCollisionMatrix: fffefffffffefffffffefffffffffffffffefffffffeffff7ffdffff3ffdffffc8feffff3fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
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m_PhysicsLowLevelSettings: {fileID: 0}
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