스윙 기능 변경

스윙할때 플레이어 각도도 같이 변하고, 이동키로 힘을 더하는 방식으로 변경
This commit is contained in:
백민승_crow 2026-02-02 14:24:20 +09:00
parent 3eb613aadc
commit d53de67851
6 changed files with 758 additions and 16 deletions

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View File

@ -1,20 +1,27 @@
using System.Numerics;
using UnityEngine;
using UnityEngine.InputSystem;
using Quaternion = UnityEngine.Quaternion;
using Vector2 = UnityEngine.Vector2;
public class PlayerMovement : MonoBehaviour
{
private Rigidbody2D _rigidbody2D;
private Collider2D _collider2D;
[Header("Settings")]
[Header("속도 설정")]
[SerializeField] private float moveSpeed = 5f;
[SerializeField] private float jumpForce = 10f;
[SerializeField] private float poleForce = 3f;
[Header("Detection")]
[Header("감지 설정")]
[SerializeField] private BoxCollider2D groundCheckCollider;
[SerializeField] private BoxCollider2D hangWallCheckCollider;
[SerializeField] private LayerMask groundLayer;
private Collider2D hangingWallCollider;
private Rigidbody2D hangingWallRigidBody;
private Vector2 inputVector;
private bool isHanging = false;
@ -28,6 +35,10 @@ public class PlayerMovement : MonoBehaviour
{
if (isHanging)
{
if (inputVector.x != 0)
{
hangingWallRigidBody.AddForce(Vector2.right * inputVector.x * poleForce);
}
return;
}
@ -70,6 +81,12 @@ public class PlayerMovement : MonoBehaviour
{
isHanging = false;
_rigidbody2D.bodyType = RigidbodyType2D.Dynamic;
hangingWallRigidBody = null;
if (hangingWallCollider != null)
{
Physics2D.IgnoreCollision(_collider2D, hangingWallCollider, false);
hangingWallCollider = null;
}
transform.SetParent(null, true);
}
@ -105,12 +122,17 @@ public class PlayerMovement : MonoBehaviour
if (hit.collider != null)
{
hangingWallCollider = hit.collider;
hangingWallRigidBody = hit.rigidbody;
Physics2D.IgnoreCollision(_collider2D, hangingWallCollider, true);
float playerHalfWidth = _collider2D.bounds.extents.x;
float newX = hit.point.x - (direction * playerHalfWidth);
transform.position = new Vector2(newX, transform.position.y);
gameObject.transform.SetParent(hit.transform, true);
transform.localRotation = Quaternion.identity;
}
}
}

View File

@ -80,17 +80,17 @@ public class RecordingManager : MonoBehaviour
foreach (var record in allRecordedFrames)
{
for(int i = 0 ;i < 500; i++)
{
GameObject ghost = Instantiate(ghostPrefab, spawnPoint.position, Quaternion.identity);
GhostController ghostController = ghost.GetComponent<GhostController>();
ActiveGhost addedGhost = new ActiveGhost();
addedGhost.controller = ghostController;
addedGhost.recordedFrames = record;
activeGhostList.Add(addedGhost);
}
// for(int i = 0 ;i < 1; i++)
// {
GameObject ghost = Instantiate(ghostPrefab, spawnPoint.position, Quaternion.identity);
GhostController ghostController = ghost.GetComponent<GhostController>();
ActiveGhost addedGhost = new ActiveGhost();
addedGhost.controller = ghostController;
addedGhost.recordedFrames = record;
activeGhostList.Add(addedGhost);
// }
}
}