스윙 기능 변경
스윙할때 플레이어 각도도 같이 변하고, 이동키로 힘을 더하는 방식으로 변경
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Assets/Prefabs/SwingAnchor.prefab
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407
Assets/Prefabs/SwingAnchor.prefab
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@ -1,20 +1,27 @@
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using System.Numerics;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
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using Quaternion = UnityEngine.Quaternion;
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using Vector2 = UnityEngine.Vector2;
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public class PlayerMovement : MonoBehaviour
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{
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private Rigidbody2D _rigidbody2D;
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private Collider2D _collider2D;
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|
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[Header("Settings")]
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[Header("속도 설정")]
|
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[SerializeField] private float moveSpeed = 5f;
|
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[SerializeField] private float jumpForce = 10f;
|
||||
[SerializeField] private float poleForce = 3f;
|
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|
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[Header("Detection")]
|
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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 LayerMask groundLayer;
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|
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|
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private Collider2D hangingWallCollider;
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private Rigidbody2D hangingWallRigidBody;
|
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private Vector2 inputVector;
|
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private bool isHanging = false;
|
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|
||||
|
|
@ -28,6 +35,10 @@ public class PlayerMovement : MonoBehaviour
|
|||
{
|
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if (isHanging)
|
||||
{
|
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if (inputVector.x != 0)
|
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{
|
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hangingWallRigidBody.AddForce(Vector2.right * inputVector.x * poleForce);
|
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}
|
||||
return;
|
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}
|
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|
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|
|
@ -70,6 +81,12 @@ public class PlayerMovement : MonoBehaviour
|
|||
{
|
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isHanging = false;
|
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_rigidbody2D.bodyType = RigidbodyType2D.Dynamic;
|
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hangingWallRigidBody = null;
|
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if (hangingWallCollider != null)
|
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{
|
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Physics2D.IgnoreCollision(_collider2D, hangingWallCollider, false);
|
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hangingWallCollider = null;
|
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}
|
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transform.SetParent(null, true);
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}
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|
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|
|
@ -105,12 +122,17 @@ public class PlayerMovement : MonoBehaviour
|
|||
|
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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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|
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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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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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|
@ -80,17 +80,17 @@ public class RecordingManager : MonoBehaviour
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foreach (var record in allRecordedFrames)
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{
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for(int i = 0 ;i < 500; 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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|
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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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// for(int i = 0 ;i < 1; 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);
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user