ReplayPuzzleGame/Assets/Resources/Scripts/Player/PlayerMovement.cs
2026-02-12 21:17:38 +09:00

207 lines
6.2 KiB
C#

using System.Numerics;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
using Quaternion = UnityEngine.Quaternion;
using Vector2 = UnityEngine.Vector2;
public class PlayerMovement : MonoBehaviour
{
private Rigidbody2D _rigidbody2D;
private Collider2D _collider2D;
private Animator _animator;
[Header("속도 설정")]
[SerializeField] private float moveSpeed = 5f;
[SerializeField] private float jumpForce = 10f;
[SerializeField] private float poleForce = 3f;
[Header("감지 설정")]
[SerializeField] private Vector2 groundCheckSize = new Vector2(0.5f, 0.2f);
[SerializeField] private Vector2 groundCheckOffset = new Vector2(0f, -0.6f);
[SerializeField] private Vector2 hangCheckSize = new Vector2(0.3f, 0.5f);
[SerializeField] private Vector2 hangCheckOffset = new Vector2(0.4f, 0.5f);
[SerializeField] private LayerMask groundLayer;
[SerializeField] private LayerMask hangingWallLayer;
[SerializeField] private Collider2D hangingWallCollider;
[SerializeField] private Rigidbody2D hangingWallRigidBody;
// [Header("사운드 설정")]
// [SerializeField] private float footstepRate = 0.3f;
private Vector2 inputVector;
private bool isHanging = false;
private float footstepTimer;
// private bool isDead = false;
private bool isPlayer;
// private bool isStageClear = false;
private void Awake()
{
_rigidbody2D = GetComponent<Rigidbody2D>();
_collider2D = GetComponent<BoxCollider2D>();
_animator = GetComponent<Animator>();
isPlayer = gameObject.CompareTag("Player");
}
private void FixedUpdate()
{
// Playing 이 아닐때 ( Clear 또는 Die ) 못 움직이게 하기
if (GameManager.instance.gameState != GameState.Playing)
{
_rigidbody2D.linearVelocity = new Vector2(0, _rigidbody2D.linearVelocity.y);
return;
}
bool isGrounded = IsGrounded();
float yVel = _rigidbody2D.linearVelocity.y;
_animator.SetBool("isRun", inputVector.x != 0 && isGrounded);
_animator.SetBool("isGround", isGrounded);
_animator.SetFloat("yVelocity", yVel);
// 메달릴때 이동
if (isHanging)
{
if (inputVector.x != 0)
{
hangingWallRigidBody.AddForce(Vector2.right * inputVector.x * poleForce);
}
return;
}
HandleRotation();
// 이동 로직
_rigidbody2D.linearVelocity = new Vector2(inputVector.x * moveSpeed, _rigidbody2D.linearVelocity.y);
}
public void SetMoveInput(Vector2 input)
{
inputVector = input;
}
public void TryJump()
{
if (GameManager.instance.gameState != GameState.Playing)
{
return;
}
// 매달린 상태에선 취소하기
if (isHanging)
{
CancelHanging();
// 플레이어면 점프 소리
// if (isPlayer)
// {
// SoundManager.instance.PlaySFX(SfxType.Jump);
// }
}
// 땅이라면 점프하기
else if (IsGrounded())
{
// 플레이어면 점프 사운드
// if (isPlayer)
// {
// SoundManager.instance.PlaySFX(SfxType.Jump);
// }
_rigidbody2D.linearVelocity = new Vector2(_rigidbody2D.linearVelocity.x, jumpForce);
}
}
public void TryHang()
{
if (GameManager.instance.gameState != GameState.Playing)
{
return;
}
if (isHanging)
{
CancelHanging();
}
else
{
Vector2 checkPos = transform.TransformPoint(hangCheckOffset);
Collider2D hit = Physics2D.OverlapBox(checkPos, hangCheckSize, 0, hangingWallLayer);
if (hit != null)
{
HangingObject();
}
}
}
private void CancelHanging()
{
isHanging = false;
_rigidbody2D.bodyType = RigidbodyType2D.Dynamic;
if (hangingWallCollider != null)
{
Physics2D.IgnoreCollision(_collider2D, hangingWallCollider, false);
hangingWallCollider = null;
}
transform.SetParent(null, true);
if (hangingWallRigidBody != null)
{
_rigidbody2D.linearVelocity = hangingWallRigidBody.linearVelocity * 4;
hangingWallRigidBody = null;
}
}
private void HangingObject()
{
float direction = transform.rotation.eulerAngles.y == 180 ? -1f : 1f;
RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.right * direction, 1f, hangingWallLayer);
if (hit.collider != null)
{
isHanging = true;
_rigidbody2D.linearVelocity = Vector2.zero;
_rigidbody2D.bodyType = RigidbodyType2D.Kinematic;
hangingWallCollider = hit.collider;
hangingWallRigidBody = hit.collider.attachedRigidbody;
Physics2D.IgnoreCollision(_collider2D, hangingWallCollider, true);
transform.position = new Vector2(hit.point.x, transform.position.y);
gameObject.transform.SetParent(hit.transform, true);
transform.localRotation = Quaternion.identity;
}
}
private bool IsGrounded()
{
Vector2 checkPos = (Vector2)transform.position + groundCheckOffset;
return Physics2D.OverlapBox(checkPos, groundCheckSize, 0f, 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 OnDrawGizmosSelected()
{
Gizmos.color = Color.green;
Gizmos.DrawWireCube((Vector2)transform.position + groundCheckOffset, groundCheckSize);
Gizmos.color = Color.cyan;
Vector2 hangPos = transform.TransformPoint(hangCheckOffset);
Gizmos.DrawWireCube(hangPos, hangCheckSize);
}
}