이동 작업

1. 플레이어 이동 작업
2. 무브먼트 통합 코드로 관리하게 작성
This commit is contained in:
Seonkyu.kim 2025-09-19 17:46:08 +09:00
parent f70e9e6e0a
commit 299af2279c
1159 changed files with 52096 additions and 27482 deletions

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@ -47,9 +47,13 @@
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
@ -380,7 +380,7 @@ Rigidbody:
m_UseGravity: 0
m_IsKinematic: 1
m_Interpolate: 0
m_Constraints: 80
m_Constraints: 112
m_CollisionDetection: 0
--- !u!136 &2872449770544104151
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@ -1,15 +1,22 @@
using System;
using Animation;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.InputSystem;
public class PlayerController : MonoBehaviour
{
private AnimatorManager<AnimatorParam> _mAnimator;
private Vector3 _destPos;
private NavMeshAgent _agent;
private Movement_Ground _movement;
private Status_Player _status;
private Vector3 _destPos;
// --- Enum 정의 ---
enum AnimatorParam
{
speed,
@ -36,57 +43,56 @@ public class PlayerController : MonoBehaviour
switch (_behavior)
{
case PlayerBehavior.Die:
_mAnimator.SetValue(AnimatorParam.attack, false);
break;
case PlayerBehavior.Idle:
_mAnimator.SetValue(AnimatorParam.speed, 0);
_mAnimator.SetValue(AnimatorParam.attack, false);
break;
case PlayerBehavior.Move:
_mAnimator.SetValue(AnimatorParam.speed, _status.MoveSpeed);
_mAnimator.SetValue(AnimatorParam.attack, false);
break;
case PlayerBehavior.Attack:
_mAnimator.SetValue(AnimatorParam.attack, true);
break;
}
}
}
// --- 초기화 ---
private void Awake()
{
_mAnimator = new AnimatorManager<AnimatorParam>(GetComponent<Animator>());
_movement = gameObject.AddComponent<Movement_Ground>();
_status = gameObject.GetComponent<Status_Player>();
if (_status != null && _movement != null) _movement.SetSpeed(_status.MoveSpeed);
}
void Start()
{
Manager.Input.MouseAction -= OnMouseClicked;
Manager.Input.MouseAction += OnMouseClicked;
Manager.Input.KeyAction -= OnKeyboardInput;
Manager.Input.KeyAction += OnKeyboardInput;
SetAnimator();
}
void SetAnimator()
{
_mAnimator.SetValue(AnimatorParam.atk_speed,_status.AtkSpeed);
if (_status != null)
{
_mAnimator.SetValue(AnimatorParam.atk_speed, _status.AtkSpeed);
}
}
// --- 매 프레임 실행 ---
void Update()
{
switch (_behavior)
Debug.Log($"{_behavior}");
if (_agent != null && _movement != null) _mAnimator.SetValue(AnimatorParam.speed, _movement.GetCurrentSpeed());
if (_behavior == PlayerBehavior.Move)
{
case PlayerBehavior.Idle:
UpdateIdle();
break;
case PlayerBehavior.Move:
UpdateMove();
break;
case PlayerBehavior.Attack:
break;
case PlayerBehavior.Die:
break;
if (!_movement.IsMoving()) Behavior = PlayerBehavior.Idle;
else _mAnimator.SetValue(AnimatorParam.speed,_movement.GetCurrentSpeed());
}
}
@ -95,74 +101,29 @@ public class PlayerController : MonoBehaviour
if (Behavior == PlayerBehavior.Die) return;
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay((Vector3)Mouse.current.position.ReadValue());
bool raycastHit = Physics.Raycast(ray, out hit, 100.0f, LayerMask.GetMask("Ground"));
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
int layerMask = LayerMask.GetMask("Ground");
if (!Physics.Raycast(ray, out hit, 100.0f, layerMask))
return;
// --- 디버그 시각화 ---
// if (raycastHit)
// {
// // 레이캐스트 성공 시: 부딪힌 곳까지 빨간 선 표시
// Debug.DrawRay(ray.origin, ray.direction * hit.distance, Color.red, 1.0f);
//
// // 마우스를 처음 눌렀을 때만 디버그용 구 생성
// if (evt == Define.MouseEvent.Down)
// {
// GameObject debugSphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
// debugSphere.transform.position = hit.point;
// debugSphere.transform.localScale = Vector3.one * 0.5f;
// debugSphere.GetComponent<Collider>().enabled = false;
// GameObject.Destroy(debugSphere, 3.0f);
// }
// }
// else
// {
// // 레이캐스트 실패 시: 긴 노란 선 표시
// Debug.DrawRay(ray.origin, ray.direction * 100.0f, Color.yellow, 1.0f);
// }
// --- 디버그 시각화 끝 ---
_destPos = hit.point;
// 레이캐스트가 아무것도 맞추지 못했다면, 이후 로직을 실행하지 않음
if (!raycastHit) return;
// --- 실제 게임 로직 ---
switch (evt)
{
case Define.MouseEvent.Click:
case Define.MouseEvent.Down:
_destPos = hit.point;
_movement.SetDestination(_destPos);
Behavior = PlayerBehavior.Move;
break;
case Define.MouseEvent.Press:
_destPos = hit.point;
if (Behavior == PlayerBehavior.Move) _movement.SetDestination(_destPos);
break;
}
}
void UpdateIdle()
void OnKeyboardInput()
{
// 키보드 입력이 필요할 경우 여기에 로직 구현
}
void UpdateMove()
{
Vector3 dir = _destPos - transform.position;
if (dir.magnitude < 0.1f) Behavior = PlayerBehavior.Idle;
else
{
float moveDist = Mathf.Clamp(_status.MoveSpeed * Time.deltaTime, 0, dir.magnitude);
transform.position += dir.normalized * moveDist;
Vector3 targetDir = new Vector3(dir.x, 0, dir.z).normalized;
if(targetDir != Vector3.zero)
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(targetDir), 0.15f);
}
}
void UpdateAttack()
{
}
}
}

View File

@ -16,7 +16,8 @@ public class InputManager: IManager
// UI 위에 마우스 있으면 리턴
if(EventSystem.current.IsPointerOverGameObject()) return;
if (Keyboard.current.anyKey.isPressed && KeyAction != null) KeyAction.Invoke();
KeyboardInput();
if (MouseAction != null)
{
@ -47,6 +48,11 @@ public class InputManager: IManager
}
}
void KeyboardInput()
{
if (Keyboard.current.aKey.wasPressedThisFrame && KeyAction != null) KeyAction.Invoke();
}
public void Clear()
{
KeyAction = null;

View File

@ -1,3 +1,4 @@
using Animation;
using UnityEngine;
interface IManager
@ -11,7 +12,6 @@ public class Manager : MonoBehaviour, IManager
{
static Manager s_instance;
static Manager Instance {get { Init(); return s_instance;}}
InputManager _input = new InputManager();
public static InputManager Input { get { return Instance._input; } }

View File

@ -0,0 +1,22 @@
using UnityEngine;
public class MovementManager : MonoBehaviour
{
// 만약 작성하게 된다면 모든 Movement와 관련된 인스턴스 들의 Update를 관리
// 방법
// 1. 매니저라는 싱글톤에서 해당 매니저를 인스턴스화 함
// 2. 이 매니저에서 Movement_Base를 상속받은 모든 인스턴스들을 관리할 리스트를 생성
// 3. 각 Movement_Base를 상속받은 클래스에서 OnEnable, OnDisable을 통해 매니저의 리스트에 자신을 추가/제거
// 4. 이제 상속받은 클래스를 갖고 있는 오브젝트가 활성화 될 때마다 매니저의 리스트에 추가되고 비활성화 될 때마다 제거됨
// 5. 매니저의 Update 메서드에서 리스트를 순회하며 각 인스턴스의 Update 메서드를 호출
// 6. 이렇게 하면 매니저가 모든 Movement 인스턴스의 Update를 중앙에서 관리할 수 있음
void Start()
{
}
void Update()
{
}
}

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@ -0,0 +1,14 @@
using UnityEngine;
public class Movement_Air : MonoBehaviour
{
void Start()
{
}
void Update()
{
}
}

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@ -0,0 +1,21 @@
using UnityEngine;
using UnityEngine.AI;
public abstract class Movement_Base: MonoBehaviour
{
// 파생 클래스들이 사용할 수 있도록 protected로 선언
protected NavMeshAgent _agent;
protected Rigidbody _rb;
protected virtual void Awake()
{
// 파생 클래스에서 base.Awake()를 호출할 때 실행될 기본 로직 (비어있어도 됩니다)
}
// 모든 이동 타입이 반드시 구현해야 할 추상 메서드들
public abstract void SetSpeed(float speed);
public abstract void SetDestination(Vector3 target);
public abstract void Stop();
public abstract float GetCurrentSpeed(); // 애니메이션을 위해 현재 속도 반환
public abstract bool IsMoving(); // 현재 이동 중인지 여부
}

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@ -0,0 +1,69 @@
using UnityEngine;
using UnityEngine.AI; // Required for NavMeshAgent
public class Movement_Ground : Movement_Base
{
// Awake 메서드를 오버라이드하여 NavMeshAgent를 가져옵니다.
protected override void Awake()
{
base.Awake(); // BaseMovement의 Awake 호출
_agent = GetComponent<NavMeshAgent>();
if (_agent == null)
{
Debug.LogError("GroundMovement requires a NavMeshAgent component on the same GameObject!");
}
}
public override void SetSpeed(float speed)
{
if (_agent != null) _agent.speed = speed;
}
// BaseMovement의 SetDestination 추상 메서드를 구현합니다.
public override void SetDestination(Vector3 target)
{
if (_agent != null && _agent.isOnNavMesh)
{
_agent.isStopped = false; // 목적지 설정 전 에이전트가 멈춰있지 않도록 합니다.
_agent.SetDestination(target);
}
}
// BaseMovement의 Stop 추상 메서드를 구현합니다.
public override void Stop()
{
if (_agent != null && _agent.isOnNavMesh)
{
_agent.isStopped = true; // 에이전트를 명시적으로 멈춥니다.
}
}
// BaseMovement의 GetCurrentSpeed 추상 메서드를 구현합니다.
public override float GetCurrentSpeed()
{
return (_agent != null) ? _agent.velocity.magnitude : 0f;
}
// BaseMovement의 IsMoving 추상 메서드를 구현합니다.
public override bool IsMoving()
{
if (_agent == null || !_agent.isOnNavMesh) return false;
// 에이전트가 멈춰있지 않고, 경로가 있으며, 남은 거리가 stoppingDistance보다 크면 이동 중으로 간주합니다.
return !_agent.isStopped && _agent.hasPath && _agent.remainingDistance > _agent.stoppingDistance;
}
// Update 메서드에서 도착 체크 로직을 처리합니다.
void Update()
{
// 에이전트가 이동 중일 때만 도착 체크를 수행합니다.
if (IsMoving())
{
// 경로 계산이 완료되었고, 남은 거리가 stoppingDistance 이하면 도착으로 간주합니다.
if (!_agent.pathPending && _agent.hasPath && _agent.remainingDistance <= _agent.stoppingDistance)
{
Stop(); // 도착했으므로 에이전트를 멈춥니다.
}
}
}
}

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-define:CSHARP_7_OR_LATER
-define:CSHARP_7_3_OR_NEWER
-define:UNITY_EDITOR_ONLY_COMPILATION
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/AndroidPlayer/Unity.Android.Gradle.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/AndroidPlayer/Unity.Android.Types.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/AndroidPlayer/UnityEditor.Android.Extensions.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/iOSSupport/UnityEditor.Apple.Extensions.Common.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Common.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/WebGLSupport/UnityEditor.WebGL.Extensions.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/WindowsStandaloneSupport/UnityEditor.WindowsStandalone.Extensions.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/Unity.app/Contents/Managed/UnityEditor.Graphs.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/Unity.app/Contents/Managed/UnityEngine/UnityEditor.AccessibilityModule.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/Unity.app/Contents/Managed/UnityEngine/UnityEditor.AdaptivePerformanceModule.dll"
@ -429,6 +421,6 @@
/nowarn:1701
/nowarn:1702
/utf8output
/preferreduilang:ko
/preferreduilang:en-US
-warn:0
/additionalfile:"Library/Bee/artifacts/200b0aEDbg.dag/Unity.AI.Navigation.Updater.UnityAdditionalFile.txt"

View File

@ -1 +1 @@
/pathmap:"/Users/seankim/1.Program/7. Unity/Practice_Unity"=.
/pathmap:"/Users/ta9/DEV/Study/Practice_Unity"=.

View File

@ -1,14 +1,6 @@
Library/Bee/artifacts/mvdfrm/UnityEditor.UI.ref.dll_C36BD85A8E0AE6AA.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEngine.UI.ref.dll_7FD1AEB5942D0F15.mvfrm
Library/Bee/artifacts/mvdfrm/Unity.Android.Gradle.dll_A49A776348DF5E4E.mvfrm
Library/Bee/artifacts/mvdfrm/Unity.Android.Types.dll_3A024D3CFAEFB3CE.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.Android.Extensions.dll_6BB7F73D7038074E.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.Apple.Extensions.Common.dll_320B820FE8FC5AE8.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.iOS.Extensions.Common.dll_3F0AF0E8FD5B91AB.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.iOS.Extensions.dll_3CB6A4B5DF319A4A.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.iOS.Extensions.Xcode.dll_ACDD54761A8A8AD1.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.WebGL.Extensions.dll_6F2DFF6A42ECB2AA.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.WindowsStandalone.Extensions.dll_C92D1381B7425C9A.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.Graphs.dll_6450FF118201D284.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.AccessibilityModule.dll_2C20B8F0E17E12AF.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.AdaptivePerformanceModule.dll_641E8BB24D9C991B.mvfrm

View File

@ -130,15 +130,7 @@
-define:NMC_CAN_ACCESS_TERRAIN
-define:CSHARP_7_OR_LATER
-define:CSHARP_7_3_OR_NEWER
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/AndroidPlayer/Unity.Android.Gradle.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/AndroidPlayer/Unity.Android.Types.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/AndroidPlayer/UnityEditor.Android.Extensions.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/iOSSupport/UnityEditor.Apple.Extensions.Common.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Common.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/WebGLSupport/UnityEditor.WebGL.Extensions.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/WindowsStandaloneSupport/UnityEditor.WindowsStandalone.Extensions.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/Unity.app/Contents/Managed/UnityEditor.Graphs.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/Unity.app/Contents/Managed/UnityEngine/UnityEditor.AccessibilityModule.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/Unity.app/Contents/Managed/UnityEngine/UnityEditor.AdaptivePerformanceModule.dll"
@ -421,6 +413,6 @@
/nowarn:1701
/nowarn:1702
/utf8output
/preferreduilang:ko
/preferreduilang:en-US
-warn:0
/additionalfile:"Library/Bee/artifacts/200b0aEDbg.dag/Unity.AI.Navigation.UnityAdditionalFile.txt"

View File

@ -1 +1 @@
/pathmap:"/Users/seankim/1.Program/7. Unity/Practice_Unity"=.
/pathmap:"/Users/ta9/DEV/Study/Practice_Unity"=.

View File

@ -1 +1 @@
/Users/seankim/1.Program/7. Unity/Practice_Unity
/Users/ta9/DEV/Study/Practice_Unity

View File

@ -1,13 +1,5 @@
Library/Bee/artifacts/mvdfrm/Unity.Burst.ref.dll_1A4A396316C69723.mvfrm
Library/Bee/artifacts/mvdfrm/Unity.Android.Gradle.dll_A49A776348DF5E4E.mvfrm
Library/Bee/artifacts/mvdfrm/Unity.Android.Types.dll_3A024D3CFAEFB3CE.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.Android.Extensions.dll_6BB7F73D7038074E.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.Apple.Extensions.Common.dll_320B820FE8FC5AE8.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.iOS.Extensions.Common.dll_3F0AF0E8FD5B91AB.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.iOS.Extensions.dll_3CB6A4B5DF319A4A.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.iOS.Extensions.Xcode.dll_ACDD54761A8A8AD1.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.WebGL.Extensions.dll_6F2DFF6A42ECB2AA.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.WindowsStandalone.Extensions.dll_C92D1381B7425C9A.mvfrm
Library/Bee/artifacts/mvdfrm/Unity.CompilationPipeline.Common.dll_F862E2FD6BA6C0C0.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.Graphs.dll_6450FF118201D284.mvfrm
Library/Bee/artifacts/mvdfrm/UnityEditor.AccessibilityModule.dll_2C20B8F0E17E12AF.mvfrm

View File

@ -127,15 +127,7 @@
-define:CSHARP_7_OR_LATER
-define:CSHARP_7_3_OR_NEWER
-define:UNITY_EDITOR_ONLY_COMPILATION
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/AndroidPlayer/Unity.Android.Gradle.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/AndroidPlayer/Unity.Android.Types.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/AndroidPlayer/UnityEditor.Android.Extensions.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/iOSSupport/UnityEditor.Apple.Extensions.Common.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Common.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/WebGLSupport/UnityEditor.WebGL.Extensions.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/PlaybackEngines/WindowsStandaloneSupport/UnityEditor.WindowsStandalone.Extensions.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/Unity.app/Contents/Managed/Unity.CompilationPipeline.Common.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/Unity.app/Contents/Managed/UnityEditor.Graphs.dll"
-r:"/Applications/Unity/Hub/Editor/6000.2.2f1/Unity.app/Contents/Managed/UnityEngine/UnityEditor.AccessibilityModule.dll"
@ -416,6 +408,6 @@
/nowarn:1701
/nowarn:1702
/utf8output
/preferreduilang:ko
/preferreduilang:en-US
-warn:0
/additionalfile:"Library/Bee/artifacts/200b0aEDbg.dag/Unity.Burst.CodeGen.UnityAdditionalFile.txt"

View File

@ -1 +1 @@
/pathmap:"/Users/seankim/1.Program/7. Unity/Practice_Unity"=.
/pathmap:"/Users/ta9/DEV/Study/Practice_Unity"=.

View File

@ -1 +1 @@
/Users/seankim/1.Program/7. Unity/Practice_Unity
/Users/ta9/DEV/Study/Practice_Unity

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