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index e4d4fad70..0645a9b9c 100644
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diff --git a/Assets/Scenes/SampleScene/NavMesh-NavMesh Surface.asset b/Assets/Scenes/SampleScene/NavMesh-NavMesh Surface.asset
new file mode 100644
index 000000000..296109f50
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new file mode 100644
index 000000000..466530717
--- /dev/null
+++ b/Assets/Scenes/SampleScene/NavMesh-NavMesh Surface.asset.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Controllers/PlayerController.cs b/Assets/Scripts/Controllers/PlayerController.cs
index d7c5ec322..332161622 100644
--- a/Assets/Scripts/Controllers/PlayerController.cs
+++ b/Assets/Scripts/Controllers/PlayerController.cs
@@ -1,15 +1,22 @@
using System;
using Animation;
using UnityEngine;
+using UnityEngine.AI;
using UnityEngine.InputSystem;
public class PlayerController : MonoBehaviour
{
+
private AnimatorManager _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(GetComponent());
+ _movement = gameObject.AddComponent();
_status = gameObject.GetComponent();
+
+ 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().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()
- {
-
- }
-}
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Managers/InputManager.cs b/Assets/Scripts/Managers/InputManager.cs
index cd751d63c..395c28e60 100644
--- a/Assets/Scripts/Managers/InputManager.cs
+++ b/Assets/Scripts/Managers/InputManager.cs
@@ -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;
diff --git a/Assets/Scripts/Managers/Manager.cs b/Assets/Scripts/Managers/Manager.cs
index 2588a99e8..fd3803607 100644
--- a/Assets/Scripts/Managers/Manager.cs
+++ b/Assets/Scripts/Managers/Manager.cs
@@ -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; } }
diff --git a/Assets/Scripts/Managers/MovementManager.cs b/Assets/Scripts/Managers/MovementManager.cs
new file mode 100644
index 000000000..2236ceb53
--- /dev/null
+++ b/Assets/Scripts/Managers/MovementManager.cs
@@ -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()
+ {
+
+ }
+}
diff --git a/Assets/Scripts/Managers/MovementManager.cs.meta b/Assets/Scripts/Managers/MovementManager.cs.meta
new file mode 100644
index 000000000..f77ffe3fc
--- /dev/null
+++ b/Assets/Scripts/Managers/MovementManager.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: eecd42aad63f140fd87fd2d75d093b0e
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diff --git a/Assets/Scripts/Movements.meta b/Assets/Scripts/Movements.meta
new file mode 100644
index 000000000..3f7cf8a03
--- /dev/null
+++ b/Assets/Scripts/Movements.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: b46648cf714a04744a4c5019207c572f
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Movements/Movement_Air.cs b/Assets/Scripts/Movements/Movement_Air.cs
new file mode 100644
index 000000000..ecacd9eae
--- /dev/null
+++ b/Assets/Scripts/Movements/Movement_Air.cs
@@ -0,0 +1,14 @@
+using UnityEngine;
+
+public class Movement_Air : MonoBehaviour
+{
+ void Start()
+ {
+
+ }
+
+ void Update()
+ {
+
+ }
+}
diff --git a/Assets/Scripts/Movements/Movement_Air.cs.meta b/Assets/Scripts/Movements/Movement_Air.cs.meta
new file mode 100644
index 000000000..3f93fc604
--- /dev/null
+++ b/Assets/Scripts/Movements/Movement_Air.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 22216904469334abb99045cddf8acf73
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diff --git a/Assets/Scripts/Movements/Movement_Base.cs b/Assets/Scripts/Movements/Movement_Base.cs
new file mode 100644
index 000000000..55ddb530d
--- /dev/null
+++ b/Assets/Scripts/Movements/Movement_Base.cs
@@ -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
+}
diff --git a/Assets/Scripts/Movements/Movement_Base.cs.meta b/Assets/Scripts/Movements/Movement_Base.cs.meta
new file mode 100644
index 000000000..acc76644a
--- /dev/null
+++ b/Assets/Scripts/Movements/Movement_Base.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 7fd5eb0ac164c446dad33d85658f2563
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diff --git a/Assets/Scripts/Movements/Movement_Ground.cs b/Assets/Scripts/Movements/Movement_Ground.cs
new file mode 100644
index 000000000..f451b2f64
--- /dev/null
+++ b/Assets/Scripts/Movements/Movement_Ground.cs
@@ -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();
+ 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.
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Movements/Movement_Ground.cs.meta b/Assets/Scripts/Movements/Movement_Ground.cs.meta
new file mode 100644
index 000000000..33b9b881f
--- /dev/null
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\ No newline at end of file
diff --git a/Assets/_Recovery/0 (2).unity b/Assets/_Recovery/0 (2).unity
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index 50a4eec78..601e1e011 100644
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diff --git a/Library/Bee/200b0aE.dag.payloads b/Library/Bee/200b0aE.dag.payloads
index b1ccdd334..c7339faeb 100644
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diff --git a/Library/Bee/200b0aE.dag_derived b/Library/Bee/200b0aE.dag_derived
index a01444c94..68c9e285e 100644
Binary files a/Library/Bee/200b0aE.dag_derived and b/Library/Bee/200b0aE.dag_derived differ
diff --git a/Library/Bee/200b0aEDbg-inputdata.json b/Library/Bee/200b0aEDbg-inputdata.json
index 646ea3795..5bbcfaf74 100644
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