Unity_Learn/Assets/Scripts/Controllers/PlayerController.cs

122 lines
3.6 KiB
C#

using Unity.Mathematics;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
[SerializeField]
float _speed = 5.0f;
private Vector3 _destPos;
public enum PlayerState
{
Idle,
Move,
Die
}
PlayerState _playerState = PlayerState.Idle;
void Start()
{
// Managers.Input.KeyAction -= OnKeyboard;
// Managers.Input.KeyAction += OnKeyboard;
Managers.Input.MouseAction -= OnMouseClicked;
Managers.Input.MouseAction += OnMouseClicked;
// Managers.Resource.Instantiate("UI/UI_Button");
// Managers.UI.ShowPopupUI<UI_Button>("UI_Button");
// Managers.UI.ClosePopupUI();
//이게 안정 버전
// UI_Button button = Managers.UI.ShowPopupUI<UI_Button>("UI_Button");
// Managers.UI.ClosePopupUI(button);
Managers.UI.ShowSceneUI<UI_Inven>("UI_Inven");
}
void UpdateIdle()
{
// 애니메이션 처리
// wait_run_ratio = Mathf.Lerp(wait_run_ratio, 0.0f, 8.0f * Time.deltaTime);
Animator anim = GetComponent<Animator>();
anim.SetFloat("speed", 0);
}
void UpdateMove()
{
Vector3 dir = _destPos - transform.position;
if (dir.magnitude < 0.001f)
{
_playerState = PlayerState.Idle;
}
else
{
float moveDist = Mathf.Clamp(_speed * Time.deltaTime, 0, dir.magnitude);
transform.position += dir.normalized * moveDist;
// 그래서 이렇게 부드럽게 회전
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);
}
}
// 애니메이션 처리
// wait_run_ratio = Mathf.Lerp(wait_run_ratio, 1.0f, 8.0f * Time.deltaTime);
Animator anim = GetComponent<Animator>();
anim.SetFloat("speed", _speed);
}
void Update()
{
switch (_playerState)
{
case PlayerState.Die:
break;
case PlayerState.Idle:
UpdateIdle();
break;
case PlayerState.Move:
UpdateMove();
break;
}
}
void OnMouseClicked(Define.MouseEvent evt)
{
// 클릭 뿐 아니라 마우스 누르고 있어도 이동이 가능하게 하기 위해서 일단 날리기
// if (evt != Define.MouseEvent.Click) return;
if(_playerState == PlayerState.Die) return;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
Debug.DrawRay(Camera.main.transform.position, ray.direction * 100.0f, Color.blue, 1.0f);
RaycastHit hit;
if(Physics.Raycast(ray, out hit, 100.0f, LayerMask.GetMask("Wall")))
{
_destPos = hit.point;
_playerState = PlayerState.Move;
}
}
// void OnKeyboard()
// {
// if (Input.GetKey(KeyCode.W)) { Move(Vector3.forward); }
// else if (Input.GetKey(KeyCode.S)) { Move(Vector3.back); }
// else if (Input.GetKey(KeyCode.A)) { Move(Vector3.left); }
// else if (Input.GetKey(KeyCode.D)) { Move(Vector3.right); }
// _moveToDest = false;
// }
// void Move(Vector3 vector)
// {
// transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(vector), 0.15f);
// transform.position += vector * (Time.deltaTime * _speed);
// }
}