2026-03-17 14:19 FPS시점의 Strafe캐릭터 조작과 에임모드 전환

This commit is contained in:
2026-03-17 14:20:49 +09:00
parent 960a68d734
commit 06169fa6ae
24 changed files with 320 additions and 56 deletions

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@@ -11,6 +11,10 @@ public class GameManager : MonoBehaviour
public LevelManager Level { get; private set; }
public CameraManager Camera { get; private set; }
//UI
public IntroUIManager IntroUI { get; private set; }
public InGameUIManager InGameUI { get; private set; }
private void Awake()
{
if (Instance == null)
@@ -29,15 +33,16 @@ private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// 씬이 로드될 때마다 해당 씬에 있는 Manager들을 찾아서 갱신
// 없으면 자동으로 null이 들어감
Level = FindFirstObjectByType<LevelManager>();
Camera = FindFirstObjectByType<CameraManager>();
if(Level != null) Level.OnSceneLoaded(scene, mode);
if(Camera != null) Camera.OnSceneLoaded(scene, mode);
this.Level = FindFirstObjectByType<LevelManager>();
this.Camera = FindFirstObjectByType<CameraManager>();
this.IntroUI = FindFirstObjectByType<IntroUIManager>();
this.InGameUI = FindFirstObjectByType<InGameUIManager>();
if (this.Level != null) this.Level.OnSceneLoaded(scene, mode);
if (this.Camera != null) this.Camera.OnSceneLoaded(scene, mode);
InputManager.Instance.PlayerInputEnable(true);
GlobalUIManager.Instance.SetSceneLoadingActive(false);
}
public void RequestSceneChange(string sceneName)

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@@ -20,9 +20,12 @@ public class InputManager : MonoBehaviour
public event Action<Vector2> OnMoveEvent;
public event Action<InputState> OnSprintEvent;
public event Action<InputState> OnJumpEvent;
public event Action<InputState> OnAimToggleEvent;
public event Action<Vector2> OnLookEvent;
public event Action OnNormalAttackEvent;
public event Action OnHeavyAttackEvent;
//키조작
public event Action OnKeyDown_UpArrowEvent;
public event Action OnKeyDown_DownArrowEvent;
@@ -95,8 +98,11 @@ public void SetCharacterInputMap(string mapName)
BindActionCharacter("Move", OnMove);
BindActionCharacter("Sprint", OnSprint);
BindActionCharacter("Jump", OnJump);
BindActionCharacter("AimToggle", OnAimToggle);
BindActionCharacter("Look", OnLook);
BindActionCharacter("NormalAttack", OnNormalAttack);
BindActionCharacter("HeavyAttack", OnHeavyAttack);
}
//매핑용 함수
@@ -171,7 +177,18 @@ private void OnJump(InputAction.CallbackContext ctx)
OnJumpEvent?.Invoke(InputState.Canceled);
}
}
private void OnAimToggle(InputAction.CallbackContext ctx)
{
if (ctx.started)
{
OnAimToggleEvent?.Invoke(InputState.Started);
}
}
private void OnLook(InputAction.CallbackContext ctx)
{
Vector2 look = ctx.ReadValue<Vector2>();
OnLookEvent?.Invoke(look);
}
private void OnNormalAttack(InputAction.CallbackContext ctx)
{
OnNormalAttackEvent?.Invoke();
@@ -193,7 +210,7 @@ private void OnKeyDown_UpArrow(InputAction.CallbackContext ctx)
private void OnKeyDown_DownArrow(InputAction.CallbackContext ctx)
{
if (ctx.started)
OnKeyDown_UpArrowEvent?.Invoke();
OnKeyDown_DownArrowEvent?.Invoke();
}
private void OnKeyDown_Enter(InputAction.CallbackContext ctx)

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@@ -35,9 +35,10 @@ private async Awaitable InitializeCameraRig()
await Awaitable.NextFrameAsync();
}
if (brain.ActiveVirtualCamera is CinemachineCamera cam)
// 가져오는게 실제 cinemachine카메라가 아니라 매니저일수도 있기에 MonoBehaviour로 변환후 찾기
if (brain.ActiveVirtualCamera is MonoBehaviour activeComponent)
{
_currentCameraRig = cam.GetComponentInParent<CameraRigBase>();
_currentCameraRig = activeComponent.GetComponentInParent<CameraRigBase>();
}
}
@@ -46,11 +47,16 @@ public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
}
public void SetCameraRig(AimCameraRig cameraRig)
public void SetCameraRig(CameraRigBase cameraRig)
{
_currentCameraRig = cameraRig;
}
public CinemachineCamera GetLiveCinemachineCamera()
{
return _currentCameraRig.LiveCmCamera;
}
public void ZoomCamera(float offset)
{
if (_currentCameraRig is AimCameraRig rig)

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@@ -17,7 +17,7 @@ public class LevelManager : MonoBehaviour
[SerializeField] private GameObject[] _playableCharacterPrefabs; //플레이어가 될수 있는 캐릭터들 프리팹 할당
public GameObject[] PlayableCharacterPrefabs { get { return _playableCharacterPrefabs; } private set { _playableCharacterPrefabs = value; } }
public GameObject CurrentCharacter { get; private set; } // 현재 캐릭터
public PlayerCharacterController CurrentCharacterController { get { return CurrentCharacter?.GetComponent<PlayerCharacterController>(); } } // 현재 캐릭터의 컨트롤러
public PlayerCharacterController CurrentCharacterController { get { return CurrentCharacter == null ? null : CurrentCharacter.GetComponent<PlayerCharacterController>(); } } // 현재 캐릭터의 컨트롤러
public int CurrentCharacterIdx { get; private set; } //현재캐릭터 인덱스
#endregion
@@ -102,6 +102,8 @@ public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
InputManager.Instance.OnMoveEvent += CurrentCharacterController.MoveInput;
InputManager.Instance.OnSprintEvent += CurrentCharacterController.SprintInput;
InputManager.Instance.OnJumpEvent += CurrentCharacterController.JumpInput;
InputManager.Instance.OnAimToggleEvent += CurrentCharacterController.AimToggleInput;
InputManager.Instance.OnLookEvent += CurrentCharacterController.LookInput;
//InputManager.Instance.OnNormalAttackEvent;
//InputManager.Instance.OnHeavyAttackEvent;

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@@ -2,15 +2,10 @@
public class InGameUIManager : BaseUIManager
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
[SerializeField] private GameObject _crosshairRoot;
// Update is called once per frame
void Update()
public void VisibleCrossHair(bool isOn)
{
_crosshairRoot.SetActive(isOn);
}
}

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@@ -5,8 +5,6 @@
public class AimCameraRig : CameraRigBase
{
public InputAxis AimMode = InputAxis.DefaultMomentary; //누르는 동안만 유지
[SerializeField] private CinemachineCamera _aimCamera;
[SerializeField] private CinemachineCamera _freeCamera;
@@ -16,7 +14,7 @@ public class AimCameraRig : CameraRigBase
public CinemachineCamera ActiveCmCamera => LiveChild as CinemachineCamera;
private bool _isAiming => AimMode.Value > 0.5f;
private bool _isAiming => _controller != null && _controller.IsAiming;
private float _lastKnownFOV = 60f;
protected override void Awake()
@@ -55,7 +53,6 @@ protected override void Start()
public override void GetInputAxes(List<IInputAxisOwner.AxisDescriptor> axes)
{
base.GetInputAxes(axes);
axes.Add(new() { DrivenAxis = () => ref AimMode, Name = "Aim" });
}
protected override CinemachineVirtualCameraBase ChooseCurrentCamera(Vector3 worldUp, float deltaTime)
@@ -63,10 +60,17 @@ protected override CinemachineVirtualCameraBase ChooseCurrentCamera(Vector3 worl
var oldCam = (CinemachineVirtualCameraBase)LiveChild;
var newCam = _isAiming ? _aimCamera : _freeCamera;
if (_controller != null && oldCam != newCam)
{
_controller.RotationMode = _isAiming
? PlayerCharacterController.PlayerRotationMode.CameraCoupled
: PlayerCharacterController.PlayerRotationMode.CameraDecoupled;
{
//에임모드에서 다시 돌아갈때 플레이어의 현재 회전값에 카메라를 일치시킴
if(newCam == _freeCamera)
{
CinemachineOrbitalFollow orbitalFollow = newCam.GetComponent<CinemachineOrbitalFollow>();
orbitalFollow.HorizontalAxis.Recentering.Enabled = true;
orbitalFollow.VerticalAxis.Recentering.Enabled = true;
orbitalFollow.HorizontalAxis.Recentering.Enabled = false;
orbitalFollow.VerticalAxis.Recentering.Enabled = false;
}
_controller.RecenterPlayer();
}
return newCam;

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@@ -5,8 +5,8 @@
public abstract class CameraRigBase : CinemachineCameraManagerBase, IInputAxisOwner
{
protected PlayerCharacterController _controller;
protected abstract IReadOnlyList<CinemachineVirtualCameraBase> CameraCandidates { get; }
public CinemachineCamera LiveCmCamera => LiveChild as CinemachineCamera;
protected virtual void Awake()
{

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@@ -2,13 +2,16 @@
using System.Threading;
using Unity.Cinemachine;
using Unity.VisualScripting;
using UnityEditorInternal;
using UnityEngine;
using static Unity.Cinemachine.CinemachineSplineDolly;
using static UnityEngine.Rendering.DebugUI;
public class PlayerCharacterController : MonoBehaviour
{
private CharacterController _cController;
private Animator _anim;
private PlayerStateMachine _stateMachine;
//환경
@@ -44,16 +47,25 @@ public class PlayerCharacterController : MonoBehaviour
private Vector3 _dodgeDir; // 대쉬 시작 시점의 방향 고정
//카메라 전환
[SerializeField] private AimCameraRig _aimCameraRig; //조준 카메라 집합체
private CameraMode _cameraMode = CameraMode.FreeLook; //카메라 모드
private CancellationTokenSource _cameraDelayChangeCts; //지연전환 취소 토큰
public enum PlayerRotationMode {CameraCoupled, CameraDecoupled}
public PlayerRotationMode RotationMode = PlayerRotationMode.CameraCoupled;
//일단은 기본값
//조준모드용 세팅
[Header("AimMode Rotation Settings")]
private Vector2 _lookInput;
private float _lookPitch = 0f;
[SerializeField] private float _lookSensitivity = 0.1f;
[SerializeField] private float _upperLookLimit = 80f; // 위로 보기 제한
[SerializeField] private float _lowerLookLimit = -80f; // 아래로 보기 제한
//게걸음 이동
public bool Strafe = false;
public void SetStrafeMode(bool b) => Strafe = b;
//조준모드
public bool IsAiming => _stateMachine != null && _stateMachine.IsAiming;
//캐릭터 관련
public CharacterIdentity PlayerCharacterIdentity { get; set; }
@@ -93,6 +105,7 @@ private void Awake()
private void Start()
{
_stateMachine.SetMaxJumpCount(_maxJumpCount);
SetCursorLockState(true);
}
private void Update()
@@ -145,16 +158,11 @@ private void StateUpdate()
_stateMachine.ChangeState(_stateMachine.IsRunInputPressed ? PlayerState.Run : PlayerState.Walk);
}
Debug.Log($"_moveCutTimer : {_moveCutTimer}");
if (_moveCutTimer > 0)
_stateMachine.IsMoveCut = true;
else
_stateMachine.IsMoveCut = false;
Debug.Log($"_moveCut : {_stateMachine.IsMoveCut}");
Debug.Log($"CurentState : {_stateMachine.CurrentState}");
if (_jumpReadyCoolTimer > 0)
_stateMachine.IsJumpCool = true;
else
@@ -209,7 +217,7 @@ private void Movement()
if (normalizedTime >= 1.0f)
{
// 구르기 종료 -> 원래상태로 복귀 로직
//_stateMachine.ChangeState(PlayerState.Idle);
//StateMachine.ChangeState(PlayerState.Idle);
//_currentSpd = 0f;
return;
@@ -260,8 +268,6 @@ private void Movement()
//방향키 방향으로 회전하며 이동
//RotationByMove();
Debug.Log($"Forward : {camForward}");
//모드별 회전
RotationByMode();
_anim.SetFloat("DirectX", moveDir.x * _currentSpd / _spdCoefficient);
@@ -278,19 +284,40 @@ private void RotationByMove()
}
private void RotationByMode()
{
switch (RotationMode)
if (IsAiming) //조준 모드일때는 마우스가 캐릭터 자체를 회전시키고 카메라가 따라간다 (Third Person Follow)
{
case PlayerRotationMode.CameraCoupled:
{
SetStrafeMode(true);
RecenterPlayer();
break;
}
case PlayerRotationMode.CameraDecoupled:
{
SetStrafeMode(false);
break;
}
// 좌우 회전 (Yaw): 캐릭터 본체를 직접 회전시킴
float yaw = _lookInput.x * _lookSensitivity;
transform.Rotate(Vector3.up * yaw);
// 상하 회전 (Pitch): 캐릭터는 그대로 두고 내부 변수만 계산
_lookPitch -= _lookInput.y * _lookSensitivity;
_lookPitch = Mathf.Clamp(_lookPitch, _lowerLookLimit, _upperLookLimit);
CinemachineCamera liveCm = GameManager.Instance.Camera.GetLiveCinemachineCamera();
if(liveCm != null)
{
Transform lookTarget = liveCm.LookAt;
lookTarget.localRotation = Quaternion.Euler(_lookPitch, 0, 0);
}
}
else //조준 모드가 아니면 회전모드를 따라간다
{
switch (RotationMode)
{
case PlayerRotationMode.CameraCoupled:
{
SetStrafeMode(true);
RecenterPlayer();
break;
}
case PlayerRotationMode.CameraDecoupled:
{
SetStrafeMode(false);
break;
}
}
}
}
@@ -315,7 +342,7 @@ private void OnAnimatorMove()
{
// 애니메이션이 가고 싶은 값
/*
if(_stateMachine.CurrentState == PlayerState.Roll)
if(StateMachine.CurrentState == PlayerState.Roll)
{
_rootMotionVelocity = _anim.deltaPosition / Time.deltaTime;
}
@@ -403,5 +430,34 @@ public void DodgeInput(InputState inputState)
_dodgeTimer = 0f;
}
}
public void AimToggleInput(InputState inputState)
{
if (inputState == InputState.Started)
{
if (_stateMachine.IsAiming)
{
_stateMachine.IsAiming = false;
GameManager.Instance.InGameUI.VisibleCrossHair(false);
}
else
{
_stateMachine.IsAiming = true;
GameManager.Instance.InGameUI.VisibleCrossHair(true);
}
}
}
public void LookInput(Vector2 lookInput)
{
_lookInput = lookInput;
}
#endregion
#region
public void SetCursorLockState(bool isLocked)
{
Cursor.lockState = isLocked ? CursorLockMode.Locked : CursorLockMode.None;
Cursor.visible = !isLocked;
}
#endregion
}

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@@ -14,6 +14,7 @@ public class PlayerStateMachine : MonoBehaviour
public bool IsPossibleCharge { get; set; } //현재 차지 가능한 상태인가
public bool IsMoveCut { get; set; } //현재 이동 금지 상태인가
public bool IsJumpCool { get; set; } //현재 점프 쿨타임 상태인가
public bool IsAiming { get; set; } // 현재 aim모드인가
private int _jumpCount = 0;
private int _maxJumpCount = 1;

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