2026-03-17 14:19 FPS시점의 Strafe캐릭터 조작과 에임모드 전환
This commit is contained in:
@@ -11,6 +11,10 @@ public class GameManager : MonoBehaviour
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public LevelManager Level { get; private set; }
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public CameraManager Camera { get; private set; }
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//UI
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public IntroUIManager IntroUI { get; private set; }
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public InGameUIManager InGameUI { get; private set; }
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private void Awake()
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{
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if (Instance == null)
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@@ -29,15 +33,16 @@ private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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// 씬이 로드될 때마다 해당 씬에 있는 Manager들을 찾아서 갱신
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// 없으면 자동으로 null이 들어감
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Level = FindFirstObjectByType<LevelManager>();
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Camera = FindFirstObjectByType<CameraManager>();
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if(Level != null) Level.OnSceneLoaded(scene, mode);
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if(Camera != null) Camera.OnSceneLoaded(scene, mode);
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this.Level = FindFirstObjectByType<LevelManager>();
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this.Camera = FindFirstObjectByType<CameraManager>();
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this.IntroUI = FindFirstObjectByType<IntroUIManager>();
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this.InGameUI = FindFirstObjectByType<InGameUIManager>();
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if (this.Level != null) this.Level.OnSceneLoaded(scene, mode);
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if (this.Camera != null) this.Camera.OnSceneLoaded(scene, mode);
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InputManager.Instance.PlayerInputEnable(true);
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GlobalUIManager.Instance.SetSceneLoadingActive(false);
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}
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public void RequestSceneChange(string sceneName)
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@@ -20,9 +20,12 @@ public class InputManager : MonoBehaviour
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public event Action<Vector2> OnMoveEvent;
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public event Action<InputState> OnSprintEvent;
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public event Action<InputState> OnJumpEvent;
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public event Action<InputState> OnAimToggleEvent;
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public event Action<Vector2> OnLookEvent;
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public event Action OnNormalAttackEvent;
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public event Action OnHeavyAttackEvent;
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//키조작
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public event Action OnKeyDown_UpArrowEvent;
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public event Action OnKeyDown_DownArrowEvent;
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@@ -95,8 +98,11 @@ public void SetCharacterInputMap(string mapName)
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BindActionCharacter("Move", OnMove);
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BindActionCharacter("Sprint", OnSprint);
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BindActionCharacter("Jump", OnJump);
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BindActionCharacter("AimToggle", OnAimToggle);
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BindActionCharacter("Look", OnLook);
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BindActionCharacter("NormalAttack", OnNormalAttack);
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BindActionCharacter("HeavyAttack", OnHeavyAttack);
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}
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//매핑용 함수
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@@ -171,7 +177,18 @@ private void OnJump(InputAction.CallbackContext ctx)
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OnJumpEvent?.Invoke(InputState.Canceled);
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}
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}
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private void OnAimToggle(InputAction.CallbackContext ctx)
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{
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if (ctx.started)
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{
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OnAimToggleEvent?.Invoke(InputState.Started);
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}
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}
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private void OnLook(InputAction.CallbackContext ctx)
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{
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Vector2 look = ctx.ReadValue<Vector2>();
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OnLookEvent?.Invoke(look);
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}
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private void OnNormalAttack(InputAction.CallbackContext ctx)
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{
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OnNormalAttackEvent?.Invoke();
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@@ -193,7 +210,7 @@ private void OnKeyDown_UpArrow(InputAction.CallbackContext ctx)
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private void OnKeyDown_DownArrow(InputAction.CallbackContext ctx)
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{
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if (ctx.started)
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OnKeyDown_UpArrowEvent?.Invoke();
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OnKeyDown_DownArrowEvent?.Invoke();
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}
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private void OnKeyDown_Enter(InputAction.CallbackContext ctx)
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@@ -35,9 +35,10 @@ private async Awaitable InitializeCameraRig()
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await Awaitable.NextFrameAsync();
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}
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if (brain.ActiveVirtualCamera is CinemachineCamera cam)
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// 가져오는게 실제 cinemachine카메라가 아니라 매니저일수도 있기에 MonoBehaviour로 변환후 찾기
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if (brain.ActiveVirtualCamera is MonoBehaviour activeComponent)
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{
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_currentCameraRig = cam.GetComponentInParent<CameraRigBase>();
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_currentCameraRig = activeComponent.GetComponentInParent<CameraRigBase>();
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}
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}
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@@ -46,11 +47,16 @@ public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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}
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public void SetCameraRig(AimCameraRig cameraRig)
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public void SetCameraRig(CameraRigBase cameraRig)
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{
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_currentCameraRig = cameraRig;
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}
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public CinemachineCamera GetLiveCinemachineCamera()
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{
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return _currentCameraRig.LiveCmCamera;
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}
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public void ZoomCamera(float offset)
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{
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if (_currentCameraRig is AimCameraRig rig)
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@@ -17,7 +17,7 @@ public class LevelManager : MonoBehaviour
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[SerializeField] private GameObject[] _playableCharacterPrefabs; //플레이어가 될수 있는 캐릭터들 프리팹 할당
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public GameObject[] PlayableCharacterPrefabs { get { return _playableCharacterPrefabs; } private set { _playableCharacterPrefabs = value; } }
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public GameObject CurrentCharacter { get; private set; } // 현재 캐릭터
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public PlayerCharacterController CurrentCharacterController { get { return CurrentCharacter?.GetComponent<PlayerCharacterController>(); } } // 현재 캐릭터의 컨트롤러
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public PlayerCharacterController CurrentCharacterController { get { return CurrentCharacter == null ? null : CurrentCharacter.GetComponent<PlayerCharacterController>(); } } // 현재 캐릭터의 컨트롤러
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public int CurrentCharacterIdx { get; private set; } //현재캐릭터 인덱스
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#endregion
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@@ -102,6 +102,8 @@ public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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InputManager.Instance.OnMoveEvent += CurrentCharacterController.MoveInput;
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InputManager.Instance.OnSprintEvent += CurrentCharacterController.SprintInput;
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InputManager.Instance.OnJumpEvent += CurrentCharacterController.JumpInput;
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InputManager.Instance.OnAimToggleEvent += CurrentCharacterController.AimToggleInput;
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InputManager.Instance.OnLookEvent += CurrentCharacterController.LookInput;
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//InputManager.Instance.OnNormalAttackEvent;
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//InputManager.Instance.OnHeavyAttackEvent;
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@@ -2,15 +2,10 @@
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public class InGameUIManager : BaseUIManager
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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[SerializeField] private GameObject _crosshairRoot;
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// Update is called once per frame
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void Update()
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public void VisibleCrossHair(bool isOn)
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{
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_crosshairRoot.SetActive(isOn);
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}
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}
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@@ -5,8 +5,6 @@
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public class AimCameraRig : CameraRigBase
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{
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public InputAxis AimMode = InputAxis.DefaultMomentary; //누르는 동안만 유지
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[SerializeField] private CinemachineCamera _aimCamera;
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[SerializeField] private CinemachineCamera _freeCamera;
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@@ -16,7 +14,7 @@ public class AimCameraRig : CameraRigBase
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public CinemachineCamera ActiveCmCamera => LiveChild as CinemachineCamera;
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private bool _isAiming => AimMode.Value > 0.5f;
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private bool _isAiming => _controller != null && _controller.IsAiming;
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private float _lastKnownFOV = 60f;
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protected override void Awake()
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@@ -55,7 +53,6 @@ protected override void Start()
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public override void GetInputAxes(List<IInputAxisOwner.AxisDescriptor> axes)
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{
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base.GetInputAxes(axes);
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axes.Add(new() { DrivenAxis = () => ref AimMode, Name = "Aim" });
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}
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protected override CinemachineVirtualCameraBase ChooseCurrentCamera(Vector3 worldUp, float deltaTime)
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@@ -63,10 +60,17 @@ protected override CinemachineVirtualCameraBase ChooseCurrentCamera(Vector3 worl
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var oldCam = (CinemachineVirtualCameraBase)LiveChild;
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var newCam = _isAiming ? _aimCamera : _freeCamera;
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if (_controller != null && oldCam != newCam)
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{
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_controller.RotationMode = _isAiming
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? PlayerCharacterController.PlayerRotationMode.CameraCoupled
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: PlayerCharacterController.PlayerRotationMode.CameraDecoupled;
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{
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//에임모드에서 다시 돌아갈때 플레이어의 현재 회전값에 카메라를 일치시킴
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if(newCam == _freeCamera)
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{
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CinemachineOrbitalFollow orbitalFollow = newCam.GetComponent<CinemachineOrbitalFollow>();
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orbitalFollow.HorizontalAxis.Recentering.Enabled = true;
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orbitalFollow.VerticalAxis.Recentering.Enabled = true;
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orbitalFollow.HorizontalAxis.Recentering.Enabled = false;
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orbitalFollow.VerticalAxis.Recentering.Enabled = false;
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}
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_controller.RecenterPlayer();
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}
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return newCam;
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@@ -5,8 +5,8 @@
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public abstract class CameraRigBase : CinemachineCameraManagerBase, IInputAxisOwner
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{
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protected PlayerCharacterController _controller;
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protected abstract IReadOnlyList<CinemachineVirtualCameraBase> CameraCandidates { get; }
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public CinemachineCamera LiveCmCamera => LiveChild as CinemachineCamera;
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protected virtual void Awake()
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{
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@@ -2,13 +2,16 @@
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using System.Threading;
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using Unity.Cinemachine;
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using Unity.VisualScripting;
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using UnityEditorInternal;
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using UnityEngine;
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using static Unity.Cinemachine.CinemachineSplineDolly;
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using static UnityEngine.Rendering.DebugUI;
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public class PlayerCharacterController : MonoBehaviour
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{
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private CharacterController _cController;
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private Animator _anim;
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private PlayerStateMachine _stateMachine;
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//환경
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@@ -44,16 +47,25 @@ public class PlayerCharacterController : MonoBehaviour
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private Vector3 _dodgeDir; // 대쉬 시작 시점의 방향 고정
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//카메라 전환
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[SerializeField] private AimCameraRig _aimCameraRig; //조준 카메라 집합체
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private CameraMode _cameraMode = CameraMode.FreeLook; //카메라 모드
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private CancellationTokenSource _cameraDelayChangeCts; //지연전환 취소 토큰
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public enum PlayerRotationMode {CameraCoupled, CameraDecoupled}
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public PlayerRotationMode RotationMode = PlayerRotationMode.CameraCoupled;
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//일단은 기본값
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//조준모드용 세팅
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[Header("AimMode Rotation Settings")]
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private Vector2 _lookInput;
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private float _lookPitch = 0f;
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[SerializeField] private float _lookSensitivity = 0.1f;
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[SerializeField] private float _upperLookLimit = 80f; // 위로 보기 제한
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[SerializeField] private float _lowerLookLimit = -80f; // 아래로 보기 제한
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//게걸음 이동
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public bool Strafe = false;
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public void SetStrafeMode(bool b) => Strafe = b;
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//조준모드
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public bool IsAiming => _stateMachine != null && _stateMachine.IsAiming;
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//캐릭터 관련
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public CharacterIdentity PlayerCharacterIdentity { get; set; }
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@@ -93,6 +105,7 @@ private void Awake()
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private void Start()
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{
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_stateMachine.SetMaxJumpCount(_maxJumpCount);
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SetCursorLockState(true);
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}
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private void Update()
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@@ -145,16 +158,11 @@ private void StateUpdate()
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_stateMachine.ChangeState(_stateMachine.IsRunInputPressed ? PlayerState.Run : PlayerState.Walk);
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}
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Debug.Log($"_moveCutTimer : {_moveCutTimer}");
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if (_moveCutTimer > 0)
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_stateMachine.IsMoveCut = true;
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else
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_stateMachine.IsMoveCut = false;
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Debug.Log($"_moveCut : {_stateMachine.IsMoveCut}");
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Debug.Log($"CurentState : {_stateMachine.CurrentState}");
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if (_jumpReadyCoolTimer > 0)
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_stateMachine.IsJumpCool = true;
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else
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@@ -209,7 +217,7 @@ private void Movement()
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if (normalizedTime >= 1.0f)
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{
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// 구르기 종료 -> 원래상태로 복귀 로직
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//_stateMachine.ChangeState(PlayerState.Idle);
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//StateMachine.ChangeState(PlayerState.Idle);
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//_currentSpd = 0f;
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return;
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@@ -260,8 +268,6 @@ private void Movement()
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//방향키 방향으로 회전하며 이동
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//RotationByMove();
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Debug.Log($"Forward : {camForward}");
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//모드별 회전
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RotationByMode();
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_anim.SetFloat("DirectX", moveDir.x * _currentSpd / _spdCoefficient);
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@@ -278,19 +284,40 @@ private void RotationByMove()
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}
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private void RotationByMode()
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{
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switch (RotationMode)
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if (IsAiming) //조준 모드일때는 마우스가 캐릭터 자체를 회전시키고 카메라가 따라간다 (Third Person Follow)
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{
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case PlayerRotationMode.CameraCoupled:
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{
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SetStrafeMode(true);
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RecenterPlayer();
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break;
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}
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case PlayerRotationMode.CameraDecoupled:
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{
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SetStrafeMode(false);
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break;
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}
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// 좌우 회전 (Yaw): 캐릭터 본체를 직접 회전시킴
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float yaw = _lookInput.x * _lookSensitivity;
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transform.Rotate(Vector3.up * yaw);
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// 상하 회전 (Pitch): 캐릭터는 그대로 두고 내부 변수만 계산
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_lookPitch -= _lookInput.y * _lookSensitivity;
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_lookPitch = Mathf.Clamp(_lookPitch, _lowerLookLimit, _upperLookLimit);
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CinemachineCamera liveCm = GameManager.Instance.Camera.GetLiveCinemachineCamera();
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if(liveCm != null)
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{
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Transform lookTarget = liveCm.LookAt;
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lookTarget.localRotation = Quaternion.Euler(_lookPitch, 0, 0);
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}
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}
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else //조준 모드가 아니면 회전모드를 따라간다
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{
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switch (RotationMode)
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{
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case PlayerRotationMode.CameraCoupled:
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{
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SetStrafeMode(true);
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RecenterPlayer();
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break;
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}
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case PlayerRotationMode.CameraDecoupled:
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{
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SetStrafeMode(false);
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break;
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}
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}
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}
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}
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@@ -315,7 +342,7 @@ private void OnAnimatorMove()
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{
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// 애니메이션이 가고 싶은 값
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/*
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if(_stateMachine.CurrentState == PlayerState.Roll)
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if(StateMachine.CurrentState == PlayerState.Roll)
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{
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_rootMotionVelocity = _anim.deltaPosition / Time.deltaTime;
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}
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@@ -403,5 +430,34 @@ public void DodgeInput(InputState inputState)
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_dodgeTimer = 0f;
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}
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}
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public void AimToggleInput(InputState inputState)
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{
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if (inputState == InputState.Started)
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{
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if (_stateMachine.IsAiming)
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{
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_stateMachine.IsAiming = false;
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GameManager.Instance.InGameUI.VisibleCrossHair(false);
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}
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else
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{
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_stateMachine.IsAiming = true;
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GameManager.Instance.InGameUI.VisibleCrossHair(true);
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}
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}
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}
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public void LookInput(Vector2 lookInput)
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{
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_lookInput = lookInput;
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}
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#endregion
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#region 헬퍼
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public void SetCursorLockState(bool isLocked)
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{
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Cursor.lockState = isLocked ? CursorLockMode.Locked : CursorLockMode.None;
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Cursor.visible = !isLocked;
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}
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#endregion
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}
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@@ -14,6 +14,7 @@ public class PlayerStateMachine : MonoBehaviour
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public bool IsPossibleCharge { get; set; } //현재 차지 가능한 상태인가
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public bool IsMoveCut { get; set; } //현재 이동 금지 상태인가
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public bool IsJumpCool { get; set; } //현재 점프 쿨타임 상태인가
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public bool IsAiming { get; set; } // 현재 aim모드인가
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private int _jumpCount = 0;
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private int _maxJumpCount = 1;
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Reference in New Issue
Block a user