From 4c0c1b6b41650eb9ef6eee7120c1e978245e9e5a Mon Sep 17 00:00:00 2001 From: sharedacc520k Date: Fri, 20 Mar 2026 02:57:53 +0900 Subject: [PATCH] =?UTF-8?q?2026-03-20=20:=208=EB=B0=A9=ED=96=A5=20?= =?UTF-8?q?=EB=8C=80=EC=8B=9C?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/01_Scenes/GameScene.unity | 4 +- .../Controllers/PlayerCharacterController.cs | 101 +- Assets/02_Scripts/Player/FSM/PlayerState.cs | 2 +- .../Player/FSM/PlayerStateMachine.cs | 10 +- .../Animations/Dodge/FeMale@Dodge_End_BL.FBX | 3 + ....FBX.meta => FeMale@Dodge_End_BL.FBX.meta} | 8 +- .../Animations/Dodge/FeMale@Dodge_End_BR.FBX | 3 + ....FBX.meta => FeMale@Dodge_End_BR.FBX.meta} | 10 +- .../Animations/Dodge/FeMale@Dodge_End_FL.FBX | 3 + .../Dodge/FeMale@Dodge_End_FL.FBX.meta | 837 +++++++++ .../Animations/Dodge/FeMale@Dodge_End_FR.FBX | 3 + .../Dodge/FeMale@Dodge_End_FR.FBX.meta | 837 +++++++++ .../Dodge/FeMale@Dodge_End_Left.FBX | 3 + .../Dodge/FeMale@Dodge_End_Left.FBX.meta | 837 +++++++++ .../Dodge/FeMale@Dodge_End_Right.FBX | 3 + .../Dodge/FeMale@Dodge_End_Right.FBX.meta | 837 +++++++++ .../Animations/Dodge/FeMale@Dodge_Left.FBX | 3 - .../Animations/Dodge/FeMale@Dodge_Right.FBX | 3 - .../Dodge/FeMale@Dodge_Start_BL.FBX | 3 + .../Dodge/FeMale@Dodge_Start_BL.FBX.meta | 837 +++++++++ .../Dodge/FeMale@Dodge_Start_BR.FBX | 3 + .../Dodge/FeMale@Dodge_Start_BR.FBX.meta | 837 +++++++++ .../Dodge/FeMale@Dodge_Start_FL.FBX | 3 + .../Dodge/FeMale@Dodge_Start_FL.FBX.meta | 837 +++++++++ .../Dodge/FeMale@Dodge_Start_FR.FBX | 3 + .../Dodge/FeMale@Dodge_Start_FR.FBX.meta | 837 +++++++++ .../Dodge/FeMale@Dodge_Start_Fwd.FBX.meta | 2 +- .../Dodge/FeMale@Dodge_Start_Left.FBX | 3 + .../Dodge/FeMale@Dodge_Start_Left.FBX.meta | 837 +++++++++ .../Dodge/FeMale@Dodge_Start_Right.FBX | 3 + .../Dodge/FeMale@Dodge_Start_Right.FBX.meta | 837 +++++++++ .../Dodge/FeMale_Dodge_End_BL_RM.anim | 3 + ....meta => FeMale_Dodge_End_BL_RM.anim.meta} | 2 +- .../Dodge/FeMale_Dodge_End_BR_RM.anim | 3 + ....meta => FeMale_Dodge_End_BR_RM.anim.meta} | 2 +- .../Dodge/FeMale_Dodge_End_Bwd_RM.anim | 4 +- .../Dodge/FeMale_Dodge_End_FL_RM.anim | 3 + .../Dodge/FeMale_Dodge_End_FL_RM.anim.meta | 8 + .../Dodge/FeMale_Dodge_End_FR_RM.anim | 3 + .../Dodge/FeMale_Dodge_End_FR_RM.anim.meta | 8 + .../Dodge/FeMale_Dodge_End_Fwd_RM.anim | 4 +- .../Dodge/FeMale_Dodge_End_Left_RM.anim | 3 + .../Dodge/FeMale_Dodge_End_Left_RM.anim.meta | 8 + .../Dodge/FeMale_Dodge_End_Right_RM.anim | 3 + .../Dodge/FeMale_Dodge_End_Right_RM.anim.meta | 8 + .../Animations/Dodge/FeMale_Dodge_Left.anim | 3 - .../Dodge/FeMale_Dodge_Loop_BL.anim | 3 + .../Dodge/FeMale_Dodge_Loop_BL.anim.meta | 8 + .../Dodge/FeMale_Dodge_Loop_BR.anim | 3 + .../Dodge/FeMale_Dodge_Loop_BR.anim.meta | 8 + .../Dodge/FeMale_Dodge_Loop_FL.anim | 3 + .../Dodge/FeMale_Dodge_Loop_FL.anim.meta | 8 + .../Dodge/FeMale_Dodge_Loop_FR.anim | 3 + .../Dodge/FeMale_Dodge_Loop_FR.anim.meta | 8 + .../Dodge/FeMale_Dodge_Loop_Left.anim | 3 + .../Dodge/FeMale_Dodge_Loop_Left.anim.meta | 8 + .../Dodge/FeMale_Dodge_Loop_Right.anim | 3 + .../Dodge/FeMale_Dodge_Loop_Right.anim.meta | 8 + .../Animations/Dodge/FeMale_Dodge_Right.anim | 3 - .../Dodge/FeMale_Dodge_Start_BL_RM.anim | 3 + .../Dodge/FeMale_Dodge_Start_BL_RM.anim.meta | 8 + .../Dodge/FeMale_Dodge_Start_BR_RM.anim | 3 + .../Dodge/FeMale_Dodge_Start_BR_RM.anim.meta | 8 + .../Dodge/FeMale_Dodge_Start_Bwd_RM.anim | 4 +- .../Dodge/FeMale_Dodge_Start_FL_RM.anim | 3 + .../Dodge/FeMale_Dodge_Start_FL_RM.anim.meta | 8 + .../Dodge/FeMale_Dodge_Start_FR_RM.anim | 3 + .../Dodge/FeMale_Dodge_Start_FR_RM.anim.meta | 8 + .../Dodge/FeMale_Dodge_Start_Fwd_RM.anim | 4 +- .../Dodge/FeMale_Dodge_Start_Left_RM.anim | 3 + .../FeMale_Dodge_Start_Left_RM.anim.meta | 8 + .../Dodge/FeMale_Dodge_Start_Right_RM.anim | 3 + .../FeMale_Dodge_Start_Right_RM.anim.meta | 8 + .../Player_Gold_AnimController.controller | 1556 ++++++++++++++--- 74 files changed, 10009 insertions(+), 304 deletions(-) create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_End_BL.FBX rename Assets/04_Characters/FeMale/Animations/Dodge/{FeMale@Dodge_Left.FBX.meta => FeMale@Dodge_End_BL.FBX.meta} (99%) create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_End_BR.FBX rename Assets/04_Characters/FeMale/Animations/Dodge/{FeMale@Dodge_Right.FBX.meta => FeMale@Dodge_End_BR.FBX.meta} (99%) create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_End_FL.FBX create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_End_FL.FBX.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_End_FR.FBX create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_End_FR.FBX.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_End_Left.FBX create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_End_Left.FBX.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_End_Right.FBX create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_End_Right.FBX.meta delete mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_Left.FBX delete mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_Right.FBX create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_Start_BL.FBX create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_Start_BL.FBX.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_Start_BR.FBX create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_Start_BR.FBX.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_Start_FL.FBX create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_Start_FL.FBX.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_Start_FR.FBX create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_Start_FR.FBX.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_Start_Left.FBX create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_Start_Left.FBX.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_Start_Right.FBX create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_Start_Right.FBX.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_End_BL_RM.anim rename Assets/04_Characters/FeMale/Animations/Dodge/{FeMale_Dodge_Left.anim.meta => FeMale_Dodge_End_BL_RM.anim.meta} (79%) create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_End_BR_RM.anim rename Assets/04_Characters/FeMale/Animations/Dodge/{FeMale_Dodge_Right.anim.meta => FeMale_Dodge_End_BR_RM.anim.meta} (79%) create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_End_FL_RM.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_End_FL_RM.anim.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_End_FR_RM.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_End_FR_RM.anim.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_End_Left_RM.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_End_Left_RM.anim.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_End_Right_RM.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_End_Right_RM.anim.meta delete mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Left.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Loop_BL.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Loop_BL.anim.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Loop_BR.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Loop_BR.anim.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Loop_FL.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Loop_FL.anim.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Loop_FR.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Loop_FR.anim.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Loop_Left.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Loop_Left.anim.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Loop_Right.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Loop_Right.anim.meta delete mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Right.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Start_BL_RM.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Start_BL_RM.anim.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Start_BR_RM.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Start_BR_RM.anim.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Start_FL_RM.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Start_FL_RM.anim.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Start_FR_RM.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Start_FR_RM.anim.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Start_Left_RM.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Start_Left_RM.anim.meta create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Start_Right_RM.anim create mode 100644 Assets/04_Characters/FeMale/Animations/Dodge/FeMale_Dodge_Start_Right_RM.anim.meta diff --git a/Assets/01_Scenes/GameScene.unity b/Assets/01_Scenes/GameScene.unity index 5078194..0297fa1 100644 --- a/Assets/01_Scenes/GameScene.unity +++ b/Assets/01_Scenes/GameScene.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:fce44bd56a8f550399ffd71602702d3a60e46dfe9a9ceffd2c34e6695c738e6c -size 137432 +oid sha256:a63fd6b524dacfb1d8c4fc29da70e3c2445fae3fa15e04e4af0e1c0410424548 +size 138311 diff --git a/Assets/02_Scripts/Player/Controllers/PlayerCharacterController.cs b/Assets/02_Scripts/Player/Controllers/PlayerCharacterController.cs index e0bbe3b..1288d20 100644 --- a/Assets/02_Scripts/Player/Controllers/PlayerCharacterController.cs +++ b/Assets/02_Scripts/Player/Controllers/PlayerCharacterController.cs @@ -2,6 +2,7 @@ using System.Threading; using Unity.Cinemachine; using Unity.VisualScripting; +using UnityEditor.Experimental.GraphView; using UnityEditorInternal; using UnityEngine; using static Unity.Cinemachine.CinemachineSplineDolly; @@ -42,8 +43,10 @@ public class PlayerCharacterController : MonoBehaviour //대쉬 [SerializeField] private AnimationCurve _dodgeCurve; // 변속용 커브 [SerializeField] private float _dodgeDistance = 5f; // 총 대쉬 거리 - [SerializeField] private float _dodgeDuration = 0.5f; // 대쉬 지속 시간 (무적시간) + [SerializeField] private float _dodgeDuration = 0.5f; // 대쉬 지속 시간 private float _dodgeTimer = 0f; // 대쉬 진행 측정용 + private float _inertiaTimer = 0f; // 관성 타이머 + private float _inertiaTime = 0f; private Vector3 _dodgeDir; // 대쉬 시작 시점의 방향 고정 //카메라 전환 @@ -70,6 +73,7 @@ public enum PlayerRotationMode {CameraCoupled, CameraDecoupled} //캐릭터 관련 public CharacterIdentity PlayerCharacterIdentity { get; set; } public PlayerStat PlayerCharacterStat{ get; set; } + private Renderer[] _renderers; //무기 //[SerializeField] private Weapon _weapon; @@ -100,6 +104,8 @@ private void Awake() _stateMachine = GetComponent(); PlayerCharacterIdentity = GetComponent(); PlayerCharacterStat = GetComponent(); + + _renderers = GetComponentsInChildren(); } private void Start() @@ -136,6 +142,26 @@ private void PlayerDebug() #region 상태 업데이트 private void StateUpdate() { + if (_stateMachine.CurrentState == PlayerState.Inertia && _inertiaTimer > 0f) + return; // 관성상태면 상태변환 안함 + else if(_stateMachine.CurrentState == PlayerState.Inertia && _inertiaTimer <= 0f) + { + _inertiaTime = 0f; + + if (_moveInput.sqrMagnitude < Mathf.Epsilon ) + { + _stateMachine.ChangeState(PlayerState.Idle); + _currentSpd = 0f; + } + else + { + _stateMachine.ChangeState(_stateMachine.IsRunInputPressed ? PlayerState.Run : PlayerState.Walk); + _currentSpd = _walkSpdRatio * _spdCoefficient; + } + } + + if (_stateMachine.CurrentState == PlayerState.Dodge) return; + // 땅에서 추락할때 if (!_stateMachine.IsGrounded && _velocityY.y < 0f && _stateMachine.CurrentState != PlayerState.Attack && _stateMachine.CurrentState != PlayerState.Charge) { @@ -207,22 +233,26 @@ private void WorkGravity() #region 이동 private void Movement() { + + if (_stateMachine.CurrentState == PlayerState.Inertia) return; + //구르기중일때 전용 로직 if (_stateMachine.CurrentState == PlayerState.Dodge) { - Debug.Log("구르기중"); float normalizedTime = (_dodgeDuration - _dodgeTimer) / _dodgeDuration; // 0 ~ 1 사이의 진행률 if (normalizedTime >= 1f) { - Debug.Log("구르기 끝남"); - // 구르기 종료 -> 원래상태로 복귀 로직 - _stateMachine.ChangeState(PlayerState.Idle); + // 구르기 종료 -> 관성 로직 + _stateMachine.ChangeState(PlayerState.Inertia); + _moveTargetDir = _moveTargetDir * 0.3f; + _inertiaTimer = _inertiaTime; return; } // 커브에서 현재 시점의 '속도 배율'을 가져옴 // 그래프의 전체 넓이는 1 + _anim.GetInteger("DodgeAnimType"); float curveValue = _dodgeCurve.Evaluate(normalizedTime); // 최종 속도 = (전체 거리 / 시간) * 커브 배율 ?? @@ -336,21 +366,16 @@ public void RecenterPlayer(float damping = 0) #region 속도적용 private void OnAnimatorMove() { - // 애니메이션이 가고 싶은 값 - /* - if(StateMachine.CurrentState == PlayerState.Roll) + if(_stateMachine.CurrentState == PlayerState.Dodge) { _rootMotionVelocity = _anim.deltaPosition / Time.deltaTime; } - */ } private void ApplyMove() { - //지상이동이 가능한 상황이 아니고, 공중이동도 가능한 상황이 아니라면, 또한 대쉬중도 아니라면 - if (!_stateMachine.CanMove() && !_stateMachine.CanControlInAir() && !_stateMachine.CanDodge()) + //지상에서 지상이동이 가능한 상황이 아니고, 공중에서 공중이동도 가능한 상황이 아니라면, 또한 대쉬중도 아니라면, 관성 상태도 아니라면 + if (!_stateMachine.CanMove() && !_stateMachine.CanControlInAir() && _stateMachine.CurrentState != PlayerState.Dodge && _stateMachine.CurrentState != PlayerState.Inertia) { - Debug.Log("aaaaaaaaaaaaaaaa"); - _moveTargetDir.x = 0f; _moveTargetDir.z = 0f; } @@ -376,6 +401,7 @@ private void TickTimer() if (_jumpReadyCoolTimer > 0) _jumpReadyCoolTimer -= Time.deltaTime; if (_jumpReadyCoolTimer < 0) _jumpReadyCoolTimer = 0f; if (_moveCutTimer > 0) _moveCutTimer -= Time.deltaTime; if (_moveCutTimer < 0) _moveCutTimer = 0f; if(_dodgeTimer > 0) _dodgeTimer -= Time.deltaTime; ; if (_dodgeTimer < 0) _dodgeTimer = 0f; + if (_inertiaTimer > 0) _inertiaTimer -= Time.deltaTime;if (_inertiaTimer < 0) _inertiaTimer = 0f; } #endregion @@ -435,33 +461,35 @@ public void DodgeInput(InputState inputState) } else if(angle >= 22.5f && angle < 67.5f) { - dodgeAnimType = 0; //우상 : Fwd 애니메이션 + dodgeAnimType = 1; //우상 : Fwd 애니메이션 } else if(angle >= 67.5f && angle < 112.5f) { - dodgeAnimType = 1; //우 : Right 애니메이션 + dodgeAnimType = 2; //우 : Right 애니메이션 } else if (angle >= 112.5f && angle < 157.5f) { - dodgeAnimType = 1; //우하 : Right 애니메이션 + dodgeAnimType = 3; //우하 : Right 애니메이션 } else if(angle >= 157.5f && angle < 202.5f) { - dodgeAnimType = 2; //하 : Back 애니메이션 + dodgeAnimType = 4; //하 : Back 애니메이션 } else if (angle >= 202.5f && angle < 247.5f) { - dodgeAnimType = 3; //좌하 : Left 애니메이션 + dodgeAnimType = 5; //좌하 : Left 애니메이션 } else if(angle >= 247.5f && angle < 292.5f) { - dodgeAnimType = 3; //좌 : Left 애니메이션 + dodgeAnimType = 6; //좌 : Left 애니메이션 } else if(angle >= 292.5f && angle < 337.5f) { - dodgeAnimType = 0; //좌상 : Fwd 애니메이션 + dodgeAnimType = 7; //좌상 : Fwd 애니메이션 } + _inertiaTime = 0.5f; + //각도 따라 다른 애니메이션 재생 _anim.SetInteger("DodgeAnimType", dodgeAnimType); _anim.SetTrigger("DodgeTrigger"); @@ -494,6 +522,39 @@ public void LookInput(Vector2 lookInput) } #endregion + #region 기타 효과 + public void HideCharacter(int flag) + { + if (flag == 0) + { + foreach(Renderer rd in _renderers) + { + foreach(Material m in rd.materials) + { + if(m.HasProperty("_DissolvePower")) + m.SetFloat("_DissolvePower", 0); + } + } + } + else if (flag == 1) + { + + foreach (Renderer rd in _renderers) + { + foreach (Material m in rd.materials) + { + if (m.HasProperty("_DissolvePower")) + m.SetFloat("_DissolvePower", 1); + } + } + } + } + public void HideCharacterTrueDelay(float delay) + { + _ = Util.RunDelayed(delay, ()=>HideCharacter(1), default); + } + #endregion + #region 헬퍼 public void SetCursorLockState(bool isLocked) { diff --git a/Assets/02_Scripts/Player/FSM/PlayerState.cs b/Assets/02_Scripts/Player/FSM/PlayerState.cs index debd65c..d78f8f5 100644 --- a/Assets/02_Scripts/Player/FSM/PlayerState.cs +++ b/Assets/02_Scripts/Player/FSM/PlayerState.cs @@ -1 +1 @@ -public enum PlayerState { Idle, Walk, Run, Dodge, Jump, Fall, Attack, Charge, Hit, Dead, None } \ No newline at end of file +public enum PlayerState { Idle, Walk, Run, Dodge, Jump, Fall, Attack, Charge, Hit, Dead, Inertia, None } \ No newline at end of file diff --git a/Assets/02_Scripts/Player/FSM/PlayerStateMachine.cs b/Assets/02_Scripts/Player/FSM/PlayerStateMachine.cs index fb4039f..be6b5c3 100644 --- a/Assets/02_Scripts/Player/FSM/PlayerStateMachine.cs +++ b/Assets/02_Scripts/Player/FSM/PlayerStateMachine.cs @@ -57,13 +57,13 @@ public void SetMaxJumpCount(int maxCount) #region 상태확인용 헬퍼함수들 //지상 이동이 가능한가? - public bool CanMove() => IsGrounded && !IsMoveCut && (CurrentState == PlayerState.Idle || CurrentState == PlayerState.Walk || CurrentState == PlayerState.Run); + public bool CanMove() => IsGrounded && !IsMoveCut && (CurrentState == PlayerState.Idle || CurrentState == PlayerState.Walk || CurrentState == PlayerState.Run) && (CurrentState != PlayerState.Inertia); //점프가 가능한 상태인가? public bool CanJump() { bool jumpAlreadyMax = (_maxJumpCount <= _jumpCount); - return IsGrounded && !IsMoveCut && !jumpAlreadyMax && (CurrentState == PlayerState.Idle || CurrentState == PlayerState.Walk || CurrentState == PlayerState.Run); + return IsGrounded && !IsMoveCut && !jumpAlreadyMax && (CurrentState == PlayerState.Idle || CurrentState == PlayerState.Walk || CurrentState == PlayerState.Run) && (CurrentState != PlayerState.Inertia); } //대쉬가 가능한 상태인가? public bool CanDodge() @@ -78,6 +78,7 @@ public bool CanDodge() if (CurrentState == PlayerState.Hit || CurrentState == PlayerState.Dead) return false; if (IsMoveCut) return false; + if (CurrentState == PlayerState.Inertia) return false; // 스태미나 시스템이 있다면 체크 // if (CurrentStamina < DodgeCost) return false; @@ -85,7 +86,7 @@ public bool CanDodge() return true; } //공중에서 조작 가능한 상태인가? - public bool CanControlInAir() => !IsGrounded && !IsMoveCut && (CurrentState == PlayerState.Jump || CurrentState == PlayerState.Fall); + public bool CanControlInAir() => !IsGrounded && !IsMoveCut && (CurrentState == PlayerState.Jump || CurrentState == PlayerState.Fall) && (CurrentState != PlayerState.Inertia); //공격이 가능한 상태인가? public bool CanAttack() { @@ -97,6 +98,9 @@ public bool CanAttack() if (CurrentState == PlayerState.Hit || CurrentState == PlayerState.Dead) return false; + if (CurrentState == PlayerState.Dodge || CurrentState == PlayerState.Inertia) + return false; + // (Idle, Walk, Run, Jump, Fall 상태에서 공격 가능) return true; } diff --git a/Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_End_BL.FBX b/Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_End_BL.FBX new file mode 100644 index 0000000..6ef4e1c --- /dev/null +++ b/Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_End_BL.FBX @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:7da6737caa5fa206ce60da4bec90c59018a4b81928662f3de2c2d4c49d89998f +size 659552 diff --git a/Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_Left.FBX.meta b/Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_End_BL.FBX.meta similarity index 99% rename from Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_Left.FBX.meta rename to Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_End_BL.FBX.meta index 2f7f64b..5f24c3b 100644 --- a/Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_Left.FBX.meta +++ b/Assets/04_Characters/FeMale/Animations/Dodge/FeMale@Dodge_End_BL.FBX.meta @@ -1,11 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