2026-03-15 점프,예비착지,착지후 경직

This commit is contained in:
skrwns304@gmail.com
2026-03-15 18:42:02 +09:00
parent a006b708c8
commit 56e9d97827
10 changed files with 284 additions and 4071 deletions

View File

@@ -1,4 +1,5 @@
using System.Threading;
using Unity.VisualScripting;
using UnityEngine;
public class PlayerCharacterController : MonoBehaviour
@@ -14,6 +15,8 @@ public class PlayerCharacterController : MonoBehaviour
private Vector2 _moveInput; // 입력받은 이동 방향
private Vector3 _velocityY = new Vector3(0,-2f,0); // 플레이어Y의 속도 //Y축만 물리법칙의 지배를 일부 받기 때문에 필요
private Vector3 _moveTargetDir; // 실제 가고자하는 이동방향
private float _moveCutTimer = 0f; //이동금지 타이머
private Vector3 _rootMotionVelocity; //루트모션 사용시
//캐릭터 스피드
[SerializeField] private float _spdCoefficient = 4f; //스피드 계수
@@ -24,9 +27,11 @@ public class PlayerCharacterController : MonoBehaviour
private float _currentSpd; //현재 스피드
//점프
[SerializeField] private float _jumpPower = 1.5f; //점프 힘
[SerializeField] private float _jumpPower = 3.0f; //점프 힘
private float _jumpReadyCool = 0.8f; //점프 쿨타임
private float _jumpReadyCoolTimer = 0f; //점프 쿨타이머
private int _jumpCount = 0;
private int _maxJumpCount = 2;
//대쉬
[SerializeField] private AnimationCurve _dodgeCurve; // 변속용 커브
@@ -75,13 +80,21 @@ private void Awake()
PlayerCharacterStat = GetComponent<PlayerStat>();
}
private void Start()
{
_stateMachine.SetMaxJumpCount(_maxJumpCount);
}
private void Update()
{
//캐릭터 컨트롤러는 FixedUpdate보다 Update에서 하는게 권장됨
Movement();
CheckGround();
StateUpdate();
Movement();
WorkGravity();
ApplyVelocity();
ApplyMove();
TickTimer();
//PlayerDebug();
@@ -97,10 +110,66 @@ private void PlayerDebug()
Debug.Log($"isGrounded : {_stateMachine.IsGrounded}");
}
#region
private void StateUpdate()
{
// 땅에서 추락할때
if (!_stateMachine.IsGrounded && _velocityY.y < 0f && _stateMachine.CurrentState != PlayerState.Attack && _stateMachine.CurrentState != PlayerState.Charge)
{
_stateMachine.ChangeState(PlayerState.Fall);
}
//점프에서 바닥에 닿을때
else if (_stateMachine.IsGrounded && _stateMachine.CurrentState == PlayerState.Fall)
{
_stateMachine.ChangeState(PlayerState.Idle);
_moveCutTimer = 0.1f;
}
if (_moveInput.sqrMagnitude < Mathf.Epsilon && _stateMachine.CanMove() && _stateMachine.CurrentState != PlayerState.Attack) // 지상 이동이 가능하고 공격중도 아닌데 이동입력이 없는상태 - 거의 0
{
_stateMachine.ChangeState(PlayerState.Idle);
}
else if(_stateMachine.CanMove() && _stateMachine.CurrentState != PlayerState.Attack) //지상이동이 가능하고 공격중이 아닌데 이동입력이 있다
{
// 런키를 누른 상태면 뛰는 상태, 아니면 걷는 상태
_stateMachine.ChangeState(_stateMachine.IsRunInputPressed ? PlayerState.Run : PlayerState.Walk);
}
Debug.Log($"_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
_stateMachine.IsJumpCool = false;
if(_stateMachine.IsGrounded)
{
_jumpCount = 0;
}
}
#endregion
#region
private bool IsCloseToGround(float checkDistance)
{
return Physics.Raycast(transform.position, Vector3.down, checkDistance);
}
private void CheckGround()
{
_stateMachine.IsGrounded = _cController.isGrounded;
_stateMachine.IsCloseToGround = IsCloseToGround(0.9f);
_anim.SetBool("IsGrounded", _stateMachine.IsGrounded);
_anim.SetBool("IsCloseToGround", _stateMachine.IsCloseToGround);
}
#endregion
@@ -114,39 +183,10 @@ private void WorkGravity()
_velocityY.y += _gravityValue * Time.deltaTime;
_anim.SetFloat("velocityY", _velocityY.y);
_anim.SetBool("IsGrounded", _stateMachine.IsGrounded);
// 상태 자동 전환 로직
if (!_stateMachine.IsGrounded && _stateMachine.CurrentState != PlayerState.Jump && _stateMachine.CurrentState != PlayerState.Attack && _stateMachine.CurrentState != PlayerState.Charge)
{
_stateMachine.ChangeState(PlayerState.Fall);
}
else if (_stateMachine.IsGrounded && _stateMachine.CurrentState == PlayerState.Fall)
{
_stateMachine.ChangeState(PlayerState.Idle);
}
}
#endregion
#region
public void MoveInput(Vector2 moveInput)
{
if (_stateMachine.CanMove())
{
_moveInput = moveInput;
}
}
public void SprintInput(InputState inputState)
{
if(inputState == InputState.Performing)
{
_stateMachine.IsRunInputPressed = true;
}
else if(inputState == InputState.Canceled)
{
_stateMachine.IsRunInputPressed = false;
}
}
private void Movement()
{
//구르기중일때 전용 로직
@@ -181,29 +221,11 @@ private void Movement()
float targetSpd = 0;
if (_moveInput.sqrMagnitude < Mathf.Epsilon) // 이동이 없는상태 - 거의 0
if(_moveInput.sqrMagnitude > Mathf.Epsilon) //입력이 있다
{
targetSpd = 0f;
// 완전히 멈추기 전까지는 이동 상태를 유지하다가 아주 느려지면 Idle 전환
if (_currentSpd < 0.05f) _stateMachine.ChangeState(PlayerState.Idle);
//가속도 안쓸시
//_currentSpd = 0;
//_stateMachine.ChangeState(PlayerState.Idle);
}
else //이동이 없지 않음 = 이동이 있다
{
// 런키를 누른 상태면 뛰는 스피드, 아니면 걷는 스피드 적용
_stateMachine.ChangeState(_stateMachine.IsRunInputPressed ? PlayerState.Run : PlayerState.Walk);
targetSpd = _stateMachine.IsRunInputPressed ? _runSpdRatio * _spdCoefficient : _walkSpdRatio * _spdCoefficient;
//가속도 안쓸시
//_stateMachine.ChangeState(_stateMachine.IsRunInputPressed ? PlayerState.Run : PlayerState.Walk);
//_currentSpd = _stateMachine.IsRunInputPressed ? _runSpdRatio * _spdCoefficient : _walkSpdRatio * _spdCoefficient;
}
// _currentSpd가 targetSpd로 서서히 접근
float accelWeight = _stateMachine.CurrentState == PlayerState.Run ? 2 : 1; //런일때 가속도 가중치
float currentStepSpeed = (targetSpd > _currentSpd) ? _acceleration : _deceleration;
@@ -236,14 +258,81 @@ private void RotationByMove()
#endregion
#region
private void ApplyVelocity()
private void OnAnimatorMove()
{
// 애니메이션이 가고 싶은 값
/*
if(_stateMachine.CurrentState == PlayerState.Roll)
{
_rootMotionVelocity = _anim.deltaPosition / Time.deltaTime;
}
*/
}
private void ApplyMove()
{
//지상이동이 가능한 상황이 아니고, 공중이동도 가능한 상황이 아니라면
if (!_stateMachine.CanMove() && !_stateMachine.CanControlInAir())
{
_moveTargetDir.x = 0f;
_moveTargetDir.z = 0f;
}
Vector3 finalVector = new Vector3(_moveTargetDir.x, _velocityY.y, _moveTargetDir.z);
_cController.Move(finalVector * Time.deltaTime); // xz 이동벡터를 적용
}
#endregion
#region
private void JumpAction()
{
_velocityY.y = Mathf.Sqrt(_jumpPower * -2f * _gravityValue);
}
#endregion
#region (,)
#region
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;
}
#endregion
#region
public void MoveInput(Vector2 moveInput)
{
_moveInput = moveInput;
}
public void SprintInput(InputState inputState)
{
if (inputState == InputState.Performing)
{
_stateMachine.IsRunInputPressed = true;
}
else if (inputState == InputState.Canceled)
{
_stateMachine.IsRunInputPressed = false;
}
}
public void JumpInput(InputState inputState)
{
if (_stateMachine.CanJump())
{
if (inputState == InputState.Started)
{
_anim.SetTrigger("jumpTrigger");
_stateMachine.ChangeState(PlayerState.Jump);
_jumpReadyCoolTimer = _jumpReadyCool;
_ = Util.RunDelayed(0.1f, JumpAction, default);
_jumpCount++;
_stateMachine.RecordJump();
}
}
}
public void DodgeInput(InputState inputState)
{
// 구르기 가능한 상태일 때만
@@ -262,31 +351,4 @@ public void DodgeInput(InputState inputState)
}
}
#endregion
#region
public void JumpInput(InputState inputState)
{
if(_stateMachine.CanJump())
{
if (inputState == InputState.Started && _stateMachine.IsGrounded && _stateMachine.CurrentState != PlayerState.Jump && _jumpReadyCoolTimer <= 0f)
{
_anim.SetTrigger("jumpTrigger");
_stateMachine.ChangeState(PlayerState.Jump);
_jumpReadyCoolTimer = _jumpReadyCool;
_ = Util.RunDelayed(0.1f, JumpAction, default);
}
}
}
private void JumpAction()
{
_velocityY.y = Mathf.Sqrt(_jumpPower * -2f * _gravityValue);
}
#endregion
#region
private void TickTimer()
{
if (_jumpReadyCoolTimer > 0) _jumpReadyCoolTimer -= Time.deltaTime; if (_jumpReadyCoolTimer < 0) _jumpReadyCoolTimer = 0f;
}
#endregion
}

View File

@@ -1 +1 @@
public enum PlayerState { Idle, Walk, Run, Dodge, Jump, Fall, Attack, Charge, Hit, Dead }
public enum PlayerState { Idle, Walk, Run, Dodge, Jump, Fall, Attack, Charge, Hit, Dead, None }

View File

@@ -9,14 +9,32 @@ public class PlayerStateMachine : MonoBehaviour
public Action<PlayerState> OnStateChanged; // 상태가 변했을 때 다른 컴포넌트들이 알 수 있도록 이벤트 제공 (함수 포인터 활용)
public bool IsGrounded { get; set; } //상태 머신이기 때문에 계산은 여기서 안함 (플레이어가 갱신할 수 있도록 set 허용)
public bool IsCloseToGround { get; set; }
public bool IsRunInputPressed { get; set; } //달리기키가 눌린 상태인가
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
private int _jumpCount = 0;
private int _maxJumpCount = 1;
private void Awake()
{
_anim = GetComponent<Animator>();
}
private void Update()
{
if (IsGrounded)
_jumpCount = 0;
}
public void RecordJump()
{
if(_maxJumpCount > _jumpCount) _jumpCount++;
}
public void ChangeState(PlayerState newState)
{
if (CurrentState == newState) return;
@@ -25,18 +43,27 @@ public void ChangeState(PlayerState newState)
if (CurrentState == PlayerState.Dead) return;
CurrentState = newState;
_anim.SetInteger("playerState", (int)newState);
OnStateChanged?.Invoke(newState);
//Debug.Log($"State Switched to: {newState}");
}
public void SetMaxJumpCount(int maxCount)
{
_maxJumpCount = maxCount;
}
#region
//지상 이동이 가능한가?
public bool CanMove() => IsGrounded && (CurrentState == PlayerState.Idle || CurrentState == PlayerState.Walk || CurrentState == PlayerState.Run);
public bool CanMove() => IsGrounded && !IsMoveCut && (CurrentState == PlayerState.Idle || CurrentState == PlayerState.Walk || CurrentState == PlayerState.Run);
//점프가 가능한 상태인가?
public bool CanJump() => IsGrounded && (CurrentState == PlayerState.Idle || CurrentState == PlayerState.Walk || CurrentState == PlayerState.Run);
public bool CanJump()
{
bool jumpAlreadyMax = (_maxJumpCount <= _jumpCount);
return IsGrounded && !IsMoveCut && !jumpAlreadyMax && (CurrentState == PlayerState.Idle || CurrentState == PlayerState.Walk || CurrentState == PlayerState.Run);
}
//대쉬가 가능한 상태인가?
public bool CanDodge()
{
@@ -49,13 +76,15 @@ public bool CanDodge()
// 피격 상태이거나 죽었을 때 안 되게
if (CurrentState == PlayerState.Hit || CurrentState == PlayerState.Dead) return false;
if (IsMoveCut) return false;
// 스태미나 시스템이 있다면 체크
// if (CurrentStamina < DodgeCost) return false;
return true;
}
//공중에서 조작 가능한 상태인가?
public bool CanControlInAir() => !IsGrounded && (CurrentState == PlayerState.Jump || CurrentState == PlayerState.Fall);
public bool CanControlInAir() => !IsGrounded && !IsMoveCut && (CurrentState == PlayerState.Jump || CurrentState == PlayerState.Fall);
//공격이 가능한 상태인가?
public bool CanAttack()
{