2026-03-17 시네머신 카메라 묶음 수정. 여러 카메라릭에서 공유하도록 공통 시네머신카메라리스트 분리

This commit is contained in:
2026-03-17 02:55:00 +09:00
parent e52c17f322
commit 960a68d734
10 changed files with 144 additions and 5868 deletions

View File

@@ -1,6 +1,9 @@
using System.Collections.Generic;
using System.Threading;
using Unity.Cinemachine;
using Unity.VisualScripting;
using UnityEngine;
using static Unity.Cinemachine.CinemachineSplineDolly;
public class PlayerCharacterController : MonoBehaviour
{
@@ -45,7 +48,11 @@ public class PlayerCharacterController : MonoBehaviour
private CameraMode _cameraMode = CameraMode.FreeLook; //카메라 모드
private CancellationTokenSource _cameraDelayChangeCts; //지연전환 취소 토큰
public enum PlayerRotationMode {CameraCoupled, CameraDecoupled}
public PlayerRotationMode RotationMode;
public PlayerRotationMode RotationMode = PlayerRotationMode.CameraCoupled;
//일단은 기본값
public bool Strafe = false;
public void SetStrafeMode(bool b) => Strafe = b;
//캐릭터 관련
@@ -255,8 +262,8 @@ private void Movement()
Debug.Log($"Forward : {camForward}");
//카메라가 보는 방향으로 회전
RotationByVector(camForward);
//모드별 회전
RotationByMode();
_anim.SetFloat("DirectX", moveDir.x * _currentSpd / _spdCoefficient);
_anim.SetFloat("DirectY", moveDir.z * _currentSpd / _spdCoefficient);
@@ -269,10 +276,38 @@ private void RotationByMove()
transform.rotation = Quaternion.Slerp(transform.rotation, lookTarget, Time.deltaTime * 10);
}
}
private void RotationByVector(Vector3 dir)
private void RotationByMode()
{
transform.forward = Vector3.Slerp(transform.forward, dir, Time.deltaTime * 10);
switch (RotationMode)
{
case PlayerRotationMode.CameraCoupled:
{
SetStrafeMode(true);
RecenterPlayer();
break;
}
case PlayerRotationMode.CameraDecoupled:
{
SetStrafeMode(false);
break;
}
}
}
public void RecenterPlayer(float damping = 0)
{
if (transform == null)
return;
Vector3 cameraForward = Camera.main.transform.forward;
cameraForward.y = 0;
cameraForward.Normalize();
Quaternion targetRotation = Quaternion.LookRotation(cameraForward);
transform.rotation = Quaternion.Slerp(transform.rotation,targetRotation,damping > 0 ? Time.deltaTime / damping : 1f );
}
#endregion
#region
@@ -310,14 +345,6 @@ private void JumpAction()
}
#endregion
#region
public void RecenterPlayer()
{
if(GameManager.Instance.Camera != null)
GameManager.Instance.Camera.RecenterPlayer();
}
#endregion
#region
private void TickTimer()
{