2026-03-16 18:00 FPS 스타일의 정면 고정 이동 80% - 카메라Rig를 통한 aim카메라 전환 진행중
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@@ -4,7 +4,7 @@
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public class CameraManager : MonoBehaviour
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{
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[SerializeField] private PlayerCameraRig _currentCameraRig; //현재 활성화된 플레이어의 카메라 묶음 조종객체
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[SerializeField] private AimCameraRig _currentCameraRig; //현재 활성화된 플레이어의 카메라 묶음 조종객체
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private float minFOV = 40f;
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private float maxFOV = 100f;
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@@ -19,7 +19,7 @@ public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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}
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public void SetCameraRig(PlayerCameraRig cameraRig)
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public void SetCameraRig(AimCameraRig cameraRig)
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{
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_currentCameraRig = cameraRig;
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}
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@@ -29,6 +29,11 @@ public void ZoomCamera(float offset)
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_currentCameraRig.CurrentFOV = Mathf.Clamp(_currentCameraRig.CurrentFOV - offset, minFOV,maxFOV);
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}
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public void RecenterPlayer()
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{
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}
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public Vector3 GetViewportPointToRayEndPoint(Vector3 vpPoint,float rayLength)
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{
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Ray ray = Camera.main.ViewportPointToRay(vpPoint);
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90
Assets/02_Scripts/Player/Camera/AimCameraRig.cs
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90
Assets/02_Scripts/Player/Camera/AimCameraRig.cs
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@@ -0,0 +1,90 @@
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using System.Collections.Generic;
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using Unity.Cinemachine;
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using UnityEngine;
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using UnityEngine.Rendering;
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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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//CameraRigBase에 전달용
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private List<CinemachineVirtualCameraBase> _myCameras = new List<CinemachineVirtualCameraBase>();
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protected override IReadOnlyList<CinemachineVirtualCameraBase> CameraCandidates => _myCameras;
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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 float _lastKnownFOV = 60f;
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protected override void Awake()
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{
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base.Awake();
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_myCameras.Clear();
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if (_aimCamera != null) _myCameras.Add(_aimCamera);
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if (_freeCamera != null) _myCameras.Add(_freeCamera);
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}
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protected override void Start()
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{
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base.Start();
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if (_aimCamera == null || _freeCamera == null)
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{
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Debug.LogError($"{gameObject.name}: 프리팹 인스펙터에서 카메라 할당이 되지 않았습니다.");
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return;
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}
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CinemachineCamera topPriorityCam = GetHighestPriorityCamera() as CinemachineCamera;
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CinemachineCamera currentTargetCam = (LiveChild as CinemachineCamera) ?? topPriorityCam;
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if (currentTargetCam != null && currentTargetCam.Follow != null)
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{
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_controller = currentTargetCam.Follow.GetComponentInChildren<PlayerCharacterController>();
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}
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if (_controller == null)
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{
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Debug.LogWarning($"현재 카메라의 Follow 대상을 찾을 수 없습니다.");
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}
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}
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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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{
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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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_controller.RecenterPlayer();
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}
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return newCam;
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}
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public float CurrentFOV
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{
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get
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{
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if (ActiveCmCamera != null)
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_lastKnownFOV = ActiveCmCamera.Lens.FieldOfView;
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return _lastKnownFOV;
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}
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set
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{
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if (ActiveCmCamera != null)
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ActiveCmCamera.Lens.FieldOfView = value;
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}
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}
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}
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2
Assets/02_Scripts/Player/Camera/AimCameraRig.cs.meta
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2
Assets/02_Scripts/Player/Camera/AimCameraRig.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: f1cd586e3430dbf48bd8d70dfb1f72ca
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48
Assets/02_Scripts/Player/Camera/CameraRigBase.cs
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48
Assets/02_Scripts/Player/Camera/CameraRigBase.cs
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@@ -0,0 +1,48 @@
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using System.Collections.Generic;
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using Unity.Cinemachine;
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using UnityEngine;
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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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protected virtual void Awake()
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{
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}
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protected override void Start()
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{
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base.Start();
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}
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protected abstract override CinemachineVirtualCameraBase ChooseCurrentCamera(Vector3 worldUp, float deltaTime);
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public virtual void GetInputAxes(List<IInputAxisOwner.AxisDescriptor> axes)
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{
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}
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//우선순위 제일 높은 카메라를 가져옴
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protected CinemachineVirtualCameraBase GetHighestPriorityCamera()
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{
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// 자식에서 할당한 카메라들
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IReadOnlyList<CinemachineVirtualCameraBase> candidates = CameraCandidates;
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if (candidates == null) return null;
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CinemachineVirtualCameraBase highest = null;
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float maxPrio = float.MinValue;
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foreach (CinemachineVirtualCameraBase cam in candidates)
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{
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if (cam != null && cam.Priority.Value > maxPrio)
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{
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maxPrio = cam.Priority.Value;
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highest = cam;
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}
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}
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return highest;
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}
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}
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2
Assets/02_Scripts/Player/Camera/CameraRigBase.cs.meta
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2
Assets/02_Scripts/Player/Camera/CameraRigBase.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 51fbeb2ecdc99ff44adde9730d800db0
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@@ -1,25 +0,0 @@
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using UnityEngine;
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using Unity.Cinemachine;
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public class PlayerCameraRig : MonoBehaviour
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{
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[SerializeField] private CinemachineCamera _previewCam;
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[SerializeField] private CinemachineCamera _aimCam;
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private CinemachineCamera _currentCam;
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private void Awake()
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{
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_currentCam = _previewCam;
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}
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public float CurrentFOV
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{
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get { return _currentCam.Lens.FieldOfView; }
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set
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{
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if(_currentCam == _previewCam)
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_currentCam.Lens.FieldOfView = value;
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 0c8edc71b2d7ec249bbdb4b23726bee0
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@@ -41,9 +41,12 @@ 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 PlayerCameraRig _playerCameraRig; //카메라 집합체
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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;
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//캐릭터 관련
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public CharacterIdentity PlayerCharacterIdentity { get; set; }
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@@ -307,6 +310,14 @@ private void JumpAction()
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}
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#endregion
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#region 카메라
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public void RecenterPlayer()
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{
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if(GameManager.Instance.Camera != null)
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GameManager.Instance.Camera.RecenterPlayer();
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}
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#endregion
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#region 타미어
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private void TickTimer()
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{
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