기본 공격 구현
This commit is contained in:
@@ -230,14 +230,25 @@ private static AnimatorController BuildController(Dictionary<string, AnimationCl
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{
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name = "MoveY", type = AnimatorControllerParameterType.Float, defaultFloat = -1f
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});
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//공격은 대각선 4방향뿐이라 이동 방향과 파라미터를 나눈다.
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//MoveX/MoveY를 그대로 쓰면 정면(상하좌우)을 볼 때 두 대각선 클립의 가중치가 같아져서
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//어느 쪽이 나올지 알 수 없고, 공격이 끝난 뒤 바라보는 방향까지 대각선으로 틀어진다
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controller.AddParameter(new AnimatorControllerParameter
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{
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name = "AttackX", type = AnimatorControllerParameterType.Float, defaultFloat = 0.7071f
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});
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controller.AddParameter(new AnimatorControllerParameter
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{
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name = "AttackY", type = AnimatorControllerParameterType.Float, defaultFloat = -0.7071f
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});
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controller.AddParameter("Speed", AnimatorControllerParameterType.Float);
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controller.AddParameter("Attack", AnimatorControllerParameterType.Trigger);
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controller.AddParameter("Roll", AnimatorControllerParameterType.Trigger);
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AnimatorState idle = AddDirectionalState(controller, "Idle", Dirs8, d => clips["Idle_" + d]);
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AnimatorState move = AddDirectionalState(controller, "Move", Dirs8, d => clips["Move_" + d]);
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AnimatorState roll = AddDirectionalState(controller, "Roll", Dirs8, d => clips["Roll_" + d]);
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AnimatorState slash = AddDirectionalState(controller, "Slash", Dirs4, d => clips["Slash_" + d]);
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AnimatorState idle = AddDirectionalState(controller, "Idle", Dirs8, d => clips["Idle_" + d], "MoveX", "MoveY");
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AnimatorState move = AddDirectionalState(controller, "Move", Dirs8, d => clips["Move_" + d], "MoveX", "MoveY");
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AnimatorState roll = AddDirectionalState(controller, "Roll", Dirs8, d => clips["Roll_" + d], "MoveX", "MoveY");
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AnimatorState slash = AddDirectionalState(controller, "Slash", Dirs4, d => clips["Slash_" + d], "AttackX", "AttackY");
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AnimatorStateMachine stateMachine = controller.layers[0].stateMachine;
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stateMachine.defaultState = idle;
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@@ -316,14 +327,15 @@ private static void ClearController(AnimatorController controller)
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/// <summary>8방향(혹은 4방향) 클립을 2D 블렌드 트리 하나로 묶은 스테이트를 만든다.</summary>
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private static AnimatorState AddDirectionalState(AnimatorController controller, string name,
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string[] dirs, Func<string, AnimationClip> pick)
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string[] dirs, Func<string, AnimationClip> pick,
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string paramX, string paramY)
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{
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AnimatorState state = controller.CreateBlendTreeInController(name, out BlendTree tree, 0);
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tree.name = name;
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tree.blendType = BlendTreeType.SimpleDirectional2D;
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tree.blendParameter = "MoveX";
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tree.blendParameterY = "MoveY";
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tree.blendParameter = paramX;
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tree.blendParameterY = paramY;
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foreach (string dir in dirs)
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{
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@@ -101,6 +101,16 @@ public @GameInput()
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""interactions"": """",
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""initialStateCheck"": true,
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""priority"": 0
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},
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{
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""name"": ""Attack"",
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""type"": ""Button"",
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""id"": ""bf2fbb7b-fd81-4ec4-824d-26ff5ce88e66"",
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""expectedControlType"": """",
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""processors"": """",
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""interactions"": """",
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""initialStateCheck"": false,
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""priority"": 0
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}
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],
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""bindings"": [
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@@ -158,6 +168,17 @@ public @GameInput()
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""action"": ""Move"",
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""isComposite"": false,
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""isPartOfComposite"": true
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},
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{
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""name"": """",
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""id"": ""7f4c479d-7d04-4598-9df4-cec2ca3408bf"",
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""path"": ""<Keyboard>/space"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""Attack"",
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""isComposite"": false,
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""isPartOfComposite"": false
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}
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]
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}
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@@ -167,6 +188,7 @@ public @GameInput()
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// Character
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m_Character = asset.FindActionMap("Character", throwIfNotFound: true);
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m_Character_Move = m_Character.FindAction("Move", throwIfNotFound: true);
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m_Character_Attack = m_Character.FindAction("Attack", throwIfNotFound: true);
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}
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~@GameInput()
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@@ -248,6 +270,7 @@ public int FindBinding(InputBinding bindingMask, out InputAction action)
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private readonly InputActionMap m_Character;
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private List<ICharacterActions> m_CharacterActionsCallbackInterfaces = new List<ICharacterActions>();
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private readonly InputAction m_Character_Move;
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private readonly InputAction m_Character_Attack;
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/// <summary>
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/// Provides access to input actions defined in input action map "Character".
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/// </summary>
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@@ -264,6 +287,10 @@ public struct CharacterActions
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/// </summary>
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public InputAction @Move => m_Wrapper.m_Character_Move;
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/// <summary>
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/// Provides access to the underlying input action "Character/Attack".
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/// </summary>
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public InputAction @Attack => m_Wrapper.m_Character_Attack;
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/// <summary>
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/// Provides access to the underlying input action map instance.
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/// </summary>
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public InputActionMap Get() { return m_Wrapper.m_Character; }
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@@ -292,6 +319,9 @@ public void AddCallbacks(ICharacterActions instance)
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@Move.started += instance.OnMove;
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@Move.performed += instance.OnMove;
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@Move.canceled += instance.OnMove;
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@Attack.started += instance.OnAttack;
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@Attack.performed += instance.OnAttack;
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@Attack.canceled += instance.OnAttack;
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}
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/// <summary>
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@@ -306,6 +336,9 @@ private void UnregisterCallbacks(ICharacterActions instance)
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@Move.started -= instance.OnMove;
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@Move.performed -= instance.OnMove;
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@Move.canceled -= instance.OnMove;
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@Attack.started -= instance.OnAttack;
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@Attack.performed -= instance.OnAttack;
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@Attack.canceled -= instance.OnAttack;
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}
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/// <summary>
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@@ -353,5 +386,12 @@ public interface ICharacterActions
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/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
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void OnMove(InputAction.CallbackContext context);
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/// <summary>
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/// Method invoked when associated input action "Attack" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
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/// </summary>
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/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
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/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
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void OnAttack(InputAction.CallbackContext context);
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}
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}
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@@ -1,2 +1,2 @@
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fileFormatVersion: 2
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guid: b37768cc3bc80a445892592cfe1807a9
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guid: dacd04d022fdbea4f8089c07c8a9ba2a
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@@ -10,6 +10,7 @@ public class InputManager : MonoBehaviour, GameInput.ICharacterActions
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private GameInput _input;
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public event Action<Vector2> OnMove_Event;
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public event Action OnAttack_Event;
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private void Awake()
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{
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@@ -39,4 +40,10 @@ public void OnMove(InputAction.CallbackContext ctx)
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if (ctx.phase == InputActionPhase.Performed || ctx.phase == InputActionPhase.Canceled)
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OnMove_Event?.Invoke(ctx.ReadValue<Vector2>());
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}
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public void OnAttack(InputAction.CallbackContext ctx)
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{
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if (ctx.phase == InputActionPhase.Started)
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OnAttack_Event?.Invoke();
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}
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}
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@@ -8,12 +8,49 @@ public class PlayerController : MonoBehaviour,ISceneInitializable
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private const string MoveXParam = "MoveX";
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private const string MoveYParam = "MoveY";
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private const string SpeedParam = "Speed";
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private const string AttackParam = "Attack";
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private const string AttackXParam = "AttackX";
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private const string AttackYParam = "AttackY";
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// 방향은 8개로 고정이다. 각도가 아니라 이 중 하나로 분류해서 들고 다닌다
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private enum Direction
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{
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Right, UpRight, Up, UpLeft, Left, DownLeft, Down, DownRight
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}
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// 블렌드 트리에 박아둔 자식 좌표와 같은 값이어야 가중치가 그 클립에 온전히 실린다
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private static readonly Vector2[] DirectionVectors =
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{
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new Vector2( 1f, 0f), // Right
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new Vector2( 0.7071f, 0.7071f), // UpRight
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new Vector2( 0f, 1f), // Up
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new Vector2(-0.7071f, 0.7071f), // UpLeft
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new Vector2(-1f, 0f), // Left
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new Vector2(-0.7071f, -0.7071f), // DownLeft
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new Vector2( 0f, -1f), // Down
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new Vector2( 0.7071f, -0.7071f) // DownRight
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};
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// 오른손으로 휘두르므로 정면을 볼 땐 시계방향 45도 쪽을 벤다.
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// 대각선을 볼 땐 그대로 (Slash 시트가 대각선 4장뿐이라 정면 그림 자체가 없다)
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private static readonly Direction[] AttackDirections =
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{
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Direction.DownRight, // Right -> DownRight
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Direction.UpRight, // UpRight -> UpRight
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Direction.UpRight, // Up -> UpRight
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Direction.UpLeft, // UpLeft -> UpLeft
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Direction.UpLeft, // Left -> UpLeft
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Direction.DownLeft, // DownLeft -> DownLeft
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Direction.DownLeft, // Down -> DownLeft
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Direction.DownRight // DownRight -> DownRight
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};
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[SerializeField] private float _moveSpeed = 4f;
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private Rigidbody2D _rigidbody;
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private Animator _animator;
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private Vector2 _moveInput;
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private Direction _facing = Direction.Down;
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private void Awake()
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{
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@@ -26,6 +63,8 @@ public void OnSceneLoaded()
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// 씬이 다시 로드돼도 중복 구독되지 않도록 먼저 떼고 붙인다
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InputManager.Instance.OnMove_Event -= this.OnMove;
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InputManager.Instance.OnMove_Event += this.OnMove;
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InputManager.Instance.OnAttack_Event -= this.OnAttack;
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InputManager.Instance.OnAttack_Event += this.OnAttack;
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}
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private void OnDestroy()
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@@ -33,6 +72,7 @@ private void OnDestroy()
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if (InputManager.Instance != null)
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{
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InputManager.Instance.OnMove_Event -= this.OnMove;
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InputManager.Instance.OnAttack_Event -= this.OnAttack;
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}
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}
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@@ -44,29 +84,42 @@ private void OnMove(Vector2 moveInput)
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if (_moveInput.sqrMagnitude > 0.01f)
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{
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// 블렌드 트리는 스프라이트를 보간하지 못한다. 8방향 중 하나로 스냅해서 넣어야
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// 한 클립에 가중치가 온전히 실려서 방향 경계에서 깜빡이지 않는다
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Vector2 facing = SnapTo8(_moveInput);
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_animator.SetFloat(MoveXParam, facing.x);
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_animator.SetFloat(MoveYParam, facing.y);
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_facing = ToDirection(_moveInput);
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Vector2 facingVector = DirectionVectors[(int)_facing];
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_animator.SetFloat(MoveXParam, facingVector.x);
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_animator.SetFloat(MoveYParam, facingVector.y);
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}
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// 입력이 0이면 MoveX/MoveY를 건드리지 않는다 -> 멈춰도 마지막으로 보던 방향을 유지
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// 입력이 0이면 방향을 갱신하지 않는다 -> 멈춰도 마지막으로 보던 쪽을 유지
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_animator.SetFloat(SpeedParam, _moveInput.magnitude);
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}
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private void OnAttack()
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{
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// Slash 블렌드 트리는 MoveX/MoveY가 아니라 AttackX/AttackY를 읽는다.
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// 그래서 공격이 끝나도 바라보던 방향은 그대로 남는다
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Vector2 attackVector = DirectionVectors[(int)AttackDirections[(int)_facing]];
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_animator.SetFloat(AttackXParam, attackVector.x);
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_animator.SetFloat(AttackYParam, attackVector.y);
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_animator.SetTrigger(AttackParam);
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}
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private void FixedUpdate()
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{
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// Dynamic 바디지만 힘을 주지 않고 속도를 직접 대입하므로 관성 없이 딱딱 멈춘다
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_rigidbody.linearVelocity = _moveInput * _moveSpeed;
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}
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// 입력 방향을 가장 가까운 45도 배수로 스냅한다 (대각선은 0.7071이 되어 블렌드 트리 좌표와 일치)
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private static Vector2 SnapTo8(Vector2 direction)
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/// <summary>
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/// 입력 각도를 45도씩 8개 구간으로 나눠 분류한다.
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/// 예를 들어 Up은 90도 한 점이 아니라 67.5 ~ 112.5도 구간 전체다.
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/// </summary>
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private static Direction ToDirection(Vector2 input)
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{
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float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
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float snapped = Mathf.Round(angle / 45f) * 45f * Mathf.Deg2Rad;
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float angle = Mathf.Atan2(input.y, input.x) * Mathf.Rad2Deg;
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int sector = Mathf.RoundToInt(angle / 45f);
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return new Vector2(Mathf.Cos(snapped), Mathf.Sin(snapped));
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return (Direction)((sector + 8) % 8); // -180도는 -4 -> 4(Left)로 접힌다
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}
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}
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@@ -1,6 +1,102 @@
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Reference in New Issue
Block a user