육지도착

This commit is contained in:
2026-06-22 16:58:32 +09:00
parent f7a71e11d6
commit 74afff5be8
23 changed files with 1500 additions and 54 deletions

View File

@@ -16,6 +16,10 @@ public class RaftRiverController : MonoBehaviour
[SerializeField] private float forwardSpeed = 5f;
[SerializeField] private float turnSpeed = 4f;
[Header("Start Speed Control")]
[Tooltip("0이면 정지, 1이면 정상 속도입니다. 시작 가속용으로 사용합니다.")]
[SerializeField] private float speedMultiplier = 1f;
[Header("Side Control")]
[SerializeField] private float sideMoveSpeed = 16f;
[SerializeField] private float sideAcceleration = 40f;
@@ -25,8 +29,10 @@ public class RaftRiverController : MonoBehaviour
[Header("Path Follow Feel")]
[SerializeField] private float pathFollowSmoothTime = 0.28f;
[Range(0f, 1f)]
[SerializeField] private float rotationVelocityBlend = 0.45f;
[SerializeField] private float steeringYawAngle = 18f;
[Header("Manual Steering")]
@@ -38,10 +44,27 @@ public class RaftRiverController : MonoBehaviour
[SerializeField] private float arrivalSlowDownDistance = 12f;
[SerializeField] private float arrivalMinSpeed = 0.8f;
[Header("Final Stop Guard")]
[Tooltip("마지막 포인트에 가까워지면 거리 판정으로 도착 처리합니다.")]
[SerializeField] private float finalPointReachDistance = 3.0f;
[Tooltip("마지막 포인트 근처 몇 미터 안에서 지나침 감지를 할지 설정합니다.")]
[SerializeField] private float finalStopGuardDistance = 20f;
[Tooltip("목표점과의 X/Z 차이가 이 값 이상 다시 커지면 지나친 것으로 판단합니다.")]
[SerializeField] private float finalStopGuardAxisEpsilon = 0.05f;
[Tooltip("마지막 구간 방향 기준, 마지막 포인트를 넘어가면 즉시 도착 처리합니다.")]
[SerializeField] private bool stopWhenPassedFinalPlane = true;
[Tooltip("도착 처리 시 마지막 포인트 위치로 뗏목을 스냅할지 여부입니다.")]
[SerializeField] private bool snapToFinalPointOnArrive = true;
[Header("Events")]
public UnityEvent onArrived;
private int currentPointIndex = 0;
private float sideOffset = 0f;
private float sideVelocity = 0f;
private float currentSteeringInput = 0f;
@@ -53,6 +76,9 @@ public class RaftRiverController : MonoBehaviour
private Vector3 previousPosition;
private Vector3 startCenterPosition;
private Vector3 previousFinalDelta;
private bool hasPreviousFinalDelta;
private bool isFinished = false;
private bool warnedMissingSteeringKey;
@@ -76,10 +102,21 @@ private void Start()
currentCenterPosition = transform.position;
startCenterPosition = currentCenterPosition;
currentForward = transform.forward;
currentRight = transform.right;
currentForward.y = 0f;
if (currentForward.sqrMagnitude < 0.001f)
currentForward = Vector3.forward;
currentForward.Normalize();
currentRight = Vector3.Cross(Vector3.up, currentForward).normalized;
previousPosition = transform.position;
currentPointIndex = 0;
ResetFinalStopGuard();
}
private void Update()
@@ -88,24 +125,35 @@ private void Update()
return;
HandleSideControl();
MoveAlongPath();
bool arrived = MoveAlongPath();
if (arrived)
return;
ApplyRaftPositionAndRotation();
}
private void MoveAlongPath()
private bool MoveAlongPath()
{
SkipMissingPathPoints();
int lastPointIndex = GetLastValidPathPointIndex();
if (lastPointIndex < 0 || currentPointIndex >= pathPoints.Length)
{
FinishRaftRide();
return;
return true;
}
Transform targetPoint = pathPoints[currentPointIndex];
if (targetPoint == null)
return false;
Vector3 toTarget = GetFlatVectorTo(targetPoint.position);
float distance = toTarget.magnitude;
bool isLastTarget = currentPointIndex == lastPointIndex;
while (!isLastTarget && ShouldAdvancePathPoint(currentPointIndex, distance))
@@ -115,46 +163,56 @@ private void MoveAlongPath()
if (currentPointIndex >= pathPoints.Length)
{
SnapToPathPoint(targetPoint);
FinishRaftRide();
return;
FinishAtFinalPoint();
return true;
}
targetPoint = pathPoints[currentPointIndex];
if (targetPoint == null)
return false;
toTarget = GetFlatVectorTo(targetPoint.position);
distance = toTarget.magnitude;
isLastTarget = currentPointIndex == lastPointIndex;
}
if (isLastTarget && distance <= pointReachDistance)
if (isLastTarget && IsCloseEnoughToFinalPoint(distance))
{
SnapToPathPoint(targetPoint);
FinishRaftRide();
return;
FinishAtFinalPoint();
return true;
}
if (toTarget.sqrMagnitude < 0.001f)
return;
return false;
Vector3 pathForward = toTarget.normalized;
currentForward = GetTravelForward(pathForward);
float currentSpeed = GetCurrentForwardSpeed(distance);
float moveDistance = currentSpeed * Time.deltaTime;
if (isLastTarget && moveDistance >= distance)
{
SnapToPathPoint(targetPoint);
FinishRaftRide();
return;
FinishAtFinalPoint();
return true;
}
currentCenterPosition += currentForward * moveDistance;
currentRight = Vector3.Cross(Vector3.up, currentForward).normalized;
if (currentForward.sqrMagnitude > 0.001f)
currentRight = Vector3.Cross(Vector3.up, currentForward).normalized;
if (TryFinishAtFinalPointByGuards())
return true;
return false;
}
private void HandleSideControl()
{
float input = 0f;
ResolveSteeringKey();
if (steeringKey != null)
@@ -178,6 +236,7 @@ private void HandleSideControl()
currentSteeringInput = input;
float targetSideVelocity = input * sideMoveSpeed;
sideVelocity = Mathf.MoveTowards(
sideVelocity,
targetSideVelocity,
@@ -202,6 +261,7 @@ private void ApplyRaftPositionAndRotation()
targetPosition.y = transform.position.y;
float smoothTime = Mathf.Max(0.01f, pathFollowSmoothTime);
transform.position = Vector3.SmoothDamp(
transform.position,
targetPosition,
@@ -215,6 +275,7 @@ private void ApplyRaftPositionAndRotation()
frameVelocity.y = 0f;
Vector3 lookDirection = currentForward;
if (frameVelocity.sqrMagnitude > 0.0001f)
{
lookDirection = Vector3.Slerp(
@@ -224,6 +285,9 @@ private void ApplyRaftPositionAndRotation()
);
}
if (lookDirection.sqrMagnitude < 0.001f)
return;
Quaternion targetRotation =
Quaternion.LookRotation(lookDirection, Vector3.up) *
Quaternion.Euler(0f, currentSteeringInput * steeringYawAngle, 0f);
@@ -236,25 +300,179 @@ private void ApplyRaftPositionAndRotation()
}
}
private bool IsCloseEnoughToFinalPoint(float distance)
{
float reachDistance = Mathf.Max(pointReachDistance, finalPointReachDistance);
return distance <= reachDistance;
}
private bool TryFinishAtFinalPointByGuards()
{
int lastPointIndex = GetLastValidPathPointIndex();
if (lastPointIndex < 0)
return false;
if (currentPointIndex != lastPointIndex)
{
ResetFinalStopGuard();
return false;
}
Transform finalPoint = pathPoints[lastPointIndex];
if (finalPoint == null)
return false;
Vector3 finalDelta = finalPoint.position - currentCenterPosition;
finalDelta.y = 0f;
float distanceToFinal = finalDelta.magnitude;
if (distanceToFinal <= finalPointReachDistance)
{
Debug.Log("[RaftRiverController] Final point reach distance 안에 들어와 도착 처리합니다.");
FinishAtFinalPoint();
return true;
}
if (stopWhenPassedFinalPlane && HasPassedFinalPlane())
{
Debug.Log("[RaftRiverController] 마지막 도착 평면을 지나 도착 처리합니다.");
FinishAtFinalPoint();
return true;
}
if (TryFinishIfMovingAwayFromFinalPoint(finalDelta, distanceToFinal))
return true;
return false;
}
private bool HasPassedFinalPlane()
{
int lastPointIndex = GetLastValidPathPointIndex();
int penultimateIndex = GetPenultimateValidPathPointIndex();
if (lastPointIndex < 0 || penultimateIndex < 0 || lastPointIndex == penultimateIndex)
return false;
Transform finalPoint = pathPoints[lastPointIndex];
Transform previousPoint = pathPoints[penultimateIndex];
if (finalPoint == null || previousPoint == null)
return false;
Vector3 previousPos = previousPoint.position;
Vector3 finalPos = finalPoint.position;
Vector3 centerPos = currentCenterPosition;
previousPos.y = 0f;
finalPos.y = 0f;
centerPos.y = 0f;
Vector3 finalSegmentDirection = finalPos - previousPos;
if (finalSegmentDirection.sqrMagnitude < 0.001f)
return false;
finalSegmentDirection.Normalize();
Vector3 fromFinalToRaft = centerPos - finalPos;
float passedAmount = Vector3.Dot(fromFinalToRaft, finalSegmentDirection);
return passedAmount >= 0f;
}
private bool TryFinishIfMovingAwayFromFinalPoint(Vector3 finalDelta, float distanceToFinal)
{
if (distanceToFinal > finalStopGuardDistance)
{
previousFinalDelta = finalDelta;
hasPreviousFinalDelta = true;
return false;
}
if (!hasPreviousFinalDelta)
{
previousFinalDelta = finalDelta;
hasPreviousFinalDelta = true;
return false;
}
Vector3 previousAbs = new Vector3(
Mathf.Abs(previousFinalDelta.x),
0f,
Mathf.Abs(previousFinalDelta.z)
);
Vector3 currentAbs = new Vector3(
Mathf.Abs(finalDelta.x),
0f,
Mathf.Abs(finalDelta.z)
);
bool xMovingAway = currentAbs.x > previousAbs.x + finalStopGuardAxisEpsilon;
bool zMovingAway = currentAbs.z > previousAbs.z + finalStopGuardAxisEpsilon;
if (xMovingAway || zMovingAway)
{
Debug.Log("[RaftRiverController] 마지막 포인트에서 멀어지는 것으로 판단하여 도착 처리합니다.");
FinishAtFinalPoint();
return true;
}
previousFinalDelta = finalDelta;
return false;
}
private void FinishAtFinalPoint()
{
int lastPointIndex = GetLastValidPathPointIndex();
if (lastPointIndex >= 0 && pathPoints[lastPointIndex] != null && snapToFinalPointOnArrive)
{
SnapToPathPoint(pathPoints[lastPointIndex]);
}
FinishRaftRide();
}
private void FinishRaftRide()
{
if (isFinished)
return;
isFinished = true;
SetSpeedMultiplier(0f);
sideVelocity = 0f;
currentSteeringInput = 0f;
positionSmoothVelocity = Vector3.zero;
Debug.Log("[RaftRiverController] Arrived at destination. Raft stopped.");
onArrived?.Invoke();
}
public void StopRaft()
{
isFinished = true;
sideVelocity = 0f;
currentSteeringInput = 0f;
positionSmoothVelocity = Vector3.zero;
}
public void ResumeRaft()
{
isFinished = false;
ResetFinalStopGuard();
}
public void SetSpeedMultiplier(float value)
{
speedMultiplier = Mathf.Clamp01(value);
}
public void SetSteeringKey(SteeringKeyXR newSteeringKey)
@@ -286,7 +504,11 @@ private Vector3 GetTravelForward(Vector3 fallbackForward)
if (steeringKey != null && steeringKey.IsGrabbed)
{
float turnAmount = currentSteeringInput * Mathf.Max(0f, grabbedSteeringTurnSpeed) * Time.deltaTime;
float turnAmount =
currentSteeringInput *
Mathf.Max(0f, grabbedSteeringTurnSpeed) *
Time.deltaTime;
travelForward = Quaternion.Euler(0f, turnAmount, 0f) * travelForward.normalized;
}
@@ -307,15 +529,22 @@ private bool ShouldAdvancePathPoint(int targetIndex, float distanceToTarget)
private bool HasPassedPathPoint(int targetIndex)
{
if (pathPoints == null || targetIndex < 0 || targetIndex >= pathPoints.Length || pathPoints[targetIndex] == null)
if (pathPoints == null ||
targetIndex < 0 ||
targetIndex >= pathPoints.Length ||
pathPoints[targetIndex] == null)
{
return true;
}
Vector3 anchorPosition = GetPreviousPathAnchorPosition(targetIndex);
Vector3 targetPosition = pathPoints[targetIndex].position;
anchorPosition.y = currentCenterPosition.y;
targetPosition.y = currentCenterPosition.y;
Vector3 segment = targetPosition - anchorPosition;
if (segment.sqrMagnitude < 0.001f)
return false;
@@ -348,12 +577,16 @@ private void SnapToPathPoint(Transform point)
finalPosition.y = transform.position.y;
currentCenterPosition = finalPosition;
sideOffset = 0f;
sideVelocity = 0f;
currentSteeringInput = 0f;
positionSmoothVelocity = Vector3.zero;
previousPosition = finalPosition;
transform.position = finalPosition;
ResetFinalStopGuard();
}
private int GetPenultimateValidPathPointIndex()
@@ -383,18 +616,25 @@ private int GetPenultimateValidPathPointIndex()
private float GetArrivalSlowDownDistance()
{
float fallbackDistance = Mathf.Max(pointReachDistance + 0.01f, arrivalSlowDownDistance);
int penultimateIndex = GetPenultimateValidPathPointIndex();
int lastPointIndex = GetLastValidPathPointIndex();
if (penultimateIndex < 0 || lastPointIndex < 0 || penultimateIndex == lastPointIndex)
if (penultimateIndex < 0 ||
lastPointIndex < 0 ||
penultimateIndex == lastPointIndex)
{
return fallbackDistance;
}
Vector3 penultimatePosition = pathPoints[penultimateIndex].position;
Vector3 finalPosition = pathPoints[lastPointIndex].position;
penultimatePosition.y = 0f;
finalPosition.y = 0f;
float finalSegmentDistance = Vector3.Distance(penultimatePosition, finalPosition);
if (finalSegmentDistance <= pointReachDistance)
return fallbackDistance;
@@ -403,22 +643,46 @@ private float GetArrivalSlowDownDistance()
private float GetCurrentForwardSpeed(float distanceToTarget)
{
float baseSpeed;
if (currentPointIndex != GetLastValidPathPointIndex())
return forwardSpeed;
{
baseSpeed = forwardSpeed;
}
else
{
float maxSpeed = Mathf.Max(0f, forwardSpeed);
float maxSpeed = Mathf.Max(0f, forwardSpeed);
if (maxSpeed <= 0.01f)
return maxSpeed;
if (maxSpeed <= 0.01f)
{
baseSpeed = maxSpeed;
}
else
{
float slowDownDistance = GetArrivalSlowDownDistance();
float slowDownDistance = GetArrivalSlowDownDistance();
if (slowDownDistance <= pointReachDistance)
return maxSpeed;
if (slowDownDistance <= pointReachDistance)
{
baseSpeed = maxSpeed;
}
else
{
float minSpeed = Mathf.Clamp(arrivalMinSpeed, 0.01f, maxSpeed);
float minSpeed = Mathf.Clamp(arrivalMinSpeed, 0.01f, maxSpeed);
float speedRatio = Mathf.InverseLerp(pointReachDistance, slowDownDistance, distanceToTarget);
speedRatio = speedRatio * speedRatio * (3f - 2f * speedRatio);
float speedRatio = Mathf.InverseLerp(
pointReachDistance,
slowDownDistance,
distanceToTarget
);
return Mathf.Lerp(minSpeed, maxSpeed, speedRatio);
speedRatio = speedRatio * speedRatio * (3f - 2f * speedRatio);
baseSpeed = Mathf.Lerp(minSpeed, maxSpeed, speedRatio);
}
}
}
return baseSpeed * speedMultiplier;
}
private int GetLastValidPathPointIndex()
@@ -443,6 +707,12 @@ private void SkipMissingPathPoints()
}
}
private void ResetFinalStopGuard()
{
previousFinalDelta = Vector3.zero;
hasPreviousFinalDelta = false;
}
private float ReadLegacyHorizontalInput()
{
#if ENABLE_LEGACY_INPUT_MANAGER