2026-05-18 부자연스러운 모션

This commit is contained in:
2026-05-18 14:36:34 +09:00
parent f2445c30c4
commit 271991d32f
17 changed files with 407 additions and 25 deletions

View File

@@ -35,6 +35,7 @@ public class PlayerController : MonoBehaviour
[SerializeField] private ComboNode _dashRootNode;
[SerializeField] private ComboNode _rollRootNode;
[SerializeField] private ComboNode _backDashRootNode;
[SerializeField] private ComboNode _grabSmashRootNode;
private readonly Dictionary<ActionData, float> _motionCooldownTimers = new();
private readonly List<ActionData> _motionCooldownKeys = new();
@@ -59,11 +60,14 @@ public class PlayerController : MonoBehaviour
private CancellationTokenSource _attackCts;
private CancellationTokenSource _motionCts;
private CancellationTokenSource _animationSpeedCts;
private CancellationTokenSource _actionVelocityCts;
private bool _isMotionActive;
private ActionData _lastAttackGizmoData;
[SerializeField] private float _hitGizmoFadeDuration = 0.5f;
private ActionData _lastHitData;
private Vector2 _lastHitCenter;
private float _lastHitTime = -1f;
private Enemy _lastHitEnemy;
[Header("Debug")]
[SerializeField] private bool _showAttackDebug = true;
@@ -83,6 +87,7 @@ private void Awake()
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
_bodyColliders = GetComponentsInChildren<Collider2D>();
EnsureAttackHitbox();
_attackHitbox.OnHit += OnAttackHit;
}
private void Start()
@@ -94,6 +99,7 @@ private void Start()
InputManager.Instance.OnDash_Event += OnDashInput;
InputManager.Instance.OnRoll_Event += OnRollInput;
InputManager.Instance.OnBackDash_Event += OnBackDashInput;
InputManager.Instance.OnGrabSmash_Event += OnGrabSmashInput;
}
private void OnDestroy()
@@ -107,14 +113,16 @@ private void OnDestroy()
InputManager.Instance.OnDash_Event -= OnDashInput;
InputManager.Instance.OnRoll_Event -= OnRollInput;
InputManager.Instance.OnBackDash_Event -= OnBackDashInput;
InputManager.Instance.OnGrabSmash_Event -= OnGrabSmashInput;
}
_attackCts?.Cancel();
_attackCts?.Dispose();
_motionCts?.Cancel();
_motionCts?.Dispose();
_animationSpeedCts?.Cancel();
_animationSpeedCts?.Dispose();
CancelAndDispose(ref _attackCts);
CancelAndDispose(ref _motionCts);
CancelAndDispose(ref _animationSpeedCts);
CancelAndDispose(ref _actionVelocityCts);
if (_attackHitbox != null)
_attackHitbox.OnHit -= OnAttackHit;
}
private void FixedUpdate()
@@ -198,9 +206,13 @@ private void OnJumpInput()
private void OnDashInput() => ExecuteMotionNode(_dashRootNode);
private void OnRollInput() => ExecuteMotionNode(_rollRootNode);
private void OnBackDashInput() => ExecuteMotionNode(_backDashRootNode);
private void OnGrabSmashInput() => ExecuteAttackNode(_grabSmashRootNode);
private void HandleComboInput(ComboInputType input)
{
if (_isMotionActive && !CanTransitionFromCurrentNode(input))
return;
if (_attackCooldownTimer > 0f)
{
float elapsed = Time.time - _attackStartTime;
@@ -257,6 +269,16 @@ private void ExecuteMotionNode(ComboNode root)
_comboWindowTimer = root.ComboWindow;
}
private void ExecuteAttackNode(ComboNode root)
{
if (root == null || root.Action == null) return;
if (_attackCooldownTimer > 0f) return;
PerformAttack(root.Action);
_currentNode = root;
_comboWindowTimer = root.ComboWindow;
}
private void UpdateMotionCooldowns()
{
if (_motionCooldownTimers.Count == 0) return;
@@ -288,8 +310,8 @@ private void SetMotionCooldown(ActionData data)
private async void PerformAttack(ActionData data, bool preserveHorizontalVelocity = false)
{
_attackCts?.Cancel();
_attackCts?.Dispose();
CancelMotion();
CancelAndDispose(ref _attackCts);
_attackCts = CancellationTokenSource.CreateLinkedTokenSource(destroyCancellationToken);
CancellationToken token = _attackCts.Token;
@@ -301,15 +323,17 @@ private async void PerformAttack(ActionData data, bool preserveHorizontalVelocit
ClearActionLocks();
PlayActionAnimation(data);
if (data.HasMotion)
ApplyActionVelocity(data);
PlayActionVelocity(data);
LockMovementIfNeeded(data, preserveHorizontalVelocity, true);
LockFacingIfNeeded(data);
try
{
await HitRoutine(data, token);
if (data.IsGrab)
await GrabRoutine(data, token);
else
await HitRoutine(data, token);
}
catch (System.OperationCanceledException)
{
@@ -323,15 +347,16 @@ private async void PerformMotion(ActionData data)
// 대시/구르기 같은 모션은 공격을 끊고 새로운 콤보 노드가 된다.
CancelAttack();
_motionCts?.Cancel();
_motionCts?.Dispose();
CancelAndDispose(ref _motionCts);
_motionCts = CancellationTokenSource.CreateLinkedTokenSource(destroyCancellationToken);
CancellationToken token = _motionCts.Token;
SetMotionCooldown(data);
_isMotionActive = true;
ClearActionLocks();
FaceMotionDirection(data);
PlayActionAnimation(data);
PlayActionVelocity(data);
LockMovementIfNeeded(data);
LockFacingIfNeeded(data);
@@ -341,11 +366,15 @@ private async void PerformMotion(ActionData data)
await MotionRoutine(data, token);
completed = true;
}
catch (System.OperationCanceledException) { }
catch (System.OperationCanceledException)
{
_isMotionActive = false;
}
if (completed)
{
StopActionVelocity(data);
_isMotionActive = false;
ClearActionLocks();
PlayIdleAnimation();
}
@@ -359,9 +388,6 @@ private async Awaitable MotionRoutine(ActionData data, CancellationToken token)
while (ShouldKeepActionPlaying(data, elapsed, duration))
{
token.ThrowIfCancellationRequested();
float normalizedTime = GetActionNormalizedTime(data, elapsed, duration);
ApplyActionVelocity(data, normalizedTime);
await Awaitable.NextFrameAsync(token);
elapsed += Time.deltaTime;
}
@@ -369,13 +395,34 @@ private async Awaitable MotionRoutine(ActionData data, CancellationToken token)
private void CancelAttack()
{
_attackCts?.Cancel();
CancelAndDispose(ref _attackCts);
CancelAndDispose(ref _actionVelocityCts);
_attackCooldownTimer = 0f;
_pendingInput = null;
_attackHitbox?.Deactivate();
ClearActionLocks();
}
private void CancelMotion()
{
_isMotionActive = false;
CancelAndDispose(ref _motionCts);
CancelAndDispose(ref _actionVelocityCts);
}
private bool CanTransitionFromCurrentNode(ComboInputType input)
{
if (_comboWindowTimer <= 0f || _currentNode == null) return false;
foreach (var transition in _currentNode.Transitions)
{
if (transition.Trigger == input && transition.Next != null && transition.Next.Action != null)
return true;
}
return false;
}
private async Awaitable HitRoutine(ActionData data, CancellationToken token)
{
float attackStartTime = Time.time;
@@ -402,6 +449,101 @@ private async Awaitable HitRoutine(ActionData data, CancellationToken token)
PlayIdleAnimation();
}
private async Awaitable GrabRoutine(ActionData data, CancellationToken token)
{
Enemy target = FindGrabTarget(data);
if (target == null)
{
await WaitForActionEnd(data, token);
ClearActionLocks();
PlayIdleAnimation();
return;
}
target.BeginGrab(data.GrabbedAnimationState, _groundLayer.value);
try
{
float elapsed = 0f;
float duration = GetActionDuration(data);
while (ShouldKeepActionPlaying(data, elapsed, duration))
{
token.ThrowIfCancellationRequested();
float normalizedTime = GetActionNormalizedTime(data, elapsed, duration);
target.UpdateGrabPosition(GetGrabWorldPosition(data, normalizedTime));
await Awaitable.NextFrameAsync(token);
elapsed += Time.deltaTime;
}
target.EndGrab();
target.TakeDamage(data.Damage, GetHitVelocity(data.HitVelocity), data.HitReactionAnimationState);
}
catch (System.OperationCanceledException)
{
target.EndGrab();
throw;
}
ClearActionLocks();
PlayIdleAnimation();
}
private Enemy FindGrabTarget(ActionData data)
{
Vector2 playerPosition = _rb != null ? _rb.position : (Vector2)transform.position;
float grabRangeSqr = data.GrabRange * data.GrabRange;
if (_lastHitEnemy != null && _lastHitEnemy.isActiveAndEnabled &&
GetEnemySqrDistance(_lastHitEnemy, playerPosition) <= grabRangeSqr)
{
return _lastHitEnemy;
}
Collider2D[] hits = Physics2D.OverlapCircleAll(transform.position, data.GrabSearchRadius, _enemyLayer);
Enemy closest = null;
float closestSqrDistance = float.PositiveInfinity;
foreach (var hit in hits)
{
Enemy enemy = hit.GetComponentInParent<Enemy>();
if (enemy == null) continue;
float sqrDistance = GetEnemySqrDistance(enemy, playerPosition);
if (sqrDistance > grabRangeSqr) continue;
if (sqrDistance >= closestSqrDistance) continue;
closest = enemy;
closestSqrDistance = sqrDistance;
}
return closest;
}
private float GetEnemySqrDistance(Enemy enemy, Vector2 playerPosition)
{
if (enemy == null) return float.PositiveInfinity;
return ((Vector2)enemy.transform.position - playerPosition).sqrMagnitude;
}
private Vector2 GetGrabWorldPosition(ActionData data, float normalizedTime)
{
float facing = _spriteRenderer != null && _spriteRenderer.flipX ? -1f : 1f;
Vector2 playerPosition = _rb != null ? _rb.position : (Vector2)transform.position;
Vector2 offset = data.GrabOffset;
float offsetXMultiplier = data.GrabOffsetXCurve != null ? data.GrabOffsetXCurve.Evaluate(normalizedTime) : 1f;
float offsetYMultiplier = data.GrabOffsetYCurve != null ? data.GrabOffsetYCurve.Evaluate(normalizedTime) : 1f;
offset.x *= facing * offsetXMultiplier;
offset.y *= offsetYMultiplier;
return playerPosition + offset;
}
private void OnAttackHit(IDamageable target)
{
if (target is Enemy enemy)
_lastHitEnemy = enemy;
}
private void ActivateAttackHitbox(ActionData data)
{
Vector2 localPosition = GetAttackLocalPosition(data.Offset);
@@ -475,7 +617,7 @@ private void LockMovementIfNeeded(ActionData data, bool preserveHorizontalVeloci
if (!forceLock && data.CanMoveDuringAction) return;
// 이동 없는 공격은 직전 프레임의 걷기 속도를 이어받지 않게 한다.
if (!preserveHorizontalVelocity && !data.HasMotion)
if (!preserveHorizontalVelocity && data.Velocity == Vector2.zero)
_rb.linearVelocity = new Vector2(0f, _rb.linearVelocity.y);
_inputLockTimer = GetActionLockDuration(data);
@@ -493,7 +635,8 @@ private void PlayIdleAnimation()
{
if (_anim == null) return;
_animationSpeedCts?.Cancel();
CancelAndDispose(ref _animationSpeedCts);
CancelAndDispose(ref _actionVelocityCts);
_anim.speed = 1f;
if (!string.IsNullOrEmpty(_idleAnimationState))
_anim.Play(_idleAnimationState);
@@ -503,8 +646,7 @@ private void PlayActionAnimation(ActionData data)
{
if (_anim == null) return;
_animationSpeedCts?.Cancel();
_animationSpeedCts?.Dispose();
CancelAndDispose(ref _animationSpeedCts);
_animationSpeedCts = CancellationTokenSource.CreateLinkedTokenSource(destroyCancellationToken);
_anim.speed = GetAnimationSpeed(data, 0f);
@@ -517,6 +659,36 @@ private void PlayActionAnimation(ActionData data)
ApplyAnimationSpeedCurve(data, _animationSpeedCts.Token);
}
private void PlayActionVelocity(ActionData data)
{
CancelAndDispose(ref _actionVelocityCts);
if (data.Velocity == Vector2.zero) return;
_actionVelocityCts = CancellationTokenSource.CreateLinkedTokenSource(destroyCancellationToken);
ApplyActionVelocityCurve(data, _actionVelocityCts.Token);
}
private async void ApplyActionVelocityCurve(ActionData data, CancellationToken token)
{
float elapsed = 0f;
float duration = GetActionDuration(data);
try
{
while (ShouldKeepActionPlaying(data, elapsed, duration))
{
token.ThrowIfCancellationRequested();
float normalizedTime = GetActionNormalizedTime(data, elapsed, duration);
ApplyActionVelocity(data, normalizedTime);
await Awaitable.NextFrameAsync(token);
elapsed += Time.deltaTime;
}
}
catch (System.OperationCanceledException) { }
}
private async void ApplyAnimationSpeedCurve(ActionData data, CancellationToken token)
{
float duration = GetActionDuration(data);
@@ -702,6 +874,20 @@ private void ClearActionLocks()
_facingLockAction = null;
}
private void CancelAndDispose(ref CancellationTokenSource cts)
{
if (cts == null) return;
try
{
cts.Cancel();
}
catch (System.ObjectDisposedException) { }
cts.Dispose();
cts = null;
}
private float GetActionDuration(ActionData data)
{
return Mathf.Max(data.MotionDuration, data.HitTiming + data.HitDuration, 0.01f);
@@ -722,7 +908,7 @@ private bool ShouldKeepActionPlaying(ActionData data, float elapsed, float durat
private float GetActionNormalizedTime(ActionData data, float elapsed, float duration)
{
if (!HasActionAnimation(data))
if (!ShouldUseAnimationLength(data))
return Mathf.Clamp01(elapsed / duration);
AnimatorStateInfo stateInfo = _anim.GetCurrentAnimatorStateInfo(0);