2026-05-18 애니메이션 설계 수정

This commit is contained in:
2026-05-18 12:44:09 +09:00
parent adcd69c537
commit f2445c30c4
30 changed files with 476 additions and 56 deletions

View File

@@ -1,3 +1,4 @@
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Collider2D))]
@@ -27,6 +28,15 @@ public class Enemy : MonoBehaviour, IDamageable
private float _hitReactionTimer;
private bool _isGrounded;
private Vector2 _lastVelocity;
private Collider2D[] _bodyColliders;
private readonly List<RaycastHit2D> _castResults = new();
private const float HitPositionSkinWidth = 0.02f;
private bool _isHitPositionCorrecting;
private bool _correctHitPositionY;
private float _hitPositionCorrectionTimer;
private float _hitPositionCorrectionDuration;
private Vector2 _hitPositionCorrectionStart;
private Vector2 _hitPositionCorrectionTarget;
private void Awake()
{
@@ -34,6 +44,7 @@ private void Awake()
_rb = GetComponent<Rigidbody2D>();
_anim = GetComponentInChildren<Animator>();
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
_bodyColliders = GetComponentsInChildren<Collider2D>();
if (_spriteRenderer != null)
_originalColor = _spriteRenderer.color;
}
@@ -54,10 +65,13 @@ private void Update()
private void FixedUpdate()
{
if (_rb != null)
{
ApplySmoothHitPositionCorrection();
_lastVelocity = _rb.linearVelocity;
}
}
public void TakeDamage(int amount, Vector2 hitVelocity = default, string hitReactionAnimationState = null)
public void TakeDamage(int amount, Vector2 hitVelocity = default, string hitReactionAnimationState = null, Vector2? hitTargetPosition = null, bool correctHitTargetY = false, int hitPositionSolidMask = 0, float hitPositionCorrectionDuration = 0f)
{
if (_currentHealth <= 0) return;
@@ -80,6 +94,8 @@ public void TakeDamage(int amount, Vector2 hitVelocity = default, string hitReac
_rb.linearVelocity = Vector2.zero;
_lastVelocity = Vector2.zero;
BeginHitTargetPositionCorrection(hitTargetPosition, correctHitTargetY, hitPositionSolidMask, hitPositionCorrectionDuration);
Vector2 nextVelocity = GetHitReactionVelocity(hitVelocity);
if (nextVelocity != Vector2.zero)
{
@@ -130,6 +146,98 @@ private Vector2 GetHitReactionVelocity(Vector2 hitVelocity)
return nextVelocity;
}
private void BeginHitTargetPositionCorrection(Vector2? hitTargetPosition, bool correctHitTargetY, int solidMask, float correctionDuration)
{
_isHitPositionCorrecting = false;
if (!hitTargetPosition.HasValue || _rb == null) return;
Vector2 targetPosition = hitTargetPosition.Value;
if (!correctHitTargetY)
targetPosition.y = _rb.position.y;
targetPosition = GetSafeHitTargetPosition(targetPosition, solidMask);
if ((targetPosition - _rb.position).sqrMagnitude <= 0.0001f) return;
if (correctionDuration <= 0f)
{
_rb.position = targetPosition;
return;
}
_isHitPositionCorrecting = true;
_correctHitPositionY = correctHitTargetY;
_hitPositionCorrectionTimer = 0f;
_hitPositionCorrectionDuration = correctionDuration;
_hitPositionCorrectionStart = _rb.position;
_hitPositionCorrectionTarget = targetPosition;
}
private void ApplySmoothHitPositionCorrection()
{
if (!_isHitPositionCorrecting || _rb == null) return;
_hitPositionCorrectionTimer += Time.fixedDeltaTime;
float normalizedTime = Mathf.Clamp01(_hitPositionCorrectionTimer / Mathf.Max(_hitPositionCorrectionDuration, Time.fixedDeltaTime));
float easedTime = Mathf.SmoothStep(0f, 1f, normalizedTime);
Vector2 nextPosition = _rb.position;
nextPosition.x = Mathf.Lerp(_hitPositionCorrectionStart.x, _hitPositionCorrectionTarget.x, easedTime);
if (_correctHitPositionY)
nextPosition.y = Mathf.Lerp(_hitPositionCorrectionStart.y, _hitPositionCorrectionTarget.y, easedTime);
_rb.MovePosition(nextPosition);
if (normalizedTime >= 1f)
_isHitPositionCorrecting = false;
}
private Vector2 GetSafeHitTargetPosition(Vector2 targetPosition, int solidMask)
{
if (solidMask == 0) return targetPosition;
Vector2 startPosition = _rb.position;
Vector2 moveDelta = targetPosition - startPosition;
float distance = moveDelta.magnitude;
if (distance <= 0.001f) return targetPosition;
Vector2 direction = moveDelta / distance;
float closestDistance = GetClosestBodyCastDistance(direction, distance + HitPositionSkinWidth, solidMask);
if (closestDistance >= distance + HitPositionSkinWidth)
return targetPosition;
float allowedDistance = Mathf.Max(closestDistance - HitPositionSkinWidth, 0f);
return startPosition + direction * allowedDistance;
}
private float GetClosestBodyCastDistance(Vector2 direction, float distance, int solidMask)
{
if (_bodyColliders == null || _bodyColliders.Length == 0)
_bodyColliders = GetComponentsInChildren<Collider2D>();
ContactFilter2D filter = new ContactFilter2D
{
useLayerMask = true,
layerMask = solidMask,
useTriggers = false
};
float closest = float.PositiveInfinity;
for (int i = 0; i < _bodyColliders.Length; i++)
{
Collider2D bodyCollider = _bodyColliders[i];
if (bodyCollider == null || bodyCollider.isTrigger) continue;
_castResults.Clear();
int hitCount = bodyCollider.Cast(direction, filter, _castResults, distance);
for (int j = 0; j < hitCount; j++)
{
if (_castResults[j].distance < closest)
closest = _castResults[j].distance;
}
}
return closest;
}
private void UpdateGroundedState(Collision2D collision)
{
for (int i = 0; i < collision.contactCount; i++)