feat: 플레이어 관전 시스템 추가

- PlayerSpectator: 사망한 플레이어가 살아있는 플레이어 관찰
- PlayerCamera: SetTarget/ResetToPlayer/SnapToTarget 메서드 추가
- PlayerMovement: OnEnable/OnDisable에서 입력 액션 관리
- Tab 키로 관전 대상 전환 기능

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-opencode)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-03-14 15:08:18 +09:00
parent 62306a34a2
commit 0a1aeea825
4 changed files with 338 additions and 23 deletions

View File

@@ -1,5 +1,6 @@
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
namespace Colosseum.Player
{
@@ -20,11 +21,35 @@ namespace Colosseum.Player
private float pitch;
private Camera cameraInstance;
private InputSystem_Actions inputActions;
private bool isSpectating = false;
public Transform Target => target;
public bool IsSpectating => isSpectating;
private void OnEnable()
{
SceneManager.sceneLoaded += OnSceneLoaded;
}
private void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// 씬 로드 시 카메라 참조 갱신
RefreshCamera();
SnapToTarget();
Debug.Log($"[PlayerCamera] Scene loaded, camera refreshed");
}
public void Initialize(Transform playerTransform, InputSystem_Actions actions)
{
target = playerTransform;
inputActions = actions;
isSpectating = false;
// 기존 메인 카메라 사용 또는 새로 생성
cameraInstance = Camera.main;
@@ -36,12 +61,73 @@ namespace Colosseum.Player
}
// 초기 각도
yaw = target.eulerAngles.y;
if (target != null)
{
yaw = target.eulerAngles.y;
}
pitch = 20f;
// 카메라 위치를 즉시 타겟 위치로 초기화
SnapToTarget();
}
/// <summary>
/// 관전 대상 변경
/// </summary>
public void SetTarget(Transform newTarget)
{
if (newTarget == null) return;
target = newTarget;
isSpectating = true;
// 부드러운 전환을 위해 현재 카메라 위치에서 새 타겟으로
yaw = target.eulerAngles.y;
Debug.Log($"[PlayerCamera] Now spectating: {target.name}");
}
/// <summary>
/// 원래 플레이어로 복귀
/// </summary>
public void ResetToPlayer(Transform playerTransform)
{
target = playerTransform;
isSpectating = false;
}
/// <summary>
/// 카메라 위치를 타겟 위치로 즉시 이동 (부드러운 전환 없이)
/// </summary>
public void SnapToTarget()
{
if (target == null || cameraInstance == null) return;
Quaternion rotation = Quaternion.Euler(pitch, yaw, 0f);
Vector3 offset = rotation * new Vector3(0f, 0f, -distance);
offset.y += height;
cameraInstance.transform.position = target.position + offset;
cameraInstance.transform.LookAt(target.position + Vector3.up * height * 0.5f);
}
/// <summary>
/// 카메라 참조 갱신 (씬 전환 후 호출)
/// </summary>
public void RefreshCamera()
{
// 씬 전환 시 항상 새 카메라 참조 획득
cameraInstance = Camera.main;
}
private void LateUpdate()
{
// 카메라 참조가 없으면 갱신 시도
if (cameraInstance == null)
{
RefreshCamera();
}
if (target == null || cameraInstance == null) return;
HandleRotation();

View File

@@ -75,6 +75,17 @@ namespace Colosseum.Player
SetSpawnPosition();
// Input Actions 초기화
InitializeInputActions();
// 카메라 설정
SetupCamera();
}
/// <summary>
/// 입력 액션 초기화
/// </summary>
private void InitializeInputActions()
{
inputActions = new InputSystem_Actions();
inputActions.Player.Enable();
@@ -84,11 +95,42 @@ namespace Colosseum.Player
// Jump 액션 콜백 등록
inputActions.Player.Jump.performed += OnJumpPerformed;
// 카메라 설정
SetupCamera();
}
/// <summary>
/// 입력 액션 해제
/// </summary>
private void CleanupInputActions()
{
if (inputActions != null)
{
inputActions.Player.Move.performed -= OnMovePerformed;
inputActions.Player.Move.canceled -= OnMoveCanceled;
inputActions.Player.Jump.performed -= OnJumpPerformed;
inputActions.Player.Disable();
}
}
private void OnDisable()
{
// 컴포넌트 비활성화 시 입력 해제
CleanupInputActions();
// 입력 초기화
moveInput = Vector2.zero;
}
private void OnEnable()
{
// 컴포넌트 재활성화 시 입력 다시 등록
if (IsOwner && inputActions != null)
{
inputActions.Player.Enable();
inputActions.Player.Move.performed += OnMovePerformed;
inputActions.Player.Move.canceled += OnMoveCanceled;
inputActions.Player.Jump.performed += OnJumpPerformed;
}
}
/// <summary>
/// 스폰 위치 설정
@@ -107,34 +149,24 @@ namespace Colosseum.Player
}
}
/// <summary>
/// 네트워크 정리
/// 네트워크 정리
/// </summary>
public override void OnNetworkDespawn()
{
if (inputActions != null)
{
inputActions.Player.Move.performed -= OnMovePerformed;
inputActions.Player.Move.canceled -= OnMoveCanceled;
inputActions.Player.Jump.performed -= OnJumpPerformed;
inputActions.Disable();
}
CleanupInputActions();
}
private void OnMovePerformed(InputAction.CallbackContext context)
{
moveInput = context.ReadValue<Vector2>();
}
private void OnMoveCanceled(InputAction.CallbackContext context)
{
moveInput = Vector2.zero;
}
private void OnJumpPerformed(InputAction.CallbackContext context)
{
if (!isJumping && characterController.isGrounded)
@@ -143,7 +175,6 @@ namespace Colosseum.Player
}
}
private void SetupCamera()
{
var cameraController = GetComponent<PlayerCamera>();
@@ -154,6 +185,13 @@ namespace Colosseum.Player
cameraController.Initialize(transform, inputActions);
}
/// <summary>
/// 카메라 재설정 (씬 로드 후 호출)
/// </summary>
public void RefreshCamera()
{
SetupCamera();
}
private void Update()
{
@@ -163,7 +201,6 @@ namespace Colosseum.Player
Move();
}
private void ApplyGravity()
{
if (wasGrounded && velocity.y < 0)
@@ -176,7 +213,6 @@ namespace Colosseum.Player
}
}
private void Move()
{
if (characterController == null) return;
@@ -218,7 +254,6 @@ namespace Colosseum.Player
wasGrounded = characterController.isGrounded;
}
private void Jump()
{
isJumping = true;
@@ -232,7 +267,6 @@ namespace Colosseum.Player
}
}
/// <summary>
/// 점프 중 상태가 끝나면 IsJumping = false;
/// </summary>
@@ -241,7 +275,6 @@ namespace Colosseum.Player
isJumping = false;
}
private Vector3 TransformDirectionByCamera(Vector3 direction)
{
if (Camera.main == null) return direction;
@@ -259,7 +292,6 @@ namespace Colosseum.Player
return cameraRight * direction.x + cameraForward * direction.z;
}
/// <summary>
/// 루트 모션 처리. 스킬 애니메이션 중에 애니메이션의 이동/회전 데이터를 적용합니다.
/// </summary>

View File

@@ -0,0 +1,195 @@
using System.Collections.Generic;
using UnityEngine;
using Colosseum.Player;
namespace Colosseum.Player
{
/// <summary>
/// 플레이어 관전 시스템.
/// 사망한 플레이어가 살아있는 플레이어를 관찰할 수 있게 합니다.
/// </summary>
public class PlayerSpectator : MonoBehaviour
{
[Header("References")]
[Tooltip("PlayerCamera 컴포넌트")]
[SerializeField] private PlayerCamera playerCamera;
[Tooltip("PlayerNetworkController 컴포넌트")]
[SerializeField] private PlayerNetworkController networkController;
[Header("Spectate Settings")]
[Tooltip("관전 대상 전환 키")]
[SerializeField] private KeyCode nextTargetKey = KeyCode.Tab;
[Tooltip("관전 UI 표시 여부")]
[SerializeField] private bool showSpectateUI = true;
// 관전 상태
private bool isSpectating = false;
private int currentSpectateIndex = 0;
private List<PlayerNetworkController> alivePlayers = new List<PlayerNetworkController>();
// 이벤트
public event System.Action<bool> OnSpectateModeChanged; // (isSpectating)
public event System.Action<PlayerNetworkController> OnSpectateTargetChanged;
// Properties
public bool IsSpectating => isSpectating;
public PlayerNetworkController CurrentTarget => alivePlayers.Count > currentSpectateIndex ? alivePlayers[currentSpectateIndex] : null;
private void Awake()
{
// 컴포넌트 자동 참조
if (playerCamera == null)
playerCamera = GetComponent<PlayerCamera>();
if (networkController == null)
networkController = GetComponentInParent<PlayerNetworkController>();
}
private void Start()
{
if (networkController != null)
{
networkController.OnDeathStateChanged += HandleDeathStateChanged;
}
}
private void OnDestroy()
{
if (networkController != null)
{
networkController.OnDeathStateChanged -= HandleDeathStateChanged;
}
}
private void Update()
{
if (!isSpectating) return;
// Tab 키로 다음 관전 대상 전환
if (Input.GetKeyDown(nextTargetKey))
{
CycleToNextTarget();
}
}
private void HandleDeathStateChanged(bool dead)
{
if (dead)
{
StartSpectating();
}
else
{
StopSpectating();
}
}
/// <summary>
/// 관전 모드 시작
/// </summary>
private void StartSpectating()
{
// 살아있는 플레이어 목록 갱신
RefreshAlivePlayers();
if (alivePlayers.Count == 0)
{
// 관전할 플레이어가 없음 (게임 오버)
Debug.Log("[PlayerSpectator] No alive players to spectate");
return;
}
isSpectating = true;
currentSpectateIndex = 0;
// 첫 번째 살아있는 플레이어 관전
SetSpectateTarget(alivePlayers[currentSpectateIndex]);
OnSpectateModeChanged?.Invoke(true);
Debug.Log($"[PlayerSpectator] Started spectating. {alivePlayers.Count} players alive.");
}
/// <summary>
/// 관전 모드 종료
/// </summary>
private void StopSpectating()
{
isSpectating = false;
alivePlayers.Clear();
currentSpectateIndex = 0;
// 원래 플레이어로 카메라 복귀
if (playerCamera != null && networkController != null)
{
playerCamera.ResetToPlayer(networkController.transform);
}
OnSpectateModeChanged?.Invoke(false);
Debug.Log("[PlayerSpectator] Stopped spectating");
}
/// <summary>
/// 살아있는 플레이어 목록 갱신
/// </summary>
private void RefreshAlivePlayers()
{
alivePlayers.Clear();
var allPlayers = FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
foreach (var player in allPlayers)
{
// 자신이 아니고, 살아있는 플레이어만 추가
if (player != networkController && !player.IsDead)
{
alivePlayers.Add(player);
}
}
}
/// <summary>
/// 다음 관전 대상으로 전환
/// </summary>
private void CycleToNextTarget()
{
if (alivePlayers.Count == 0) return;
// 목록 갱신 (중간에 사망했을 수 있음)
RefreshAlivePlayers();
if (alivePlayers.Count == 0)
{
Debug.Log("[PlayerSpectator] No more alive players");
return;
}
currentSpectateIndex = (currentSpectateIndex + 1) % alivePlayers.Count;
SetSpectateTarget(alivePlayers[currentSpectateIndex]);
}
/// <summary>
/// 관전 대상 설정
/// </summary>
private void SetSpectateTarget(PlayerNetworkController target)
{
if (target == null || playerCamera == null) return;
playerCamera.SetTarget(target.transform);
OnSpectateTargetChanged?.Invoke(target);
Debug.Log($"[PlayerSpectator] Now spectating: Player {target.OwnerClientId}");
}
/// <summary>
/// 현재 관전 대상 이름 반환 (UI용)
/// </summary>
public string GetCurrentTargetName()
{
var target = CurrentTarget;
if (target == null) return "None";
return $"Player {target.OwnerClientId}";
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ace7240dc9e5c834892fc1a0e4ea657e