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

@@ -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>