feat: 플레이어 다운 및 넉백 피격 반응 추가

- HitReactionController로 다운과 넉백 전용 로직을 분리
- 다운 시작, 루프, 회복 애니메이션과 DownEffect를 연결
- 행동 상태와 스킬 취소가 피격 반응과 연동되도록 정리
- 자동 검증 러너에 다운 및 넉백 검증을 추가
This commit is contained in:
2026-03-19 23:35:51 +09:00
parent a65ba77931
commit 9791b11d13
29 changed files with 7108 additions and 55 deletions

View File

@@ -34,6 +34,8 @@ namespace Colosseum.Player
private InputSystem_Actions inputActions;
private bool isJumping;
private bool wasGrounded;
private Vector3 forcedMovementVelocity;
private float forcedMovementRemaining;
// 클라이언트가 기록, 서버가 소비하는 월드 스페이스 이동 방향
private NetworkVariable<Vector2> netMoveInput = new NetworkVariable<Vector2>(
@@ -48,6 +50,7 @@ namespace Colosseum.Player
public float CurrentMoveSpeed => netMoveInput.Value.magnitude * moveSpeed * GetMoveSpeedMultiplier();
public bool IsGrounded => characterController != null ? characterController.isGrounded : false;
public bool IsJumping => isJumping;
public bool IsForcedMoving => forcedMovementRemaining > 0f && forcedMovementVelocity.sqrMagnitude > 0.0001f;
public override void OnNetworkSpawn()
{
@@ -115,6 +118,7 @@ namespace Colosseum.Player
{
CleanupInputActions();
moveInput = Vector2.zero;
ClearForcedMovement();
}
private void OnEnable()
@@ -143,6 +147,7 @@ namespace Colosseum.Player
public override void OnNetworkDespawn()
{
CleanupInputActions();
ClearForcedMovement();
}
private void OnMovePerformed(InputAction.CallbackContext context) => moveInput = context.ReadValue<Vector2>();
@@ -259,10 +264,12 @@ namespace Colosseum.Player
{
if (characterController == null) return;
Vector3 forcedDelta = ConsumeForcedMovementDelta(Time.deltaTime);
if (skillController != null && skillController.IsPlayingAnimation)
{
if (!skillController.UsesRootMotion)
characterController.Move(velocity * Time.deltaTime);
characterController.Move(velocity * Time.deltaTime + forcedDelta);
return;
}
@@ -278,7 +285,7 @@ namespace Colosseum.Player
moveDirection = Vector3.zero;
float actualMoveSpeed = moveSpeed * GetMoveSpeedMultiplier();
characterController.Move((moveDirection * actualMoveSpeed + velocity) * Time.deltaTime);
characterController.Move((moveDirection * actualMoveSpeed + velocity) * Time.deltaTime + forcedDelta);
if (moveDirection != Vector3.zero)
{
@@ -323,6 +330,33 @@ namespace Colosseum.Player
return actionState.MoveSpeedMultiplier;
}
/// <summary>
/// 넉백처럼 입력과 무관한 강제 이동을 적용합니다.
/// </summary>
public void ApplyForcedMovement(Vector3 worldVelocity, float duration)
{
if (!IsServer)
return;
if (duration <= 0f || worldVelocity.sqrMagnitude <= 0.0001f)
{
ClearForcedMovement();
return;
}
forcedMovementVelocity = worldVelocity;
forcedMovementRemaining = duration;
}
/// <summary>
/// 강제 이동 상태를 즉시 초기화합니다.
/// </summary>
public void ClearForcedMovement()
{
forcedMovementVelocity = Vector3.zero;
forcedMovementRemaining = 0f;
}
private PlayerActionState GetOrCreateActionState()
{
var foundState = GetComponent<PlayerActionState>();
@@ -343,6 +377,7 @@ namespace Colosseum.Player
if (!skillController.UsesRootMotion) return;
Vector3 deltaPosition = animator.deltaPosition;
Vector3 forcedDelta = ConsumeForcedMovementDelta(Time.deltaTime);
if (blockedDirection != Vector3.zero)
{
@@ -357,11 +392,11 @@ namespace Colosseum.Player
if (skillController.IgnoreRootMotionY)
{
deltaPosition.y = 0f;
characterController.Move(deltaPosition + velocity * Time.deltaTime);
characterController.Move(deltaPosition + velocity * Time.deltaTime + forcedDelta);
}
else
{
characterController.Move(deltaPosition);
characterController.Move(deltaPosition + forcedDelta);
}
if (animator.deltaRotation != Quaternion.identity)
@@ -372,5 +407,22 @@ namespace Colosseum.Player
wasGrounded = characterController.isGrounded;
}
private Vector3 ConsumeForcedMovementDelta(float deltaTime)
{
if (forcedMovementRemaining <= 0f || forcedMovementVelocity.sqrMagnitude <= 0.0001f)
return Vector3.zero;
float appliedDeltaTime = Mathf.Min(deltaTime, forcedMovementRemaining);
forcedMovementRemaining = Mathf.Max(0f, forcedMovementRemaining - appliedDeltaTime);
Vector3 delta = forcedMovementVelocity * appliedDeltaTime;
if (forcedMovementRemaining <= 0f)
{
forcedMovementVelocity = Vector3.zero;
}
return delta;
}
}
}