- 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>
163 lines
5.0 KiB
C#
163 lines
5.0 KiB
C#
using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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namespace Colosseum.Player
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{
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/// <summary>
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/// 3인칭 카메라 컨트롤러
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/// </summary>
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public class PlayerCamera : MonoBehaviour
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{
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[Header("Camera Settings")]
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[SerializeField] private float distance = 5f;
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[SerializeField] private float height = 2f;
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[SerializeField] private float rotationSpeed = 2f;
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[SerializeField] private float minPitch = -30f;
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[SerializeField] private float maxPitch = 60f;
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private Transform target;
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private float yaw;
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private float pitch;
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private Camera cameraInstance;
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private InputSystem_Actions inputActions;
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private bool isSpectating = false;
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public Transform Target => target;
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public bool IsSpectating => isSpectating;
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private void OnEnable()
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{
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SceneManager.sceneLoaded += OnSceneLoaded;
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}
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private void OnDisable()
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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}
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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// 씬 로드 시 카메라 참조 갱신
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RefreshCamera();
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SnapToTarget();
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Debug.Log($"[PlayerCamera] Scene loaded, camera refreshed");
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}
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public void Initialize(Transform playerTransform, InputSystem_Actions actions)
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{
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target = playerTransform;
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inputActions = actions;
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isSpectating = false;
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// 기존 메인 카메라 사용 또는 새로 생성
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cameraInstance = Camera.main;
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if (cameraInstance == null)
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{
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var cameraObject = new GameObject("PlayerCamera");
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cameraInstance = cameraObject.AddComponent<Camera>();
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cameraObject.tag = "MainCamera";
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}
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// 초기 각도
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if (target != null)
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{
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yaw = target.eulerAngles.y;
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}
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pitch = 20f;
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// 카메라 위치를 즉시 타겟 위치로 초기화
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SnapToTarget();
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}
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/// <summary>
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/// 관전 대상 변경
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/// </summary>
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public void SetTarget(Transform newTarget)
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{
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if (newTarget == null) return;
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target = newTarget;
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isSpectating = true;
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// 부드러운 전환을 위해 현재 카메라 위치에서 새 타겟으로
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yaw = target.eulerAngles.y;
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Debug.Log($"[PlayerCamera] Now spectating: {target.name}");
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}
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/// <summary>
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/// 원래 플레이어로 복귀
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/// </summary>
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public void ResetToPlayer(Transform playerTransform)
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{
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target = playerTransform;
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isSpectating = false;
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}
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/// <summary>
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/// 카메라 위치를 타겟 위치로 즉시 이동 (부드러운 전환 없이)
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/// </summary>
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public void SnapToTarget()
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{
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if (target == null || cameraInstance == null) return;
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Quaternion rotation = Quaternion.Euler(pitch, yaw, 0f);
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Vector3 offset = rotation * new Vector3(0f, 0f, -distance);
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offset.y += height;
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cameraInstance.transform.position = target.position + offset;
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cameraInstance.transform.LookAt(target.position + Vector3.up * height * 0.5f);
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}
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/// <summary>
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/// 카메라 참조 갱신 (씬 전환 후 호출)
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/// </summary>
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public void RefreshCamera()
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{
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// 씬 전환 시 항상 새 카메라 참조 획득
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cameraInstance = Camera.main;
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}
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private void LateUpdate()
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{
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// 카메라 참조가 없으면 갱신 시도
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if (cameraInstance == null)
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{
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RefreshCamera();
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}
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if (target == null || cameraInstance == null) return;
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HandleRotation();
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UpdateCameraPosition();
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}
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private void HandleRotation()
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{
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if (inputActions == null) return;
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// Input Actions에서 Look 입력 받기
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Vector2 lookInput = inputActions.Player.Look.ReadValue<Vector2>();
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float mouseX = lookInput.x * rotationSpeed * 0.1f;
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float mouseY = lookInput.y * rotationSpeed * 0.1f;
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yaw += mouseX;
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pitch -= mouseY;
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pitch = Mathf.Clamp(pitch, minPitch, maxPitch);
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}
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private void UpdateCameraPosition()
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{
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// 구면 좌표로 카메라 위치 계산
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Quaternion rotation = Quaternion.Euler(pitch, yaw, 0f);
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Vector3 offset = rotation * new Vector3(0f, 0f, -distance);
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offset.y += height;
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cameraInstance.transform.position = target.position + offset;
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cameraInstance.transform.LookAt(target.position + Vector3.up * height * 0.5f);
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}
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}
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}
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