Files
Colosseum/Assets/_Game/Scripts/Player/PlayerMovement.cs
dal4segno a347d9360d fix: 플레이어-보스 충돌 슬라이딩 및 관통 방지
- CharacterController.enableOverlapRecovery 비활성화로 자동 밀어냄 제거
- 레이어 마스크 의존 제거, 컴포넌트(NavMeshAgent/CharacterController)로 식별
- EnemyBase LateUpdate에서 velocity 기반 보스 위치 보정
- EnemyBase OnAnimatorMove에서 루트모션의 플레이어 방향 이동 차단
- BossEnemy Update를 OnServerUpdate 패턴으로 리팩터링
- 보스 프리팹 하위 오브젝트 레이어 Enemy로 통일

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-17 00:14:50 +09:00

293 lines
10 KiB
C#

using UnityEngine;
using UnityEngine.InputSystem;
using Unity.Netcode;
using Colosseum.Network;
using Colosseum.Skills;
namespace Colosseum.Player
{
/// <summary>
/// 3인칭 플레이어 이동 (네트워크 동기화)
/// </summary>
[RequireComponent(typeof(CharacterController))]
public class PlayerMovement : NetworkBehaviour
{
[Header("Movement Settings")]
[SerializeField] private float moveSpeed = 5f;
[SerializeField] private float rotationSpeed = 10f;
[SerializeField] private float gravity = -9.81f;
[Header("Jump Settings")]
[SerializeField] private float jumpForce = 5f;
[Header("References")]
[SerializeField] private SkillController skillController;
[SerializeField] private Animator animator;
private CharacterController characterController;
private Vector3 velocity;
private Vector2 moveInput;
private InputSystem_Actions inputActions;
private bool isJumping;
private bool wasGrounded;
// 적 충돌 차단용
private Vector3 blockedDirection;
private readonly Collider[] overlapBuffer = new Collider[8];
public float CurrentMoveSpeed => moveInput.magnitude * moveSpeed;
public bool IsGrounded => characterController != null ? characterController.isGrounded : false;
public bool IsJumping => isJumping;
public override void OnNetworkSpawn()
{
if (!IsOwner)
{
enabled = false;
return;
}
characterController = GetComponent<CharacterController>();
// 보스 콜라이더가 겹칠 때 Unity 내부 자동 밀어냄 비활성화.
// 적과의 분리는 EnemyBase.ResolvePlayerOverlap에서 보스 측이 담당.
characterController.enableOverlapRecovery = false;
if (skillController == null)
skillController = GetComponent<SkillController>();
if (animator == null)
animator = GetComponentInChildren<Animator>();
SetSpawnPosition();
InitializeInputActions();
SetupCamera();
}
private void InitializeInputActions()
{
inputActions = new InputSystem_Actions();
inputActions.Player.Enable();
inputActions.Player.Move.performed += OnMovePerformed;
inputActions.Player.Move.canceled += OnMoveCanceled;
inputActions.Player.Jump.performed += OnJumpPerformed;
}
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()
{
CleanupInputActions();
moveInput = Vector2.zero;
}
private void OnEnable()
{
if (IsOwner && inputActions != null)
{
inputActions.Player.Enable();
inputActions.Player.Move.performed += OnMovePerformed;
inputActions.Player.Move.canceled += OnMoveCanceled;
inputActions.Player.Jump.performed += OnJumpPerformed;
}
}
private void SetSpawnPosition()
{
Transform spawnPoint = PlayerSpawnPoint.GetRandomSpawnPoint();
if (spawnPoint != null)
{
characterController.enabled = false;
transform.position = spawnPoint.position;
transform.rotation = spawnPoint.rotation;
characterController.enabled = true;
}
}
public override void OnNetworkDespawn()
{
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)
Jump();
}
private void SetupCamera()
{
var cameraController = GetComponent<PlayerCamera>();
if (cameraController == null)
cameraController = gameObject.AddComponent<PlayerCamera>();
cameraController.Initialize(transform, inputActions);
}
public void RefreshCamera() => SetupCamera();
private void Update()
{
if (!IsOwner) return;
ApplyGravity();
UpdateBlockedDirection();
Move();
}
/// <summary>
/// 매 프레임 주변 적을 능동적으로 감지하여 blockedDirection을 설정합니다.
/// 콜백 기반이 아니므로 보스가 플레이어 쪽으로 밀고 올 때도 즉시 감지합니다.
/// </summary>
private void UpdateBlockedDirection()
{
blockedDirection = Vector3.zero;
Vector3 center = transform.position + characterController.center;
float radius = characterController.radius + 0.15f;
float halfHeight = Mathf.Max(0f, characterController.height * 0.5f - characterController.radius);
// 레이어 무관하게 NavMeshAgent 유무로 적 식별
int count = Physics.OverlapCapsuleNonAlloc(
center + Vector3.up * halfHeight,
center - Vector3.up * halfHeight,
radius, overlapBuffer);
for (int i = 0; i < count; i++)
{
if (overlapBuffer[i].gameObject == gameObject) continue;
if (!overlapBuffer[i].TryGetComponent<UnityEngine.AI.NavMeshAgent>(out _)) continue;
Vector3 toEnemy = overlapBuffer[i].transform.position - transform.position;
toEnemy.y = 0f;
if (toEnemy.sqrMagnitude > 0.0001f)
{
blockedDirection = toEnemy.normalized;
break;
}
}
}
private void ApplyGravity()
{
if (wasGrounded && velocity.y < 0)
velocity.y = -2f;
else
velocity.y += gravity * Time.deltaTime;
}
private void Move()
{
if (characterController == null) return;
// 스킬 애니메이션 재생 중에는 이동 불가 (루트 모션은 OnAnimatorMove에서 처리)
if (skillController != null && skillController.IsPlayingAnimation)
{
if (!skillController.UsesRootMotion)
characterController.Move(velocity * Time.deltaTime);
return;
}
Vector3 moveDirection = new Vector3(moveInput.x, 0f, moveInput.y);
moveDirection = TransformDirectionByCamera(moveDirection);
moveDirection.Normalize();
// 적 방향으로 이동 시도 중이면 수평 이동 전체 취소
if (blockedDirection != Vector3.zero && Vector3.Dot(moveDirection, blockedDirection) > 0f)
moveDirection = Vector3.zero;
characterController.Move((moveDirection * moveSpeed + velocity) * Time.deltaTime);
if (moveDirection != Vector3.zero)
{
Quaternion targetRotation = Quaternion.LookRotation(moveDirection);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
}
if (!wasGrounded && characterController.isGrounded && isJumping)
OnJumpEnd();
wasGrounded = characterController.isGrounded;
}
private void Jump()
{
isJumping = true;
velocity.y = jumpForce;
var animController = GetComponent<PlayerAnimationController>();
if (animController != null)
animController.PlayJump();
}
public void OnJumpEnd() => isJumping = false;
private Vector3 TransformDirectionByCamera(Vector3 direction)
{
if (Camera.main == null) return direction;
Transform cam = Camera.main.transform;
Vector3 forward = new Vector3(cam.forward.x, 0f, cam.forward.z).normalized;
Vector3 right = new Vector3(cam.right.x, 0f, cam.right.z).normalized;
return right * direction.x + forward * direction.z;
}
/// <summary>
/// 루트 모션 처리. 스킬 애니메이션 중 애니메이션의 이동/회전 데이터를 적용합니다.
/// 적 방향으로의 이동은 취소합니다.
/// </summary>
private void OnAnimatorMove()
{
if (!IsOwner) return;
if (animator == null || characterController == null) return;
if (skillController == null || !skillController.IsPlayingAnimation) return;
if (!skillController.UsesRootMotion) return;
Vector3 deltaPosition = animator.deltaPosition;
// 적 방향으로 루트 모션이 향하면 수평 이동 취소
if (blockedDirection != Vector3.zero)
{
Vector3 deltaXZ = new Vector3(deltaPosition.x, 0f, deltaPosition.z);
if (Vector3.Dot(deltaXZ, blockedDirection) > 0f)
{
deltaPosition.x = 0f;
deltaPosition.z = 0f;
}
}
if (skillController.IgnoreRootMotionY)
{
deltaPosition.y = 0f;
characterController.Move(deltaPosition + velocity * Time.deltaTime);
}
else
{
characterController.Move(deltaPosition);
}
if (animator.deltaRotation != Quaternion.identity)
transform.rotation *= animator.deltaRotation;
if (!wasGrounded && characterController.isGrounded && isJumping)
OnJumpEnd();
wasGrounded = characterController.isGrounded;
}
}
}