기본 애니메이션 및 컨트롤러 추가

kaykit 애셋 일부 적용
This commit is contained in:
2026-01-16 01:11:13 +09:00
parent 81929d5da9
commit 565f2e043b
15 changed files with 942 additions and 430 deletions

View File

@@ -190,6 +190,15 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Attack"",
""type"": ""Button"",
""id"": ""23075c94-90f6-437e-be80-4f36760bdf24"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
@@ -555,6 +564,17 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""action"": ""Cancel"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""6de8107e-a270-4bef-80c3-d263dc2d5928"",
""path"": ""<Mouse>/leftButton"",
""interactions"": """",
""processors"": """",
""groups"": "";Keyboard&Mouse"",
""action"": ""Attack"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
},
@@ -1151,6 +1171,7 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
m_Player_ToggleBuild = m_Player.FindAction("ToggleBuild", throwIfNotFound: true);
m_Player_Build = m_Player.FindAction("Build", throwIfNotFound: true);
m_Player_Cancel = m_Player.FindAction("Cancel", throwIfNotFound: true);
m_Player_Attack = m_Player.FindAction("Attack", throwIfNotFound: true);
// UI
m_UI = asset.FindActionMap("UI", throwIfNotFound: true);
m_UI_Navigate = m_UI.FindAction("Navigate", throwIfNotFound: true);
@@ -1255,6 +1276,7 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
private readonly InputAction m_Player_ToggleBuild;
private readonly InputAction m_Player_Build;
private readonly InputAction m_Player_Cancel;
private readonly InputAction m_Player_Attack;
/// <summary>
/// Provides access to input actions defined in input action map "Player".
/// </summary>
@@ -1311,6 +1333,10 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
/// </summary>
public InputAction @Cancel => m_Wrapper.m_Player_Cancel;
/// <summary>
/// Provides access to the underlying input action "Player/Attack".
/// </summary>
public InputAction @Attack => m_Wrapper.m_Player_Attack;
/// <summary>
/// Provides access to the underlying input action map instance.
/// </summary>
public InputActionMap Get() { return m_Wrapper.m_Player; }
@@ -1369,6 +1395,9 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
@Cancel.started += instance.OnCancel;
@Cancel.performed += instance.OnCancel;
@Cancel.canceled += instance.OnCancel;
@Attack.started += instance.OnAttack;
@Attack.performed += instance.OnAttack;
@Attack.canceled += instance.OnAttack;
}
/// <summary>
@@ -1413,6 +1442,9 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
@Cancel.started -= instance.OnCancel;
@Cancel.performed -= instance.OnCancel;
@Cancel.canceled -= instance.OnCancel;
@Attack.started -= instance.OnAttack;
@Attack.performed -= instance.OnAttack;
@Attack.canceled -= instance.OnAttack;
}
/// <summary>
@@ -1790,6 +1822,13 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnCancel(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Attack" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnAttack(InputAction.CallbackContext context);
}
/// <summary>
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "UI" which allows adding and removing callbacks.

View File

@@ -104,6 +104,15 @@
"processors": "",
"interactions": "",
"initialStateCheck": false
},
{
"name": "Attack",
"type": "Button",
"id": "23075c94-90f6-437e-be80-4f36760bdf24",
"expectedControlType": "",
"processors": "",
"interactions": "",
"initialStateCheck": false
}
],
"bindings": [
@@ -469,6 +478,17 @@
"action": "Cancel",
"isComposite": false,
"isPartOfComposite": false
},
{
"name": "",
"id": "6de8107e-a270-4bef-80c3-d263dc2d5928",
"path": "<Mouse>/leftButton",
"interactions": "",
"processors": "",
"groups": ";Keyboard&Mouse",
"action": "Attack",
"isComposite": false,
"isPartOfComposite": false
}
]
},

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using UnityEngine;
public class PlayerAnimationController : MonoBehaviour
{
private Animator animator;
private CharacterController controller;
void Start()
{
animator = GetComponent<Animator>();
controller = GetComponent<CharacterController>();
}
void Update()
{
// 1. 이동 속도 제어 (수평 속도만 계산)
// Y축(중력/점프)을 제외한 X, Z축의 속도만 추출하여 MoveSpeed에 전달합니다.
Vector3 horizontalVelocity = new Vector3(controller.velocity.x, 0, controller.velocity.z);
float currentSpeed = horizontalVelocity.magnitude;
// 애니메이터의 MoveSpeed 파라미터 업데이트 (0.1은 보정값)
animator.SetFloat("MoveSpeed", currentSpeed > 0.1f ? currentSpeed : 0f);
// 2. 점프 및 공중 상태 (isGrounded 활용)
// CharacterController가 바닥에 닿아있는지 여부를 직접 전달합니다.
animator.SetBool("isGrounded", controller.isGrounded);
// 3. 공격 (트리거)
if (Input.GetMouseButtonDown(0))
{
animator.SetTrigger("Attack");
}
// 4. 인터랙션 (트리거)
if (Input.GetKeyDown(KeyCode.E))
{
animator.SetTrigger("Interact");
}
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerBuildInteract : MonoBehaviour
{
[Header("Interaction Settings")]
[SerializeField] private float interactRange = 3f; // 건설 가능 거리
[SerializeField] private float buildSpeedMultiplier = 1f; // 건설 속도 배율
[SerializeField] private LayerMask constructionLayer; // 토대 레이어 (선택 사항)
private PlayerInputActions _inputActions;
private bool _isInteracting = false;
void Awake()
{
_inputActions = new PlayerInputActions();
// Interact 액션 연결 (Hold 방식)
_inputActions.Player.Interact.started += ctx => _isInteracting = true;
_inputActions.Player.Interact.canceled += ctx => _isInteracting = false;
}
void OnEnable() => _inputActions.Enable();
void OnDisable() => _inputActions.Disable();
void Update()
{
// 키를 누르고 있을 때만 실행
if (_isInteracting)
{
PerformConstruction();
}
}
void PerformConstruction()
{
// 주변의 모든 콜라이더 검사
Collider[] targets = Physics.OverlapSphere(transform.position, interactRange, constructionLayer);
foreach (var col in targets)
{
// 토대 컴포넌트가 있는지 확인
ConstructionSite site = col.GetComponent<ConstructionSite>();
if (site != null)
{
// 드디어 여기서 호출합니다!
site.AdvanceConstruction(Time.deltaTime * buildSpeedMultiplier);
}
}
}
// 에디터에서 상호작용 범위를 확인하기 위함
void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, interactRange);
}
}

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using UnityEngine;
using UnityEngine.InputSystem; // New Input System 네임스페이스
public class PlayerInteraction : MonoBehaviour
{
[Header("Detection Settings")]
[SerializeField] private float interactionRadius = 2.5f;
[SerializeField] private LayerMask interactableLayer;
private PlayerInputActions _inputActions;
void Awake()
{
_inputActions = new PlayerInputActions();
}
void OnEnable()
{
// Interact 액션이 수행되었을 때(버튼을 눌렀을 때) 실행될 함수 연결
_inputActions.Player.Interact.performed += OnInteractPerformed;
_inputActions.Enable();
}
void OnDisable()
{
// 이벤트 연결 해제 및 비활성화
_inputActions.Player.Interact.performed -= OnInteractPerformed;
_inputActions.Disable();
}
// Input Action 콜백 함수
private void OnInteractPerformed(InputAction.CallbackContext context)
{
Debug.Log("E 키 눌림!"); // <-- 이게 콘솔에 찍히나요?
// 건설 모드 중일 때는 상호작용을 막고 싶다면 아래 조건 추가
if (BuildManager.Instance.IsBuildMode) return;
CheckAndInteract();
}
private void CheckAndInteract()
{
Collider[] colliders = Physics.OverlapSphere(transform.position, interactionRadius, interactableLayer);
Debug.Log($"주변에서 {colliders.Length}개의 물체 감지됨"); // 0이 나오면 레이어나 콜라이더 문제
IInteractable nearestInteractable = null;
float minDistance = Mathf.Infinity;
foreach (var col in colliders)
{
// 부모까지 포함하여 IInteractable 인터페이스를 찾음
IInteractable interactable = col.GetComponentInParent<IInteractable>();
if (interactable != null)
{
Debug.Log($"{col.name}에서 인터페이스 발견!");
float distance = Vector3.Distance(transform.position, col.transform.position);
if (distance < minDistance)
{
minDistance = distance;
nearestInteractable = interactable;
}
}
}
if (nearestInteractable != null)
{
nearestInteractable.Interact(gameObject);
Debug.Log($"[Interaction] {nearestInteractable.GetInteractionText()} 실행");
}
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, interactionRadius);
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 059b81ebcbce23f4b88e7c52021fa869

View File

@@ -5,23 +5,34 @@ public class PlayerMovement : MonoBehaviour
{
[Header("Movement Settings")]
public float moveSpeed = 5f;
public float jumpHeight = 1.5f; // 점프 높이
public float gravity = -19.62f; // 기본 중력보다 약간 무거운 값 추천
public float rotationSpeed = 10f;
public float jumpHeight = 1.5f;
public float gravity = -19.62f;
[Header("Interaction Settings")]
[SerializeField] private float interactRange = 3f;
[SerializeField] private LayerMask interactableLayer; // 터널 노드 레이어
private CharacterController _controller;
private PlayerInputActions _inputActions;
private Animator _animator;
private TunnelTraveler _traveler; // 터널 이동 컴포넌트 참조
private Vector2 _moveInput;
private Vector3 _velocity; // 수직 속도 (중력용)
private Vector3 _velocity;
private Vector3 _currentMoveDir;
private bool _isGrounded;
void Awake()
{
_controller = GetComponent<CharacterController>();
_animator = GetComponent<Animator>();
_traveler = GetComponent<TunnelTraveler>(); // 컴포넌트 캐싱
_inputActions = new PlayerInputActions();
// 점프 액션 연결
_inputActions.Player.Jump.performed += ctx => OnJump();
_inputActions.Player.Attack.performed += ctx => OnAttack();
_inputActions.Player.Interact.performed += ctx => OnInteract();
}
void OnEnable() => _inputActions.Enable();
@@ -29,46 +40,103 @@ public class PlayerMovement : MonoBehaviour
void Update()
{
// [해결책] 터널 이동 중이라면 일반 이동/중력 로직을 모두 중단합니다.
if (GetComponent<TunnelTraveler>().IsTraveling)
{
return;
}
// [중요] 터널 이동 중에는 모든 이동/중력 로직을 중단합니다.
if (_traveler != null && _traveler.IsTraveling) return;
// 1. 바닥 체크 (CharacterController의 기능 활용)
_isGrounded = _controller.isGrounded;
_animator.SetBool("isGrounded", _isGrounded);
bool isAttacking = _animator.GetCurrentAnimatorStateInfo(0).IsTag("Attack");
if (_isGrounded && _velocity.y < 0)
{
// 바닥에 닿아있을 때는 아주 작은 하방 힘만 유지 (안정성)
_velocity.y = -2f;
}
// 2. 이동 로직
_moveInput = _inputActions.Player.Move.ReadValue<Vector2>();
Vector3 move = transform.right * _moveInput.x + transform.forward * _moveInput.y;
_controller.Move(move * moveSpeed * Time.deltaTime);
Vector3 move = Vector3.zero;
if (_isGrounded)
{
if (isAttacking)
{
move = Vector3.zero;
_currentMoveDir = Vector3.zero;
}
else
{
_moveInput = _inputActions.Player.Move.ReadValue<Vector2>();
move = new Vector3(_moveInput.x, 0, _moveInput.y).normalized;
_currentMoveDir = move;
}
}
else
{
if (isAttacking)
{
move = _currentMoveDir;
}
else
{
_moveInput = _inputActions.Player.Move.ReadValue<Vector2>();
move = new Vector3(_moveInput.x, 0, _moveInput.y).normalized;
if (move.magnitude > 0.1f) _currentMoveDir = move;
}
}
if (move.magnitude >= 0.1f)
{
Quaternion targetRotation = Quaternion.LookRotation(move);
if (!isAttacking)
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
_controller.Move(move * moveSpeed * Time.deltaTime);
}
_animator.SetFloat("MoveSpeed", isAttacking && _isGrounded ? 0 : move.magnitude);
// 3. 중력 적용
_velocity.y += gravity * Time.deltaTime;
// 4. 최종 수직 이동 적용 (중력/점프 속도)
_controller.Move(_velocity * Time.deltaTime);
}
private void OnJump()
{
// TunnelTraveler가 이동 중인지 체크 (상태 변수 활용)
if (GetComponent<TunnelTraveler>().IsTraveling) return;
if (_traveler != null && _traveler.IsTraveling) return;
if (_isGrounded) _velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
if (_isGrounded)
private void OnAttack()
{
if (_traveler != null && _traveler.IsTraveling) return;
_animator.SetTrigger("Attack");
}
private void OnInteract()
{
// 터널 이동 중에는 상호작용 금지
if (_traveler != null && _traveler.IsTraveling) return;
// 상호작용 애니메이션 실행
_animator.SetTrigger("Interact");
// [핵심 추가] 주변 상호작용 대상(터널 노드 등) 검색
Collider[] colliders = Physics.OverlapSphere(transform.position, interactRange, interactableLayer);
foreach (var col in colliders)
{
_velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
// 터널 노드(IInteractable)를 찾아 Interact 호출
IInteractable interactable = col.GetComponentInParent<IInteractable>();
if (interactable != null)
{
interactable.Interact(gameObject);
break; // 하나만 발견하면 중단
}
}
}
// 터널 이동 등 외부에서 중력을 초기화해야 할 때 사용
public void ResetVelocity()
// 범위 확인용 기즈모
void OnDrawGizmosSelected()
{
_velocity.y = 0;
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, interactRange);
}
}