연속 액션 기능 및 관련 설정 기능 추가

This commit is contained in:
2026-01-18 21:40:29 +09:00
parent a3b27f08c9
commit 733ea30631
7 changed files with 138 additions and 17 deletions

View File

@@ -85,6 +85,12 @@ AnimatorController:
m_DefaultInt: 0 m_DefaultInt: 0
m_DefaultBool: 0 m_DefaultBool: 0
m_Controller: {fileID: 9100000} m_Controller: {fileID: 9100000}
- m_Name: ActionSpeed
m_Type: 1
m_DefaultFloat: 1
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 9100000}
m_AnimatorLayers: m_AnimatorLayers:
- serializedVersion: 5 - serializedVersion: 5
m_Name: Base Layer m_Name: Base Layer
@@ -108,7 +114,8 @@ AnimatorState:
m_Name: Locomotion m_Name: Locomotion
m_Speed: 1 m_Speed: 1
m_CycleOffset: 0 m_CycleOffset: 0
m_Transitions: [] m_Transitions:
- {fileID: 5226680357144867497}
m_StateMachineBehaviours: [] m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0} m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0 m_IKOnFeet: 0
@@ -156,7 +163,7 @@ AnimatorState:
m_CorrespondingSourceObject: {fileID: 0} m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_Name: Melee_1H_Attack_Chop m_Name: 2H Attack
m_Speed: 1 m_Speed: 1
m_CycleOffset: 0 m_CycleOffset: 0
m_Transitions: m_Transitions:
@@ -166,13 +173,13 @@ AnimatorState:
m_IKOnFeet: 0 m_IKOnFeet: 0
m_WriteDefaultValues: 1 m_WriteDefaultValues: 1
m_Mirror: 0 m_Mirror: 0
m_SpeedParameterActive: 0 m_SpeedParameterActive: 1
m_MirrorParameterActive: 0 m_MirrorParameterActive: 0
m_CycleOffsetParameterActive: 0 m_CycleOffsetParameterActive: 0
m_TimeParameterActive: 0 m_TimeParameterActive: 0
m_Motion: {fileID: 4043807988371827432, guid: 79b3d1d24644f7d4987c6bdd614dd439, type: 3} m_Motion: {fileID: -3183232228448455838, guid: 79b3d1d24644f7d4987c6bdd614dd439, type: 3}
m_Tag: Attack m_Tag: Attack
m_SpeedParameter: m_SpeedParameter: ActionSpeed
m_MirrorParameter: m_MirrorParameter:
m_CycleOffsetParameter: m_CycleOffsetParameter:
m_TimeParameter: m_TimeParameter:
@@ -243,14 +250,39 @@ AnimatorStateTransition:
m_Mute: 0 m_Mute: 0
m_IsExit: 0 m_IsExit: 0
serializedVersion: 3 serializedVersion: 3
m_TransitionDuration: 0.25 m_TransitionDuration: 0.1
m_TransitionOffset: 0 m_TransitionOffset: 0
m_ExitTime: 0.765625 m_ExitTime: 0.9
m_HasExitTime: 1 m_HasExitTime: 1
m_HasFixedDuration: 1 m_HasFixedDuration: 1
m_InterruptionSource: 0 m_InterruptionSource: 0
m_OrderedInterruption: 1 m_OrderedInterruption: 1
m_CanTransitionToSelf: 1 m_CanTransitionToSelf: 1
--- !u!1101 &5226680357144867497
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions:
- m_ConditionMode: 1
m_ConditionEvent: Attack
m_EventTreshold: 0
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: 1042583441410514574}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 0.1
m_TransitionOffset: 0
m_ExitTime: 0.82954544
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1101 &7110953658697184367 --- !u!1101 &7110953658697184367
AnimatorStateTransition: AnimatorStateTransition:
m_ObjectHideFlags: 1 m_ObjectHideFlags: 1
@@ -359,6 +391,6 @@ AnimatorStateTransition:
m_ExitTime: 0.75 m_ExitTime: 0.75
m_HasExitTime: 0 m_HasExitTime: 0
m_HasFixedDuration: 1 m_HasFixedDuration: 1
m_InterruptionSource: 0 m_InterruptionSource: 1
m_OrderedInterruption: 1 m_OrderedInterruption: 1
m_CanTransitionToSelf: 1 m_CanTransitionToSelf: 0

View File

@@ -15,4 +15,6 @@ MonoBehaviour:
actionName: Mining actionName: Mining
duration: 1 duration: 1
animTrigger: Attack animTrigger: Attack
impactDelay: 0
baseSpeed: 5
damage: 50 damage: 50

View File

@@ -305,7 +305,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d5a57f767e5e46a458fc5d3c628d0cbb, type: 3} m_Script: {fileID: 11500000, guid: d5a57f767e5e46a458fc5d3c628d0cbb, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.NetworkObject m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.NetworkObject
GlobalObjectIdHash: 856270328 GlobalObjectIdHash: 4268073897
InScenePlacedSourceGlobalObjectIdHash: 0 InScenePlacedSourceGlobalObjectIdHash: 0
DeferredDespawnTick: 0 DeferredDespawnTick: 0
Ownership: 1 Ownership: 1
@@ -422,7 +422,14 @@ MonoBehaviour:
NetworkAnimatorExpanded: 0 NetworkAnimatorExpanded: 0
AuthorityMode: 0 AuthorityMode: 0
m_Animator: {fileID: 5870045807328036684} m_Animator: {fileID: 5870045807328036684}
TransitionStateInfoList: [] TransitionStateInfoList:
- IsCrossFadeExit: 0
Layer: 0
OriginatingState: -2089788878
DestinationState: -437043462
TransitionDuration: 0.1
TriggerNameHash: 1080829965
TransitionIndex: 0
AnimatorParameterEntries: AnimatorParameterEntries:
ParameterEntries: ParameterEntries:
- name: MoveSpeed - name: MoveSpeed

View File

@@ -7,6 +7,8 @@ public class MiningActionData : PlayerActionData
public override void ExecuteEffect(GameObject performer, GameObject target) public override void ExecuteEffect(GameObject performer, GameObject target)
{ {
if(target == null) return;
if (target.TryGetComponent<MineableBlock>(out var block)) if (target.TryGetComponent<MineableBlock>(out var block))
{ {
// 서버 RPC 호출은 블록 내부의 로직을 그대로 사용합니다. // 서버 RPC 호출은 블록 내부의 로직을 그대로 사용합니다.

View File

@@ -5,6 +5,11 @@ public abstract class PlayerActionData : ScriptableObject
public string actionName; public string actionName;
public float duration; // 액션 자체가 시간을 가짐 public float duration; // 액션 자체가 시간을 가짐
public string animTrigger; public string animTrigger;
public float impactDelay; // 애니메이션 원본 길이 기준 타격 지연 시간
public float baseSpeed = 1f; // 기본 재생 속도 (1.0 = 100%)
[Header("Repeat Settings")]
public bool canRepeat = true; // [추가] 꾹 눌렀을 때 반복할지 여부
// 대상(target)은 있을 수도 있고(채광), 없을 수도 있음(회복/대쉬) // 대상(target)은 있을 수도 있고(채광), 없을 수도 있음(회복/대쉬)
public abstract void ExecuteEffect(GameObject performer, GameObject target); public abstract void ExecuteEffect(GameObject performer, GameObject target);

View File

@@ -44,11 +44,36 @@ public class PlayerActionHandler : NetworkBehaviour
private IEnumerator ActionRoutine(PlayerActionData data, GameObject target) private IEnumerator ActionRoutine(PlayerActionData data, GameObject target)
{ {
_isBusy = true; _isBusy = true;
// 1. 애니메이션 재생 속도 결정
// (나중에 캐릭터 스탯이나 버프에 따라 이 값을 추가로 계산할 수 있습니다)
float finalSpeed = data.baseSpeed;
_animator.SetFloat("ActionSpeed", finalSpeed);
// 2. 애니메이션 실행
if (!string.IsNullOrEmpty(data.animTrigger))
_animator.SetTrigger(data.animTrigger); _animator.SetTrigger(data.animTrigger);
data.ExecuteEffect(gameObject, target); // 로직 실행 // 3. 속도에 맞춰 보정된 타격 지연 시간 계산
// 공식: 실제 대기 시간 = 설정된 지연 시간 / 재생 속도
float adjustedImpactDelay = data.impactDelay / finalSpeed;
yield return new WaitForSeconds(adjustedImpactDelay);
// 4. 타격 효과 실행
if (target != null)
{
data.ExecuteEffect(gameObject, target);
}
// 5. 속도에 맞춰 보정된 나머지 시간 계산
float adjustedTotalDuration = data.duration / finalSpeed;
float remainingTime = adjustedTotalDuration - adjustedImpactDelay;
if (remainingTime > 0)
{
yield return new WaitForSeconds(remainingTime);
}
yield return new WaitForSeconds(data.duration);
_isBusy = false; _isBusy = false;
} }
} }

View File

@@ -58,6 +58,9 @@ public class PlayerNetworkController : NetworkBehaviour
private bool _isGrounded; private bool _isGrounded;
private bool _isHoldingInteract = false; private bool _isHoldingInteract = false;
private bool _isHoldingAction = false;
private bool _hasExecutedOnce = false; // 단발성 액션이 중복 실행되지 않도록 방지
// 현재 플레이어가 어떤 행동을 하고 있는지 나타내는 상태 // 현재 플레이어가 어떤 행동을 하고 있는지 나타내는 상태
public enum ActionState { Idle, Busy } public enum ActionState { Idle, Busy }
private ActionState _currentState = ActionState.Idle; private ActionState _currentState = ActionState.Idle;
@@ -102,8 +105,17 @@ public class PlayerNetworkController : NetworkBehaviour
_inputActions.Player.Action.performed += ctx => OnActionInput(); _inputActions.Player.Action.performed += ctx => OnActionInput();
_inputActions.Player.Interact.performed += ctx => OnInteractTap(); // 탭 상호작용 _inputActions.Player.Interact.performed += ctx => OnInteractTap(); // 탭 상호작용
_inputActions.Player.Interact.started += ctx => _isHoldingInteract = true; // started: 버튼을 누르는 순간 즉시 첫 번째 시도
_inputActions.Player.Interact.canceled += ctx => _isHoldingInteract = false; _inputActions.Player.Action.started += ctx => {
_isHoldingAction = true;
_hasExecutedOnce = false; // 누르기 시작할 때 초기화
TryExecuteAction();
};
// canceled: 버튼을 떼는 순간
_inputActions.Player.Action.canceled += ctx => {
_isHoldingAction = false;
};
_inputActions.Player.Select1.performed += ctx => _inventory.ChangeSelectedSlotRpc(0); _inputActions.Player.Select1.performed += ctx => _inventory.ChangeSelectedSlotRpc(0);
_inputActions.Player.Select2.performed += ctx => _inventory.ChangeSelectedSlotRpc(1); _inputActions.Player.Select2.performed += ctx => _inventory.ChangeSelectedSlotRpc(1);
@@ -147,6 +159,12 @@ public class PlayerNetworkController : NetworkBehaviour
_lastRevealTime = Time.time; _lastRevealTime = Time.time;
RevealSurroundings(); RevealSurroundings();
} }
// 버튼을 꾹 누르고 있고, 아직 액션이 진행 중이 아닐 때만 반복 체크
if (_isHoldingAction && !_actionHandler.IsBusy)
{
HandleContinuousAction();
}
} }
// --- 이동 관련 로직 (기존 유지) --- // --- 이동 관련 로직 (기존 유지) ---
@@ -210,6 +228,7 @@ public class PlayerNetworkController : NetworkBehaviour
else else
{ {
Debug.Log("조준된 블록이 없음 (하이라이트 확인 필요)"); Debug.Log("조준된 블록이 없음 (하이라이트 확인 필요)");
_actionHandler.PerformAction(selectedItem.toolAction, null);
} }
} }
} }
@@ -465,6 +484,35 @@ public class PlayerNetworkController : NetworkBehaviour
return closest; return closest;
} }
private void HandleContinuousAction()
{
ItemData selectedItem = _inventory.GetSelectedItemData();
if (selectedItem == null || !selectedItem.isTool || selectedItem.toolAction == null) return;
// [핵심] 반복 가능한 액션일 때만 Update에서 재실행
if (selectedItem.toolAction.canRepeat)
{
TryExecuteAction();
}
}
private void TryExecuteAction()
{
if (_actionHandler.IsBusy) return;
ItemData selectedItem = _inventory.GetSelectedItemData();
if (selectedItem != null && selectedItem.isTool && selectedItem.toolAction != null)
{
// 단발성 액션인데 이미 한 번 실행했다면 스킵
if (!selectedItem.toolAction.canRepeat && _hasExecutedOnce) return;
GameObject target = _lastHighlightedBlock != null ? _lastHighlightedBlock.gameObject : null;
_actionHandler.PerformAction(selectedItem.toolAction, target);
_hasExecutedOnce = true; // 실행 기록 저장
}
}
private void OnDrawGizmos() private void OnDrawGizmos()
{ {
if (!Application.isPlaying || !IsOwner) return; if (!Application.isPlaying || !IsOwner) return;