Files
ProjectMD/Assets/Scripts/Player/PlayerMovement.cs

135 lines
4.2 KiB
C#

using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerMovement : MonoBehaviour
{
[Header("Movement Settings")]
public float moveSpeed = 5f;
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;
private Vector3 _currentMoveDir;
private bool _isGrounded;
void Awake()
{
_controller = GetComponent<CharacterController>();
_animator = GetComponent<Animator>();
_traveler = GetComponent<TunnelTraveler>(); // 컴포넌트 캐싱
_inputActions = new PlayerInputActions();
_inputActions.Player.Jump.performed += ctx => OnJump();
_inputActions.Player.Interact.performed += ctx => OnInteract();
}
void OnEnable() => _inputActions.Enable();
void OnDisable() => _inputActions.Disable();
void Update()
{
// [중요] 터널 이동 중에는 모든 이동/중력 로직을 중단합니다.
if (_traveler != null && _traveler.IsTraveling) return;
_isGrounded = _controller.isGrounded;
_animator.SetBool("isGrounded", _isGrounded);
bool isAttacking = _animator.GetCurrentAnimatorStateInfo(0).IsTag("Attack");
if (_isGrounded && _velocity.y < 0)
{
_velocity.y = -2f;
}
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);
_velocity.y += gravity * Time.deltaTime;
_controller.Move(_velocity * Time.deltaTime);
}
private void OnJump()
{
if (_traveler != null && _traveler.IsTraveling) return;
if (_isGrounded) _velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
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)
{
// 터널 노드(IInteractable)를 찾아 Interact 호출
IInteractable interactable = col.GetComponentInParent<IInteractable>();
if (interactable != null)
{
interactable.Interact(gameObject);
break; // 하나만 발견하면 중단
}
}
}
// 범위 확인용 기즈모
void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, interactRange);
}
}