173 lines
5.9 KiB
C#
173 lines
5.9 KiB
C#
using UnityEngine;
|
|
using UnityEngine.InputSystem;
|
|
using Unity.Netcode; // NGO 필수 네임스페이스
|
|
using Unity.Netcode.Components;
|
|
|
|
[RequireComponent(typeof(NetworkObject))]
|
|
public class PlayerNetworkController : NetworkBehaviour
|
|
{
|
|
[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;
|
|
[SerializeField] private LayerMask constructionLayer;
|
|
[SerializeField] private float buildSpeedMultiplier = 2f;
|
|
|
|
[Header("Mining Settings")]
|
|
[SerializeField] private float attackRange = 1.5f;
|
|
[SerializeField] private int miningDamage = 25;
|
|
[SerializeField] private LayerMask mineableLayer; // 'Mineable' 레이어 설정 필요
|
|
|
|
private CharacterController _controller;
|
|
private PlayerInputActions _inputActions;
|
|
private Animator _animator;
|
|
private TunnelTraveler _traveler;
|
|
|
|
private Vector2 _moveInput;
|
|
private Vector3 _velocity;
|
|
private Vector3 _currentMoveDir;
|
|
private bool _isGrounded;
|
|
private bool _isHoldingInteract = false;
|
|
|
|
// NGO에서 Start 대신 사용하는 네트워크 초기화 메서드
|
|
public override void OnNetworkSpawn()
|
|
{
|
|
// 내 캐릭터가 아니라면 입력을 활성화하지 않습니다.
|
|
if (!IsOwner) return;
|
|
|
|
_inputActions = new PlayerInputActions();
|
|
_inputActions.Player.Jump.performed += ctx => OnJump();
|
|
_inputActions.Player.Attack.performed += ctx => OnAttackServerRpc(); // 서버에 공격 요청
|
|
_inputActions.Player.Interact.performed += ctx => OnInteractTap();
|
|
|
|
_inputActions.Player.Interact.started += ctx => _isHoldingInteract = true;
|
|
_inputActions.Player.Interact.canceled += ctx => _isHoldingInteract = false;
|
|
|
|
_inputActions.Enable();
|
|
}
|
|
|
|
void Awake()
|
|
{
|
|
_controller = GetComponent<CharacterController>();
|
|
_animator = GetComponent<Animator>();
|
|
_traveler = GetComponent<TunnelTraveler>();
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
// [중요] '나'의 캐릭터가 아니면 조종 로직을 아예 실행하지 않습니다.
|
|
if (!IsOwner) return;
|
|
if (_traveler != null && _traveler.IsTraveling) return;
|
|
|
|
HandleGravity();
|
|
HandleMovement();
|
|
|
|
// 건설 가속 로직
|
|
if (_isHoldingInteract) PerformConstructionSupport();
|
|
}
|
|
|
|
private void HandleMovement()
|
|
{
|
|
_isGrounded = _controller.isGrounded;
|
|
_animator.SetBool("isGrounded", _isGrounded);
|
|
|
|
bool isAttacking = _animator.GetCurrentAnimatorStateInfo(0).IsTag("Attack");
|
|
_moveInput = _inputActions.Player.Move.ReadValue<Vector2>();
|
|
Vector3 move = new Vector3(_moveInput.x, 0, _moveInput.y).normalized;
|
|
|
|
// 지상/공중 및 공격 중 관성 처리
|
|
if (isAttacking) move = _isGrounded ? Vector3.zero : _currentMoveDir;
|
|
else if (move.magnitude > 0.1f) _currentMoveDir = move;
|
|
|
|
if (move.magnitude >= 0.1f)
|
|
{
|
|
if (!isAttacking)
|
|
{
|
|
Quaternion targetRotation = Quaternion.LookRotation(move);
|
|
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
|
|
}
|
|
_controller.Move(move * moveSpeed * Time.deltaTime);
|
|
}
|
|
|
|
_animator.SetFloat("MoveSpeed", isAttacking && _isGrounded ? 0 : move.magnitude);
|
|
}
|
|
|
|
private void HandleGravity()
|
|
{
|
|
if (_isGrounded && _velocity.y < 0) _velocity.y = -2f;
|
|
_velocity.y += gravity * Time.deltaTime;
|
|
_controller.Move(_velocity * Time.deltaTime);
|
|
}
|
|
|
|
private void OnJump()
|
|
{
|
|
if (_isGrounded) _velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
|
|
}
|
|
|
|
// 기존 OnAttackServerRpc를 수정하거나 호출되는 시점에 아래 로직 포함
|
|
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
|
|
private void OnAttackServerRpc()
|
|
{
|
|
// 모든 유저에게 애니메이션 재생 신호 전송
|
|
OnAttackClientRpc();
|
|
|
|
// [채광 판정] 서버에서 물리 연산을 통해 전방의 블록 탐색
|
|
Collider[] hitBlocks = Physics.OverlapSphere(transform.position + transform.forward, attackRange, mineableLayer);
|
|
|
|
foreach (var col in hitBlocks)
|
|
{
|
|
MineableBlock block = col.GetComponentInParent<MineableBlock>();
|
|
if (block != null)
|
|
{
|
|
// 서버가 직접 블록의 대미지 함수 호출
|
|
block.TakeDamageRpc(miningDamage);
|
|
}
|
|
}
|
|
}
|
|
|
|
[ClientRpc]
|
|
private void OnAttackClientRpc()
|
|
{
|
|
_animator.SetTrigger("Attack");
|
|
}
|
|
|
|
private void OnInteractTap()
|
|
{
|
|
_animator.SetTrigger("Interact");
|
|
|
|
Collider[] colliders = Physics.OverlapSphere(transform.position, interactRange, interactableLayer);
|
|
foreach (var col in colliders)
|
|
{
|
|
IInteractable interactable = col.GetComponentInParent<IInteractable>();
|
|
if (interactable != null)
|
|
{
|
|
interactable.Interact(gameObject);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void PerformConstructionSupport()
|
|
{
|
|
Collider[] targets = Physics.OverlapSphere(transform.position, interactRange, constructionLayer);
|
|
foreach (var col in targets)
|
|
{
|
|
ConstructionSite site = col.GetComponentInParent<ConstructionSite>();
|
|
if (site != null)
|
|
{
|
|
// 건설 진행도는 서버에서 관리하는 것이 안전하므로 나중에 RPC로 전환 필요
|
|
site.AdvanceConstruction(Time.deltaTime * buildSpeedMultiplier);
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void OnNetworkDespawn()
|
|
{
|
|
if (IsOwner) _inputActions.Disable();
|
|
}
|
|
} |