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serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Assets/0_Voyage/_Scripts/Ship/VoyagePlayerShipMovementDebug.cs b/Assets/0_Voyage/_Scripts/Ship/VoyagePlayerShipMovementDebug.cs index caaca336a..e81bb3279 100644 --- a/Assets/0_Voyage/_Scripts/Ship/VoyagePlayerShipMovementDebug.cs +++ b/Assets/0_Voyage/_Scripts/Ship/VoyagePlayerShipMovementDebug.cs @@ -145,7 +145,7 @@ namespace Voyage private void UpdateTiltLine() { Vector3 start = GetDebugLineStart(1.5f); - Vector3 tiltDirection = movementVisual.MeshTransform.up; + Vector3 tiltDirection = movementVisual.VisualGameObject.transform.up; DrawLine(lines.Tilt, start, start + tiltDirection * (settings.lineLength * 0.4f)); } diff --git a/Assets/0_Voyage/_Scripts/Ship/VoyagePlayerShipMovementVisual.cs b/Assets/0_Voyage/_Scripts/Ship/VoyagePlayerShipMovementVisual.cs index 914dd31ba..feb632a43 100644 --- a/Assets/0_Voyage/_Scripts/Ship/VoyagePlayerShipMovementVisual.cs +++ b/Assets/0_Voyage/_Scripts/Ship/VoyagePlayerShipMovementVisual.cs @@ -1,20 +1,30 @@ +using System; using UnityEngine; +using Random = UnityEngine.Random; [RequireComponent(typeof(VoyagePlayerShipMovement))] public class VoyagePlayerShipMovementVisual : MonoBehaviour { [Header("메시 설정")] - [SerializeField] private Transform meshTransform; - public Transform MeshTransform => meshTransform; + [SerializeField] private GameObject visualGameObject; + + public GameObject VisualGameObject => visualGameObject; + + [Header("비주얼 메시 회전 설정")] + [SerializeField] private float angularVelocityToYaw = 8; + [SerializeField] private bool overrideMeshYaw = true; + [SerializeField] private float yawRotationSmoothTime = 0.3f; [Header("회전 틸트 설정")] - [SerializeField] private float maxRotationTiltAngle = 15f; + [SerializeField] private float maxRotationTiltAngle = 5f; + [SerializeField] private float rotationTiltSpeed = 5f; [SerializeField] private float rotationTiltReturnSpeed = 3f; [SerializeField] private float angularVelocityMultiplier = 2f; [Header("가속 틸트 설정")] - [SerializeField] private float maxAccelTiltAngle = 15f; + [SerializeField] private float maxAccelTiltAngle = 10; + [SerializeField] private float accelTiltForce = 15f; [SerializeField] private float accelTiltDamping = 0.9f; [SerializeField] private float accelTiltSpeed = 10f; @@ -22,21 +32,28 @@ public class VoyagePlayerShipMovementVisual : MonoBehaviour [SerializeField] private float springDamping = 15f; [Header("파도 효과 설정")] - [SerializeField] private float minSpeedWaveHeight = 0.2f; - public float MinSpeedWaveHeight => minSpeedWaveHeight; + [SerializeField] private float minSpeedWaveHeight = 0.1f; + + public float MinSpeedWaveHeight => minSpeedWaveHeight; [SerializeField] private float maxSpeedWaveHeight = 0.05f; - public float MaxSpeedWaveHeight => maxSpeedWaveHeight; + public float MaxSpeedWaveHeight => maxSpeedWaveHeight; [SerializeField] private float baseWaveFrequency = 1f; public float BaseWaveFrequency => baseWaveFrequency; [SerializeField] private float speedWaveMultiplier = 5f; [SerializeField] private float randomWaveOffset = 0.5f; [SerializeField] private float waveUnitSpeed = 10f; + public float WaveUnitSpeed => waveUnitSpeed; private VoyagePlayerShipMovement movement; private Quaternion originalMeshRotation; + private Vector3 originalMeshPosition; - + + // 회전 관련 변수 + private float desiredWorldYaw = 0f; + private float targetYaw = 0f; + // 틸트 관련 변수들 private float currentRotationTilt; private float lastRotationY; @@ -50,10 +67,13 @@ public class VoyagePlayerShipMovementVisual : MonoBehaviour public float WaveTime => waveTime; private float waveRandomOffset; private float currentWaveHeight; + private Camera mainCamera; + public float CurrentWaveHeight => currentWaveHeight; private void Start() { + mainCamera = Camera.main; InitializeComponents(); InitializeMeshTransform(); InitializeWaveEffect(); @@ -69,39 +89,39 @@ public class VoyagePlayerShipMovementVisual : MonoBehaviour private void ValidateMeshTransform() { - if (Application.isEditor && !Application.isPlaying && meshTransform is null) + if (Application.isEditor && !Application.isPlaying && visualGameObject is null) { Debug.LogWarning("Mesh Transform을 Inspector에서 할당해주세요."); } } - + private void InitializeMeshTransform() { - if (meshTransform is null) + if (visualGameObject is null) { Debug.LogError("Mesh Transform이 할당되지 않았습니다."); enabled = false; return; } - originalMeshPosition = meshTransform.localPosition; - originalMeshRotation = meshTransform.localRotation; + originalMeshPosition = visualGameObject.transform.localPosition; + originalMeshRotation = visualGameObject.transform.localRotation; lastRotationY = transform.eulerAngles.y; } - + private void InitializeComponents() { movement = GetComponent(); - - if (meshTransform == null) + + if (visualGameObject == null) { Debug.LogError("Mesh Transform이 할당되지 않았습니다."); enabled = false; return; } - originalMeshPosition = meshTransform.localPosition; - originalMeshRotation = meshTransform.localRotation; + originalMeshPosition = visualGameObject.transform.localPosition; + originalMeshRotation = visualGameObject.transform.localRotation; lastRotationY = transform.eulerAngles.y; waveTime = 0f; waveRandomOffset = Random.Range(-randomWaveOffset, randomWaveOffset); @@ -111,27 +131,40 @@ public class VoyagePlayerShipMovementVisual : MonoBehaviour private void FixedUpdate() { - if (meshTransform is null) return; + if (visualGameObject is null) return; + UpdateMeshRotationToCamera(); UpdateMeshRotationTilt(); UpdateAccelerationTilt(); ApplyMeshTilt(); UpdateWaveMotion(); ApplyMeshOffset(); } - + private void OnValidate() { ValidateMeshTransform(); } - + + private float rotationVelocity = 0f; + private void UpdateMeshRotationToCamera() + { + // 각속도만 일부 적용, 실제 움직임에 가깝게 하면 이미지와 괴리 생김. + float deltaRotation = Mathf.DeltaAngle(lastRotationY, transform.eulerAngles.y); + currentAngularVelocity = deltaRotation / Time.fixedDeltaTime; + float desiredYaw = currentAngularVelocity / angularVelocityToYaw; + Debug.Log(desiredYaw); + // get smoothed yaw + desiredWorldYaw = Mathf.SmoothDampAngle(desiredWorldYaw, desiredYaw, ref rotationVelocity, yawRotationSmoothTime); + // desiredWorldYaw = desiredYaw; + } + private void UpdateMeshRotationTilt() { - if (meshTransform is null) return; + if (visualGameObject is null) return; // 현재 Y축 회전값과 각속도 계산 - float currentRotationY = transform.eulerAngles.y; - float deltaRotation = Mathf.DeltaAngle(lastRotationY, currentRotationY); + float deltaRotation = Mathf.DeltaAngle(lastRotationY, transform.eulerAngles.y); currentAngularVelocity = deltaRotation / Time.fixedDeltaTime; // 목표 틸트 각도 계산 @@ -150,7 +183,7 @@ public class VoyagePlayerShipMovementVisual : MonoBehaviour currentRotationTilt = Mathf.Lerp(currentRotationTilt, 0f, rotationTiltReturnSpeed * Time.fixedDeltaTime); } - lastRotationY = currentRotationY; + lastRotationY = transform.eulerAngles.y; } private void UpdateAccelerationTilt() @@ -181,23 +214,31 @@ public class VoyagePlayerShipMovementVisual : MonoBehaviour prevSpeed = GetCurrentSpeed(); } - + private void ApplyMeshTilt() { - if (meshTransform is null) return; - + if (visualGameObject is null) return; + // 회전 틸트와 가속 틸트를 조합 // 메시에 최종 틸트 적용 - meshTransform.localRotation = originalMeshRotation * Quaternion.Euler( + visualGameObject.transform.localRotation = originalMeshRotation * Quaternion.Euler( currentAccelTilt, // X축 (가속 틸트) 0, // Y축 currentRotationTilt // Z축 (회전 틸트) ); + if (overrideMeshYaw) + { + Vector3 position; + Quaternion rotation; + visualGameObject.transform.GetPositionAndRotation(out position, out rotation); + var desiredRotation = Quaternion.Euler(rotation.eulerAngles.x, desiredWorldYaw, rotation.eulerAngles.z); + visualGameObject.transform.SetPositionAndRotation(position, desiredRotation); + } } private void UpdateWaveMotion() { - if (meshTransform is null) return; + if (visualGameObject is null) return; // 현재 속도에 비례하여 파도 주기 조절 float waveSpeedFactor = 1f + (GetCurrentSpeed() / waveUnitSpeed) * speedWaveMultiplier; @@ -211,10 +252,10 @@ public class VoyagePlayerShipMovementVisual : MonoBehaviour private void ApplyMeshOffset() { - if (meshTransform is null) return; + if (visualGameObject is null) return; Vector3 position = originalMeshPosition + (Vector3.up * currentWaveHeight); - meshTransform.localPosition = position; + visualGameObject.transform.localPosition = position; } private float GetCurrentSpeed()