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{fileID: 1068410571} - {fileID: 1328364443} - {fileID: 888439616} - - {fileID: 1126104589} + - {fileID: 1852665422} + - {fileID: 1213136478} diff --git a/BlueWater/Assets/02.Scripts/Character/CombatPlayer/CombatPlayer.cs b/BlueWater/Assets/02.Scripts/Character/CombatPlayer/CombatPlayer.cs deleted file mode 100644 index 4c6d643a1..000000000 --- a/BlueWater/Assets/02.Scripts/Character/CombatPlayer/CombatPlayer.cs +++ /dev/null @@ -1,314 +0,0 @@ -using System; -using System.Collections; -using Sirenix.OdinInspector; -using UnityEngine; -using UnityEngine.InputSystem; - -// ReSharper disable once CheckNamespace -namespace BlueWaterProject -{ - public class CombatPlayer : MonoBehaviour, IDamageable - { - [Title("초기화 방식")] - [SerializeField] private bool autoInit = true; - - [Title("캐릭터 변수")] - [SerializeField] private float maxHp = 100f; - [SerializeField] private float currentHp; - [SerializeField] private float moveSpeed = 5f; - [SerializeField] private float maxSlopeAngle = 50f; - - [field: Title("대쉬")] - [field: SerializeField] public float DashForce { get; set; } = 20f; - [field: SerializeField] public float DashCooldown { get; set; } = 0.5f; - [field: DisableIf("@true")] - [field: SerializeField] public bool IsDashing { get; set; } - [field: DisableIf("@true")] - [field: SerializeField] public bool EnableDash { get; set; } = true; - - [field: Title("공격")] - [field: SerializeField] public int MaxHitNum { get; set; } = 10; - [field: SerializeField] public float AttackDamage { get; set; } = 10f; - [field: SerializeField] public float AttackRange { get; set; } = 1.5f; - [field: SerializeField] public float AttackAngle { get; set; } = 180f; - [field: SerializeField] public float ComboTime { get; set; } = 0.5f; - [field: SerializeField] public LayerMask TargetLayer { get; set; } - [field: DisableIf("@true")] - [field: SerializeField] public bool IsAttacking { get; set; } - [field: DisableIf("@true")] - [field: SerializeField] public bool IsComboAttacking { get; set; } - [field: DisableIf("@true")] - [field: SerializeField] public bool IsComboPossible { get; set; } - - [Title("컴포넌트")] - [SerializeField] private PlayerInput playerInput; - [field: SerializeField] public Rigidbody Rb { get; set; } - [SerializeField] private Transform visualLook; - [field: SerializeField] public Animator Animator { get; set; } - [SerializeField] private Transform groundCheck; - - private Vector2 movementInput; - public Vector3 PreviousDirection { get; set; } = Vector3.back; - [field: SerializeField] public Collider[] HitColliders { get; set; } - private RaycastHit slopeHit; - private int groundLayer; - - private const float RAY_DISTANCE = 3f; - - private static readonly int XDirectionHash = Animator.StringToHash("xDirection"); - private static readonly int ZDirectionHash = Animator.StringToHash("zDirection"); - private static readonly int IsMovingHash = Animator.StringToHash("isMoving"); - public readonly int isDashingHash = Animator.StringToHash("isDashing"); - public readonly int isAttackingHash = Animator.StringToHash("isAttacking"); - - private void OnDrawGizmosSelected() - { - var lossyScale = transform.lossyScale; - var boxSize = new Vector3(lossyScale.x, 0.4f, lossyScale.z * 0.5f); - Gizmos.color = IsGrounded() ? Color.blue : Color.red; - Gizmos.DrawWireCube(groundCheck.position, boxSize); - } - - [Button("셋팅 초기화")] - private void Init() - { - playerInput = GetComponent(); - Rb = GetComponent(); - visualLook = transform.Find("VisualLook"); - Animator = visualLook.GetComponent(); - groundCheck = transform.Find("GroundCheck"); - } - - private void Awake() - { - if (autoInit) - { - Init(); - } - } - - private void Start() - { - HitColliders = new Collider[MaxHitNum]; - groundLayer = 1 << LayerMask.NameToLayer("Ground"); - - SetCurrentHp(maxHp); - } - - private void OnEnable() - { - playerInput.actions.FindAction("Attack").performed += OnAttackEvent; - } - - private void OnDisable() - { - playerInput.actions.FindAction("Attack").performed -= OnAttackEvent; - } - - private void Update() - { - var isMoving = Rb.velocity.magnitude > 0.1f; - if (isMoving) - { - PreviousDirection = Rb.velocity.normalized; - Animator.SetFloat(XDirectionHash, PreviousDirection.x); - Animator.SetFloat(ZDirectionHash, PreviousDirection.z); - } - Animator.SetBool(IsMovingHash, isMoving); - - var localScale = visualLook.localScale; - localScale.x = Rb.velocity.x switch - { - > 0.01f => Mathf.Abs(localScale.x), - < -0.01f => -Mathf.Abs(localScale.x), - _ => localScale.x - }; - visualLook.localScale = localScale; - } - - private void FixedUpdate() - { - HandleMovement(); - } - - public void TakeDamage(float attackerPower, Vector3? attackPos = null) - { - if (IsDashing) return; - - var changeHp = Mathf.Max(currentHp - attackerPower, 0); - SetCurrentHp(changeHp); - - if (InIslandCamera.Inst.InIslandCam) - { - VisualFeedbackManager.Inst.CameraShake(InIslandCamera.Inst.InIslandCam); - } - - // 죽었는지 체크 - if (changeHp == 0f) - { - Die(); - return; - } - } - - public void Die() - { - print("Combat Player Die"); - } - - private void OnMove(InputValue value) - { - movementInput = value.Get(); - } - - public void OnDash() - { - if (!EnableDash || IsDashing) return; - - Animator.SetBool(isDashingHash, true); - } - - private void OnAttackEvent(InputAction.CallbackContext context) - { - if (IsAttacking && !IsComboPossible) return; - - // var control = context.control; - // - // if (control.name.Equals("leftButton")) - // { - // UseMouseAttack = true; - // } - // else if (control.name.Equals("k")) - // { - // UseMouseAttack = false; - // } - - if (IsComboPossible) - { - IsComboAttacking = true; - return; - } - Animator.SetBool(isAttackingHash, true); - } - - private void HandleMovement() - { - var movement = new Vector3(movementInput.x, 0, movementInput.y); - var moveDirection = IsDashing ? PreviousDirection : movement.normalized; - - var velocity = CalculateNextFrameGroundAngle(moveDirection) < maxSlopeAngle ? moveDirection : Vector3.zero; - var gravity = Vector3.down * Mathf.Abs(Rb.velocity.y); - - if (IsOnSlope() || velocity == moveDirection && IsGrounded()) - { - velocity = Vector3.ProjectOnPlane(moveDirection, slopeHit.normal).normalized; - gravity = Vector3.zero; - Rb.useGravity = false; - } - else - { - Rb.useGravity = true; - } - - var moveValue = IsDashing ? DashForce : moveSpeed; - Rb.velocity = velocity * moveValue + gravity; - } - - public bool IsOnSlope() - { - var ray = new Ray(transform.position, Vector3.down); - - if (Physics.Raycast(ray, out slopeHit, RAY_DISTANCE, groundLayer)) - { - var angle = Vector3.Angle(Vector3.up, slopeHit.normal); - Debug.DrawRay(transform.position, Vector3.down, angle != 0f && angle < maxSlopeAngle ? Color.blue : Color.red); - return angle != 0f && angle < maxSlopeAngle; - } - Debug.DrawRay(transform.position, Vector3.down, Color.red); - return false; - } - - private bool IsGrounded() - { - var lossyScale = transform.lossyScale; - var boxSize = new Vector3(lossyScale.x, 0.4f, lossyScale.z * 0.5f); - return Physics.CheckBox(groundCheck.position, boxSize, Quaternion.identity, groundLayer); - } - - private float CalculateNextFrameGroundAngle(Vector3 direction) - { - var nextFramePlayerPosition = transform.position + direction * (3f * moveSpeed * Time.fixedDeltaTime); - - if (Physics.Raycast(nextFramePlayerPosition, Vector3.down, out var hitInfo, RAY_DISTANCE, groundLayer)) - { - if (Vector3.Angle(Vector3.up, hitInfo.normal) > maxSlopeAngle) - { - Debug.DrawRay(hitInfo.point, hitInfo.normal, Color.red); - } - else - { - Debug.DrawRay(hitInfo.point, hitInfo.normal, Color.cyan); - } - Debug.DrawRay(nextFramePlayerPosition, Vector3.down, Color.green); - return Vector3.Angle(Vector3.up, hitInfo.normal); - } - Debug.DrawRay(nextFramePlayerPosition, Vector3.down, Color.magenta); - return 0; - } - - public void AttackTiming() - { - var attackDirection = PreviousDirection; - - Array.Clear(HitColliders, 0, MaxHitNum); - - var size = Physics.OverlapSphereNonAlloc(transform.position, AttackRange, HitColliders, TargetLayer); - - for (var i = 0; i < size; i++) - { - var targetDirection = (HitColliders[i].transform.position - transform.position).normalized; - var angleBetween = Vector3.Angle(attackDirection, targetDirection); - - if (angleBetween >= AttackAngle * 0.5f) continue; - - if (HitColliders[i].gameObject.layer == LayerMask.NameToLayer("Enemy")) - { - var iDamageable = HitColliders[i].transform.GetComponent(); - iDamageable.TakeDamage(AttackDamage); - VisualFeedbackManager.Inst.TriggerHitStop(0.1f); - } - else if (HitColliders[i].gameObject.layer == LayerMask.NameToLayer("Skill") && - HitColliders[i].CompareTag("DestructiveSkill")) - { - var iDamageable = HitColliders[i].transform.GetComponent(); - iDamageable.TakeDamage(AttackDamage); - } - } - } - - public void CoolDown(float waitTime, Action onCooldownComplete = null) - { - StartCoroutine(CoolDownCoroutine(waitTime, onCooldownComplete)); - } - - private IEnumerator CoolDownCoroutine(float waitTime, Action onCooldownComplete = null) - { - var time = 0f; - - while (time <= waitTime) - { - time += Time.deltaTime; - yield return null; - } - - onCooldownComplete?.Invoke(); - } - - private void SetCurrentHp(float value) - { - currentHp = value; - } - - public RaycastHit GetSlopeHit() => slopeHit; - } -} \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Character/CombatPlayer/CombatPlayer.cs.meta b/BlueWater/Assets/02.Scripts/Character/CombatPlayer/CombatPlayer.cs.meta deleted file mode 100644 index 13dcfbe7c..000000000 --- a/BlueWater/Assets/02.Scripts/Character/CombatPlayer/CombatPlayer.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 5258cddac7934c1469d147dddbdb5023 \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Character/CombatPlayer/CombatPlayerAnimationEventController.cs b/BlueWater/Assets/02.Scripts/Character/CombatPlayer/CombatPlayerAnimationEventController.cs index 2cfc859f8..de6e83521 100644 --- a/BlueWater/Assets/02.Scripts/Character/CombatPlayer/CombatPlayerAnimationEventController.cs +++ b/BlueWater/Assets/02.Scripts/Character/CombatPlayer/CombatPlayerAnimationEventController.cs @@ -5,23 +5,27 @@ namespace BlueWaterProject { public class CombatPlayerAnimationEventController : MonoBehaviour { - private CombatPlayer combatPlayer; + private CombatPlayerController combatPlayerController; private void Awake() { - combatPlayer = GetComponentInParent(); + combatPlayerController = GetComponentInParent(); + if (!combatPlayerController) + { + print("애니메이션 이벤트 컨트롤러가 없습니다."); + } } public void CheckComboAttack() { - if (combatPlayer.IsComboAttacking) return; + if (combatPlayerController.GetIsComboAttacking()) return; - combatPlayer.Animator.SetBool(combatPlayer.isAttackingHash, false); + combatPlayerController.MyComponents.animator.SetBool(CombatPlayerController.IsAttackingHash, false); } public void AttackTiming() { - combatPlayer.AttackTiming(); + combatPlayerController.AttackTiming(); } } } \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Character/CombatPlayer/CombatPlayerController.cs b/BlueWater/Assets/02.Scripts/Character/CombatPlayer/CombatPlayerController.cs new file mode 100644 index 000000000..ae52188ad --- /dev/null +++ b/BlueWater/Assets/02.Scripts/Character/CombatPlayer/CombatPlayerController.cs @@ -0,0 +1,298 @@ +using System; +using System.Collections; +using Sirenix.OdinInspector; +using UnityEngine; +using UnityEngine.InputSystem; + +// ReSharper disable once CheckNamespace +namespace BlueWaterProject +{ + public class CombatPlayerController : MonoBehaviour, IDamageable + { + /*********************************************************************** + * Definitions + ***********************************************************************/ + #region Class + + [Serializable] + public class Components + { + public PlayerInput playerInput; + public Transform visualLook; + public Animator animator; + public PhysicsMovement movement; + } + + [Serializable] + public class CharacterOption + { + [Range(0f, 1000f), Tooltip("최대 체력")] + public float maxHp = 100f; + + [Title("공격")] + [Range(1, 21), Tooltip("한 번에 공격 가능한 개체 수")] + public int maxHitNum = 10; + + [Range(0f, 100f), Tooltip("공격 데미지")] + public float attackDamage = 10f; + + [Range(0.1f, 2f), Tooltip("콤보 공격 포함 총 걸리는 시간")] + public float attackTime = 0.7f; + + [Range(0.1f, 5f), Tooltip("공격 범위 사거리(반지름)")] + public float attackRange = 1.5f; + + [Range(0f, 360f), Tooltip("공격 범위 각도")] + public float attackAngle = 180f; + + [Tooltip("공격할 레이어 설정")] + public LayerMask targetLayer = -1; + } + + [Serializable] + [DisableIf("@true")] + public class CurrentState + { + public bool isAttacking; + public bool isComboPossible; + public bool isComboAttacking; + } + + [DisableIf("@true")] + [Serializable] + public class CurrentValue + { + [Tooltip("현재 체력")] + public float currentHp; + + [Tooltip("최근에 공격 받은 충돌체 배열")] + public Collider[] hitColliders; + } + + #endregion + + /*********************************************************************** + * Variables + ***********************************************************************/ + #region Variables + + [field: SerializeField] public Components MyComponents { get; private set; } + [field: SerializeField] public CharacterOption MyCharacterOption { get; private set; } + [field: SerializeField] public CurrentState MyCurrentState { get; set; } + [field: SerializeField] public CurrentValue MyCurrentValue { get; set; } + + public static readonly int IsMovingHash = Animator.StringToHash("isMoving"); + public static readonly int XDirectionHash = Animator.StringToHash("xDirection"); + public static readonly int ZDirectionHash = Animator.StringToHash("zDirection"); + public static readonly int IsAttackingHash = Animator.StringToHash("isAttacking"); + + #endregion + + /*********************************************************************** + * Unity Events + ***********************************************************************/ + #region Unity Events + + private void OnEnable() + { + MyComponents.playerInput.actions.FindAction("Attack").performed += OnAttackEvent; + } + + private void OnDisable() + { + MyComponents.playerInput.actions.FindAction("Attack").performed -= OnAttackEvent; + } + + private void Start() + { + InitComponents(); + InitStartValue(); + } + + private void Update() + { + MoveAnimation(); + FlipVisualLook(MyComponents.movement.GetPreviousMoveDirection().x); + } + + #endregion + + /*********************************************************************** + * Init Methods + ***********************************************************************/ + #region Unity Events + + private void InitComponents() + { + if (!TryGetComponent(out MyComponents.movement)) + { + MyComponents.movement = gameObject.AddComponent(); + } + + MyComponents.movement.SetAnimator(MyComponents.animator); + } + + private void InitStartValue() + { + MyCurrentValue.hitColliders = new Collider[MyCharacterOption.maxHitNum]; + SetCurrentHp(MyCharacterOption.maxHp); + } + + #endregion + + /*********************************************************************** + * Player Input + ***********************************************************************/ + #region Unity Events + + private void OnAttackEvent(InputAction.CallbackContext context) + { + if (MyCurrentState.isAttacking && !MyCurrentState.isComboPossible) return; + + // var control = context.control; + // + // if (control.name.Equals("leftButton")) + // { + // UseMouseAttack = true; + // } + // else if (control.name.Equals("k")) + // { + // UseMouseAttack = false; + // } + + if (MyCurrentState.isComboPossible) + { + MyCurrentState.isComboAttacking = true; + return; + } + MyComponents.animator.SetBool(IsAttackingHash, true); + } + + #endregion + + /*********************************************************************** + * Interfaces + ***********************************************************************/ + #region Interfaces + + // IDamageable + public void TakeDamage(float attackerPower, Vector3? attackPos = null) + { + if (MyComponents.movement.GetIsDashing()) return; + + var changeHp = Mathf.Max(MyCurrentValue.currentHp - attackerPower, 0); + SetCurrentHp(changeHp); + + if (InIslandCamera.Inst.InIslandCam) + { + VisualFeedbackManager.Inst.CameraShake(InIslandCamera.Inst.InIslandCam); + } + + // 죽었는지 체크 + if (changeHp == 0f) + { + Die(); + return; + } + } + + public void Die() + { + print("Combat Player Die"); + } + + #endregion + + /*********************************************************************** + * Methods + ***********************************************************************/ + #region Methods + + public void AttackTiming() + { + var attackDirection = MyComponents.movement.GetPreviousMoveDirection(); + + Array.Clear(MyCurrentValue.hitColliders, 0, MyCharacterOption.maxHitNum); + + var size = Physics.OverlapSphereNonAlloc(transform.position, MyCharacterOption.attackRange, MyCurrentValue.hitColliders, MyCharacterOption.targetLayer); + + for (var i = 0; i < size; i++) + { + var targetDirection = (MyCurrentValue.hitColliders[i].transform.position - transform.position).normalized; + var angleBetween = Vector3.Angle(attackDirection, targetDirection); + + if (angleBetween >= MyCharacterOption.attackAngle * 0.5f) continue; + + if (MyCurrentValue.hitColliders[i].gameObject.layer == LayerMask.NameToLayer("Enemy")) + { + var iDamageable = MyCurrentValue.hitColliders[i].transform.GetComponent(); + iDamageable.TakeDamage(MyCharacterOption.attackDamage); + VisualFeedbackManager.Inst.TriggerHitStop(0.1f); + } + else if (MyCurrentValue.hitColliders[i].gameObject.layer == LayerMask.NameToLayer("Skill") && + MyCurrentValue.hitColliders[i].CompareTag("DestructiveSkill")) + { + var iDamageable = MyCurrentValue.hitColliders[i].transform.GetComponent(); + iDamageable.TakeDamage(MyCharacterOption.attackDamage); + } + } + } + + private void MoveAnimation() + { + var isMoving = MyComponents.movement.GetIsMoving(); + var previousDirection = MyComponents.movement.GetPreviousMoveDirection(); + MyComponents.animator.SetBool(IsMovingHash, isMoving); + if (isMoving) + { + MyComponents.animator.SetFloat(XDirectionHash, previousDirection.x); + MyComponents.animator.SetFloat(ZDirectionHash, previousDirection.z); + } + } + + private void FlipVisualLook(float previousDirectionX) + { + var localScale = MyComponents.visualLook.localScale; + localScale.x = previousDirectionX switch + { + > 0.01f => Mathf.Abs(localScale.x), + < -0.01f => -Mathf.Abs(localScale.x), + _ => localScale.x + }; + MyComponents.visualLook.localScale = localScale; + } + + public void CoolDown(float waitTime, Action onCooldownComplete = null) + { + StartCoroutine(CoolDownCoroutine(waitTime, onCooldownComplete)); + } + + private IEnumerator CoolDownCoroutine(float waitTime, Action onCooldownComplete = null) + { + var time = 0f; + + while (time <= waitTime) + { + time += Time.deltaTime; + yield return null; + } + + onCooldownComplete?.Invoke(); + } + + [Button("현재 체력 변경")] + private void SetCurrentHp(float value) => MyCurrentValue.currentHp = value; + public bool GetIsAttacking() => MyCurrentState.isAttacking; + public bool GetIsComboAttacking() => MyCurrentState.isComboAttacking; + public float GetDashCooldown() => MyComponents.movement.GetDashCooldown(); + public float GetDashTime() => MyComponents.movement.GetDashTime(); + public float GetAttackTime() => MyCharacterOption.attackTime; + public void SetIsAttacking(bool value) => MyCurrentState.isAttacking = value; + public void SetIsComboAttacking(bool value) => MyCurrentState.isComboAttacking = value; + public void SetIsComboPossible(bool value) => MyCurrentState.isComboPossible = value; + public void SetIsDashing(bool value) => MyComponents.movement.SetIsDashing(value); + public void SetEnableDashing(bool value) => MyComponents.movement.SetEnableDashing(value); + + #endregion + } +} \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Character/CombatPlayer/CombatPlayerController.cs.meta b/BlueWater/Assets/02.Scripts/Character/CombatPlayer/CombatPlayerController.cs.meta new file mode 100644 index 000000000..ce5a734aa --- /dev/null +++ b/BlueWater/Assets/02.Scripts/Character/CombatPlayer/CombatPlayerController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d85ab5237d86f7a43a553f00be353476 diff --git a/BlueWater/Assets/02.Scripts/Character/CombatPlayer/PhysicsMovement.cs b/BlueWater/Assets/02.Scripts/Character/CombatPlayer/PhysicsMovement.cs new file mode 100644 index 000000000..5accea2f9 --- /dev/null +++ b/BlueWater/Assets/02.Scripts/Character/CombatPlayer/PhysicsMovement.cs @@ -0,0 +1,486 @@ +using System; +using Sirenix.OdinInspector; +using UnityEngine; +using UnityEngine.InputSystem; +using UnityEngine.Serialization; + +// ReSharper disable once CheckNamespace +namespace BlueWaterProject +{ + public class PhysicsMovement : MonoBehaviour + { + /*********************************************************************** + * Definitions + ***********************************************************************/ + + #region Class + + [Serializable] + public class Components + { + public CapsuleCollider capsuleCollider; + public Rigidbody rb; + [ShowIf("@false")] + public Animator animator; + } + + [Serializable] + public class CheckOption + { + [Tooltip("지면으로 체크할 레이어 설정")] + public LayerMask groundLayer = -1; + + [Range(0.01f, 0.5f), Tooltip("전방 감지 거리")] + public float forwardCheckDistance = 0.1f; + + [Range(0.1f, 10.0f), Tooltip("지면 감지 거리")] + public float groundCheckDistance = 2.0f; + + [Range(0.0f, 0.5f), Tooltip("지면 인식 허용 거리")] + public float groundCheckThreshold = 0.01f; + } + + [Serializable] + public class MovementOption + { + [Range(1f, 10f), Tooltip("이동 속도")] + public float moveSpeed = 10f; + + [Range(1f, 75f), Tooltip("등반 가능한 경사각")] + public float maxSlopeAngle = 50f; + + [Range(1f, 50f), Tooltip("대쉬 속도")] + public float dashSpeed = 30f; + + [Range(0.1f, 1f), Tooltip("대쉬 시간")] + public float dashTime = 0.2f; + + [Range(0f, 5f), Tooltip("대쉬 쿨타임")] + public float dashCooldown = 0.5f; + } + + [Serializable] + [DisableIf("@true")] + public class CurrentState + { + public bool isMoving; + public bool isGrounded; + public bool isOnSlope; + public bool isOnSteepSlope; + public bool isForwardBlocked; + public bool isOutOfControl; + public bool isDashing; + public bool enableDash = true; + } + + [Serializable] + [DisableIf("@true")] + public class CurrentValue + { + public Vector2 movementInput; + public Vector3 currentMoveDirection; + public Vector3 previousMoveDirection = Vector3.back; + public Vector3 groundNormal; + public Vector3 groundCross; + public Vector3 horizontalVelocity; + + [Space] + public float outOfControlDuration; + + [Space] + public float groundDistance; + public float groundSlopeAngle; // 현재 바닥의 경사각 + public float forwardSlopeAngle; // 캐릭터가 바라보는 방향의 경사각 + + [Space] + public Vector3 gravity; + } + + #endregion + + /*********************************************************************** + * Variables + ***********************************************************************/ + #region Variables + + [field: SerializeField] public Components MyComponents { get; private set; } = new(); + [field: SerializeField] public CheckOption MyCheckOption { get; private set; } = new(); + [field: SerializeField] public MovementOption MyMovementOption { get; private set; } = new(); + [field: SerializeField] public CurrentState MyCurrentState { get; set; } = new(); + [field: SerializeField] public CurrentValue MyCurrentValue { get; set; } = new(); + + private float capsuleRadiusDifferent; + private float castRadius; + + private Vector3 CapsuleTopCenterPoint => new(transform.position.x, + transform.position.y + MyComponents.capsuleCollider.height - MyComponents.capsuleCollider.radius, + transform.position.z); + + private Vector3 CapsuleBottomCenterPoint => new(transform.position.x, + transform.position.y + MyComponents.capsuleCollider.radius, + transform.position.z); + + public static readonly int IsDashingHash = Animator.StringToHash("isDashing"); + + #endregion + + /*********************************************************************** + * Unity Events + ***********************************************************************/ + #region Unity Events + + private void Start() + { + InitRigidbody(); + InitCapsuleCollider(); + InitStartValue(); + } + + private void FixedUpdate() + { + InputMove(); + CheckGround(); + CheckForward(); + + UpdateValues(); + + CalculateMovements(); + ApplyMovementsToRigidbody(); + } + + #endregion + + /*********************************************************************** + * Init Methods + ***********************************************************************/ + + #region Init Methods + + private void InitRigidbody() + { + if (TryGetComponent(out MyComponents.rb)) return; + + MyComponents.rb = gameObject.AddComponent(); + + MyComponents.rb.constraints = RigidbodyConstraints.FreezeRotation; + MyComponents.rb.interpolation = RigidbodyInterpolation.Interpolate; + MyComponents.rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic; + MyComponents.rb.useGravity = true; + } + + private void InitCapsuleCollider() + { + if (!TryGetComponent(out MyComponents.capsuleCollider)) + { + MyComponents.capsuleCollider = gameObject.AddComponent(); + + MyComponents.capsuleCollider.height = 2f; + MyComponents.capsuleCollider.center = Vector3.up; + MyComponents.capsuleCollider.radius = 0.5f; + } + + var capsuleColliderRadius = MyComponents.capsuleCollider.radius; + castRadius = capsuleColliderRadius * 0.9f; + capsuleRadiusDifferent = capsuleColliderRadius - castRadius + 0.05f; + } + + private void InitStartValue() + { + MyCurrentValue.gravity = Physics.gravity; + } + + #endregion + + /*********************************************************************** + * PlayerInput + ***********************************************************************/ + + #region PlayerInput + + private void OnMove(InputValue value) + { + MyCurrentValue.movementInput = value.Get(); + } + + private void OnDash() + { + if (!MyCurrentState.enableDash || MyCurrentState.isDashing) return; + + MyComponents.animator.SetBool(IsDashingHash, true); + } + + #endregion + + /*********************************************************************** + * Methods + ***********************************************************************/ + #region Methods + + private void InputMove() + { + if (MyCurrentValue.currentMoveDirection != Vector3.zero) + { + MyCurrentValue.previousMoveDirection = MyCurrentValue.currentMoveDirection; + } + MyCurrentValue.currentMoveDirection = MyCurrentState.isDashing + ? MyCurrentValue.previousMoveDirection + : new Vector3(MyCurrentValue.movementInput.x, 0,MyCurrentValue.movementInput.y).normalized; + MyCurrentState.isMoving = MyCurrentValue.currentMoveDirection != Vector3.zero; + } + + /// 하단 지면 검사 + private void CheckGround() + { + MyCurrentValue.groundDistance = float.MaxValue; + MyCurrentValue.groundNormal = Vector3.up; + MyCurrentValue.groundSlopeAngle = 0f; + MyCurrentValue.forwardSlopeAngle = 0f; + + var groundRaycast = Physics.SphereCast(CapsuleBottomCenterPoint, castRadius,Vector3.down, + out var hit, MyCheckOption.groundCheckDistance, MyCheckOption.groundLayer, QueryTriggerInteraction.Ignore); + + MyCurrentState.isGrounded = false; + + if (groundRaycast) + { + MyCurrentValue.groundNormal = hit.normal; + MyCurrentValue.groundSlopeAngle = Vector3.Angle(MyCurrentValue.groundNormal, Vector3.up); + MyCurrentValue.forwardSlopeAngle = Vector3.Angle(MyCurrentValue.groundNormal, MyCurrentValue.currentMoveDirection) - 90f; + MyCurrentState.isOnSlope = MyCurrentValue.groundSlopeAngle > 0f && MyCurrentValue.groundSlopeAngle < MyMovementOption.maxSlopeAngle; + MyCurrentState.isOnSteepSlope = MyCurrentValue.groundSlopeAngle >= MyMovementOption.maxSlopeAngle; + + // 경사각 이중검증 (수직 레이캐스트) : 뾰족하거나 각진 부분 체크 + //if (State.isOnSteepSlope) + //{ + // Vector3 ro = hit.point + Vector3.up * 0.1f; + // Vector3 rd = Vector3.down; + // bool rayD = + // Physics.SphereCast(ro, 0.09f, rd, out var hitRayD, 0.2f, COption.groundLayerMask, QueryTriggerInteraction.Ignore); + + // Current.groundVerticalSlopeAngle = rayD ? Vector3.Angle(hitRayD.normal, Vector3.up) : Current.groundSlopeAngle; + + // State.isOnSteepSlope = Current.groundVerticalSlopeAngle >= MOption.maxSlopeAngle; + //} + + MyCurrentValue.groundDistance = Mathf.Max(hit.distance - capsuleRadiusDifferent - MyCheckOption.groundCheckThreshold, 0f); + MyCurrentState.isGrounded = (MyCurrentValue.groundDistance <= 0.0001f) && !MyCurrentState.isOnSteepSlope; + + GizmosUpdateValue(ref gzGroundTouch, hit.point); + } + + MyCurrentValue.groundCross = Vector3.Cross(MyCurrentValue.groundNormal, Vector3.up); + } + + /// 전방 장애물 검사 : 레이어 관계 없이 trigger가 아닌 모든 장애물 검사 + private void CheckForward() + { + var obstacleRaycast = Physics.CapsuleCast(CapsuleBottomCenterPoint, CapsuleTopCenterPoint, castRadius, + MyCurrentValue.currentMoveDirection + Vector3.down * 0.1f, + out var hit, MyCheckOption.forwardCheckDistance, -1, QueryTriggerInteraction.Ignore); + + MyCurrentState.isForwardBlocked = false; + if (obstacleRaycast) + { + var forwardObstacleAngle = Vector3.Angle(hit.normal, Vector3.up); + MyCurrentState.isForwardBlocked = forwardObstacleAngle >= MyMovementOption.maxSlopeAngle; + + GizmosUpdateValue(ref gzForwardTouch, hit.point); + } + } + + private void UpdateValues() + { + MyCurrentState.isOutOfControl = MyCurrentValue.outOfControlDuration > 0f; + + if (MyCurrentState.isOutOfControl) + { + MyCurrentValue.outOfControlDuration -= Time.fixedDeltaTime; + MyCurrentValue.currentMoveDirection = Vector3.zero; + } + } + + private void CalculateMovements() + { + if (MyCurrentState.isOutOfControl) + { + MyComponents.rb.useGravity = true; + MyCurrentValue.horizontalVelocity = Vector3.zero; + return; + } + + var speed = 0f; + if (MyCurrentState.isDashing) + { + speed = MyMovementOption.dashSpeed; + } + else + { + speed = MyCurrentState.isMoving ? MyMovementOption.moveSpeed : 0f; + } + + if (MyCurrentState.isOnSlope) + { + MyComponents.rb.useGravity = false; + + if (MyCurrentState.isMoving) + { + var changeMoveDirection = Vector3.ProjectOnPlane(MyCurrentValue.currentMoveDirection, MyCurrentValue.groundNormal).normalized; + MyCurrentValue.horizontalVelocity = changeMoveDirection * speed; + } + else + { + MyCurrentValue.horizontalVelocity = Vector3.zero; + } + return; + } + + MyComponents.rb.useGravity = true; + if (MyCurrentState.isForwardBlocked || !MyCurrentState.isGrounded) + { + MyCurrentValue.horizontalVelocity = Vector3.zero; + } + else + { + MyCurrentValue.horizontalVelocity = MyCurrentValue.currentMoveDirection * speed; + } + } + + /// 리지드바디 최종 속도 적용 + private void ApplyMovementsToRigidbody() + { + Vector3 finalVelocity; + if (MyCurrentState.isOutOfControl || MyCurrentState.isOnSteepSlope || !MyCurrentState.isGrounded) + { + var velocity = MyComponents.rb.velocity; + finalVelocity = MyComponents.rb.position + new Vector3(velocity.x, MyCurrentValue.gravity.y, velocity.z) * Time.fixedDeltaTime; + MyComponents.rb.MovePosition(finalVelocity); + return; + } + if (MyCurrentValue.horizontalVelocity == Vector3.zero) + { + MyComponents.rb.velocity = Vector3.zero; + return; + } + + finalVelocity = MyComponents.rb.position + MyCurrentValue.horizontalVelocity * Time.fixedDeltaTime; + MyComponents.rb.MovePosition(finalVelocity); + } + + public bool GetIsMoving() => MyCurrentState.isMoving; + public bool GetIsDashing() => MyCurrentState.isDashing; + public float GetDashCooldown() => MyMovementOption.dashCooldown; + public float GetDashTime() => MyMovementOption.dashTime; + public void SetIsDashing(bool value) => MyCurrentState.isDashing = value; + public void SetEnableDashing(bool value) => MyCurrentState.enableDash = value; + public Vector3 GetPreviousMoveDirection() => MyCurrentValue.previousMoveDirection; + public void SetAnimator(Animator animator) => MyComponents.animator = animator; + + #endregion + + /*********************************************************************** + * Gizmos, GUI + ***********************************************************************/ + #region Gizmos, GUI + + private Vector3 gzGroundTouch; + private Vector3 gzForwardTouch; + + [Header("Gizmos Option")] public bool showGizmos = true; + + [SerializeField, Range(0.01f, 2f)] private float gizmoRadius = 0.05f; + + [System.Diagnostics.Conditional("UNITY_EDITOR")] + private void OnDrawGizmos() + { + if (Application.isPlaying == false) return; + if (!showGizmos) return; + if (!enabled) return; + + Gizmos.color = Color.red; + Gizmos.DrawSphere(gzGroundTouch, gizmoRadius); + + if (MyCurrentState.isForwardBlocked) + { + Gizmos.color = Color.blue; + Gizmos.DrawSphere(gzForwardTouch, gizmoRadius); + } + + Gizmos.color = Color.blue; + Gizmos.DrawLine(gzGroundTouch - MyCurrentValue.groundCross, + gzGroundTouch + MyCurrentValue.groundCross); + + Gizmos.color = new Color(0.5f, 1.0f, 0.8f, 0.8f); + Gizmos.DrawWireSphere(CapsuleTopCenterPoint, castRadius); + Gizmos.DrawWireSphere(CapsuleBottomCenterPoint, castRadius); + } + + [System.Diagnostics.Conditional("UNITY_EDITOR")] + private void GizmosUpdateValue(ref T variable, in T value) + { + variable = value; + } + + [SerializeField, Space] private bool showGUI = true; + [SerializeField] private int guiTextSize = 28; + + private float prevForwardSlopeAngle; + + private void OnGUI() + { + if (Application.isPlaying == false) return; + if (!showGUI) return; + if (!enabled) return; + + GUIStyle labelStyle = GUI.skin.label; + labelStyle.normal.textColor = Color.yellow; + labelStyle.fontSize = Math.Max(guiTextSize, 20); + + prevForwardSlopeAngle = MyCurrentValue.forwardSlopeAngle == -90f + ? prevForwardSlopeAngle + : MyCurrentValue.forwardSlopeAngle; + + var oldColor = GUI.color; + GUI.color = new Color(0f, 0f, 0f, 0.5f); + GUI.Box(new Rect(40, 40, 420, 240), ""); + GUI.color = oldColor; + + GUILayout.BeginArea(new Rect(50, 50, 1000, 500)); + GUILayout.Label($"Ground Height : {Mathf.Min(MyCurrentValue.groundDistance, 99.99f): 00.00}", + labelStyle); + GUILayout.Label($"Slope Angle(Ground) : {MyCurrentValue.groundSlopeAngle: 00.00}", labelStyle); + GUILayout.Label($"Slope Angle(Forward) : {prevForwardSlopeAngle: 00.00}", labelStyle); + GUILayout.Label($"Allowed Slope Angle : {MyMovementOption.maxSlopeAngle: 00.00}", labelStyle); + GUILayout.Label($"Current Speed Mag : {MyCurrentValue.horizontalVelocity.magnitude: 00.00}", + labelStyle); + GUILayout.EndArea(); + + float sWidth = Screen.width; + float sHeight = Screen.height; + + GUIStyle RTLabelStyle = GUI.skin.label; + RTLabelStyle.fontSize = 20; + RTLabelStyle.normal.textColor = Color.green; + + oldColor = GUI.color; + GUI.color = new Color(1f, 1f, 1f, 0.5f); + GUI.Box(new Rect(sWidth - 355f, 5f, 340f, 100f), ""); + GUI.color = oldColor; + + var yPos = 10f; + GUI.Label(new Rect(sWidth - 350f, yPos, 150f, 30f), $"Speed : {MyMovementOption.moveSpeed: 00.00}", + RTLabelStyle); + MyMovementOption.moveSpeed = GUI.HorizontalSlider(new Rect(sWidth - 200f, yPos + 10f, 180f, 20f), + MyMovementOption.moveSpeed, 1f, 10f); + + yPos += 20f; + GUI.Label(new Rect(sWidth - 350f, yPos, 150f, 30f), $"Max Slope : {MyMovementOption.maxSlopeAngle: 00}", + RTLabelStyle); + MyMovementOption.maxSlopeAngle = (int)GUI.HorizontalSlider( + new Rect(sWidth - 200f, yPos + 10f, 180f, 20f), MyMovementOption.maxSlopeAngle, 1f, 75f); + + labelStyle.fontSize = Math.Max(guiTextSize, 20); + } + + #endregion + } +} \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Character/CombatPlayer/PhysicsMovement.cs.meta b/BlueWater/Assets/02.Scripts/Character/CombatPlayer/PhysicsMovement.cs.meta new file mode 100644 index 000000000..7b7dfdd6e --- /dev/null +++ b/BlueWater/Assets/02.Scripts/Character/CombatPlayer/PhysicsMovement.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 01fef22c346a235499c530436f7c9c53 diff --git a/BlueWater/Assets/02.Scripts/Character/CombatPlayer/StateMachines/ComboAttack.cs b/BlueWater/Assets/02.Scripts/Character/CombatPlayer/StateMachines/ComboAttack.cs index c2c2c580d..7ba4b7474 100644 --- a/BlueWater/Assets/02.Scripts/Character/CombatPlayer/StateMachines/ComboAttack.cs +++ b/BlueWater/Assets/02.Scripts/Character/CombatPlayer/StateMachines/ComboAttack.cs @@ -5,32 +5,36 @@ namespace BlueWaterProject { public class ComboAttack : StateMachineBehaviour { - private CombatPlayer combatPlayer; + private CombatPlayerController combatPlayerController; public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { - if (combatPlayer == null) + if (combatPlayerController == null) { - combatPlayer = animator.GetComponentInParent(); + combatPlayerController = animator.GetComponentInParent(); } - combatPlayer.IsAttacking = true; - combatPlayer.IsComboPossible = true; + var animationLength = stateInfo.length; + animator.speed = animationLength / combatPlayerController.GetAttackTime(); + + combatPlayerController.SetIsAttacking(true); + combatPlayerController.SetIsComboPossible(true); } public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (stateInfo.normalizedTime >= 1f) { - animator.SetBool(combatPlayer.isAttackingHash, false); + animator.SetBool(CombatPlayerController.IsAttackingHash, false); } } public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { - combatPlayer.IsComboPossible = false; - combatPlayer.IsComboAttacking = false; - combatPlayer.IsAttacking = false; - animator.SetBool(combatPlayer.isAttackingHash, false); + animator.speed = 1f; + combatPlayerController.SetIsComboPossible(false); + combatPlayerController.SetIsComboAttacking(false); + combatPlayerController.SetIsAttacking(false); + animator.SetBool(CombatPlayerController.IsAttackingHash, false); } } } \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Character/CombatPlayer/StateMachines/Dash.cs b/BlueWater/Assets/02.Scripts/Character/CombatPlayer/StateMachines/Dash.cs index 9857433fa..7bdb76066 100644 --- a/BlueWater/Assets/02.Scripts/Character/CombatPlayer/StateMachines/Dash.cs +++ b/BlueWater/Assets/02.Scripts/Character/CombatPlayer/StateMachines/Dash.cs @@ -5,41 +5,36 @@ namespace BlueWaterProject { public class Dash : StateMachineBehaviour { - private CombatPlayer combatPlayer; + private CombatPlayerController combatPlayerController; public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { - if (combatPlayer == null) + if (combatPlayerController == null) { - combatPlayer = animator.GetComponentInParent(); + combatPlayerController = animator.GetComponentInParent(); } - combatPlayer.IsDashing = true; - combatPlayer.EnableDash = false; + var animationLength = stateInfo.length; + animator.speed = animationLength / combatPlayerController.GetDashTime(); + + combatPlayerController.SetIsDashing(true); + combatPlayerController.SetEnableDashing(false); } public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { - // var dashDirection = combatPlayer.PreviousDirection; - // - // if (combatPlayer.IsOnSlope()) - // { - // dashDirection = Vector3.ProjectOnPlane(dashDirection, combatPlayer.GetSlopeHit().normal).normalized; - // } - // - // combatPlayer.Rb.velocity = dashDirection * combatPlayer.DashForce; - if (stateInfo.normalizedTime >= 1.0f) { - animator.SetBool(combatPlayer.isDashingHash, false); + animator.SetBool(PhysicsMovement.IsDashingHash, false); } } public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { - combatPlayer.IsDashing = false; - animator.SetBool(combatPlayer.isDashingHash, false); + animator.speed = 1f; + combatPlayerController.SetIsDashing(false); + animator.SetBool(PhysicsMovement.IsDashingHash, false); - combatPlayer.CoolDown(combatPlayer.DashCooldown, () => combatPlayer.EnableDash = true); + combatPlayerController.CoolDown(combatPlayerController.GetDashCooldown(), () => combatPlayerController.SetEnableDashing(true)); } } } \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Interface/IMovement3D.cs b/BlueWater/Assets/02.Scripts/Interface/IMovement3D.cs new file mode 100644 index 000000000..bbc2559c3 --- /dev/null +++ b/BlueWater/Assets/02.Scripts/Interface/IMovement3D.cs @@ -0,0 +1,23 @@ +using UnityEngine; + +// ReSharper disable once CheckNamespace +namespace BlueWaterProject +{ + public interface IMovement3D + { + /// 현재 이동 중인지 여부 + bool IsMoving(); + /// 지면에 닿아 있는지 여부 + bool IsGrounded(); + /// 지면으로부터의 거리 + float GetDistanceFromGround(); + + /// 월드 이동벡터 초기화(이동 명령) + void SetMovement(in Vector3 worldMoveDirection, bool isRunning); + /// 이동 중지 + void StopMoving(); + + /// 밀쳐내기 + void KnockBack(in Vector3 force, float time); + } +} diff --git a/BlueWater/Assets/02.Scripts/Interface/IMovement3D.cs.meta b/BlueWater/Assets/02.Scripts/Interface/IMovement3D.cs.meta new file mode 100644 index 000000000..2c58ea409 --- /dev/null +++ b/BlueWater/Assets/02.Scripts/Interface/IMovement3D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d1165eeeca2febd42b2f40167c74d02f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/BlueWater/Assets/03.Images/Characters/Red Sprite V3/Red Sprite/@64x64 Arrangement/@Aseprite/BackDash.anim b/BlueWater/Assets/03.Images/Characters/Red Sprite V3/Red Sprite/@64x64 Arrangement/@Aseprite/BackDash.anim new file mode 100644 index 000000000..301c5695a --- /dev/null +++ b/BlueWater/Assets/03.Images/Characters/Red Sprite V3/Red Sprite/@64x64 Arrangement/@Aseprite/BackDash.anim @@ -0,0 +1,101 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!74 &7400000 +AnimationClip: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: BackDash + serializedVersion: 7 + m_Legacy: 0 + m_Compressed: 0 + m_UseHighQualityCurve: 1 + m_RotationCurves: [] + m_CompressedRotationCurves: [] + m_EulerCurves: [] + m_PositionCurves: [] + m_ScaleCurves: [] + m_FloatCurves: [] + m_PPtrCurves: + - 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