플레이어 입력 및 캐릭터 컨트롤러 추가

This commit is contained in:
yonggyun 2025-06-25 16:17:14 +09:00
parent 47e479c0fa
commit 9a25238497
4 changed files with 599 additions and 0 deletions

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using System;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.InputSystem;
namespace DDD
{
public class CharacterController : MonoBehaviour
{
#region Variables
// Components
public Rigidbody Rigidbody { get; private set; }
private Transform _visualLook;
// Move
[field: SerializeField, Range(1f, 20f), Tooltip("이동 속도")]
public float MoveSpeed { get; private set; } = 7f;
[field: SerializeField]
public float MoveSpeedMultiplier { get; private set; } = 1f;
public bool IsMoveEnabled { get; private set; } = true;
private bool _isMoving;
public bool IsMoving
{
get => _isMoving;
private set
{
if (_isMoving == value) return;
_isMoving = value;
// if (_isMoving)
// {
// AudioManager.Instance.PlaySfx(_walkingSfxName, true);
// }
// else
// {
// AudioManager.Instance.StopSfx(_walkingSfxName);
// }
}
}
// Dash
[field: Title("대쉬")]
[field: SerializeField, Range(1f, 50f), Tooltip("대쉬 속도")]
public float DashSpeed { get; private set; } = 20f;
[field: SerializeField, Range(0.1f, 1f), Tooltip("대쉬 시간")]
public float DashTime { get; private set; } = 0.2f;
[field: SerializeField, Range(0f, 5f), Tooltip("대쉬 쿨타임")]
public float DashCooldown { get; private set; } = 0.5f;
[SerializeField]
private ParticleSystem _dashParticle;
[Title("사운드")]
// [SerializeField]
// private string _walkingSfxName = "TycoonPlayerWalking";
[SerializeField]
private string _dashSfxName = "TycoonPlayerDashing";
public bool IsDashEnabled { get; private set; } = true;
public bool IsDashing { get; private set; }
public bool IsDashCoolDownActive { get; private set; }
private Vector3 _inputDirection;
private Vector3 _currentDirection = Vector3.back;
public Vector3 CurrentDirection
{
get => _currentDirection;
private set
{
if (value == Vector3.zero) return;
_currentDirection = value;
}
}
public Vector3 PushDirection { get; private set; }
public float PushPower { get; private set; }
public float PushPowerReduction { get; private set; }
private InputAction _moveAction;
private InputAction _dashAction;
private Coroutine _dashInstance;
private float _finalSpeed;
public Action OnSucceedDash;
#endregion
// Unity events
#region Unity events
private void Awake()
{
InitializeComponents();
}
private void Start()
{
_moveAction = PlayerInputKeyManager.Instance.GetAction(InputActionMaps.Tycoon, TycoonActions.Move);
// _dashAction = PlayerInputKeyManager.Instance.GetAction(InputActionMaps.Tycoon, TycoonActions.Dash);
_moveAction.performed += OnMove;
_moveAction.canceled += OnMove;
// _dashAction.performed += OnDash;
}
private void Update()
{
FlipVisualLook();
}
private void FixedUpdate()
{
if (!CanMove()) return;
Move();
}
private void OnDestroy()
{
_moveAction.performed -= OnMove;
_moveAction.canceled -= OnMove;
// _dashAction.performed -= OnDash;
}
#endregion
// Initialize Methods
#region Initialize Methods
private void InitializeComponents()
{
Rigidbody = GetComponent<Rigidbody>();
_visualLook = transform.Find("VisualLook");
}
#endregion
// Methods
#region Methods
// Event methods
public void SetMoveSpeedMultiplier(float value) => MoveSpeedMultiplier = value;
public void ResetMoveSpeedMultiplier() => MoveSpeedMultiplier = 1f;
public void EnableMoveAndDash()
{
IsMoveEnabled = true;
IsDashEnabled = true;
}
public void DisableMoveAndDash()
{
IsMoveEnabled = false;
IsDashEnabled = false;
}
public void SetCurrentDirection(Vector3 normalDirection) => CurrentDirection = normalDirection;
// Methods
private void FlipVisualLook()
{
var localScale = _visualLook.localScale;
localScale.x = CurrentDirection.x switch
{
> 0.01f => -Mathf.Abs(localScale.x),
< -0.01f => Mathf.Abs(localScale.x),
_ => localScale.x
};
_visualLook.localScale = localScale;
}
// Move
public bool CanMove()
{
return IsMoveEnabled;
}
public void AddForce(Vector3 force, ForceMode forceMode)
{
Rigidbody.AddForce(force, forceMode);
}
public void SetPush(Vector3 pushDirection, float pushPower)
{
throw new NotImplementedException();
}
public void OnMove(InputAction.CallbackContext context)
{
var movementInput = _moveAction.ReadValue<Vector2>();
Debug.Log($"Move{movementInput.x} {movementInput.y}]");
_inputDirection = new Vector3(movementInput.x, 0, movementInput.y).normalized;
}
public void Move()
{
if (IsDashing)
{
IsMoving = false;
return;
}
CurrentDirection = _inputDirection;
IsMoving = _inputDirection != Vector3.zero;
var finalVelocity = _inputDirection * (MoveSpeed * MoveSpeedMultiplier);
if (!Rigidbody.isKinematic)
{
Rigidbody.linearVelocity = finalVelocity;
}
}
// // Dash
// public bool CanDash()
// {
// if (!IsDashEnabled || IsDashing || IsDashCoolDownActive) return false;
//
// return true;
// }
//
// public void OnDash(InputAction.CallbackContext context)
// {
// if (!CanDash()) return;
//
// OnSucceedDash?.Invoke();
// Dash();
// }
//
// public void Dash()
// {
// Utils.StartUniqueCoroutine(this, ref _dashInstance, DashCoroutine());
// }
//
// private IEnumerator DashCoroutine()
// {
// IsDashing = true;
// IsDashCoolDownActive = true;
// if (_dashParticle)
// {
// _dashParticle.Play();
// }
//
// AudioManager.Instance.PlaySfx(_dashSfxName);
//
// var dashDirection = _inputDirection;
// if (dashDirection == Vector3.zero)
// {
// dashDirection = CurrentDirection;
// }
//
// var elapsedTime = 0f;
// while (elapsedTime <= DashTime)
// {
// var finalVelocity = dashDirection * DashSpeed;
// Rigidbody.linearVelocity = finalVelocity;
//
// elapsedTime += Time.fixedDeltaTime;
// yield return new WaitForFixedUpdate();
// }
//
// var newDashCooldown = DashCooldown - TycoonManager.Instance.TycoonStatus.PlayerDashCooldownReduction;
// EndDash(newDashCooldown);
// }
//
// public void EndDash(float dashCooldown = float.PositiveInfinity)
// {
// Utils.EndUniqueCoroutine(this, ref _dashInstance);
// Rigidbody.linearVelocity = Vector3.zero;
// IsDashing = false;
//
// if (float.IsPositiveInfinity(dashCooldown))
// {
// dashCooldown = DashCooldown;
// }
//
// EventManager.InvokeDashCooldown(dashCooldown);
// StartCoroutine(Utils.CoolDownCoroutine(dashCooldown, () => IsDashCoolDownActive = false));
// }
#endregion
}
}

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using System.Threading.Tasks;
using DDD;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
public enum InputActionMaps
{
None = 0,
UI = 1,
Tycoon = 2,
TycoonUi = 3,
CombatTitle = 4,
Combat = 5,
CombatUi = 6
}
public static class UiActions
{
public const string Navigate = "Navigate";
}
public static class TycoonActions
{
public const string Move = "Move";
public const string Dash = "Dash";
public const string Interaction = "Interaction";
public const string DevelopKey01 = "DevelopKey01";
public const string OpenManualBook = "OpenManualBook";
public const string ZoomOut = "ZoomOut";
public const string ZoomIn = "ZoomIn";
public const string Options = "Options";
}
public static class TycoonUiActions
{
public const string Move = "Move";
public const string Cancel = "Cancel";
public const string PressQ = "PressQ";
public const string PressR = "PressR";
public const string PressA = "PressA";
public const string PressD = "PressD";
public const string PressAnyKey = "PressAnyKey";
public const string InteractionE = "InteractionE";
public const string PressF = "PressF";
}
public class PlayerInputKeyManager : Singleton<PlayerInputKeyManager>
{
[SerializeField]
private PlayerInput _currentPlayerInput;
public bool IsInitialized { get; private set; }
protected override void OnAwake()
{
base.OnAwake();
_currentPlayerInput = GetComponent<PlayerInput>();
}
private async void Start()
{
await Initialize();
SceneManager.sceneLoaded += OnSceneLoaded;
}
private async void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
await Initialize();
}
private void OnDestroy()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
private async Task Initialize()
{
IsInitialized = false;
await Task.Delay(1000);
DisableAllActionMaps();
string currentSceneName = SceneManager.GetActiveScene().name;
// if (currentSceneName == SceneName.TycoonTile)
// {
// SwitchCurrentActionMap(InputActionMaps.TycoonUi);
// }
// else
// {
SwitchCurrentActionMap(InputActionMaps.Tycoon);
// }
IsInitialized = true;
}
/// <summary>
/// 현재 실행되고 있는 PlayerInput을 관리할 수 있게
/// PlayerInput 컴포넌트를 받아와서 사용하는 경우에 필수로 호출
/// </summary>
/// <param name="playerInput"></param>
public void SetCurrentPlayerInput(PlayerInput playerInput) => _currentPlayerInput = playerInput;
private bool IsNullCurrentPlayerInput()
{
if (_currentPlayerInput && _currentPlayerInput.enabled) return false;
Debug.Log("CurrentPlayerInput가 할당되지 않았습니다.");
return true;
}
public InputAction GetAction(InputActionMaps actionMapName, string actionName)
{
if (IsNullCurrentPlayerInput()) return null;
var actionMap = _currentPlayerInput.actions.FindActionMap(actionMapName.ToString(), true);
if (actionMap == null)
{
Debug.LogError($"Action Map '{actionMapName}' not found!");
return null;
}
var action = actionMap.FindAction(actionName, true);
if (action == null)
{
Debug.LogError($"Action '{actionName}' not found in Action Map '{actionMapName}'!");
}
return action;
}
public string GetBoundKey(InputActionMaps actionMapName, string actionName)
{
if (IsNullCurrentPlayerInput()) return null;
var actionMap = _currentPlayerInput.actions.FindActionMap(actionMapName.ToString(), true);
if (actionMap == null)
{
Debug.LogError($"Action Map '{actionMapName}' not found!");
return null;
}
var action = actionMap.FindAction(actionName, true);
if (action == null)
{
Debug.LogError($"Action '{actionName}' not found in Action Map '{actionMapName}'!");
return null;
}
// 첫 번째 바인딩에서 키 이름 가져오기
foreach (var binding in action.bindings)
{
if (!string.IsNullOrEmpty(binding.path))
{
// 키 이름만 추출
var key = InputControlPath.ToHumanReadableString(binding.path, InputControlPath.HumanReadableStringOptions.OmitDevice);
return key;
}
}
Debug.LogWarning($"No bindings found for action '{actionName}' in Action Map '{actionMapName}'.");
return null;
}
public string GetBoundKey(InputAction inputAction)
{
if (IsNullCurrentPlayerInput()) return null;
if (inputAction == null)
{
Debug.LogError($"Action not found'!");
return null;
}
// 첫 번째 바인딩에서 키 이름 가져오기
foreach (var binding in inputAction.bindings)
{
if (!string.IsNullOrEmpty(binding.path))
{
// 키 이름만 추출
var key = InputControlPath.ToHumanReadableString(binding.path, InputControlPath.HumanReadableStringOptions.OmitDevice);
return key;
}
}
Debug.LogWarning($"No bindings found for action '{inputAction}'");
return null;
}
public bool IsCurrentActionMap(InputActionMaps inputActionMaps)
{
if (IsNullCurrentPlayerInput()) return false;
return _currentPlayerInput.currentActionMap.ToString() == inputActionMaps.ToString();
}
public void SwitchCurrentActionMap(string inputActionMaps)
{
if (IsNullCurrentPlayerInput()) return;
_currentPlayerInput.SwitchCurrentActionMap(inputActionMaps);
}
public void SwitchCurrentActionMap(InputActionMaps inputActionMaps)
{
if (IsNullCurrentPlayerInput()) return;
_currentPlayerInput.SwitchCurrentActionMap(inputActionMaps.ToString());
}
public InputActionMap GetCurrentInputActionMap()
{
if (IsNullCurrentPlayerInput()) return null;
return _currentPlayerInput.currentActionMap;
}
public void EnableCurrentPlayerInput()
{
if (!_currentPlayerInput) return;
_currentPlayerInput.enabled = true;
}
public void DisableCurrentPlayerInput()
{
if (IsNullCurrentPlayerInput()) return;
_currentPlayerInput.enabled = false;
}
public void DisableAllActionMaps()
{
if (IsNullCurrentPlayerInput()) return;
foreach (var element in _currentPlayerInput.actions.actionMaps)
{
element.Disable();
}
}
public void DisableAllActionsExcept(string exceptActionName)
{
if (IsNullCurrentPlayerInput()) return;
var exceptAction = _currentPlayerInput.currentActionMap.FindAction(exceptActionName);
foreach (var action in _currentPlayerInput.currentActionMap.actions)
{
if (action != exceptAction)
{
action.Disable();
}
else
{
action.Enable();
}
}
}
public void EnableAllActionsMaps()
{
if (IsNullCurrentPlayerInput()) return;
foreach (var action in _currentPlayerInput.actions)
{
action.Enable();
}
}
public void EnableAction(string actionName)
{
if (IsNullCurrentPlayerInput()) return;
var action = _currentPlayerInput.currentActionMap.FindAction(actionName);
if (action == null)
{
Debug.Log($"현재 Action Map인 {_currentPlayerInput.currentActionMap}에는 {actionName} Action이 존재하지 않습니다");
return;
}
action.Enable();
}
public void DisableAction(string actionName)
{
if (IsNullCurrentPlayerInput()) return;
var action = _currentPlayerInput.currentActionMap.FindAction(actionName);
if (action == null)
{
Debug.Log($"현재 Action Map인 {_currentPlayerInput.currentActionMap}에는 {actionName} Action이 존재하지 않습니다");
return;
}
action.Disable();
}
}

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