레스토랑 플레이어 무브먼트 리팩토링
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@ -9,16 +9,16 @@ namespace DDD
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{
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{
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public class RestaurantPlayerMovement : RestaurantCharacterMovement
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public class RestaurantPlayerMovement : RestaurantCharacterMovement
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{
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{
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#region Fields
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private Rigidbody _rigidbody;
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private Rigidbody _rigidbody;
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private BoxCollider _boxCollider;
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private BoxCollider _boxCollider;
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private RestaurantPlayerDataSo _playerDataSo;
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private RestaurantPlayerDataSo _playerDataSo;
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private LineRenderer _inputLineRenderer;
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private LineRenderer _velocityLineRenderer;
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private Vector3 _inputDirection;
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private Vector3 _inputDirection;
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private Vector3 _currentDirection;
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private Vector3 _currentDirection;
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private Vector3 _currentVelocity;
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private Vector3 _currentVelocity;
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private bool _isMoving;
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private bool _isMoving;
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private bool _isDashing;
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private bool _isDashing;
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private bool _isDashCooldown;
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private bool _isDashCooldown;
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@ -27,70 +27,280 @@ public class RestaurantPlayerMovement : RestaurantCharacterMovement
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public Action<bool> OnMoving;
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public Action<bool> OnMoving;
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public Action<float> OnDashing;
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public Action<float> OnDashing;
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private const string InputDebugLineRenderer = "DebugLine_Input";
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#if UNITY_EDITOR
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private const string VelocityDebugLineRenderer = "DebugLine_Velocity";
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private MovementDebugVisualizer _debugVisualizer;
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private const string SpriteDefaultShader = "Sprites/Default";
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#endif
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#endregion
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#region Unity Lifecycle
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private void Awake()
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private void Awake()
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{
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{
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_rigidbody = GetComponent<Rigidbody>();
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InitializeComponents();
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_boxCollider = GetComponent<BoxCollider>();
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}
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}
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private async void Start()
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private async void Start()
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{
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{
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try
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await InitializePlayerData();
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{
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_playerDataSo = await AssetManager.LoadAsset<RestaurantPlayerDataSo>(DataConstants.RestaurantPlayerDataSo);
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_playerDataSo.MoveActionReference.action.performed += OnMove;
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_playerDataSo.MoveActionReference.action.canceled += OnMove;
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_playerDataSo.DashActionReference.action.performed += OnDash;
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_isInitialized = true;
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}
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catch (Exception e)
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{
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Debug.LogError($"_playerData load failed\n{e}");
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}
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}
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}
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private void FixedUpdate()
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private void FixedUpdate()
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{
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{
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if (_isInitialized == false) return;
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if (!_isInitialized) return;
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if (CanMove())
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HandleMovement();
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{
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Move();
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}
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if (_playerDataSo.IsDrawLineDebug)
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#if UNITY_EDITOR
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{
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HandleDebugVisualization();
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DrawLineDebug();
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#endif
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}
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}
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}
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private void OnDestroy()
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private void OnDestroy()
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{
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{
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if (_playerDataSo)
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UnsubscribeFromInputEvents();
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}
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#endregion
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#region Initialization
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private void InitializeComponents()
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{
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{
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_rigidbody = GetComponent<Rigidbody>();
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_boxCollider = GetComponent<BoxCollider>();
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#if UNITY_EDITOR
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_debugVisualizer = new MovementDebugVisualizer(transform);
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#endif
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}
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private async System.Threading.Tasks.Task InitializePlayerData()
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{
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try
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{
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_playerDataSo =
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await AssetManager.LoadAsset<RestaurantPlayerDataSo>(DataConstants.RestaurantPlayerDataSo);
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SubscribeToInputEvents();
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_isInitialized = true;
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}
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catch (Exception e)
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{
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Debug.LogError($"Player data load failed\n{e}");
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}
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}
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private void SubscribeToInputEvents()
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{
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_playerDataSo.MoveActionReference.action.performed += OnMove;
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_playerDataSo.MoveActionReference.action.canceled += OnMove;
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_playerDataSo.DashActionReference.action.performed += OnDash;
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}
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private void UnsubscribeFromInputEvents()
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{
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if (!_playerDataSo) return;
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_playerDataSo.MoveActionReference.action.performed -= OnMove;
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_playerDataSo.MoveActionReference.action.performed -= OnMove;
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_playerDataSo.MoveActionReference.action.canceled -= OnMove;
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_playerDataSo.MoveActionReference.action.canceled -= OnMove;
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_playerDataSo.DashActionReference.action.performed -= OnDash;
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_playerDataSo.DashActionReference.action.performed -= OnDash;
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}
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}
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#endregion
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#region Movement
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private void HandleMovement()
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{
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if (CanMove())
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{
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Move();
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}
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}
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private bool CanMove() => _playerDataSo.IsMoveEnabled && !_isDashing;
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private void Move()
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{
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SetCurrentDirection(_inputDirection);
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UpdateMovementState();
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UpdateVelocity();
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ApplyVelocity();
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}
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private void UpdateMovementState()
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{
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_isMoving = _inputDirection != Vector3.zero;
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OnMoving?.Invoke(_isMoving);
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}
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private void UpdateVelocity()
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{
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if (_isMoving)
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{
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Vector3 slideDirection = GetSlideAdjustedDirection(_inputDirection.normalized);
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Vector3 targetVelocity = slideDirection * _playerDataSo.MoveSpeed;
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_currentVelocity = Vector3.MoveTowards(_currentVelocity, targetVelocity,
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_playerDataSo.Acceleration * Time.fixedDeltaTime);
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}
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else
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{
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_currentVelocity = Vector3.MoveTowards(_currentVelocity, Vector3.zero,
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_playerDataSo.Deceleration * Time.fixedDeltaTime);
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}
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}
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private void ApplyVelocity()
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{
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_rigidbody.linearVelocity = _currentVelocity;
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}
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#endregion
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#region Dash
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private void OnDash(InputAction.CallbackContext context)
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{
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if (CanDash())
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{
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StartCoroutine(DashCoroutine());
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}
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}
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private bool CanDash() => _playerDataSo.IsDashEnabled && !_isDashing && !_isDashCooldown;
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private IEnumerator DashCoroutine()
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{
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StartDash();
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yield return new WaitForSeconds(_playerDataSo.DashTime);
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EndDash();
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yield return new WaitForSeconds(_playerDataSo.DashCooldown);
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ResetDashCooldown();
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}
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private void StartDash()
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{
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_isDashing = true;
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_isDashCooldown = true;
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OnDashing?.Invoke(_playerDataSo.DashTime);
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Vector3 slideDashDirection = GetSlideAdjustedDirection(_currentDirection.normalized);
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_rigidbody.linearVelocity = slideDashDirection * _playerDataSo.DashSpeed;
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}
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private void EndDash()
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{
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_isDashing = false;
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}
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private void ResetDashCooldown()
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{
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_isDashCooldown = false;
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}
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#endregion
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#region Public Methods
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private void SetCurrentDirection(Vector3 normalDirection)
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{
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if (_inputDirection == Vector3.zero) return;
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_currentDirection = normalDirection;
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}
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public Vector3 GetCurrentDirection() => _currentDirection;
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#endregion
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#region Input Handling
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private void OnMove(InputAction.CallbackContext context)
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{
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Vector2 movementInput = context.ReadValue<Vector2>();
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_inputDirection = new Vector3(movementInput.x, 0f, movementInput.y);
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}
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#endregion
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#region Collision Handling
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private Vector3 GetSlideAdjustedDirection(Vector3 inputDirection)
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{
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if (!TryGetCollisionInfo(inputDirection, out RaycastHit hit)) return inputDirection;
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Vector3 slide = Vector3.ProjectOnPlane(inputDirection, hit.normal).normalized;
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float slideFactor = CalculateSlideFactor(inputDirection, hit.normal);
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return slideFactor < _playerDataSo.MinSlideFactorThreshold ? Vector3.zero : slide * slideFactor;
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}
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private bool TryGetCollisionInfo(Vector3 direction, out RaycastHit hit)
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{
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Vector3 origin = _boxCollider.bounds.center;
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Vector3 halfExtents = _boxCollider.bounds.extents;
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float distance = Mathf.Min(_boxCollider.bounds.size.x, _boxCollider.bounds.size.z);
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int layerMask = ~_playerDataSo.IgnoreSlidingLayerMask;
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return Physics.BoxCast(origin, halfExtents * _playerDataSo.BoxCastExtentScale,
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direction, out hit, transform.rotation, distance, layerMask);
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}
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private float CalculateSlideFactor(Vector3 direction, Vector3 normal)
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{
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float dot = Vector3.Dot(direction.normalized, normal);
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return Mathf.Pow(1f - Mathf.Abs(dot), _playerDataSo.SlidingThreshold);
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}
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#endregion
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#if UNITY_EDITOR
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private void HandleDebugVisualization()
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{
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if (_playerDataSo.IsDrawLineDebug)
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{
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_debugVisualizer.UpdateVisualization(transform.position, _inputDirection,
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_currentVelocity, _playerDataSo);
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}
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}
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#endif
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}
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}
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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private void DrawLineDebug()
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public class MovementDebugVisualizer
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{
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{
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Vector3 origin = transform.position;
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private const string InputDebugLineRenderer = "DebugLine_Input";
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private const string VelocityDebugLineRenderer = "DebugLine_Velocity";
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private const string SpriteDefaultShader = "Sprites/Default";
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if (_inputDirection != Vector3.zero)
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private LineRenderer _inputLineRenderer;
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private LineRenderer _velocityLineRenderer;
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private readonly Transform _transform;
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public MovementDebugVisualizer(Transform transform)
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{
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{
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Vector3 target = origin + _inputDirection.normalized * _playerDataSo.InputLineLength;
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_transform = transform;
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}
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public void UpdateVisualization(Vector3 position, Vector3 inputDirection,
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Vector3 currentVelocity, RestaurantPlayerDataSo playerDataSo)
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{
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UpdateInputLine(position, inputDirection, playerDataSo);
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UpdateVelocityLine(position, currentVelocity, playerDataSo);
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}
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private void UpdateInputLine(Vector3 origin, Vector3 inputDirection, RestaurantPlayerDataSo playerDataSo)
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{
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if (inputDirection != Vector3.zero)
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{
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var target = origin + inputDirection.normalized * playerDataSo.InputLineLength;
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if (_inputLineRenderer == null)
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if (_inputLineRenderer == null)
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{
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{
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_inputLineRenderer = CreateOrGetDebugLineRenderer(InputDebugLineRenderer, _playerDataSo.InputLineSortingOrder, _playerDataSo.InputLineWidth, Color.blue);
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_inputLineRenderer = CreateDebugLineRenderer(
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InputDebugLineRenderer,
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playerDataSo.InputLineSortingOrder,
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playerDataSo.InputLineWidth,
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Color.blue);
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}
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}
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UpdateLineRenderer(_inputLineRenderer, origin, target);
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UpdateLineRenderer(_inputLineRenderer, origin, target);
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@ -100,15 +310,22 @@ private void DrawLineDebug()
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{
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{
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_inputLineRenderer.enabled = false;
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_inputLineRenderer.enabled = false;
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}
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}
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}
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float speed = _currentVelocity.magnitude;
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private void UpdateVelocityLine(Vector3 origin, Vector3 velocity, RestaurantPlayerDataSo playerDataSo)
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if (speed > _playerDataSo.VelocityMinThreshold)
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{
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{
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Vector3 target = origin + _currentVelocity.normalized * (speed * _playerDataSo.VelocityLineScale);
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float speed = velocity.magnitude;
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if (speed > playerDataSo.VelocityMinThreshold)
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{
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Vector3 target = origin + velocity.normalized * (speed * playerDataSo.VelocityLineScale);
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if (_velocityLineRenderer == null)
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if (_velocityLineRenderer == null)
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{
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{
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_velocityLineRenderer = CreateOrGetDebugLineRenderer(VelocityDebugLineRenderer, _playerDataSo.VelocityLineSortingOrder, _playerDataSo.VelocityLineWidth, Color.red);
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_velocityLineRenderer = CreateDebugLineRenderer(
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VelocityDebugLineRenderer,
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playerDataSo.VelocityLineSortingOrder,
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playerDataSo.VelocityLineWidth,
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Color.red);
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}
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}
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UpdateLineRenderer(_velocityLineRenderer, origin, target);
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UpdateLineRenderer(_velocityLineRenderer, origin, target);
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@ -120,9 +337,9 @@ private void DrawLineDebug()
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}
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}
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}
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}
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private LineRenderer CreateOrGetDebugLineRenderer(string name, int sortingIndex, float width, Color color)
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private LineRenderer CreateDebugLineRenderer(string name, int sortingIndex, float width, Color color)
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{
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{
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Transform existing = transform.Find(name);
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Transform existing = _transform.Find(name);
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if (existing != null)
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if (existing != null)
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{
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{
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var lr = existing.GetComponent<LineRenderer>();
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var lr = existing.GetComponent<LineRenderer>();
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@ -134,12 +351,12 @@ private LineRenderer CreateOrGetDebugLineRenderer(string name, int sortingIndex,
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}
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}
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var newGameObject = new GameObject(name);
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var newGameObject = new GameObject(name);
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newGameObject.transform.SetParent(transform);
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newGameObject.transform.SetParent(_transform);
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newGameObject.transform.localPosition = Vector3.zero;
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newGameObject.transform.localPosition = Vector3.zero;
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var lineRenderer = newGameObject.AddComponent<LineRenderer>();
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var lineRenderer = newGameObject.AddComponent<LineRenderer>();
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lineRenderer.positionCount = 2;
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lineRenderer.positionCount = 2;
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lineRenderer.material = new Material(Shader.Find(SpriteDefaultShader)); // URP 호환
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lineRenderer.material = new Material(Shader.Find(SpriteDefaultShader));
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lineRenderer.sortingOrder = sortingIndex;
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lineRenderer.sortingOrder = sortingIndex;
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lineRenderer.startWidth = lineRenderer.endWidth = width;
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lineRenderer.startWidth = lineRenderer.endWidth = width;
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lineRenderer.startColor = lineRenderer.endColor = color;
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lineRenderer.startColor = lineRenderer.endColor = color;
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@ -153,106 +370,6 @@ private void UpdateLineRenderer(LineRenderer lr, Vector3 start, Vector3 end)
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lr.SetPosition(0, start);
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lr.SetPosition(0, start);
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lr.SetPosition(1, end);
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lr.SetPosition(1, end);
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}
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}
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}
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#endif
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#endif
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public void SetCurrentDirection(Vector3 normalDirection)
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{
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if (_inputDirection == Vector3.zero) return;
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_currentDirection = normalDirection;
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}
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private void OnMove(InputAction.CallbackContext context)
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{
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Vector2 movementInput = context.ReadValue<Vector2>();
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|
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_inputDirection = new Vector3(movementInput.x, 0f, movementInput.y);
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool CanMove()
|
|
||||||
{
|
|
||||||
return _playerDataSo.IsMoveEnabled && _isDashing == false;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Move()
|
|
||||||
{
|
|
||||||
SetCurrentDirection(_inputDirection);
|
|
||||||
|
|
||||||
_isMoving = _inputDirection != Vector3.zero;
|
|
||||||
OnMoving?.Invoke(_isMoving);
|
|
||||||
|
|
||||||
if (_isMoving)
|
|
||||||
{
|
|
||||||
Vector3 slideDirection = GetSlideAdjustedDirection(_inputDirection.normalized);
|
|
||||||
Vector3 targetVelocity = slideDirection * _playerDataSo.MoveSpeed;
|
|
||||||
_currentVelocity = Vector3.MoveTowards(_currentVelocity, targetVelocity, _playerDataSo.Acceleration * Time.fixedDeltaTime);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_currentVelocity = Vector3.MoveTowards(_currentVelocity, Vector3.zero, _playerDataSo.Deceleration * Time.fixedDeltaTime);
|
|
||||||
}
|
|
||||||
|
|
||||||
_rigidbody.linearVelocity = _currentVelocity;
|
|
||||||
}
|
|
||||||
|
|
||||||
private Vector3 GetSlideAdjustedDirection(Vector3 inputDirection)
|
|
||||||
{
|
|
||||||
Vector3 origin = _boxCollider.bounds.center;
|
|
||||||
Vector3 halfExtents = _boxCollider.bounds.extents;
|
|
||||||
Quaternion rotation = transform.rotation;
|
|
||||||
float distance = _boxCollider.bounds.size.x <= _boxCollider.bounds.size.z
|
|
||||||
? _boxCollider.bounds.size.x
|
|
||||||
: _boxCollider.bounds.size.z;
|
|
||||||
int layerMask = ~_playerDataSo.IgnoreSlidingLayerMask;
|
|
||||||
|
|
||||||
if (Physics.BoxCast(origin, halfExtents * _playerDataSo.BoxCastExtentScale, inputDirection, out RaycastHit hit, rotation, distance, layerMask))
|
|
||||||
{
|
|
||||||
Vector3 slide = Vector3.ProjectOnPlane(inputDirection, hit.normal).normalized;
|
|
||||||
|
|
||||||
float dot = Vector3.Dot(inputDirection.normalized, hit.normal);
|
|
||||||
float slideFactor = Mathf.Pow(1f - Mathf.Abs(dot), _playerDataSo.SlidingThreshold);
|
|
||||||
|
|
||||||
if (slideFactor < _playerDataSo.MinSlideFactorThreshold) return Vector3.zero;
|
|
||||||
|
|
||||||
return slide * slideFactor;
|
|
||||||
}
|
|
||||||
|
|
||||||
return inputDirection;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnDash(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
if (CanDash())
|
|
||||||
{
|
|
||||||
StartCoroutine(DashCoroutine());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool CanDash()
|
|
||||||
{
|
|
||||||
return _playerDataSo.IsDashEnabled && _isDashing == false && _isDashCooldown == false;
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator DashCoroutine()
|
|
||||||
{
|
|
||||||
_isDashing = true;
|
|
||||||
_isDashCooldown = true;
|
|
||||||
|
|
||||||
OnDashing?.Invoke(_playerDataSo.DashTime);
|
|
||||||
|
|
||||||
Vector3 currentDirection = _currentDirection.normalized;
|
|
||||||
Vector3 slideDashDirection = GetSlideAdjustedDirection(currentDirection);
|
|
||||||
|
|
||||||
Vector3 dashVelocity = slideDashDirection * _playerDataSo.DashSpeed;
|
|
||||||
_rigidbody.linearVelocity = dashVelocity;
|
|
||||||
|
|
||||||
yield return new WaitForSeconds(_playerDataSo.DashTime);
|
|
||||||
|
|
||||||
_isDashing = false;
|
|
||||||
|
|
||||||
yield return new WaitForSeconds(_playerDataSo.DashCooldown);
|
|
||||||
_isDashCooldown = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public Vector3 GetCurrentDirection() => _currentDirection;
|
|
||||||
}
|
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user