camera_system #5
@ -15,7 +15,7 @@ MonoBehaviour:
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8
Assets/_DDD/_ScriptAssets/So.meta
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8
Assets/_DDD/_ScriptAssets/So.meta
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--- !u!114 &11400000
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m_Script: {fileID: 11500000, guid: 703a11d70c312b940b49b9a0f89746d1, type: 3}
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16
Assets/_DDD/_ScriptAssets/So/SceneTransitionHandlerSo.asset
Normal file
16
Assets/_DDD/_ScriptAssets/So/SceneTransitionHandlerSo.asset
Normal file
@ -0,0 +1,16 @@
|
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|
%YAML 1.1
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m_Script: {fileID: 11500000, guid: c8d0f2d4eb3cfdc45a258a64641fe3e8, type: 3}
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@ -25,7 +25,7 @@ public async void PostInit()
|
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}
|
}
|
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catch (Exception e)
|
catch (Exception e)
|
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{
|
{
|
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Debug.Assert(false, "Addressables initialization failed");
|
Debug.Assert(false, $"Addressables initialization failed\n{e}");
|
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}
|
}
|
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}
|
}
|
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|
|
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|
41
Assets/_DDD/_Scripts/CameraSystem/CameraGameObject.cs
Normal file
41
Assets/_DDD/_Scripts/CameraSystem/CameraGameObject.cs
Normal file
@ -0,0 +1,41 @@
|
|||||||
|
using Unity.Cinemachine;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace DDD
|
||||||
|
{
|
||||||
|
public class CameraGameObject : MonoBehaviour
|
||||||
|
{
|
||||||
|
[field: SerializeField]
|
||||||
|
public CameraType CameraType { get; private set; }
|
||||||
|
|
||||||
|
private CinemachineCamera _cinemachineCamera;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_cinemachineCamera = GetComponent<CinemachineCamera>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
CameraManager.Instance.RegisterCamera(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
if (CameraManager.Instance)
|
||||||
|
{
|
||||||
|
CameraManager.Instance.UnRegisterCamera(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public int GetPriority() => _cinemachineCamera.Priority;
|
||||||
|
public void SetPriority(int newPriority) => _cinemachineCamera.Priority = newPriority;
|
||||||
|
public void SetFollowTarget(Transform target) => _cinemachineCamera.Follow = target;
|
||||||
|
public void SetLookAtTarget(Transform target) => _cinemachineCamera.LookAt = target;
|
||||||
|
public void SetFollowAndLookAtTarget(Transform target)
|
||||||
|
{
|
||||||
|
SetFollowTarget(target);
|
||||||
|
SetLookAtTarget(target);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,2 @@
|
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|
fileFormatVersion: 2
|
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|
guid: 1b1ef0319328bf84a98bed912be4c61d
|
@ -1,62 +1,52 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Threading.Tasks;
|
|
||||||
using Sirenix.OdinInspector;
|
using Sirenix.OdinInspector;
|
||||||
using Unity.Cinemachine;
|
using Unity.Cinemachine;
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace DDD
|
namespace DDD
|
||||||
{
|
{
|
||||||
public enum CameraType
|
public enum CameraType
|
||||||
{
|
{
|
||||||
BaseCam = 0,
|
None = 0,
|
||||||
|
RestaurantBaseCamera = 1
|
||||||
}
|
}
|
||||||
|
|
||||||
public class CameraManager : Singleton<CameraManager>
|
public class CameraManager : Singleton<CameraManager>, IManager
|
||||||
{
|
{
|
||||||
[ShowInInspector, ReadOnly]
|
[ShowInInspector, ReadOnly]
|
||||||
private Dictionary<CameraType, CinemachineCamera> _cameraDict;
|
private Dictionary<CameraType, CameraGameObject> _cameraGameObjects = new();
|
||||||
|
|
||||||
private CinemachineBrain _cinemachineBrain;
|
private CinemachineBrain _cinemachineBrain;
|
||||||
|
|
||||||
protected override void OnAwake()
|
public void Init()
|
||||||
{
|
{
|
||||||
base.OnAwake();
|
|
||||||
|
|
||||||
_cinemachineBrain = GetComponent<CinemachineBrain>();
|
_cinemachineBrain = GetComponent<CinemachineBrain>();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ChangeScene(SceneType sceneType)
|
public void PostInit()
|
||||||
{
|
{
|
||||||
var foundCams = FindObjectsByType<CinemachineCamera>(FindObjectsInactive.Include, FindObjectsSortMode.None);
|
|
||||||
_cameraDict = new Dictionary<CameraType, CinemachineCamera>(foundCams.Length);
|
|
||||||
|
|
||||||
foreach (var cam in foundCams)
|
|
||||||
{
|
|
||||||
if (Enum.TryParse<CameraType>(cam.name, out var type))
|
|
||||||
{
|
|
||||||
if (!_cameraDict.TryAdd(type, cam))
|
|
||||||
Debug.LogWarning($"중복된 CameraType: {type}");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Debug.LogWarning($"Enum에 없는 카메라 이름: {cam.name}");
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (sceneType == SceneType.Restaurant)
|
public void RegisterCamera(CameraGameObject cameraGameObject)
|
||||||
{
|
{
|
||||||
SwitchCamera(CameraType.BaseCam);
|
_cameraGameObjects.TryAdd(cameraGameObject.CameraType, cameraGameObject);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void UnRegisterCamera(CameraGameObject cameraGameObject)
|
||||||
|
{
|
||||||
|
_cameraGameObjects.Remove(cameraGameObject.CameraType);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SwitchCamera(CameraType cameraType, CinemachineBlendDefinition.Styles blendStyle = CinemachineBlendDefinition.Styles.Cut, float blendDuration = 1f)
|
public void SwitchCamera(CameraType cameraType, CinemachineBlendDefinition.Styles blendStyle = CinemachineBlendDefinition.Styles.Cut, float blendDuration = 1f)
|
||||||
{
|
{
|
||||||
_cinemachineBrain.DefaultBlend = new CinemachineBlendDefinition(blendStyle, blendDuration);
|
_cinemachineBrain.DefaultBlend = new CinemachineBlendDefinition(blendStyle, blendDuration);
|
||||||
foreach (var pair in _cameraDict)
|
foreach (var item in _cameraGameObjects)
|
||||||
{
|
{
|
||||||
pair.Value.Priority = (pair.Key == cameraType) ? 10 : 0;
|
int newPriority = item.Value.CameraType == cameraType ? 10 : 0;
|
||||||
|
item.Value.SetPriority(newPriority);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public CameraGameObject GetCameraGameObject(CameraType cameraType) => _cameraGameObjects[cameraType];
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,19 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace DDD
|
|
||||||
{
|
|
||||||
public class TitleSystem : MonoBehaviour
|
|
||||||
{
|
|
||||||
private GameObject _titlePanel;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
_titlePanel = GameObject.Find("Uis/TitleCanvas/TitlePanel").gameObject;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
_titlePanel.SetActive(true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: c837bbd9eecddc04f9c625fa14062a34
|
|
@ -4,7 +4,6 @@
|
|||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using AnimationState = Spine.AnimationState;
|
using AnimationState = Spine.AnimationState;
|
||||||
using Random = UnityEngine.Random;
|
|
||||||
|
|
||||||
namespace DDD
|
namespace DDD
|
||||||
{
|
{
|
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6d7e5480ae1ebf54b8537ad2a08696d2
|
@ -17,7 +17,7 @@ public async void PostInit()
|
|||||||
{
|
{
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
ItemDataSo = await AssetManager.LoadAsset<ItemDataSo>("ItemDataSo");
|
ItemDataSo = await AssetManager.LoadAsset<ItemDataSo>(DataConstants.ItemDataSo);
|
||||||
}
|
}
|
||||||
catch (Exception e)
|
catch (Exception e)
|
||||||
{
|
{
|
||||||
|
@ -2,8 +2,7 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.ResourceManagement.ResourceProviders;
|
using UnityEngine.AddressableAssets;
|
||||||
using UnityEngine.SceneManagement;
|
|
||||||
|
|
||||||
namespace DDD
|
namespace DDD
|
||||||
{
|
{
|
||||||
@ -23,7 +22,7 @@ public class GameFlowManager : Singleton<GameFlowManager>, IManager
|
|||||||
|
|
||||||
public void Init()
|
public void Init()
|
||||||
{
|
{
|
||||||
|
GameFlowDataSo.CurrentGameState = GameFlowState.None;
|
||||||
}
|
}
|
||||||
|
|
||||||
public async void PostInit()
|
public async void PostInit()
|
||||||
@ -32,7 +31,6 @@ public async void PostInit()
|
|||||||
{
|
{
|
||||||
if (IsGameStarted() == false)
|
if (IsGameStarted() == false)
|
||||||
{
|
{
|
||||||
await Task.Delay(3000);
|
|
||||||
await ChangeFlow(GameFlowState.ReadyForRestaurant);
|
await ChangeFlow(GameFlowState.ReadyForRestaurant);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -42,7 +40,7 @@ public async void PostInit()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool IsGameStarted() => GameFlowDataSo.CurrentGameState != GameFlowState.None;
|
private bool IsGameStarted() => GameFlowDataSo.CurrentGameState != GameFlowState.None;
|
||||||
|
|
||||||
public async Task ChangeFlow(GameFlowState newFlowState)
|
public async Task ChangeFlow(GameFlowState newFlowState)
|
||||||
{
|
{
|
||||||
@ -62,33 +60,34 @@ private bool CanChangeFlow(GameFlowState newFlowState)
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void EndCurrentFlow()
|
private void EndCurrentFlow()
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public async Task ReadyNewFlow(GameFlowState newFlowState)
|
private async Task ReadyNewFlow(GameFlowState newFlowState)
|
||||||
{
|
{
|
||||||
|
GameFlowDataSo.CurrentGameState = newFlowState;
|
||||||
|
|
||||||
if (GameFlowAssetsSo.FlowItems.TryGetValue(newFlowState, out var stringKeys))
|
if (GameFlowAssetsSo.FlowItems.TryGetValue(newFlowState, out var stringKeys))
|
||||||
{
|
{
|
||||||
List<Task<UnityEngine.Object>> loadTasks = new(stringKeys.Count);
|
|
||||||
foreach (var key in stringKeys)
|
foreach (var key in stringKeys)
|
||||||
{
|
{
|
||||||
loadTasks.Add(AssetManager.LoadAsset<UnityEngine.Object>(key));
|
await AssetManager.LoadAsset<UnityEngine.Object>(key);
|
||||||
}
|
}
|
||||||
|
|
||||||
await Task.WhenAll(loadTasks);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (GameFlowAssetsSo.FlowAssets.TryGetValue(newFlowState, out var assetRefs))
|
if (GameFlowAssetsSo.FlowAssets.TryGetValue(newFlowState, out var assetRefs))
|
||||||
{
|
{
|
||||||
List<Task<UnityEngine.Object>> loadTasks = new(assetRefs.Count);
|
|
||||||
foreach (var assetRef in assetRefs)
|
foreach (var assetRef in assetRefs)
|
||||||
{
|
{
|
||||||
loadTasks.Add(AssetManager.LoadAsset<UnityEngine.Object>(assetRef));
|
var obj = await AssetManager.LoadAsset<UnityEngine.Object>(assetRef);
|
||||||
}
|
|
||||||
|
|
||||||
await Task.WhenAll(loadTasks);
|
if (obj is GameFlowReadyHandler handler)
|
||||||
|
{
|
||||||
|
await handler.OnReadyNewFlow(newFlowState);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
OpenFlowScene(newFlowState);
|
OpenFlowScene(newFlowState);
|
||||||
@ -96,26 +95,33 @@ public async Task ReadyNewFlow(GameFlowState newFlowState)
|
|||||||
StartFlow();
|
StartFlow();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OpenFlowScene(GameFlowState newFlowState)
|
private async void OpenFlowScene(GameFlowState newFlowState)
|
||||||
|
{
|
||||||
|
try
|
||||||
{
|
{
|
||||||
if (GetFlowScene(newFlowState, out var sceneToLoad))
|
if (GetFlowScene(newFlowState, out var sceneToLoad))
|
||||||
{
|
{
|
||||||
SceneManager.Instance.ActivateScene(sceneToLoad);
|
await SceneManager.Instance.ActivateScene(sceneToLoad);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Debug.Assert(false, "Scene not found!");
|
Debug.Assert(false, "Scene not found!");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
Debug.LogError(e.Message);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public bool GetFlowScene(GameFlowState flowState, out SceneType sceneType)
|
private bool GetFlowScene(GameFlowState flowState, out SceneType sceneType)
|
||||||
{
|
{
|
||||||
return GameFlowSceneMappingSo.FlowToSceneMapping.TryGetValue(flowState, out sceneType);
|
return GameFlowSceneMappingSo.FlowToSceneMapping.TryGetValue(flowState, out sceneType);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StartFlow()
|
private void StartFlow()
|
||||||
{
|
{
|
||||||
// Broadcast new flow started
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
10
Assets/_DDD/_Scripts/GameFlow/GameFlowReadyHandler.cs
Normal file
10
Assets/_DDD/_Scripts/GameFlow/GameFlowReadyHandler.cs
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
using System.Threading.Tasks;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace DDD
|
||||||
|
{
|
||||||
|
public abstract class GameFlowReadyHandler : ScriptableObject
|
||||||
|
{
|
||||||
|
public abstract Task OnReadyNewFlow(GameFlowState newFlowState);
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b072e73316b7d534b8ec18ffa0b8bfa2
|
54
Assets/_DDD/_Scripts/GameFramework/FadeManager.cs
Normal file
54
Assets/_DDD/_Scripts/GameFramework/FadeManager.cs
Normal file
@ -0,0 +1,54 @@
|
|||||||
|
using System.Threading.Tasks;
|
||||||
|
using DG.Tweening;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace DDD
|
||||||
|
{
|
||||||
|
public class FadeManager : Singleton<FadeManager>, IManager
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private float _fadeOutDuration = 0.5f;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private float _fadeInDuration = 1f;
|
||||||
|
|
||||||
|
private CanvasGroup _canvasGroup;
|
||||||
|
|
||||||
|
public void Init()
|
||||||
|
{
|
||||||
|
_canvasGroup = GetComponent<CanvasGroup>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void PostInit()
|
||||||
|
{
|
||||||
|
_canvasGroup.alpha = 0f;
|
||||||
|
_canvasGroup.gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task FadeOut()
|
||||||
|
{
|
||||||
|
_canvasGroup.gameObject.SetActive(true);
|
||||||
|
_canvasGroup.blocksRaycasts = true;
|
||||||
|
|
||||||
|
await _canvasGroup.DOFade(1f, _fadeOutDuration)
|
||||||
|
.SetUpdate(true)
|
||||||
|
.AsyncWaitForCompletion();
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task FadeIn()
|
||||||
|
{
|
||||||
|
await _canvasGroup.DOFade(0f, _fadeInDuration)
|
||||||
|
.SetUpdate(true)
|
||||||
|
.AsyncWaitForCompletion();
|
||||||
|
|
||||||
|
_canvasGroup.blocksRaycasts = false;
|
||||||
|
_canvasGroup.gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task FadeOutIn()
|
||||||
|
{
|
||||||
|
await FadeOut();
|
||||||
|
await FadeIn();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
2
Assets/_DDD/_Scripts/GameFramework/FadeManager.cs.meta
Normal file
2
Assets/_DDD/_Scripts/GameFramework/FadeManager.cs.meta
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 41f0ee0aabb2f954d918caa8d484f646
|
@ -20,7 +20,6 @@ protected void Start()
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Entry Scene에서 뭘 해야할까?
|
|
||||||
// 매니저 초기화
|
// 매니저 초기화
|
||||||
_managerInstances = new List<Singleton>(_managerDefinitionSo.ManagerClasses.Count);
|
_managerInstances = new List<Singleton>(_managerDefinitionSo.ManagerClasses.Count);
|
||||||
|
|
||||||
@ -42,7 +41,6 @@ protected void Start()
|
|||||||
manager.PostInit();
|
manager.PostInit();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// 초기 씬으로 보내주기
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
8
Assets/_DDD/_Scripts/GameFramework/Scene.meta
Normal file
8
Assets/_DDD/_Scripts/GameFramework/Scene.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d2426db0b60a2114ea125d793d3c6741
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -0,0 +1,23 @@
|
|||||||
|
using System.Threading.Tasks;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace DDD
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(fileName = "FadeSceneTransitionHandlerSo", menuName = "GameFramework/FadeSceneTransitionHandlerSo")]
|
||||||
|
public class FadeSceneTransitionHandlerSo : SceneTransitionHandler
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private float _delayBeforeFadeIn = 1f;
|
||||||
|
|
||||||
|
public override async Task OnBeforeSceneActivate(SceneType sceneType)
|
||||||
|
{
|
||||||
|
await FadeManager.Instance.FadeOut();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override async Task OnAfterSceneActivate(SceneType sceneType)
|
||||||
|
{
|
||||||
|
await Task.Delay((int)(_delayBeforeFadeIn * 1000));
|
||||||
|
await FadeManager.Instance.FadeIn();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 703a11d70c312b940b49b9a0f89746d1
|
@ -1,5 +1,6 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.ResourceManagement.ResourceProviders;
|
using UnityEngine.ResourceManagement.ResourceProviders;
|
||||||
@ -15,10 +16,12 @@ public enum SceneType
|
|||||||
|
|
||||||
public class SceneManager : Singleton<SceneManager>, IManager
|
public class SceneManager : Singleton<SceneManager>, IManager
|
||||||
{
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private SceneTransitionHandlerSo _sceneTransitionHandlerSo;
|
||||||
|
|
||||||
private Dictionary<SceneType, SceneInstance> _loadedScenes;
|
private Dictionary<SceneType, SceneInstance> _loadedScenes;
|
||||||
|
|
||||||
private SceneInstance _currentSceneInstance;
|
private SceneInstance _currentSceneInstance;
|
||||||
|
|
||||||
public Action<SceneInstance> OnSceneChanged;
|
public Action<SceneInstance> OnSceneChanged;
|
||||||
|
|
||||||
public void Init()
|
public void Init()
|
||||||
@ -35,16 +38,7 @@ public async void PostInit()
|
|||||||
{
|
{
|
||||||
if (sceneType == SceneType.Entry) continue;
|
if (sceneType == SceneType.Entry) continue;
|
||||||
|
|
||||||
var sceneInstance = await AssetManager.LoadScene(sceneType.ToString());
|
await PreloadSceneAsync(sceneType);
|
||||||
if (sceneInstance.Scene.IsValid())
|
|
||||||
{
|
|
||||||
_loadedScenes[sceneType] = sceneInstance;
|
|
||||||
|
|
||||||
foreach (var go in sceneInstance.Scene.GetRootGameObjects())
|
|
||||||
{
|
|
||||||
go.SetActive(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
catch (Exception e)
|
catch (Exception e)
|
||||||
@ -78,8 +72,13 @@ public async Task PreloadSceneAsync(SceneType sceneType)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ActivateScene(SceneType sceneType)
|
public async Task ActivateScene(SceneType sceneType)
|
||||||
{
|
{
|
||||||
|
foreach (var handler in _sceneTransitionHandlerSo.Handlers.Where(handler => handler != null))
|
||||||
|
{
|
||||||
|
await handler.OnBeforeSceneActivate(sceneType);
|
||||||
|
}
|
||||||
|
|
||||||
if (_loadedScenes.TryGetValue(sceneType, out var sceneInstance))
|
if (_loadedScenes.TryGetValue(sceneType, out var sceneInstance))
|
||||||
{
|
{
|
||||||
foreach (var root in sceneInstance.Scene.GetRootGameObjects())
|
foreach (var root in sceneInstance.Scene.GetRootGameObjects())
|
||||||
@ -94,6 +93,11 @@ public void ActivateScene(SceneType sceneType)
|
|||||||
{
|
{
|
||||||
Debug.LogError($"[SceneManager] Scene not loaded: {sceneType}");
|
Debug.LogError($"[SceneManager] Scene not loaded: {sceneType}");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
foreach (var handler in _sceneTransitionHandlerSo.Handlers.Where(handler => handler != null))
|
||||||
|
{
|
||||||
|
await handler.OnAfterSceneActivate(sceneType);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DeactivateScene(SceneType sceneType)
|
public void DeactivateScene(SceneType sceneType)
|
@ -0,0 +1,11 @@
|
|||||||
|
using System.Threading.Tasks;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace DDD
|
||||||
|
{
|
||||||
|
public abstract class SceneTransitionHandler : ScriptableObject
|
||||||
|
{
|
||||||
|
public abstract Task OnBeforeSceneActivate(SceneType sceneType);
|
||||||
|
public abstract Task OnAfterSceneActivate(SceneType sceneType);
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 23db33a4e8a50464e8b57e36db4b0f25
|
@ -0,0 +1,11 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace DDD
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(fileName = "SceneTransitionHandlerSo", menuName = "GameFramework/SceneTransitionHandlerSo")]
|
||||||
|
public class SceneTransitionHandlerSo : ScriptableObject
|
||||||
|
{
|
||||||
|
public List<SceneTransitionHandler> Handlers = new();
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c8d0f2d4eb3cfdc45a258a64641fe3e8
|
@ -0,0 +1,20 @@
|
|||||||
|
using System.Threading.Tasks;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace DDD
|
||||||
|
{
|
||||||
|
[CreateAssetMenu(fileName = "CreateRestaurantPlayer", menuName = "GameFlow/CreateRestaurantPlayer")]
|
||||||
|
public class CreateRestaurantPlayer : GameFlowReadyHandler
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private Vector3 _spawnPosition;
|
||||||
|
|
||||||
|
public override async Task OnReadyNewFlow(GameFlowState newFlowState)
|
||||||
|
{
|
||||||
|
var playerPrefab = await AssetManager.LoadAsset<GameObject>(CommonConstants.RestaurantPlayer);
|
||||||
|
var player = Instantiate(playerPrefab, _spawnPosition, playerPrefab.transform.rotation);
|
||||||
|
player.name = CommonConstants.RestaurantPlayer;
|
||||||
|
CameraManager.Instance.GetCameraGameObject(CameraType.RestaurantBaseCamera).SetFollowAndLookAtTarget(player.transform);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 246a7785bd15ac84b9f240005b987f1f
|
@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: bc99ee6ab7cf7d34fb103aa950497c91
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,9 +0,0 @@
|
|||||||
namespace DDD
|
|
||||||
{
|
|
||||||
public interface IStateMachine
|
|
||||||
{
|
|
||||||
void Enter();
|
|
||||||
void Update();
|
|
||||||
void Exit();
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: c111bfa40d649ac4c9d401efa650734d
|
|
@ -1,19 +0,0 @@
|
|||||||
namespace DDD
|
|
||||||
{
|
|
||||||
public class PlayerStateMachine
|
|
||||||
{
|
|
||||||
private IStateMachine _currentStateMachine;
|
|
||||||
|
|
||||||
public void ChangeState(IStateMachine newStateMachine)
|
|
||||||
{
|
|
||||||
_currentStateMachine?.Exit();
|
|
||||||
_currentStateMachine = newStateMachine;
|
|
||||||
_currentStateMachine.Enter();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Update()
|
|
||||||
{
|
|
||||||
_currentStateMachine?.Update();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 2887dac388e7a244585d84329954e38f
|
|
@ -1,191 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.AddressableAssets;
|
|
||||||
using UnityEngine.InputSystem;
|
|
||||||
using UnityEngine.Serialization;
|
|
||||||
|
|
||||||
namespace DDD
|
|
||||||
{
|
|
||||||
public class RestaurantPlayer : MonoBehaviour
|
|
||||||
{
|
|
||||||
#region Variables
|
|
||||||
|
|
||||||
private RestaurantPlayerDataSo _playerData;
|
|
||||||
private RestaurantPlayerView _playerView;
|
|
||||||
|
|
||||||
private InputAction _moveAction;
|
|
||||||
private InputAction _dashAction;
|
|
||||||
private Coroutine _dashInstance;
|
|
||||||
|
|
||||||
private Vector3 _inputDirection;
|
|
||||||
private Vector3 _currentDirection = Vector3.back;
|
|
||||||
|
|
||||||
public bool IsMoving;
|
|
||||||
public bool IsDashing;
|
|
||||||
public bool IsDashCoolDownActive;
|
|
||||||
|
|
||||||
private float _finalSpeed;
|
|
||||||
|
|
||||||
private PlayerStateMachine _stateMachine;
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
// Unity events
|
|
||||||
|
|
||||||
#region Unity events
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
_playerData = Addressables.LoadAssetAsync<RestaurantPlayerDataSo>("RestaurantPlayerDataSo").WaitForCompletion();
|
|
||||||
_playerView = GetComponent<RestaurantPlayerView>();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Start()
|
|
||||||
{
|
|
||||||
_moveAction = InputManager.Instance.GetAction(InputActionMaps.Restaurant, nameof(RestaurantActions.Move));
|
|
||||||
_dashAction = InputManager.Instance.GetAction(InputActionMaps.Restaurant, nameof(RestaurantActions.Dash));
|
|
||||||
|
|
||||||
_moveAction.performed += OnMove;
|
|
||||||
_moveAction.canceled += OnMove;
|
|
||||||
_dashAction.performed += OnDash;
|
|
||||||
|
|
||||||
_stateMachine = new PlayerStateMachine();
|
|
||||||
ChangeState(new IdleState(this, _playerView));
|
|
||||||
}
|
|
||||||
|
|
||||||
//public CellManager cellManager;
|
|
||||||
private void Update()
|
|
||||||
{
|
|
||||||
_stateMachine.Update();
|
|
||||||
|
|
||||||
FlipVisualLook();
|
|
||||||
|
|
||||||
//UpdateCell
|
|
||||||
//cellManager.SetupCell(transform.position);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void FixedUpdate()
|
|
||||||
{
|
|
||||||
if (!CanMove()) return;
|
|
||||||
|
|
||||||
Move();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnDestroy()
|
|
||||||
{
|
|
||||||
_moveAction.performed -= OnMove;
|
|
||||||
_moveAction.canceled -= OnMove;
|
|
||||||
_dashAction.performed -= OnDash;
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
// Methods
|
|
||||||
#region Methods
|
|
||||||
|
|
||||||
public void SetCurrentDirection(Vector3 normalDirection)
|
|
||||||
{
|
|
||||||
if (normalDirection == Vector3.zero) return;
|
|
||||||
|
|
||||||
_currentDirection = normalDirection;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void FlipVisualLook()
|
|
||||||
{
|
|
||||||
Vector3 localScale = _playerView.GetLocalScale();
|
|
||||||
localScale.x = _currentDirection.x switch
|
|
||||||
{
|
|
||||||
> 0.01f => -Mathf.Abs(localScale.x),
|
|
||||||
< -0.01f => Mathf.Abs(localScale.x),
|
|
||||||
_ => localScale.x
|
|
||||||
};
|
|
||||||
_playerView.SetLocalScale(localScale);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnMove(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
var movementInput = _moveAction.ReadValue<Vector2>();
|
|
||||||
_inputDirection = new Vector3(movementInput.x, 0, movementInput.y).normalized;
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool CanMove()
|
|
||||||
{
|
|
||||||
return _playerData.IsMoveEnabled && !IsDashing;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Move()
|
|
||||||
{
|
|
||||||
SetCurrentDirection(_inputDirection);
|
|
||||||
IsMoving = _inputDirection != Vector3.zero;
|
|
||||||
|
|
||||||
var finalVelocity = _inputDirection * _playerData.MoveSpeed;
|
|
||||||
_playerView.SetVelocity(finalVelocity);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnDash(InputAction.CallbackContext context)
|
|
||||||
{
|
|
||||||
if (!CanDash()) return;
|
|
||||||
|
|
||||||
Dash();
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool CanDash()
|
|
||||||
{
|
|
||||||
return _playerData.IsDashEnabled && !IsDashing && !IsDashCoolDownActive;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Dash()
|
|
||||||
{
|
|
||||||
Utils.StartUniqueCoroutine(this, ref _dashInstance, DashCoroutine());
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator DashCoroutine()
|
|
||||||
{
|
|
||||||
IsDashing = true;
|
|
||||||
IsDashCoolDownActive = true;
|
|
||||||
_playerView.PlayDashParticle();
|
|
||||||
|
|
||||||
AudioManager.Instance.PlaySfx(_playerData.DashSfxName);
|
|
||||||
|
|
||||||
var dashDirection = _inputDirection;
|
|
||||||
if (dashDirection == Vector3.zero)
|
|
||||||
{
|
|
||||||
dashDirection = _currentDirection;
|
|
||||||
}
|
|
||||||
|
|
||||||
var elapsedTime = 0f;
|
|
||||||
while (elapsedTime <= _playerData.DashTime)
|
|
||||||
{
|
|
||||||
var finalVelocity = dashDirection * _playerData.DashSpeed;
|
|
||||||
_playerView.SetVelocity(finalVelocity);
|
|
||||||
|
|
||||||
elapsedTime += Time.fixedDeltaTime;
|
|
||||||
yield return new WaitForFixedUpdate();
|
|
||||||
}
|
|
||||||
|
|
||||||
EndDash(_playerData.DashCooldown);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void EndDash(float dashCooldown = float.PositiveInfinity)
|
|
||||||
{
|
|
||||||
Utils.EndUniqueCoroutine(this, ref _dashInstance);
|
|
||||||
_playerView.SetVelocity(Vector3.zero);
|
|
||||||
IsDashing = false;
|
|
||||||
|
|
||||||
if (float.IsPositiveInfinity(dashCooldown))
|
|
||||||
{
|
|
||||||
dashCooldown = _playerData.DashCooldown;
|
|
||||||
}
|
|
||||||
|
|
||||||
// TODO : ui 연동
|
|
||||||
StartCoroutine(Utils.CoolDownCoroutine(dashCooldown, () => IsDashCoolDownActive = false));
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ChangeState(IStateMachine stateMachine)
|
|
||||||
{
|
|
||||||
_stateMachine.ChangeState(stateMachine);
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 620909d88f805ee4898b9af964a7f0e8
|
|
@ -1,57 +0,0 @@
|
|||||||
using Spine;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace DDD
|
|
||||||
{
|
|
||||||
public static class RestaurantSpineAnimation
|
|
||||||
{
|
|
||||||
public const string Idle = "Idle";
|
|
||||||
public const string Walking = "RunFast";
|
|
||||||
public const string ServingIdle = "Serving/ServingIdle";
|
|
||||||
public const string Serving = "Serving/ServingFast";
|
|
||||||
public const string Dash = "Dash";
|
|
||||||
public const string CleaningFloor = "Cleaning/CleaningFloor";
|
|
||||||
public const string CleaningTable = "Cleaning/CleaningTable";
|
|
||||||
public const string MakingCocktail = "BeerMaker";
|
|
||||||
public const string Pumping = "Attack/AttackWhip";
|
|
||||||
public const string AttackSlime = "Attack/AttackSlime";
|
|
||||||
public const string AttackLimeTree = "Attack/AttackBat";
|
|
||||||
public const string CookingFried = "Cooking/CookingFried";
|
|
||||||
public const string CookingStew = "Cooking/CookingStew";
|
|
||||||
}
|
|
||||||
|
|
||||||
public class RestaurantPlayerView : MonoBehaviour
|
|
||||||
{
|
|
||||||
private Rigidbody _rigidbody;
|
|
||||||
private Transform _visualLook;
|
|
||||||
private SpineController _spineController;
|
|
||||||
|
|
||||||
private ParticleSystem _dashParticle;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
_rigidbody = GetComponent<Rigidbody>();
|
|
||||||
_visualLook = transform.Find("VisualLook");
|
|
||||||
_spineController = GetComponent<SpineController>();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetVelocity(Vector3 velocity) => _rigidbody.linearVelocity = velocity;
|
|
||||||
public Vector3 GetLocalScale() => _visualLook.localScale;
|
|
||||||
public void SetLocalScale(Vector3 localScale) => _visualLook.localScale = localScale;
|
|
||||||
|
|
||||||
public void PlayDashParticle()
|
|
||||||
{
|
|
||||||
if (_dashParticle)
|
|
||||||
{
|
|
||||||
_dashParticle.Play();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public TrackEntry PlayAnimation(string animationName, bool isLoopActive, float speed = 1f, bool isReverse = false, int trackIndex = 0)
|
|
||||||
=> _spineController.PlayAnimation(animationName, isLoopActive, speed, isReverse, trackIndex);
|
|
||||||
public TrackEntry PlayAnimationDuration(string animationName, bool isLoopActive, float duration, bool isReverse = false, int trackIndex = 0) =>
|
|
||||||
_spineController.PlayAnimationDuration(animationName, isLoopActive, duration, isReverse, trackIndex);
|
|
||||||
public TrackEntry AddAnimation(string animationName, bool isLoopActive, int trackIndex = 0)
|
|
||||||
=> _spineController.AddAnimation(animationName, isLoopActive, trackIndex);
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: c665f9c268555a74a8a805d67d09c80e
|
|
@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: ef03a607bdc3e914aad8e99ab5c6f91b
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,32 +0,0 @@
|
|||||||
namespace DDD
|
|
||||||
{
|
|
||||||
public class IdleState : IStateMachine
|
|
||||||
{
|
|
||||||
private RestaurantPlayer _player;
|
|
||||||
private RestaurantPlayerView _view;
|
|
||||||
|
|
||||||
public IdleState(RestaurantPlayer player, RestaurantPlayerView view)
|
|
||||||
{
|
|
||||||
_player = player;
|
|
||||||
_view = view;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Enter()
|
|
||||||
{
|
|
||||||
_view.PlayAnimation(RestaurantSpineAnimation.Idle, true);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Update()
|
|
||||||
{
|
|
||||||
if (_player.IsMoving)
|
|
||||||
{
|
|
||||||
_player.ChangeState(new WalkingState(_player, _view));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Exit()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 8dd7a1f24d102af41848ae82fb8f8ca5
|
|
@ -1,32 +0,0 @@
|
|||||||
namespace DDD
|
|
||||||
{
|
|
||||||
public class WalkingState : IStateMachine
|
|
||||||
{
|
|
||||||
private RestaurantPlayer _player;
|
|
||||||
private RestaurantPlayerView _view;
|
|
||||||
|
|
||||||
public WalkingState(RestaurantPlayer player, RestaurantPlayerView view)
|
|
||||||
{
|
|
||||||
_player = player;
|
|
||||||
_view = view;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Enter()
|
|
||||||
{
|
|
||||||
_view.PlayAnimation(RestaurantSpineAnimation.Walking, true);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Update()
|
|
||||||
{
|
|
||||||
if (!_player.IsMoving)
|
|
||||||
{
|
|
||||||
_player.ChangeState(new IdleState(_player, _view));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Exit()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 08926e2ade87cab459e625851316b00c
|
|
@ -4,6 +4,39 @@ namespace DDD
|
|||||||
{
|
{
|
||||||
public class RestaurantCharacterAnimation : MonoBehaviour
|
public class RestaurantCharacterAnimation : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
private RestaurantPlayerMovement _restaurantPlayerMovement;
|
||||||
|
private SpineController _spineController;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_restaurantPlayerMovement = GetComponent<RestaurantPlayerMovement>();
|
||||||
|
_spineController = GetComponent<SpineController>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
_restaurantPlayerMovement.OnMoving += OnMove;
|
||||||
|
_restaurantPlayerMovement.OnDashing += OnDash;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
if (_restaurantPlayerMovement)
|
||||||
|
{
|
||||||
|
_restaurantPlayerMovement.OnMoving -= OnMove;
|
||||||
|
_restaurantPlayerMovement.OnDashing -= OnDash;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMove(bool isMoving)
|
||||||
|
{
|
||||||
|
string animationName = isMoving ? RestaurantPlayerAnimation.Walk : RestaurantPlayerAnimation.Idle;
|
||||||
|
_spineController.PlayAnimation(animationName, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDash(float dashTime)
|
||||||
|
{
|
||||||
|
_spineController.PlayAnimationDuration(RestaurantPlayerAnimation.Dash, false, duration:dashTime);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -4,6 +4,32 @@ namespace DDD
|
|||||||
{
|
{
|
||||||
public class RestaurantPlayerCharacter : RestaurantCharacter
|
public class RestaurantPlayerCharacter : RestaurantCharacter
|
||||||
{
|
{
|
||||||
|
private RestaurantPlayerMovement _movement;
|
||||||
|
|
||||||
|
private Transform _visualLook;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_movement = GetComponent<RestaurantPlayerMovement>();
|
||||||
|
|
||||||
|
_visualLook = transform.Find(CommonConstants.VisualLook);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
FlipVisualLook();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FlipVisualLook()
|
||||||
|
{
|
||||||
|
Vector3 localScale = _visualLook.localScale;
|
||||||
|
localScale.x = _movement.GetCurrentDirection().x switch
|
||||||
|
{
|
||||||
|
> 0.01f => -Mathf.Abs(localScale.x),
|
||||||
|
< -0.01f => Mathf.Abs(localScale.x),
|
||||||
|
_ => localScale.x
|
||||||
|
};
|
||||||
|
_visualLook.localScale = localScale;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,5 +1,5 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Serialization;
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
namespace DDD
|
namespace DDD
|
||||||
{
|
{
|
||||||
@ -12,9 +12,12 @@ public class RestaurantPlayerDataSo : ScriptableObject
|
|||||||
public bool IsDashEnabled = true;
|
public bool IsDashEnabled = true;
|
||||||
public float DashSpeed = 20f;
|
public float DashSpeed = 20f;
|
||||||
public float DashTime = 0.2f;
|
public float DashTime = 0.2f;
|
||||||
public float DashCooldown = 0.5f;
|
public float DashCooldown = 2f;
|
||||||
|
|
||||||
public string WalkingSfxName;
|
public string WalkingSfxName;
|
||||||
public string DashSfxName;
|
public string DashSfxName;
|
||||||
|
|
||||||
|
public InputActionReference MoveActionReference;
|
||||||
|
public InputActionReference DashActionReference;
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,11 +1,129 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
namespace DDD
|
namespace DDD
|
||||||
{
|
{
|
||||||
public class RestaurantPlayerMovement : RestaurantCharacterMovement
|
public class RestaurantPlayerMovement : RestaurantCharacterMovement
|
||||||
{
|
{
|
||||||
// TODO : TryMove // 인풋에 등록할 함수
|
private Rigidbody _rigidbody;
|
||||||
// TODO : CanMove // Check IMovementConstraint
|
|
||||||
// TODO : Move // 실제 트랜스레이션, 슬라이딩, 충돌
|
private RestaurantPlayerDataSo _playerData;
|
||||||
|
|
||||||
|
private Vector3 _inputDirection;
|
||||||
|
private Vector3 _currentDirection;
|
||||||
|
private bool _isMoving;
|
||||||
|
private bool _isDashing;
|
||||||
|
private bool _isDashCooldown;
|
||||||
|
private bool _isInitialized;
|
||||||
|
|
||||||
|
public Action<bool> OnMoving;
|
||||||
|
public Action<float> OnDashing;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_rigidbody = GetComponent<Rigidbody>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private async void Start()
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
_playerData = await AssetManager.LoadAsset<RestaurantPlayerDataSo>(DataConstants.RestaurantPlayerDataSo);
|
||||||
|
|
||||||
|
_playerData.MoveActionReference.action.performed += OnMove;
|
||||||
|
_playerData.MoveActionReference.action.canceled += OnMove;
|
||||||
|
_playerData.DashActionReference.action.performed += OnDash;
|
||||||
|
|
||||||
|
_isInitialized = true;
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
Debug.LogError($"_playerData load failed\n{e}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (_isInitialized == false) return;
|
||||||
|
|
||||||
|
if (CanMove())
|
||||||
|
{
|
||||||
|
Move();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
if (_playerData)
|
||||||
|
{
|
||||||
|
_playerData.MoveActionReference.action.performed -= OnMove;
|
||||||
|
_playerData.MoveActionReference.action.canceled -= OnMove;
|
||||||
|
_playerData.DashActionReference.action.performed -= OnDash;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetCurrentDirection(Vector3 normalDirection)
|
||||||
|
{
|
||||||
|
if (_inputDirection == Vector3.zero) return;
|
||||||
|
|
||||||
|
_currentDirection = normalDirection;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMove(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
Vector2 movementInput = context.ReadValue<Vector2>();
|
||||||
|
_inputDirection = new Vector3(movementInput.x, 0f, movementInput.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool CanMove()
|
||||||
|
{
|
||||||
|
return _playerData.IsMoveEnabled && _isDashing == false;
|
||||||
|
|||||||
|
}
|
||||||
|
|
||||||
|
private void Move()
|
||||||
|
{
|
||||||
|
SetCurrentDirection(_inputDirection);
|
||||||
|
|
||||||
|
_isMoving = _inputDirection != Vector3.zero;
|
||||||
|
OnMoving?.Invoke(_isMoving);
|
||||||
|
|
||||||
|
Vector3 finalVelocity = _inputDirection * _playerData.MoveSpeed;
|
||||||
|
_rigidbody.linearVelocity = finalVelocity;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDash(InputAction.CallbackContext context)
|
||||||
|
{
|
||||||
|
if (CanDash())
|
||||||
|
{
|
||||||
|
StartCoroutine(DashCoroutine());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool CanDash()
|
||||||
|
{
|
||||||
|
return _playerData.IsDashEnabled && _isDashing == false && _isDashCooldown == false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator DashCoroutine()
|
||||||
|
{
|
||||||
|
_isDashing = true;
|
||||||
|
_isDashCooldown = true;
|
||||||
|
|
||||||
|
OnDashing?.Invoke(_playerData.DashTime);
|
||||||
|
|
||||||
|
Vector3 dashVelocity = _currentDirection.normalized * _playerData.DashSpeed;
|
||||||
|
_rigidbody.linearVelocity = dashVelocity;
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(_playerData.DashTime);
|
||||||
|
|
||||||
|
_isDashing = false;
|
||||||
|
|
||||||
|
yield return new WaitForSeconds(_playerData.DashCooldown);
|
||||||
|
_isDashCooldown = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Vector3 GetCurrentDirection() => _currentDirection;
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 06e836de83eb924449235839869a147c
|
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user
무브먼트에서 다뤄야할 영역이 아님.
다른 컴포넌트로 이관 필요.