DDD-43 배 이동 관련 코드 분리

This commit is contained in:
Jeonghyeon Ha 2025-07-15 19:56:39 +09:00
parent ccf8772ccd
commit 4a06cc0565
6 changed files with 497 additions and 389 deletions

View File

@ -12,6 +12,8 @@ GameObject:
- component: {fileID: 1657872600039613395}
- component: {fileID: 2479726504690309911}
- component: {fileID: -1082383067592254908}
- component: {fileID: 7722456790212551628}
- component: {fileID: 3140672700990605547}
m_Layer: 0
m_Name: PlayerShip
m_TagString: Untagged
@ -114,6 +116,19 @@ MonoBehaviour:
rotationAccelerationRate: 5
turnSpeedPenalty: 0.5
maxTurnAngle: 180
--- !u!114 &7722456790212551628
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1553910019582315619}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: a09f8b932e18409aa7f5d2a221921f45, type: 3}
m_Name:
m_EditorClassIdentifier:
meshTransform: {fileID: 2507610487897935131}
maxRotationTiltAngle: 15
rotationTiltSpeed: 5
rotationTiltReturnSpeed: 3
@ -130,7 +145,18 @@ MonoBehaviour:
speedWaveMultiplier: 5
randomWaveOffset: 0.5
waveUnitSpeed: 10
meshTransform: {fileID: 2507610487897935131}
--- !u!114 &3140672700990605547
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1553910019582315619}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 3d5c5f51b32b4633b887d096554c6cd9, type: 3}
m_Name:
m_EditorClassIdentifier:
showDebugVisuals: 1
debugLineLength: 5
debugLineWidth: 0.1

View File

@ -22,41 +22,20 @@ public class VoyagePlayerShipMovement : MonoBehaviour
[SerializeField] private float rotationAccelerationRate = 5f;
[SerializeField] private float turnSpeedPenalty = 0.5f;
[SerializeField] private float maxTurnAngle = 180f;
[Header("회전 틸트 설정")]
[SerializeField] private float maxRotationTiltAngle = 15f;
[SerializeField] private float rotationTiltSpeed = 5f;
[SerializeField] private float rotationTiltReturnSpeed = 3f;
[SerializeField] private float angularVelocityMultiplier = 2f;
[Header("가속 틸트 설정")]
[SerializeField] private float maxAccelTiltAngle = 15f;
[SerializeField] private float accelTiltForce = 15f;
[SerializeField] private float accelTiltDamping = 0.9f;
[SerializeField] private float accelTiltSpeed = 10f;
[SerializeField] private float springStiffness = 30f;
[SerializeField] private float springDamping = 15f;
[Header("파도 효과 설정")]
[SerializeField] private float minSpeedWaveHeight = 0.2f;
[SerializeField] private float maxSpeedWaveHeight = 0.05f;
[SerializeField] private float baseWaveFrequency = 1f;
[SerializeField] private float speedWaveMultiplier = 5f;
[SerializeField] private float randomWaveOffset = 0.5f;
[SerializeField] private float waveUnitSpeed = 10f;
[Header("메시 설정")]
[SerializeField] private Transform meshTransform;
#endregion
#region Private Fields
private Vector3 currentVelocity;
private Vector2 currentInput;
public Vector2 CurrentInput => currentInput;
private float currentRotationSpeed;
public float CurrentRotationSpeed => currentRotationSpeed;
private float targetSpeed;
private float currentSpeed;
public float CurrentSpeed => currentSpeed;
public float MaxSpeed => maxSpeed;
// 회전 틸트 관련
private float currentRotationTilt;
@ -73,41 +52,16 @@ public class VoyagePlayerShipMovement : MonoBehaviour
private float waveRandomOffset;
private float currentWaveHeight;
// 메시 원본 상태
private Quaternion originalMeshRotation;
private Vector3 originalMeshPosition;
#endregion
#region Unity Messages
private void Start()
{
InitializeMeshTransform();
InitializeWaveEffect();
#if UNITY_EDITOR
InitializeDebugVisuals();
#endif
}
private void FixedUpdate()
{
UpdateMovement();
UpdateVisualEffects();
#if UNITY_EDITOR
UpdateDebugVisuals();
#endif
}
private void OnValidate()
{
ValidateMeshTransform();
}
#endregion
#region Movement Methods
private void UpdateMovement()
{
if (IsMoving())
@ -145,43 +99,6 @@ public class VoyagePlayerShipMovement : MonoBehaviour
UpdateVelocityVector();
}
private float CalculateBaseTargetSpeed()
{
return Mathf.Clamp01(currentInput.magnitude) * maxSpeed;
}
private float CalculateTurnPenaltyFactor()
{
Vector3 inputDirection = new Vector3(currentInput.x, 0, currentInput.y).normalized;
float angleDifference = Vector3.Angle(transform.forward, inputDirection);
return Mathf.Clamp01(1f - (angleDifference / maxTurnAngle * turnSpeedPenalty));
}
private bool ShouldStop()
{
return currentSpeed < minSpeedThreshold && targetSpeed < minSpeedThreshold;
}
private void UpdateVelocityVector()
{
currentVelocity = transform.forward * currentSpeed;
}
#endregion
#region Visual Effects
private void UpdateVisualEffects()
{
if (meshTransform is null) return;
UpdateMeshRotationTilt();
UpdateAccelerationTilt();
ApplyMeshTilt();
UpdateWaveMotion();
ApplyMeshOffset();
}
private void HandleRotation()
{
if (IsMoving())
@ -203,99 +120,30 @@ public class VoyagePlayerShipMovement : MonoBehaviour
);
}
}
private void UpdateMeshRotationTilt()
private float CalculateBaseTargetSpeed()
{
if (meshTransform is null) return;
// 현재 Y축 회전값과 각속도 계산
float currentRotationY = transform.eulerAngles.y;
float deltaRotation = Mathf.DeltaAngle(lastRotationY, currentRotationY);
currentAngularVelocity = deltaRotation / Time.fixedDeltaTime;
// 목표 틸트 각도 계산
float targetTilt = -currentAngularVelocity * angularVelocityMultiplier;
targetTilt = Mathf.Clamp(targetTilt, -maxRotationTiltAngle, maxRotationTiltAngle);
// 틸트 적용 또는 복귀
if (Mathf.Abs(currentAngularVelocity) > 0.1f)
{
currentRotationTilt =
Mathf.Lerp(currentRotationTilt, targetTilt, rotationTiltSpeed * Time.fixedDeltaTime);
}
else
{
// 입력이 없을 때는 원래 자세로 천천히 복귀
currentRotationTilt = Mathf.Lerp(currentRotationTilt, 0f, rotationTiltReturnSpeed * Time.fixedDeltaTime);
}
lastRotationY = currentRotationY;
return Mathf.Clamp01(currentInput.magnitude) * maxSpeed;
}
private void UpdateAccelerationTilt()
private float CalculateTurnPenaltyFactor()
{
// 가속도 계산
float acceleration = (currentSpeed - prevSpeed) / Time.fixedDeltaTime;
// 스프링 물리 시스템 구현
float springForce = -springStiffness * currentAccelTilt; // 복원력
float dampingForce = -springDamping * accelTiltVelocity; // 감쇠력
float accelerationForce = -acceleration * accelTiltForce; // 가속에 의한 힘
// 전체 힘 계산
float totalForce = springForce + dampingForce + accelerationForce;
// 가속도 계산 (F = ma, 질량은 1로 가정)
float tiltAcceleration = totalForce;
// 속도 업데이트
accelTiltVelocity += tiltAcceleration;
accelTiltVelocity *= accelTiltDamping; // 감쇠 적용
accelTiltVelocity *= Time.fixedDeltaTime;
// 위치(각도) 업데이트
currentAccelTilt = Mathf.Lerp(currentAccelTilt, currentAccelTilt + accelTiltVelocity,
accelTiltSpeed * Time.fixedDeltaTime);
currentAccelTilt = Mathf.Clamp(currentAccelTilt, -maxAccelTiltAngle, maxAccelTiltAngle);
prevSpeed = currentSpeed;
Vector3 inputDirection = new Vector3(currentInput.x, 0, currentInput.y).normalized;
float angleDifference = Vector3.Angle(transform.forward, inputDirection);
return Mathf.Clamp01(1f - (angleDifference / maxTurnAngle * turnSpeedPenalty));
}
private void ApplyMeshTilt()
private bool ShouldStop()
{
if (meshTransform is null) return;
// 회전 틸트와 가속 틸트를 조합
// 메시에 최종 틸트 적용
meshTransform.localRotation = originalMeshRotation * Quaternion.Euler(
currentAccelTilt, // X축 (가속 틸트)
0, // Y축
currentRotationTilt // Z축 (회전 틸트)
);
return currentSpeed < minSpeedThreshold && targetSpeed < minSpeedThreshold;
}
private void UpdateWaveMotion()
private void UpdateVelocityVector()
{
if (meshTransform is null) return;
// 현재 속도에 비례하여 파도 주기 조절
float waveSpeedFactor = 1f + (currentSpeed / waveUnitSpeed) * speedWaveMultiplier;
waveTime += Time.fixedDeltaTime * baseWaveFrequency * waveSpeedFactor;
float currentSpeedByUnit = currentSpeed / waveUnitSpeed;
currentSpeedByUnit = Mathf.Clamp01(currentSpeedByUnit);
float waveHeight = Mathf.Lerp(minSpeedWaveHeight, maxSpeedWaveHeight, currentSpeedByUnit);
currentWaveHeight = waveHeight * Mathf.Sin(waveTime + waveRandomOffset);
currentVelocity = transform.forward * currentSpeed;
}
private void ApplyMeshOffset()
{
if (meshTransform is null) return;
Vector3 position = originalMeshPosition + (Vector3.up * currentWaveHeight);
meshTransform.localPosition = position;
}
#endregion
private void ApplyDrag()
{
currentSpeed *= dragFactor;
@ -310,7 +158,6 @@ public class VoyagePlayerShipMovement : MonoBehaviour
currentVelocity = transform.forward * currentSpeed;
}
private void ApplyMovement()
{
transform.position += currentVelocity * Time.fixedDeltaTime;
@ -323,227 +170,10 @@ public class VoyagePlayerShipMovement : MonoBehaviour
currentRotationSpeed = 0;
}
#endregion
#region Input Handling
public void OnMove(InputAction.CallbackContext context)
{
currentInput = context.ReadValue<Vector2>();
}
#endregion
#region Initialization
private void InitializeMeshTransform()
{
if (meshTransform is null)
{
Debug.LogError("Mesh Transform이 할당되지 않았습니다.");
enabled = false;
return;
}
originalMeshPosition = meshTransform.localPosition;
originalMeshRotation = meshTransform.localRotation;
lastRotationY = transform.eulerAngles.y;
}
private void InitializeWaveEffect()
{
waveTime = 0f;
waveRandomOffset = Random.Range(-randomWaveOffset, randomWaveOffset);
}
private void ValidateMeshTransform()
{
if (Application.isEditor && !Application.isPlaying && meshTransform is null)
{
Debug.LogWarning("Mesh Transform을 Inspector에서 할당해주세요.");
}
}
#endregion
#if UNITY_EDITOR
[Header("Debug Visualization")]
[SerializeField] private bool showDebugVisuals = true;
[SerializeField] private float debugLineLength = 5f;
[SerializeField] private float debugLineWidth = 0.1f;
private LineRenderer _speedLineRenderer;
private LineRenderer _rotationSpeedLineRenderer;
private LineRenderer _rotationDeltaLineRenderer;
private LineRenderer _TiltLineRenderer;
private LineRenderer _waveHeightLineRenderer;
private LineRenderer _wavePatternLineRenderer;
private void InitializeDebugVisuals()
{
if (!showDebugVisuals) return;
// 속도 표시
_speedLineRenderer = CreateLineRenderer("SpeedLine", Color.green);
// 회전 방향 표시
_rotationSpeedLineRenderer = CreateLineRenderer("RotationSpeedLine", Color.magenta);
// 회전 방향 표시
_rotationDeltaLineRenderer = CreateLineRenderer("RotationDeltaLine", Color.yellow);
// 틸트 표시
_TiltLineRenderer = CreateLineRenderer("TiltLine", Color.red);
// 파도 높이 표시
_waveHeightLineRenderer = CreateLineRenderer("WaveHeightLine", Color.blue);
// 파도 패턴 표시
_wavePatternLineRenderer = CreateLineRenderer("WavePatternLine", Color.cyan);
_wavePatternLineRenderer.positionCount = 50; // 파도 패턴을 위한 더 많은 점
}
private void UpdateDebugVisuals()
{
if (!showDebugVisuals) return;
// 속도 벡터 표시
UpdateSpeedLine();
// 회전 방향 및 각속도 표시
UpdateRotationSpeedLine();
UpdateRotationDeltaLine();
// 회전 틸트 표시
UpdateTiltLine();
// 파도 높이와 패턴 표시
UpdateWaveVisualization();
}
private void UpdateSpeedLine()
{
Vector3 start = transform.position + Vector3.up * 1.5f;
Vector3 end = start + transform.forward * (currentSpeed / maxSpeed) * debugLineLength * 2;
DrawLine(_speedLineRenderer, start, end);
}
private void UpdateRotationSpeedLine()
{
Vector3 start = transform.position + Vector3.up * 1.2f;
// 각속도를 호로 표현
if (Mathf.Abs(currentRotationSpeed) > 0.1f)
{
Vector3[] arcPoints = new Vector3[10];
float radius = debugLineLength * 1f;
float angleStep = currentRotationSpeed * 1f / (arcPoints.Length - 1);
for (int i = 0; i < arcPoints.Length; i++)
{
float angle = angleStep * i;
Vector3 point = start + Quaternion.Euler(0, angle, 0) * transform.forward * radius;
arcPoints[i] = point;
}
_rotationSpeedLineRenderer.positionCount = arcPoints.Length;
_rotationSpeedLineRenderer.SetPositions(arcPoints);
}
else
{
_rotationSpeedLineRenderer.positionCount = 0;
}
}
private void UpdateRotationDeltaLine()
{
float deltaAngle = 0f;
if (currentInput.magnitude > minSpeedThreshold)
{
Vector3 inputDirection = new Vector3(currentInput.x, 0, currentInput.y).normalized;
Quaternion targetRotation = Quaternion.LookRotation(inputDirection, Vector3.up);
deltaAngle = Quaternion.Angle(transform.rotation, targetRotation);
}
Vector3 start = transform.position + Vector3.up * 1.2f;
// 각속도를 호로 표현
if (Mathf.Abs(deltaAngle) > 0.1f)
{
Vector3[] arcPoints = new Vector3[10];
float radius = debugLineLength * 1.05f;
float angleStep = deltaAngle * 1f / (arcPoints.Length - 1);
for (int i = 0; i < arcPoints.Length; i++)
{
float angle = angleStep * i;
Vector3 point = start + Quaternion.Euler(0, angle, 0) * transform.forward * radius;
arcPoints[i] = point;
}
_rotationDeltaLineRenderer.positionCount = arcPoints.Length;
_rotationDeltaLineRenderer.SetPositions(arcPoints);
}
else
{
_rotationDeltaLineRenderer.positionCount = 0;
}
}
private void UpdateTiltLine()
{
Vector3 start = transform.position + Vector3.up * 1.5f;
Vector3 tiltDirection = meshTransform.up;
DrawLine(_TiltLineRenderer, start, start + tiltDirection * debugLineLength * 0.4f);
}
private void UpdateWaveVisualization()
{
// 현재 파도 높이 표시
Vector3 waveStart = transform.position + Vector3.up * 1.5f - transform.forward * 1.5f;
Vector3 waveEnd = waveStart + Vector3.up * currentWaveHeight * debugLineLength;
DrawLine(_waveHeightLineRenderer, waveStart, waveEnd);
// 파도 패턴 시각화
Vector3[] wavePoints = new Vector3[_wavePatternLineRenderer.positionCount];
float waveLength = debugLineLength * 2f;
for (int i = 0; i < wavePoints.Length; i++)
{
float t = (float)i / (_wavePatternLineRenderer.positionCount - 1);
float x = t * waveLength - waveLength * 0.5f;
float currentSpeedByUnit = currentSpeed / waveUnitSpeed;
currentSpeedByUnit = Mathf.Clamp01(currentSpeedByUnit);
float waveHeight = Mathf.Lerp(minSpeedWaveHeight, maxSpeedWaveHeight, currentSpeedByUnit);
float y = Mathf.Sin((waveTime + x) * baseWaveFrequency) * waveHeight;
wavePoints[i] = transform.position +
Vector3.right * x +
Vector3.up * (y + 2f); // 높이 오프셋
wavePoints[i] += Vector3.back * 3f + Vector3.down * 1f;
}
_wavePatternLineRenderer.SetPositions(wavePoints);
}
private LineRenderer CreateLineRenderer(string name, Color color)
{
GameObject lineObj = new GameObject(name);
lineObj.transform.SetParent(transform);
LineRenderer line = lineObj.AddComponent<LineRenderer>();
line.startWidth = debugLineWidth;
line.endWidth = debugLineWidth;
line.material = new Material(Shader.Find("Universal Render Pipeline/Unlit"));
line.startColor = color;
line.endColor = color;
line.positionCount = 2;
line.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
line.receiveShadows = false;
line.material.color = color;
return line;
}
private void DrawLine(LineRenderer line, Vector3 start, Vector3 end)
{
if (line is null) return;
line.positionCount = 2;
line.SetPosition(0, start);
line.SetPosition(1, end);
}
#endif
}

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@ -0,0 +1,222 @@
using UnityEngine;
namespace Voyage
{
#if UNITY_EDITOR
using UnityEngine;
[RequireComponent(typeof(VoyagePlayerShipMovement)), RequireComponent(typeof(VoyagePlayerShipMovementVisual))]
public class VoyagePlayerShipDebug : MonoBehaviour
{
[Header("Debug Visualization")]
[SerializeField] private bool showDebugVisuals = true;
[SerializeField] private float debugLineLength = 5f;
[SerializeField] private float debugLineWidth = 0.1f;
private LineRenderer _speedLineRenderer;
private LineRenderer _rotationSpeedLineRenderer;
private LineRenderer _rotationDeltaLineRenderer;
private LineRenderer _TiltLineRenderer;
private LineRenderer _waveHeightLineRenderer;
private LineRenderer _wavePatternLineRenderer;
private VoyagePlayerShipMovement movement;
private VoyagePlayerShipMovementVisual movementVisual;
private void Start()
{
if (!showDebugVisuals) return;
movement = GetComponent<VoyagePlayerShipMovement>();
movementVisual = GetComponent<VoyagePlayerShipMovementVisual>();
InitializeDebugVisuals();
}
private void Update()
{
if (!showDebugVisuals) return;
UpdateDebugVisuals();
}
private void InitializeDebugVisuals()
{
if (!showDebugVisuals) return;
// 속도 표시
_speedLineRenderer = CreateLineRenderer("SpeedLine", Color.green);
// 회전 방향 표시
_rotationSpeedLineRenderer = CreateLineRenderer("RotationSpeedLine", Color.magenta);
// 회전 방향 표시
_rotationDeltaLineRenderer = CreateLineRenderer("RotationDeltaLine", Color.yellow);
// 틸트 표시
_TiltLineRenderer = CreateLineRenderer("TiltLine", Color.red);
// 파도 높이 표시
_waveHeightLineRenderer = CreateLineRenderer("WaveHeightLine", Color.blue);
// 파도 패턴 표시
_wavePatternLineRenderer = CreateLineRenderer("WavePatternLine", Color.cyan);
_wavePatternLineRenderer.positionCount = 50; // 파도 패턴을 위한 더 많은 점
}
private void UpdateDebugVisuals()
{
if (!showDebugVisuals) return;
// 속도 벡터 표시
UpdateSpeedLine();
// 회전 방향 및 각속도 표시
UpdateRotationSpeedLine();
UpdateRotationDeltaLine();
// 회전 틸트 표시
UpdateTiltLine();
// 파도 높이와 패턴 표시
UpdateWaveVisualization();
}
private float GetCurrentSpeed() => movement.CurrentSpeed;
private float GetMaxSpeed() => movement.MaxSpeed;
private float GetRotationSpeed() => movement.CurrentRotationSpeed;
private Vector2 GetCurrentInput() => movement.CurrentInput;
private void UpdateSpeedLine()
{
Vector3 start = transform.position + Vector3.up * 1.5f;
Vector3 end = start + transform.forward * ((GetCurrentSpeed() / GetMaxSpeed()) * debugLineLength * 2);
DrawLine(_speedLineRenderer, start, end);
}
private void UpdateRotationSpeedLine()
{
Vector3 start = transform.position + Vector3.up * 1.2f;
// 각속도를 호로 표현
if (Mathf.Abs(GetRotationSpeed()) > 0.1f)
{
Vector3[] arcPoints = new Vector3[10];
float radius = debugLineLength * 1f;
float angleStep = GetRotationSpeed() * 1f / (arcPoints.Length - 1);
for (int i = 0; i < arcPoints.Length; i++)
{
float angle = angleStep * i;
Vector3 point = start + Quaternion.Euler(0, angle, 0) * transform.forward * radius;
arcPoints[i] = point;
}
_rotationSpeedLineRenderer.positionCount = arcPoints.Length;
_rotationSpeedLineRenderer.SetPositions(arcPoints);
}
else
{
_rotationSpeedLineRenderer.positionCount = 0;
}
}
private void UpdateRotationDeltaLine()
{
float deltaAngle = 0f;
if (GetCurrentInput().magnitude > 0.1f)
{
Vector3 inputDirection = new Vector3(GetCurrentInput().x, 0, GetCurrentInput().y).normalized;
Quaternion targetRotation = Quaternion.LookRotation(inputDirection, Vector3.up);
deltaAngle = Quaternion.Angle(transform.rotation, targetRotation);
}
Vector3 start = transform.position + Vector3.up * 1.2f;
// 각속도를 호로 표현
if (Mathf.Abs(deltaAngle) > 0.1f)
{
Vector3[] arcPoints = new Vector3[10];
float radius = debugLineLength * 1.05f;
float angleStep = deltaAngle * 1f / (arcPoints.Length - 1);
for (int i = 0; i < arcPoints.Length; i++)
{
float angle = angleStep * i;
Vector3 point = start + Quaternion.Euler(0, angle, 0) * transform.forward * radius;
arcPoints[i] = point;
}
_rotationDeltaLineRenderer.positionCount = arcPoints.Length;
_rotationDeltaLineRenderer.SetPositions(arcPoints);
}
else
{
_rotationDeltaLineRenderer.positionCount = 0;
}
}
private void UpdateTiltLine()
{
Vector3 start = transform.position + Vector3.up * 1.5f;
Vector3 tiltDirection = movementVisual.MeshTransform.up;
DrawLine(_TiltLineRenderer, start, start + tiltDirection * (debugLineLength * 0.4f));
}
private void UpdateWaveVisualization()
{
// 현재 파도 높이 표시
Vector3 waveStart = transform.position + Vector3.up * 1.5f - transform.forward * 1.5f;
Vector3 waveEnd = waveStart + Vector3.up * (GetCurrentWaveHeight() * debugLineLength);
DrawLine(_waveHeightLineRenderer, waveStart, waveEnd);
// 파도 패턴 시각화
Vector3[] wavePoints = new Vector3[_wavePatternLineRenderer.positionCount];
float waveLength = debugLineLength * 2f;
for (int i = 0; i < wavePoints.Length; i++)
{
float t = (float)i / (_wavePatternLineRenderer.positionCount - 1);
float x = t * waveLength - waveLength * 0.5f;
float currentSpeedByUnit = GetCurrentSpeed() / GetWaveUnitSpeed();
currentSpeedByUnit = Mathf.Clamp01(currentSpeedByUnit);
float waveHeight = Mathf.Lerp(GetMinSpeedWaveHeight(), GetMaxSpeedWaveHeight(), currentSpeedByUnit);
float y = Mathf.Sin((GetWaveTime() + x) * GetBaseWaveFrequency()) * waveHeight;
wavePoints[i] = transform.position +
Vector3.right * x +
Vector3.up * (y + 2f); // 높이 오프셋
wavePoints[i] += Vector3.back * 3f + Vector3.down * 1f;
}
_wavePatternLineRenderer.SetPositions(wavePoints);
}
private float GetCurrentWaveHeight() => movementVisual.CurrentWaveHeight;
private float GetWaveUnitSpeed() => movementVisual.WaveUnitSpeed;
private float GetMinSpeedWaveHeight() => movementVisual.MinSpeedWaveHeight;
private float GetMaxSpeedWaveHeight() => movementVisual.MaxSpeedWaveHeight;
private float GetWaveTime() => movementVisual.WaveTime;
private float GetBaseWaveFrequency() => movementVisual.BaseWaveFrequency;
private LineRenderer CreateLineRenderer(string name, Color color)
{
GameObject lineObj = new GameObject(name);
lineObj.transform.SetParent(transform);
LineRenderer line = lineObj.AddComponent<LineRenderer>();
line.startWidth = debugLineWidth;
line.endWidth = debugLineWidth;
line.material = new Material(Shader.Find("Universal Render Pipeline/Unlit"));
line.startColor = color;
line.endColor = color;
line.positionCount = 2;
line.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
line.receiveShadows = false;
line.material.color = color;
return line;
}
private void DrawLine(LineRenderer line, Vector3 start, Vector3 end)
{
if (line is null) return;
line.positionCount = 2;
line.SetPosition(0, start);
line.SetPosition(1, end);
}
}
#endif
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3d5c5f51b32b4633b887d096554c6cd9
timeCreated: 1752575924

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@ -0,0 +1,224 @@
using UnityEngine;
[RequireComponent(typeof(VoyagePlayerShipMovement))]
public class VoyagePlayerShipMovementVisual : MonoBehaviour
{
[Header("메시 설정")]
[SerializeField] private Transform meshTransform;
public Transform MeshTransform => meshTransform;
[Header("회전 틸트 설정")]
[SerializeField] private float maxRotationTiltAngle = 15f;
[SerializeField] private float rotationTiltSpeed = 5f;
[SerializeField] private float rotationTiltReturnSpeed = 3f;
[SerializeField] private float angularVelocityMultiplier = 2f;
[Header("가속 틸트 설정")]
[SerializeField] private float maxAccelTiltAngle = 15f;
[SerializeField] private float accelTiltForce = 15f;
[SerializeField] private float accelTiltDamping = 0.9f;
[SerializeField] private float accelTiltSpeed = 10f;
[SerializeField] private float springStiffness = 30f;
[SerializeField] private float springDamping = 15f;
[Header("파도 효과 설정")]
[SerializeField] private float minSpeedWaveHeight = 0.2f;
public float MinSpeedWaveHeight => minSpeedWaveHeight;
[SerializeField] private float maxSpeedWaveHeight = 0.05f;
public float MaxSpeedWaveHeight => maxSpeedWaveHeight;
[SerializeField] private float baseWaveFrequency = 1f;
public float BaseWaveFrequency => baseWaveFrequency;
[SerializeField] private float speedWaveMultiplier = 5f;
[SerializeField] private float randomWaveOffset = 0.5f;
[SerializeField] private float waveUnitSpeed = 10f;
public float WaveUnitSpeed => waveUnitSpeed;
private VoyagePlayerShipMovement movement;
private Quaternion originalMeshRotation;
private Vector3 originalMeshPosition;
// 틸트 관련 변수들
private float currentRotationTilt;
private float lastRotationY;
private float currentAngularVelocity;
private float currentAccelTilt;
private float accelTiltVelocity;
private float prevSpeed;
// 파도 관련 변수들
private float waveTime;
public float WaveTime => waveTime;
private float waveRandomOffset;
private float currentWaveHeight;
public float CurrentWaveHeight => currentWaveHeight;
private void Start()
{
InitializeComponents();
InitializeMeshTransform();
InitializeWaveEffect();
}
#region Initialization
private void InitializeWaveEffect()
{
waveTime = 0f;
waveRandomOffset = Random.Range(-randomWaveOffset, randomWaveOffset);
}
private void ValidateMeshTransform()
{
if (Application.isEditor && !Application.isPlaying && meshTransform is null)
{
Debug.LogWarning("Mesh Transform을 Inspector에서 할당해주세요.");
}
}
private void InitializeMeshTransform()
{
if (meshTransform is null)
{
Debug.LogError("Mesh Transform이 할당되지 않았습니다.");
enabled = false;
return;
}
originalMeshPosition = meshTransform.localPosition;
originalMeshRotation = meshTransform.localRotation;
lastRotationY = transform.eulerAngles.y;
}
private void InitializeComponents()
{
movement = GetComponent<VoyagePlayerShipMovement>();
if (meshTransform == null)
{
Debug.LogError("Mesh Transform이 할당되지 않았습니다.");
enabled = false;
return;
}
originalMeshPosition = meshTransform.localPosition;
originalMeshRotation = meshTransform.localRotation;
lastRotationY = transform.eulerAngles.y;
waveTime = 0f;
waveRandomOffset = Random.Range(-randomWaveOffset, randomWaveOffset);
}
#endregion
private void FixedUpdate()
{
if (meshTransform is null) return;
UpdateMeshRotationTilt();
UpdateAccelerationTilt();
ApplyMeshTilt();
UpdateWaveMotion();
ApplyMeshOffset();
}
private void OnValidate()
{
ValidateMeshTransform();
}
private void UpdateMeshRotationTilt()
{
if (meshTransform is null) return;
// 현재 Y축 회전값과 각속도 계산
float currentRotationY = transform.eulerAngles.y;
float deltaRotation = Mathf.DeltaAngle(lastRotationY, currentRotationY);
currentAngularVelocity = deltaRotation / Time.fixedDeltaTime;
// 목표 틸트 각도 계산
float targetTilt = -currentAngularVelocity * angularVelocityMultiplier;
targetTilt = Mathf.Clamp(targetTilt, -maxRotationTiltAngle, maxRotationTiltAngle);
// 틸트 적용 또는 복귀
if (Mathf.Abs(currentAngularVelocity) > 0.1f)
{
currentRotationTilt =
Mathf.Lerp(currentRotationTilt, targetTilt, rotationTiltSpeed * Time.fixedDeltaTime);
}
else
{
// 입력이 없을 때는 원래 자세로 천천히 복귀
currentRotationTilt = Mathf.Lerp(currentRotationTilt, 0f, rotationTiltReturnSpeed * Time.fixedDeltaTime);
}
lastRotationY = currentRotationY;
}
private void UpdateAccelerationTilt()
{
// 가속도 계산
float acceleration = (GetCurrentSpeed() - prevSpeed) / Time.fixedDeltaTime;
// 스프링 물리 시스템 구현
float springForce = -springStiffness * currentAccelTilt; // 복원력
float dampingForce = -springDamping * accelTiltVelocity; // 감쇠력
float accelerationForce = -acceleration * accelTiltForce; // 가속에 의한 힘
// 전체 힘 계산
float totalForce = springForce + dampingForce + accelerationForce;
// 가속도 계산 (F = ma, 질량은 1로 가정)
float tiltAcceleration = totalForce;
// 속도 업데이트
accelTiltVelocity += tiltAcceleration;
accelTiltVelocity *= accelTiltDamping; // 감쇠 적용
accelTiltVelocity *= Time.fixedDeltaTime;
// 위치(각도) 업데이트
currentAccelTilt = Mathf.Lerp(currentAccelTilt, currentAccelTilt + accelTiltVelocity,
accelTiltSpeed * Time.fixedDeltaTime);
currentAccelTilt = Mathf.Clamp(currentAccelTilt, -maxAccelTiltAngle, maxAccelTiltAngle);
prevSpeed = GetCurrentSpeed();
}
private void ApplyMeshTilt()
{
if (meshTransform is null) return;
// 회전 틸트와 가속 틸트를 조합
// 메시에 최종 틸트 적용
meshTransform.localRotation = originalMeshRotation * Quaternion.Euler(
currentAccelTilt, // X축 (가속 틸트)
0, // Y축
currentRotationTilt // Z축 (회전 틸트)
);
}
private void UpdateWaveMotion()
{
if (meshTransform is null) return;
// 현재 속도에 비례하여 파도 주기 조절
float waveSpeedFactor = 1f + (GetCurrentSpeed() / waveUnitSpeed) * speedWaveMultiplier;
waveTime += Time.fixedDeltaTime * baseWaveFrequency * waveSpeedFactor;
float currentSpeedByUnit = GetCurrentSpeed() / waveUnitSpeed;
currentSpeedByUnit = Mathf.Clamp01(currentSpeedByUnit);
float waveHeight = Mathf.Lerp(minSpeedWaveHeight, maxSpeedWaveHeight, currentSpeedByUnit);
currentWaveHeight = waveHeight * Mathf.Sin(waveTime + waveRandomOffset);
}
private void ApplyMeshOffset()
{
if (meshTransform is null) return;
Vector3 position = originalMeshPosition + (Vector3.up * currentWaveHeight);
meshTransform.localPosition = position;
}
private float GetCurrentSpeed()
{
return movement.CurrentSpeed;
}
}

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