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26 Commits

Author SHA1 Message Date
studioaheun
fa9dc46540 2d 프랍 및 3d 테스트씬 중간 커밋 2025-07-31 18:15:49 +09:00
Jeonghyeon Ha
ef384bf59c DDD-43 코드 리팩토링 2025-07-15 20:10:46 +09:00
Jeonghyeon Ha
4a06cc0565 DDD-43 배 이동 관련 코드 분리 2025-07-15 19:56:39 +09:00
Jeonghyeon Ha
ccf8772ccd DDD-43 코드 리팩토링 2025-07-15 19:24:43 +09:00
Jeonghyeon Ha
d03a4b7892 DDD-43 디버그 기능 추가 2025-07-15 19:13:50 +09:00
Jeonghyeon Ha
241a2fc51d DDD-43 파도에 따른 배 오프셋 추가 2025-07-15 16:49:41 +09:00
Jeonghyeon Ha
1b45fab5eb DDD-43 배 가속도 틸팅 2025-07-15 16:20:02 +09:00
Jeonghyeon Ha
2c026cae7b DDD-43 해상 배 조작 - 회전에 따른 틸팅 2025-07-15 13:40:43 +09:00
Jeonghyeon Ha
70702f3235 DDD-43 이동 기본 구현 2025-07-15 13:02:53 +09:00
Jeonghyeon Ha
0d2a8a5e2c DDD-43 배 이동 구현을 위한 기본 인풋 및 디버그 드로 기능 2025-07-15 11:29:11 +09:00
Jeonghyeon Ha
22ad52aa56 DDD-43 배 프리팹 추가 및 카메라 지정 2025-07-14 18:12:32 +09:00
studioaheun
81efd62931 fog, fx 테스트 및 브랜치 최신화 2025-07-11 19:43:52 +09:00
studioaheun
a37dc8d678 태그매니저 및 Sorting Layer test추가 2025-06-19 17:52:27 +09:00
yonggyun
c78a493e78 낮으로 변경 2025-06-19 17:44:34 +09:00
yonggyun
37bb4d1daf 누락된 파일 추가 2025-06-19 11:18:50 +09:00
yonggyun
d0a6e9fe4f sd 캐릭터 추가 2025-06-17 20:04:04 +09:00
yonggyun
47fb5ce126 2D배 테스트 추가 2025-06-17 20:03:29 +09:00
yonggyun
ea7232d98e Merge branch 'sailing-research' into night-test
# Conflicts:
#	Assets/01.Scenes/77.SailTest.unity
#	Assets/StylizedWater2/_Demo/DemoAssets/Materials/StylizedWater2_Demo.mat
2025-06-17 16:32:33 +09:00
yonggyun
139b50a1b6 ui 캐릭터쓰는 캐릭들로 변경 2025-06-17 15:39:34 +09:00
yonggyun
d26e441b49 ui 캐릭터쓰는 캐릭들로 변경 2025-06-17 15:31:41 +09:00
studioaheun
1b3d883d19 낮 바다 씬 및 테스트 프랍 중간 커밋 2025-06-12 11:58:07 +09:00
32122b373c 밤안개 피처 테스트트 2025-06-10 10:42:11 +09:00
80b31568d1 밤날씨 테스트 씬 세팅팅 2025-06-10 09:10:04 +09:00
ae262ac89c 물 하얗게 뜨는 현상 수정정 2025-06-10 09:06:20 +09:00
studioaheun
fb8ca57c34 항해씬 FX 추가작업
이동 시 물결 add로 변경, 배 주변 빛반사 파티클 추가
2025-06-05 10:47:38 +09:00
4ad32b272c DDD 씬 테스트작업
- SW2 적용 및 포스트 프로세싱 트윅윅
2025-06-03 19:22:59 +09:00
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using Unity.Cinemachine;
using UnityEngine;
namespace Voyage
{
public class VoyagePlayerShip : MonoBehaviour
{
private void Start()
{
}
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// 플레이어 배의 기본 이동과 회전을 처리하는 컴포넌트
/// </summary>
[RequireComponent(typeof(Rigidbody))]
public class VoyagePlayerShipMovement : MonoBehaviour
{
#region Settings
[System.Serializable]
public class MovementSettings
{
[Tooltip("배의 최대 이동 속도")]
public float maxSpeed = 20f;
public float accelerationRate = 1f;
public float dragFactor = 0.98f;
public float minSpeedThreshold = 0.1f;
}
[System.Serializable]
public class RotationSettings
{
public float maxRotationSpeed = 270f;
public float minRotationSpeed = 90f;
public float accelerationRate = 5f;
[Tooltip("선회 시 감속 정도 (0: 감속 없음, 1: 완전 정지)")]
public float turnSpeedPenalty = 0.5f;
[Tooltip("최대 감속이 적용되는 각도")]
public float maxTurnAngle = 180f;
}
#endregion
#region Inspector Fields
[SerializeField]
private MovementSettings movementSettings = new();
[SerializeField]
private RotationSettings rotationSettings = new();
#endregion
#region Properties
public Vector2 CurrentInput => currentInput;
public float CurrentRotationSpeed => currentRotationSpeed;
public float CurrentSpeed => currentSpeed;
public float MaxSpeed => movementSettings.maxSpeed;
public Vector3 CurrentVelocity => currentVelocity;
#endregion
#region Private Fields
private Vector3 currentVelocity;
private Vector2 currentInput;
private float currentRotationSpeed;
private float targetSpeed;
private float currentSpeed;
#endregion
#region Unity Messages
private void FixedUpdate()
{
UpdateShipMovement();
}
#endregion
#region Public Methods
public void OnMove(InputAction.CallbackContext context)
{
currentInput = context.ReadValue<Vector2>();
}
#endregion
#region Movement Methods
private void UpdateShipMovement()
{
if (IsMoving())
{
UpdateMovementWithInput();
}
else
{
DecelerateShip();
}
ApplyDragForce();
ApplyFinalMovement();
}
private void UpdateMovementWithInput()
{
UpdateSpeed();
UpdateRotation();
}
private void UpdateSpeed()
{
float baseTargetSpeed = CalculateBaseTargetSpeed();
float turnPenaltyFactor = CalculateTurnPenaltyFactor();
targetSpeed = baseTargetSpeed * turnPenaltyFactor;
currentSpeed = Mathf.Lerp(currentSpeed, targetSpeed,
movementSettings.accelerationRate * Time.fixedDeltaTime);
if (ShouldStop())
{
StopShip();
}
UpdateVelocityVector();
}
private void UpdateRotation()
{
if (!IsMoving()) return;
Quaternion targetRotation = CalculateTargetRotation();
float rotationSpeed = CalculateRotationSpeed();
ApplyRotation(targetRotation, rotationSpeed);
}
#endregion
#region Helper Methods
private bool IsMoving()
{
return currentInput.magnitude > movementSettings.minSpeedThreshold;
}
private float CalculateBaseTargetSpeed()
{
return Mathf.Clamp01(currentInput.magnitude) * movementSettings.maxSpeed;
}
private float CalculateTurnPenaltyFactor()
{
Vector3 inputDirection = new Vector3(currentInput.x, 0, currentInput.y).normalized;
float angleDifference = Vector3.Angle(transform.forward, inputDirection);
float penaltyFactor = angleDifference / rotationSettings.maxTurnAngle * rotationSettings.turnSpeedPenalty;
return Mathf.Clamp01(1f - penaltyFactor);
}
private Quaternion CalculateTargetRotation()
{
Vector3 inputDirection = new Vector3(currentInput.x, 0, currentInput.y).normalized;
return Quaternion.LookRotation(inputDirection, Vector3.up);
}
private float CalculateRotationSpeed()
{
float speedBasedRotation = rotationSettings.maxRotationSpeed * (currentSpeed / movementSettings.maxSpeed);
float desiredRotationSpeed = Mathf.Max(speedBasedRotation, rotationSettings.minRotationSpeed);
return Mathf.Lerp(currentRotationSpeed, desiredRotationSpeed,
rotationSettings.accelerationRate * Time.fixedDeltaTime);
}
private void ApplyRotation(Quaternion targetRotation, float rotationSpeed)
{
currentRotationSpeed = rotationSpeed;
transform.rotation = Quaternion.RotateTowards(
transform.rotation,
targetRotation,
rotationSpeed * Time.fixedDeltaTime
);
}
private bool ShouldStop()
{
return currentSpeed < movementSettings.minSpeedThreshold &&
targetSpeed < movementSettings.minSpeedThreshold;
}
private void StopShip()
{
currentSpeed = 0f;
currentVelocity = Vector3.zero;
}
private void UpdateVelocityVector()
{
currentVelocity = transform.forward * currentSpeed;
}
private void DecelerateShip()
{
currentSpeed = Mathf.Lerp(currentSpeed, 0f,
movementSettings.accelerationRate * Time.fixedDeltaTime);
currentRotationSpeed = 0f;
}
private void ApplyDragForce()
{
currentSpeed *= movementSettings.dragFactor;
if (currentSpeed < movementSettings.minSpeedThreshold)
{
StopShip();
}
else
{
UpdateVelocityVector();
}
}
private void ApplyFinalMovement()
{
transform.position += currentVelocity * Time.fixedDeltaTime;
}
#endregion
}

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using UnityEngine;
namespace Voyage
{
#if UNITY_EDITOR
/// <summary>
/// 배의 움직임을 시각적으로 디버깅하기 위한 컴포넌트
/// </summary>
[RequireComponent(typeof(VoyagePlayerShipMovement))]
[RequireComponent(typeof(VoyagePlayerShipMovementVisual))]
public class VoyagePlayerShipDebug : MonoBehaviour
{
#region Debug Settings
[System.Serializable]
public class DebugSettings
{
public bool showDebugVisuals = true;
public float lineLength = 5f;
public float lineWidth = 0.1f;
[Header("라인 색상")]
public Color speedLineColor = Color.green;
public Color rotationSpeedLineColor = Color.magenta;
public Color rotationDeltaLineColor = Color.yellow;
public Color tiltLineColor = Color.red;
public Color waveHeightLineColor = Color.blue;
public Color wavePatternLineColor = Color.cyan;
}
[SerializeField] private DebugSettings settings = new();
#endregion
#region Line Renderers
private class DebugLines
{
public LineRenderer Speed { get; set; }
public LineRenderer RotationSpeed { get; set; }
public LineRenderer RotationDelta { get; set; }
public LineRenderer Tilt { get; set; }
public LineRenderer WaveHeight { get; set; }
public LineRenderer WavePattern { get; set; }
}
private DebugLines lines = new();
#endregion
#region Components
private VoyagePlayerShipMovement movement;
private VoyagePlayerShipMovementVisual movementVisual;
#endregion
#region Unity Messages
private void Start()
{
if (!settings.showDebugVisuals) return;
InitializeComponents();
InitializeDebugLines();
}
private void Update()
{
if (!settings.showDebugVisuals) return;
UpdateAllDebugLines();
}
#endregion
#region Initialization
private void InitializeComponents()
{
movement = GetComponent<VoyagePlayerShipMovement>();
movementVisual = GetComponent<VoyagePlayerShipMovementVisual>();
}
private void InitializeDebugLines()
{
lines.Speed = CreateLineRenderer("SpeedLine", settings.speedLineColor);
lines.RotationSpeed = CreateLineRenderer("RotationSpeedLine", settings.rotationSpeedLineColor);
lines.RotationDelta = CreateLineRenderer("RotationDeltaLine", settings.rotationDeltaLineColor);
lines.Tilt = CreateLineRenderer("TiltLine", settings.tiltLineColor);
lines.WaveHeight = CreateLineRenderer("WaveHeightLine", settings.waveHeightLineColor);
lines.WavePattern = CreateLineRenderer("WavePatternLine", settings.wavePatternLineColor, 50);
}
#endregion
#region Line Updates
private void UpdateAllDebugLines()
{
UpdateSpeedLine();
UpdateRotationLines();
UpdateTiltLine();
UpdateWaveVisualization();
}
private void UpdateSpeedLine()
{
Vector3 start = GetDebugLineStart(1.5f);
Vector3 direction = transform.forward * (movement.CurrentSpeed / movement.MaxSpeed);
Vector3 end = start + direction * (settings.lineLength * 2f);
DrawLine(lines.Speed, start, end);
}
private void UpdateRotationLines()
{
UpdateRotationSpeedArc();
UpdateRotationDeltaArc();
}
private void UpdateRotationSpeedArc()
{
if (Mathf.Abs(movement.CurrentRotationSpeed) <= 0.1f)
{
lines.RotationSpeed.positionCount = 0;
return;
}
DrawArc(lines.RotationSpeed,
GetDebugLineStart(1.2f),
settings.lineLength,
movement.CurrentRotationSpeed);
}
private void UpdateRotationDeltaArc()
{
if (movement.CurrentInput.magnitude <= 0.1f)
{
lines.RotationDelta.positionCount = 0;
return;
}
float deltaAngle = CalculateRotationDeltaAngle();
if (Mathf.Abs(deltaAngle) <= 0.1f)
{
lines.RotationDelta.positionCount = 0;
return;
}
DrawArc(lines.RotationDelta,
GetDebugLineStart(1.2f),
settings.lineLength * 1.05f,
deltaAngle);
}
private void UpdateTiltLine()
{
Vector3 start = GetDebugLineStart(1.5f);
Vector3 tiltDirection = movementVisual.MeshTransform.up;
DrawLine(lines.Tilt, start, start + tiltDirection * (settings.lineLength * 0.4f));
}
private void UpdateWaveVisualization()
{
UpdateWaveHeightLine();
UpdateWavePatternLine();
}
private void UpdateWaveHeightLine()
{
// 현재 파도 높이 표시
Vector3 waveStart = transform.position + Vector3.up * 1.5f - transform.forward * 1.5f;
Vector3 waveEnd = waveStart + Vector3.up * (movementVisual.CurrentWaveHeight * settings.lineLength);
DrawLine(lines.WaveHeight, waveStart, waveEnd);
}
private void UpdateWavePatternLine()
{
// 파도 패턴 시각화
Vector3[] wavePoints = new Vector3[lines.WavePattern.positionCount];
float waveLength = settings.lineLength * 2f;
for (int i = 0; i < wavePoints.Length; i++)
{
float t = (float)i / (lines.WavePattern.positionCount - 1);
float x = t * waveLength - waveLength * 0.5f;
float currentSpeedByUnit = movement.CurrentSpeed / movementVisual.WaveUnitSpeed;
currentSpeedByUnit = Mathf.Clamp01(currentSpeedByUnit);
float waveHeight = Mathf.Lerp(movementVisual.MinSpeedWaveHeight, movementVisual.MaxSpeedWaveHeight, currentSpeedByUnit);
float y = Mathf.Sin((movementVisual.WaveTime + x) * movementVisual.BaseWaveFrequency) * waveHeight;
wavePoints[i] = transform.position +
Vector3.right * x +
Vector3.up * (y + 2f); // 높이 오프셋
wavePoints[i] += Vector3.back * 3f + Vector3.down * 1f;
}
lines.WavePattern.SetPositions(wavePoints);
}
#endregion
#region Helper Methods
private Vector3 GetDebugLineStart(float heightOffset)
{
return transform.position + Vector3.up * heightOffset;
}
private float CalculateRotationDeltaAngle()
{
Vector3 inputDirection = new Vector3(movement.CurrentInput.x, 0, movement.CurrentInput.y).normalized;
Quaternion targetRotation = Quaternion.LookRotation(inputDirection, Vector3.up);
return Quaternion.Angle(transform.rotation, targetRotation);
}
private void DrawArc(LineRenderer lineRenderer, Vector3 center, float radius, float totalAngle)
{
const int ArcSegments = 10;
Vector3[] arcPoints = new Vector3[ArcSegments];
float angleStep = totalAngle / (ArcSegments - 1);
for (int i = 0; i < ArcSegments; i++)
{
float angle = angleStep * i;
Vector3 point = center + Quaternion.Euler(0, angle, 0) * transform.forward * radius;
arcPoints[i] = point;
}
lineRenderer.positionCount = ArcSegments;
lineRenderer.SetPositions(arcPoints);
}
private LineRenderer CreateLineRenderer(string name, Color color, int pointCount = 2)
{
GameObject lineObj = new GameObject($"Debug_{name}");
lineObj.transform.SetParent(transform);
LineRenderer line = lineObj.AddComponent<LineRenderer>();
InitializeLineRenderer(line, color, pointCount);
return line;
}
private void InitializeLineRenderer(LineRenderer line, Color color, int pointCount)
{
line.startWidth = settings.lineWidth;
line.endWidth = settings.lineWidth;
line.material = new Material(Shader.Find("Universal Render Pipeline/Unlit"));
line.startColor = line.endColor = color;
line.positionCount = pointCount;
line.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
line.receiveShadows = false;
line.material.color = color;
}
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);
}
#endregion
}
#endif
}

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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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