Compare commits
26 Commits
main
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sailing-re
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Assets/0_Voyage/_Scripts/Ship/VoyagePlayerShip.cs
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using Unity.Cinemachine;
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namespace Voyage
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{
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using UnityEngine;
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using UnityEngine.InputSystem;
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/// <summary>
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/// 플레이어 배의 기본 이동과 회전을 처리하는 컴포넌트
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/// </summary>
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public class VoyagePlayerShipMovement : MonoBehaviour
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{
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[System.Serializable]
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public class MovementSettings
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{
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[Tooltip("배의 최대 이동 속도")]
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public float maxSpeed = 20f;
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{
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public float turnSpeedPenalty = 0.5f;
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[Tooltip("최대 감속이 적용되는 각도")]
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[SerializeField]
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[SerializeField]
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private RotationSettings rotationSettings = new();
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public Vector2 CurrentInput => currentInput;
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public float CurrentRotationSpeed => currentRotationSpeed;
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public float CurrentSpeed => currentSpeed;
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private float currentRotationSpeed;
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private float targetSpeed;
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private float currentSpeed;
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{
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UpdateShipMovement();
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public void OnMove(InputAction.CallbackContext context)
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{
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currentInput = context.ReadValue<Vector2>();
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}
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{
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if (IsMoving())
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||||
{
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UpdateMovementWithInput();
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{
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||||
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ApplyDragForce();
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ApplyFinalMovement();
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{
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UpdateSpeed();
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UpdateRotation();
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}
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private void UpdateSpeed()
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{
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||||
float baseTargetSpeed = CalculateBaseTargetSpeed();
|
||||
float turnPenaltyFactor = CalculateTurnPenaltyFactor();
|
||||
|
||||
targetSpeed = baseTargetSpeed * turnPenaltyFactor;
|
||||
currentSpeed = Mathf.Lerp(currentSpeed, targetSpeed,
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||||
movementSettings.accelerationRate * Time.fixedDeltaTime);
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||||
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if (ShouldStop())
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{
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StopShip();
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}
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}
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private void UpdateRotation()
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{
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if (!IsMoving()) return;
|
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|
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|
||||
float rotationSpeed = CalculateRotationSpeed();
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ApplyRotation(targetRotation, rotationSpeed);
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}
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#endregion
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#region Helper Methods
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{
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return currentInput.magnitude > movementSettings.minSpeedThreshold;
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}
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{
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float angleDifference = Vector3.Angle(transform.forward, inputDirection);
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float penaltyFactor = angleDifference / rotationSettings.maxTurnAngle * rotationSettings.turnSpeedPenalty;
|
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|
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return Mathf.Clamp01(1f - penaltyFactor);
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}
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{
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return Quaternion.LookRotation(inputDirection, Vector3.up);
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}
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{
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float desiredRotationSpeed = Mathf.Max(speedBasedRotation, rotationSettings.minRotationSpeed);
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|
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return Mathf.Lerp(currentRotationSpeed, desiredRotationSpeed,
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rotationSettings.accelerationRate * Time.fixedDeltaTime);
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}
|
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|
||||
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
|
||||
}
|
@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2607481b15fd548b18ca4897db56ab3f
|
256
Assets/0_Voyage/_Scripts/Ship/VoyagePlayerShipMovementDebug.cs
Normal file
@ -0,0 +1,256 @@
|
||||
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
|
||||
}
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3d5c5f51b32b4633b887d096554c6cd9
|
||||
timeCreated: 1752575924
|
224
Assets/0_Voyage/_Scripts/Ship/VoyagePlayerShipMovementVisual.cs
Normal file
@ -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);
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prevSpeed = GetCurrentSpeed();
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}
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private void ApplyMeshTilt()
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{
|
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if (meshTransform is null) return;
|
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|
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// 회전 틸트와 가속 틸트를 조합
|
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// 메시에 최종 틸트 적용
|
||||
meshTransform.localRotation = originalMeshRotation * Quaternion.Euler(
|
||||
currentAccelTilt, // X축 (가속 틸트)
|
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0, // Y축
|
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currentRotationTilt // Z축 (회전 틸트)
|
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);
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}
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{
|
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if (meshTransform is null) return;
|
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|
||||
// 현재 속도에 비례하여 파도 주기 조절
|
||||
float waveSpeedFactor = 1f + (GetCurrentSpeed() / waveUnitSpeed) * speedWaveMultiplier;
|
||||
waveTime += Time.fixedDeltaTime * baseWaveFrequency * waveSpeedFactor;
|
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float currentSpeedByUnit = GetCurrentSpeed() / waveUnitSpeed;
|
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currentSpeedByUnit = Mathf.Clamp01(currentSpeedByUnit);
|
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float waveHeight = Mathf.Lerp(minSpeedWaveHeight, maxSpeedWaveHeight, currentSpeedByUnit);
|
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currentWaveHeight = waveHeight * Mathf.Sin(waveTime + waveRandomOffset);
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}
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{
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if (meshTransform is null) return;
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|
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|
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private float GetCurrentSpeed()
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{
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