549 lines
18 KiB
C#
549 lines
18 KiB
C#
using UnityEngine;
|
|
using UnityEngine.InputSystem;
|
|
|
|
/// <summary>
|
|
/// 플레이어 배의 움직임을 제어하는 컴포넌트
|
|
/// 속도, 회전, 틸트, 파도 효과 등을 관리합니다.
|
|
/// </summary>
|
|
public class VoyagePlayerShipMovement : MonoBehaviour
|
|
{
|
|
#region Inspector Fields
|
|
|
|
[Header("기본 이동 설정")]
|
|
[Tooltip("배의 최대 이동 속도")]
|
|
[SerializeField] private float maxSpeed = 20f;
|
|
[SerializeField] private float accelerationRate = 1f;
|
|
[SerializeField] private float dragFactor = 0.98f;
|
|
[SerializeField] private float minSpeedThreshold = 0.1f;
|
|
|
|
[Header("회전 설정")]
|
|
[SerializeField] private float rotationSpeed = 270f;
|
|
[SerializeField] private float minRotationSpeed = 90f;
|
|
[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;
|
|
private float currentRotationSpeed;
|
|
private float targetSpeed;
|
|
private float currentSpeed;
|
|
|
|
// 회전 틸트 관련
|
|
private float currentRotationTilt;
|
|
private float lastRotationY;
|
|
private float currentAngularVelocity;
|
|
|
|
// 가속 틸트 관련
|
|
private float currentAccelTilt;
|
|
private float accelTiltVelocity;
|
|
private float prevSpeed;
|
|
|
|
// 파도 효과 관련
|
|
private float waveTime;
|
|
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())
|
|
{
|
|
HandleMovement();
|
|
HandleRotation();
|
|
}
|
|
else
|
|
{
|
|
DecelerateMovement();
|
|
}
|
|
|
|
ApplyDrag();
|
|
ApplyMovement();
|
|
}
|
|
|
|
private bool IsMoving()
|
|
{
|
|
return currentInput.magnitude > minSpeedThreshold;
|
|
}
|
|
|
|
private void HandleMovement()
|
|
{
|
|
float baseTargetSpeed = CalculateBaseTargetSpeed();
|
|
float turnPenaltyFactor = CalculateTurnPenaltyFactor();
|
|
|
|
targetSpeed = baseTargetSpeed * turnPenaltyFactor;
|
|
currentSpeed = Mathf.Lerp(currentSpeed, targetSpeed, accelerationRate * Time.fixedDeltaTime);
|
|
|
|
if (ShouldStop())
|
|
{
|
|
currentSpeed = 0f;
|
|
}
|
|
|
|
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())
|
|
{
|
|
Vector3 inputDirection = new Vector3(currentInput.x, 0, currentInput.y).normalized;
|
|
Quaternion targetRotation = Quaternion.LookRotation(inputDirection, Vector3.up);
|
|
|
|
// 회전 속도를 현재 속도에 비례하도록 설정
|
|
float desiredRotationSpeed = rotationSpeed * (currentSpeed / maxSpeed);
|
|
desiredRotationSpeed = Mathf.Max(desiredRotationSpeed, minRotationSpeed);
|
|
currentRotationSpeed = Mathf.Lerp(currentRotationSpeed, desiredRotationSpeed,
|
|
rotationAccelerationRate * Time.fixedDeltaTime);
|
|
|
|
// 기본 회전 적용 (오브젝트 전체)
|
|
transform.rotation = Quaternion.RotateTowards(
|
|
transform.rotation,
|
|
targetRotation,
|
|
currentRotationSpeed * Time.fixedDeltaTime
|
|
);
|
|
}
|
|
}
|
|
|
|
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 = (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;
|
|
}
|
|
|
|
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 + (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);
|
|
}
|
|
|
|
private void ApplyMeshOffset()
|
|
{
|
|
if (meshTransform is null) return;
|
|
|
|
Vector3 position = originalMeshPosition + (Vector3.up * currentWaveHeight);
|
|
meshTransform.localPosition = position;
|
|
}
|
|
|
|
private void ApplyDrag()
|
|
{
|
|
currentSpeed *= dragFactor;
|
|
|
|
// 최소 속도 이하면 완전히 정지
|
|
if (currentSpeed < minSpeedThreshold)
|
|
{
|
|
currentSpeed = 0f;
|
|
}
|
|
|
|
// 현재 방향으로 감속된 속도 적용
|
|
currentVelocity = transform.forward * currentSpeed;
|
|
}
|
|
|
|
|
|
private void ApplyMovement()
|
|
{
|
|
transform.position += currentVelocity * Time.fixedDeltaTime;
|
|
}
|
|
|
|
private void DecelerateMovement()
|
|
{
|
|
// 입력이 없을 때는 서서히 감속
|
|
currentSpeed = Mathf.Lerp(currentSpeed, 0f, accelerationRate * Time.fixedDeltaTime);
|
|
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
|
|
} |