2023-08-08 07:08:41 +00:00
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using Cinemachine;
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using Sirenix.OdinInspector;
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2023-08-03 01:03:08 +00:00
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace _02.Scripts.WaterAndShip
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{
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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(PlayerInput))]
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public class Player : MonoBehaviour
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{
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[Title("Component")]
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private Rigidbody rb;
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private Vector2 movementInput;
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[Title("Child Object")]
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private GameObject character;
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[Title("쉽의 기본 설정")]
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[Tooltip("최대 스피드")]
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public float maxSpeed = 10f;
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[Tooltip("가속 수치")]
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public float acceleration = 2f;
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[Tooltip("감속 수치")]
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public float deceleration = 2f;
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[Tooltip("회전 속도")]
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public float turnSpeed = 10f;
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[Title("캐릭터의 기본 설정")]
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[Tooltip("캐릭터의 이동 속도")]
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public float characterSpeed = 10f;
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public bool IsAssaultMode { get; set; }
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public bool IsInShipMode { get; set; }
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public bool IsdredgeMode { get; set; }
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private void Init()
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{
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character = transform.Find("Character").gameObject;
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rb = GetComponent<Rigidbody>();
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}
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private void Awake()
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{
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Init();
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}
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private void FixedUpdate()
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{
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if (IsInShipMode)
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{
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MoveCharacterPlayer();
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}
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else
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{
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MoveShipPlayer();
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RotatePlayer();
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}
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}
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#region Movement
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public void OnMove(InputValue value)
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{
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movementInput = value.Get<Vector2>();
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}
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private void MoveShipPlayer()
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{
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var desiredVelocity = transform.forward * (movementInput.y * maxSpeed);
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var speedChange = (movementInput.y != 0 ? acceleration : deceleration) * Time.fixedDeltaTime;
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rb.velocity = Vector3.MoveTowards(rb.velocity, desiredVelocity, speedChange);
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}
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private void RotatePlayer()
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{
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var turn = movementInput.x;
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var turnRotation = Quaternion.Euler(0f, turn * turnSpeed, 0f);
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rb.MoveRotation(rb.rotation * turnRotation);
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}
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private void MoveCharacterPlayer()
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{
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Vector3 movement = character.transform.rotation * new Vector3(-movementInput.y, 0, movementInput.x) * (characterSpeed * Time.deltaTime);
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character.transform.position += movement;
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}
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#endregion
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#region AssaultMode/DreadgeMode Switch
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private void OnAssaultMode(InputValue value)
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{
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if (IsAssaultMode)
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{
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SwitchToDredgeMode();
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}
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else
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{
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SwitchToAssaultMode();
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}
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}
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private void SwitchToDredgeMode()
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{
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GameManager.Inst.CameraController.CamDredgeMode();
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GameManager.Inst.UiController.uiAnimator.Reverse();
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IsAssaultMode = false;
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IsdredgeMode = true;
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}
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private void SwitchToAssaultMode()
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{
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GameManager.Inst.CameraController.CamAssaultMode();
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GameManager.Inst.UiController.uiAnimator.Play();
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IsAssaultMode = true;
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IsdredgeMode = false;
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}
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#endregion
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#region Interaction Key
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private void OnInteraction(InputValue value)
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{
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}
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private void OnInteractionHold(InputValue value)
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{
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if (IsInShipMode)
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{
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GameManager.Inst.CameraController.CamDredgeMode();
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IsdredgeMode = true;
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IsAssaultMode = false;
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IsInShipMode = false;
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}
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else
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{
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GameManager.Inst.CameraController.CamInShipMode();
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IsInShipMode = true;
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IsAssaultMode = false;
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IsdredgeMode = false;
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}
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}
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#endregion
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}
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}
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