Merge branch 'main' of 121.165.94.243:capers/bluewater into NTG
This commit is contained in:
commit
3c4d7e5509
File diff suppressed because it is too large
Load Diff
@ -1,18 +1,193 @@
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using System.Collections;
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using System.Collections.Generic;
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using BlueWaterProject.Type;
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using PixelCrushers.DialogueSystem;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using DialogueSystemTrigger = PixelCrushers.DialogueSystem.Wrappers.DialogueSystemTrigger;
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public class TycoonPlayer : MonoBehaviour
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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// Start is called before the first frame update
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void Start()
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[RequireComponent(typeof(Rigidbody))]
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public class TycoonPlayer : MonoBehaviour
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{
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private float characterSpeed;
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private Transform interactionTarget;
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private Transform visualLook;
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private Rigidbody rb;
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||||
//test character ani TODO : 나중에 스파인으로 바꾸고 삭제
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public SpriteRenderer spriteRenderer;
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public Sprite sideSprite;
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public Sprite backSprite;
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public Sprite frontSprite;
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//test character ani
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}
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protected PlayerInput playerInput;
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protected Vector2 movementInput;
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// Update is called once per frame
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void Update()
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{
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private void Init()
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{
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characterSpeed = 10;
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visualLook = transform.Find("UnitRoot");
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rb = GetComponent<Rigidbody>();
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spriteRenderer = visualLook.GetComponent<SpriteRenderer>();
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playerInput = GetComponent<PlayerInput>();
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||||
}
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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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||||
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||||
private void Start()
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{
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}
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||||
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private void FixedUpdate()
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||||
{
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MoveCharacterPlayer();
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}
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||||
public void OnMove(InputValue value) // WASD
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||||
{
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movementInput = value.Get<Vector2>();
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}
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||||
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||||
private void OnMouse0(InputValue value)
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||||
{
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||||
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}
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||||
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||||
private void OnInteraction(InputValue value)
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||||
{
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}
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private void OnCancel(InputValue value)
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||||
{
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}
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private void MoveCharacterPlayer()
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||||
{
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var extraGravityForce = (Physics.gravity * rb.mass) * 2f;
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rb.AddForce(extraGravityForce);
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Vector3 movement = Vector3.zero;
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movement = transform.rotation * new Vector3(movementInput.x, 0, movementInput.y) *
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(characterSpeed * Time.deltaTime);
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gameObject.transform.position += movement;
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var localScale = visualLook.localScale;
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// 왼쪽
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if (movement.x < 0)
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{
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localScale.x = Mathf.Abs(localScale.x);
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spriteRenderer.sprite = sideSprite;
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}
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// 오른쪽
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else if (movement.x > 0)
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{
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localScale.x = -Mathf.Abs(localScale.x);
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spriteRenderer.sprite = sideSprite;
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}
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// 뒤로
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else if (movement.z > 0)
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{
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spriteRenderer.sprite = backSprite;
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}
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// 앞으로
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else if (movement.z < 0)
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{
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spriteRenderer.sprite = frontSprite;
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}
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visualLook.localScale = localScale;
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// var movement = transform.rotation * new Vector3(-movementInput.y, 0, movementInput.x) * (characterSpeed * Time.deltaTime);
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// rb.MovePosition(rb.position + movement);
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}
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||||
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private IEnumerator MoveCharacterToPosition(Vector3 position, float scaleX)
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{
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var elapsedTime = 0f;
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var duration = 1f; // 이동에 걸리는 시간 (초)
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var startingPosition = transform.position;
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// 방향 즉시 변경
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visualLook.localScale = new Vector3(scaleX, visualLook.localScale.y, visualLook.localScale.z);
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while (elapsedTime < duration)
|
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{
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transform.position = Vector3.Lerp(startingPosition, position, elapsedTime / duration);
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elapsedTime += Time.deltaTime;
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yield return null;
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}
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transform.position = position;
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||||
}
|
||||
|
||||
public void StartInteraction(Transform target)
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||||
{
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||||
interactionTarget = target;
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||||
interactionTarget.GetComponent<InShipNpc>()?.ChangeStateToInteraction();
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var targetPosition = interactionTarget.position;
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var playerPosition = transform.position;
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var directionToTarget = (targetPosition - playerPosition).normalized;
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// 캐릭터가 NPC의 왼쪽 또는 오른쪽에 있는지 확인
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var crossProduct = Vector3.Cross(directionToTarget, transform.forward).y;
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Vector3 desiredPosition;
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float desiredScaleX; // 캐릭터의 방
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if (crossProduct > 0) // 캐릭터가 NPC의 왼쪽에 있는 경우
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{
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desiredPosition = targetPosition + interactionTarget.right * 2f;
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desiredScaleX = 1f; // 오른쪽을 바라봄
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}
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else // 캐릭터가 NPC의 오른쪽에 있는 경우
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{
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desiredPosition = targetPosition + interactionTarget.right * -2f;
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desiredScaleX = -1f; // 왼쪽을 바라봄
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}
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|
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// 장애물 감지
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if (Physics.Raycast(playerPosition, (desiredPosition - playerPosition).normalized, Vector3.Distance(playerPosition, desiredPosition), LayerMask.GetMask("Obstacle")))
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{
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// 장애물이 감지되면, 반대쪽으로 이동
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desiredPosition = crossProduct > 0 ? targetPosition + interactionTarget.right * -2f : targetPosition + interactionTarget.right * 2f;
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desiredScaleX = -desiredScaleX; // 방향을 반전
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}
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// 캐릭터를 원하는 위치와 방향으로 부드럽게 이동 및 회전
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StartCoroutine(MoveCharacterToPosition(desiredPosition, desiredScaleX));
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UiManager.Inst.InShipInteraction.gameObject.SetActive(true);
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}
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public void StartConversation()
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{
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if (interactionTarget != null)
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||||
{
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interactionTarget.GetComponent<DialogueSystemTrigger>().OnConversationStart(interactionTarget);
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UiManager.Inst.InShipInteraction.gameObject.SetActive(false);
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}
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}
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public void EndInteraction()
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{
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interactionTarget.GetComponent<InShipNpc>()?.RestoreState();
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}
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public void EndConversation()
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{
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UiManager.Inst.InShipInteraction.gameObject.SetActive(true);
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||||
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}
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}
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}
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Reference in New Issue
Block a user