Closes #212 배의 물리 시스템 보완

+ ShipPlayer 물리 로직 변경
+ ShipPlayer 인스펙터 정리
+ 02.Ocean 전용 물 material 변경
+ Barrel 중심 변경
+ 03.Combat 씬에 GroundFog 추가
-----------------------------------------
+ URP shadows값 변경
This commit is contained in:
NTG 2024-02-24 00:10:20 +09:00
parent 1d456666f0
commit 7659512faf
113 changed files with 15548 additions and 15155 deletions

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@ -1,4 +1,3 @@
using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.InputSystem;
@ -9,96 +8,140 @@ namespace BlueWaterProject
[SelectionBase]
public class ShipPlayer : MonoBehaviour, IDestructible
{
[Title("초기화 방식")]
[SerializeField] private bool autoInit = true;
/***********************************************************************
* Variables
***********************************************************************/
#region Variables
[Title("쉽의 기본 설정")]
[Tooltip("최대 스피드")]
// 컴포넌트
[TitleGroup("컴포넌트"), BoxGroup("컴포넌트/컴포넌트", ShowLabel = false)]
[Required, SerializeField] private PlayerInput playerInput;
[BoxGroup("컴포넌트/컴포넌트", ShowLabel = false)]
[Required, SerializeField] private Rigidbody rb;
// 배의 기본 설정
[TitleGroup("배의 기본 설정")]
// 속도
[BoxGroup("배의 기본 설정/속도")]
[Tooltip("최대 스피드"), Range(5f, 50f)]
[SerializeField] private float maxSpeed = 20f;
[DisableIf("@true")]
[SerializeField] private float defaultMaxSpeed;
[Tooltip("가속 수치")]
[BoxGroup("배의 기본 설정/속도")]
[Tooltip("가속 수치"), Range(1f, 30f)]
[SerializeField] private float acceleration = 20f;
[Tooltip("감속 수치")]
[BoxGroup("배의 기본 설정/속도")]
[Tooltip("감속 수치"), Range(1f, 30f)]
[SerializeField] private float deceleration = 10f;
[Tooltip("회전 속도")]
[SerializeField] private float turnSpeed = 90f;
[Tooltip("배의 최대 체력")]
[field: SerializeField] public float MaxHp { get; private set; } = 100;
[Tooltip("배의 현재 체력")]
[field: SerializeField] public float CurrentHp { get; private set; }
[Tooltip("배의 힘(충돌)")]
[field: SerializeField] public int Strength { get; set; } = 500;
// 회전
[BoxGroup("배의 기본 설정/회전")]
[Tooltip("초당 Y축 회전 속도"), Range(1f, 180f)]
[SerializeField] private float turnSpeedAngleY = 90f;
[Title("부스트")]
[SerializeField] private float boostPower = 2f;
[BoxGroup("배의 기본 설정/회전")]
[Tooltip("limitAngle 변경되는 배의 속도 분기점"), Range(0.01f, 50f)]
[SerializeField] private float limitIntersection = 5f;
[BoxGroup("배의 기본 설정/회전")]
[Tooltip("속도가 limitIntersection보다 느릴 때, X, Z축 회전의 제한 범위")]
[SerializeField] private Vector2 slowLimitAngle = new(10f, 20f);
[BoxGroup("배의 기본 설정/회전")]
[Tooltip("속도가 limitIntersection보다 빠를 때, X, Z축 회전의 제한 범위")]
[SerializeField] private Vector2 fastLimitAngle = new(5f, 10f);
// 체력
[field: BoxGroup("배의 기본 설정/체력")]
[field: Tooltip("배의 최대 체력"), Range(1f, 1000f)]
[field: SerializeField] public float MaxHp { get; private set; } = 100f;
[field: BoxGroup("배의 기본 설정/체력")]
[field: Tooltip("배의 현재 체력")]
[field: SerializeField] public float CurrentHp { get; private set; }
// 기타
[field: BoxGroup("배의 기본 설정/기타")]
[field: Tooltip("배의 힘(충돌)")]
[field: SerializeField] public int Strength { get; set; } = 500;
// 부스트 기능
[TitleGroup("부스트 기능")]
// 기본 설정
[BoxGroup("부스트 기능/기본 설정")]
[Tooltip("부스트 계수 currentSpeed * myValue"), Range(0.1f, 5f)]
[SerializeField] private float boostCoefficient = 2f;
[BoxGroup("부스트 기능/기본 설정")]
[Tooltip("기본 부스트를 모두 소진하는데 걸리는 시간"), Range(1f, 10f)]
[SerializeField] private float boostMaxTime = 3f;
[BoxGroup("부스트 기능/기본 설정")]
[Tooltip("기본 부스트를 모두 회복하는데 걸리는 시간"), Range(1f, 10f)]
[SerializeField] private float boostRecoveryTime = 1.5f;
// 추가 부스트
[BoxGroup("부스트 기능/추가 부스트")]
[Tooltip("기본 부스트를 모두 소진하고, 추가적으로 사용할 수 있는 시간"), Range(0.1f, 5f)]
[SerializeField] private float additionalBoostTime = 1f;
[SerializeField] private float boostCooldownTime = 5f;
private float currentAdditionalBoostTime;
private float currentBoostCooldownTime;
[Space(10)]
[BoxGroup("부스트 기능/추가 부스트")]
[Tooltip("추가 부스트를 모두 소진하고, 회복할 수 있는 상태로 돌아오는데 걸리는 시간"), Range(1f, 10f)]
[SerializeField] private float boostCooldownTime = 5f;
// 집중선 효과
[BoxGroup("부스트 기능/집중선 효과")]
[SerializeField] private bool useBoostSpeedLines = true;
// 카메라 확대 및 축소
[BoxGroup("부스트 기능/카메라 확대 및 축소")]
[SerializeField] private bool useBoostChangeDistance = true;
[ShowIf("@useBoostChangeDistance")]
[BoxGroup("부스트 기능/카메라 확대 및 축소")]
[ShowIf("@useBoostChangeDistance"), Tooltip("현재 카메라의 거리에서 추가로 축소할 값"), Range(1f, 50f)]
[SerializeField] private float shrinkDistance = 20f;
[ShowIf("@useBoostChangeDistance")]
[BoxGroup("부스트 기능/카메라 확대 및 축소")]
[ShowIf("@useBoostChangeDistance"), Tooltip("최대로 축소되는데 걸리는 시간"), Range(0.01f, 3f)]
[SerializeField] private float shrinkTime = 1f;
[ShowIf("@useBoostChangeDistance")]
[BoxGroup("부스트 기능/카메라 확대 및 축소")]
[ShowIf("@useBoostChangeDistance"), Tooltip("원래 카메라 거리로 돌아오는데 걸리는 시간"), Range(0.01f, 3f)]
[SerializeField] private float distanceReturnTime = 0.2f;
// 카메라 흔들림 효과
[BoxGroup("부스트 기능/카메라 흔들림 효과")]
[SerializeField] private bool useBoostCameraShaking = true;
[ShowIf("@useBoostCameraShaking")]
[BoxGroup("부스트 기능/카메라 흔들림 효과")]
[ShowIf("@useBoostCameraShaking"), Tooltip("카메라 흔들림 계수\n부스트를 오래 사용할 수록 더욱 더 흔들림"), Range(0.1f, 3f)]
[SerializeField] private float shakingForceCoefficient = 0.8f;
// 비네틱 효과
[BoxGroup("부스트 기능/비네틱 효과")]
[SerializeField] private bool useBoostVignetteEffect = true;
// 실시간 상태
[TitleGroup("실시간 상태")]
[DisableIf("@true")]
[SerializeField] private bool isBoosting;
[Title("Extensions Data")]
[SerializeField] private LayerMask waterLayer;
private PlayerInput playerInput;
private Rigidbody rb;
private float currentAdditionalBoostTime;
private float currentBoostCooldownTime;
private float defaultMaxSpeed;
private bool isMoveInput;
private Vector2 movementInput;
private Vector3 inputMoveDirection = Vector3.forward;
[Button("셋팅 초기화")]
private void Init()
{
playerInput = GetComponent<PlayerInput>();
rb = GetComponent<Rigidbody>();
playerInput = GetComponent<PlayerInput>();
waterLayer = LayerMask.GetMask("Water");
defaultMaxSpeed = maxSpeed;
SetCurrentHp(MaxHp);
}
[Button("테스트용 움직임 셋팅")]
private void TestMovement()
{
maxSpeed = 15f;
acceleration = 10f;
deceleration = 2f;
turnSpeed = 0.5f;
}
#region Unity Function
private void Awake()
{
if (autoInit)
{
Init();
}
}
#endregion
/***********************************************************************
* Unity Events
***************************************************************m********/
#region Unity Events
private void OnEnable()
{
@ -114,75 +157,176 @@ namespace BlueWaterProject
private void Start()
{
waterLayer = LayerMask.GetMask("Water");
defaultMaxSpeed = maxSpeed;
SetCurrentHp(MaxHp);
InitStart();
}
private void Update()
{
InputMovement();
}
private void FixedUpdate()
{
HandleMovement();
HandleRotation();
HandleBoost();
}
#endregion
#region Movement
private void HandleMovement()
/***********************************************************************
* Init Methods
***********************************************************************/
#region Init Methods
[Button("셋팅 초기화")]
private void Init()
{
var moveDirection = new Vector3(movementInput.x, 0, movementInput.y).normalized;
var boost = isBoosting ? boostPower : 1f;
var speedChange = movementInput != Vector2.zero ? acceleration * boost * Time.fixedDeltaTime : deceleration * Time.fixedDeltaTime;
var targetVelocity = moveDirection * (maxSpeed * boost);
//rb.velocity = Vector3.MoveTowards(rb.velocity, targetVelocity, speedChange);
rb.AddForce(targetVelocity * speedChange, ForceMode.Acceleration);
playerInput = GetComponent<PlayerInput>();
rb = GetComponent<Rigidbody>();
}
if (rb.velocity.magnitude > maxSpeed * boost)
{
rb.velocity = rb.velocity.normalized * (maxSpeed * boost);
}
if (moveDirection != Vector3.zero)
{
var targetRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
var angleToRotate = Quaternion.Angle(rb.rotation, targetRotation);
var rotationStep = turnSpeed / angleToRotate;
rb.rotation = Quaternion.Slerp(rb.rotation, targetRotation, rotationStep * Time.fixedDeltaTime);
// var targetRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
// rb.rotation = Quaternion.Slerp(rb.rotation, targetRotation, turnSpeed * Time.fixedDeltaTime);
}
private void InitStart()
{
defaultMaxSpeed = maxSpeed;
SetCurrentHp(MaxHp);
}
public void ApplyForceToReachVelocity(Rigidbody rigidbody, Vector3 velocity, float force = 1, ForceMode mode = ForceMode.Force)
#endregion
/***********************************************************************
* Input System
***********************************************************************/
#region Input System
public virtual void OnMove(InputValue value) // WASD
{
if (force == 0 || velocity.magnitude == 0)
return;
movementInput = value.Get<Vector2>();
}
velocity = velocity + velocity.normalized * (0.2f * rigidbody.drag);
print(velocity);
private void OnTargeting(InputValue value) //Q
{
}
//force = 1 => need 1 s to reach velocity (if mass is 1) => force can be max 1 / Time.fixedDeltaTime
force = Mathf.Clamp(force, -rigidbody.mass / Time.fixedDeltaTime, rigidbody.mass / Time.fixedDeltaTime);
private void OnTargetingHold(InputValue value) //Q Hold
{
}
//dot product is a projection from rhs to lhs with a length of result / lhs.magnitude https://www.youtube.com/watch?v=h0NJK4mEIJU
if (rigidbody.velocity.magnitude == 0)
private void OnCancel(InputValue value) //F
{
}
private void OnInteraction(InputValue value) //E
{
}
private void OnInteractionHold(InputValue value) //E Hold
{
}
private void OnAssaultMode(InputValue value) // V
{
}
private void OnZkey(InputValue value) // Z
{
}
#endregion
/***********************************************************************
* Interfaces
***********************************************************************/
#region Interfaces
public void TakeDamage(float attackerPower, Vector3? attackPos = null)
{
var changeHp = Mathf.Max(CurrentHp - attackerPower, 0f);
SetCurrentHp(changeHp);
if (CurrentHp == 0f)
{
rigidbody.AddForce(velocity * force, mode);
Die();
}
print("오브젝트 충돌 - 현재 체력 : " + CurrentHp);
}
public void Die()
{
print("배 파괴 - 현재 체력 : " + CurrentHp);
}
public float GetCurrentHp() => CurrentHp;
#endregion
/***********************************************************************
* Methods
***********************************************************************/
#region Methods
private void InputMovement()
{
inputMoveDirection = new Vector3(movementInput.x, 0,movementInput.y).normalized;
isMoveInput = inputMoveDirection != Vector3.zero;
}
private void HandleMovement()
{
if (isMoveInput)
{
var boost = isBoosting ? boostCoefficient : 1f;
var speed = boost * acceleration;
rb.AddForce(inputMoveDirection * speed, ForceMode.Acceleration);
if (rb.velocity.magnitude > maxSpeed * boost)
{
rb.velocity = rb.velocity.normalized * (maxSpeed * boost);
}
}
else
{
var velocityProjectedToTarget = (velocity.normalized * Vector3.Dot(velocity, rigidbody.velocity) / velocity.magnitude);
rigidbody.AddForce((velocity - velocityProjectedToTarget) * force, mode);
if (rb.velocity.magnitude >= 0.1f)
{
var decelerationForce = -rb.velocity.normalized * (deceleration * Time.deltaTime);
rb.AddForce(decelerationForce, ForceMode.VelocityChange);
}
}
}
private void StopShipMovement()
private void HandleRotation()
{
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
// 대상 회전 결정
var targetRotation = isMoveInput ? Quaternion.LookRotation(inputMoveDirection, Vector3.up) : rb.rotation;
var towardRotation = Quaternion.Euler(0, targetRotation.eulerAngles.y, 0);
var newY = Quaternion.RotateTowards(rb.rotation, towardRotation, turnSpeedAngleY * Time.deltaTime).eulerAngles.y;
// 각도 정규화
var normalizedX = Utils.NormalizeEulerAngle(rb.rotation.eulerAngles.x);
var normalizedZ = Utils.NormalizeEulerAngle(rb.rotation.eulerAngles.z);
// 현재 속도에 따른 각도 제한 계산
var currentSpeed = rb.velocity.magnitude;
var lerpFactor = Mathf.InverseLerp(0, limitIntersection, currentSpeed);
var limitAngleX = Mathf.Lerp(slowLimitAngle.x, fastLimitAngle.x, lerpFactor);
var limitAngleZ = Mathf.Lerp(slowLimitAngle.y, fastLimitAngle.y, lerpFactor);
// 각도 제한 적용
var newX = Mathf.Clamp(normalizedX, -limitAngleX, limitAngleX);
var newZ = Mathf.Clamp(normalizedZ, -limitAngleZ, limitAngleZ);
// 최종 회전 적용
var newRotation = Quaternion.Euler(newX, newY, newZ);
rb.MoveRotation(newRotation);
}
private void HandleBoost()
@ -248,50 +392,6 @@ namespace BlueWaterProject
}
}
#endregion
#region Interaction Key
public virtual void OnMove(InputValue value) // WASD
{
movementInput = value.Get<Vector2>();
}
private void OnTargeting(InputValue value) //Q
{
}
private void OnTargetingHold(InputValue value) //Q Hold
{
}
private void OnCancel(InputValue value) //F
{
}
private void OnInteraction(InputValue value) //E
{
}
private void OnInteractionHold(InputValue value) //E Hold
{
}
private void OnAssaultMode(InputValue value) // V
{
}
private void OnZkey(InputValue value) // Z
{
}
private void ShipBoost()
{
if (currentBoostCooldownTime > 0) return;
@ -320,34 +420,9 @@ namespace BlueWaterProject
CameraManager.Inst.OceanCamera.DefaultDistance(distanceReturnTime);
}
}
#endregion
#region IDamageable
public void TakeDamage(float attackerPower, Vector3? attackPos = null)
{
var changeHp = Mathf.Max(CurrentHp - attackerPower, 0f);
SetCurrentHp(changeHp);
if (CurrentHp == 0f)
{
Die();
}
print("오브젝트 충돌 - 현재 체력 : " + CurrentHp);
}
public void Die()
{
print("배 파괴 - 현재 체력 : " + CurrentHp);
}
public float GetCurrentHp() => CurrentHp;
public void SetCurrentHp(float value) => CurrentHp = value;
#endregion
public void SetCurrentHp(float value) => CurrentHp = value;
}
}

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@ -90,6 +90,12 @@ namespace BlueWaterProject
UnityEngine.Debug.Log($"Call {className}.{methodName}");
}
/// <summary>
/// waitTime만큼 기다렸다가 완료되었을 때, onCooldownComplete 행동을 하는 코루틴 함수
/// </summary>
/// <param name="waitTime">기다리는 시간</param>
/// <param name="onCooldownComplete">완료되었을 때, 실행할 행동</param>
/// <returns></returns>
public static IEnumerator CoolDown(float waitTime, Action onCooldownComplete = null)
{
var time = 0f;
@ -103,6 +109,16 @@ namespace BlueWaterProject
onCooldownComplete?.Invoke();
}
/// <summary>
/// eulerAngles값은 음수가아닌 0 ~ 360값으로 나오기 때문에 -180 ~ 180값으로 정규화 해주는 함수
/// </summary>
public static float NormalizeEulerAngle(float eulerAngle)
{
while (eulerAngle > 180) eulerAngle -= 360;
while (eulerAngle < -180) eulerAngle += 360;
return eulerAngle;
}
public static bool SetCloseDestination(NavMeshAgent agent, Vector3 destination, float stopDistance, float maxDistance)
{
var walkableMask = 1 << NavMesh.GetAreaFromName("Walkable");

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