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
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@ -1,4 +1,3 @@
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using System.Collections;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.InputSystem;
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@ -9,96 +8,140 @@ namespace BlueWaterProject
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[SelectionBase]
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public class ShipPlayer : MonoBehaviour, IDestructible
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{
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[Title("초기화 방식")]
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[SerializeField] private bool autoInit = true;
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/***********************************************************************
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* Variables
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***********************************************************************/
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#region Variables
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[Title("쉽의 기본 설정")]
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[Tooltip("최대 스피드")]
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// 컴포넌트
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[TitleGroup("컴포넌트"), BoxGroup("컴포넌트/컴포넌트", ShowLabel = false)]
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[Required, SerializeField] private PlayerInput playerInput;
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[BoxGroup("컴포넌트/컴포넌트", ShowLabel = false)]
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[Required, SerializeField] private Rigidbody rb;
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// 배의 기본 설정
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[TitleGroup("배의 기본 설정")]
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// 속도
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[BoxGroup("배의 기본 설정/속도")]
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[Tooltip("최대 스피드"), Range(5f, 50f)]
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[SerializeField] private float maxSpeed = 20f;
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[DisableIf("@true")]
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[SerializeField] private float defaultMaxSpeed;
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[Tooltip("가속 수치")]
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[BoxGroup("배의 기본 설정/속도")]
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[Tooltip("가속 수치"), Range(1f, 30f)]
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[SerializeField] private float acceleration = 20f;
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[Tooltip("감속 수치")]
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[BoxGroup("배의 기본 설정/속도")]
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[Tooltip("감속 수치"), Range(1f, 30f)]
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[SerializeField] private float deceleration = 10f;
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[Tooltip("회전 속도")]
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[SerializeField] private float turnSpeed = 90f;
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[Tooltip("배의 최대 체력")]
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[field: SerializeField] public float MaxHp { get; private set; } = 100;
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[Tooltip("배의 현재 체력")]
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[field: SerializeField] public float CurrentHp { get; private set; }
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[Tooltip("배의 힘(충돌)")]
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[field: SerializeField] public int Strength { get; set; } = 500;
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// 회전
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[BoxGroup("배의 기본 설정/회전")]
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[Tooltip("초당 Y축 회전 속도"), Range(1f, 180f)]
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[SerializeField] private float turnSpeedAngleY = 90f;
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[Title("부스트")]
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[SerializeField] private float boostPower = 2f;
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[BoxGroup("배의 기본 설정/회전")]
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[Tooltip("limitAngle 변경되는 배의 속도 분기점"), Range(0.01f, 50f)]
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[SerializeField] private float limitIntersection = 5f;
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[BoxGroup("배의 기본 설정/회전")]
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[Tooltip("속도가 limitIntersection보다 느릴 때, X, Z축 회전의 제한 범위")]
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[SerializeField] private Vector2 slowLimitAngle = new(10f, 20f);
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[BoxGroup("배의 기본 설정/회전")]
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[Tooltip("속도가 limitIntersection보다 빠를 때, X, Z축 회전의 제한 범위")]
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[SerializeField] private Vector2 fastLimitAngle = new(5f, 10f);
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// 체력
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[field: BoxGroup("배의 기본 설정/체력")]
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[field: Tooltip("배의 최대 체력"), Range(1f, 1000f)]
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[field: SerializeField] public float MaxHp { get; private set; } = 100f;
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[field: BoxGroup("배의 기본 설정/체력")]
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[field: Tooltip("배의 현재 체력")]
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[field: SerializeField] public float CurrentHp { get; private set; }
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// 기타
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[field: BoxGroup("배의 기본 설정/기타")]
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[field: Tooltip("배의 힘(충돌)")]
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[field: SerializeField] public int Strength { get; set; } = 500;
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// 부스트 기능
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[TitleGroup("부스트 기능")]
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// 기본 설정
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[BoxGroup("부스트 기능/기본 설정")]
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[Tooltip("부스트 계수 currentSpeed * myValue"), Range(0.1f, 5f)]
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[SerializeField] private float boostCoefficient = 2f;
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[BoxGroup("부스트 기능/기본 설정")]
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[Tooltip("기본 부스트를 모두 소진하는데 걸리는 시간"), Range(1f, 10f)]
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[SerializeField] private float boostMaxTime = 3f;
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[BoxGroup("부스트 기능/기본 설정")]
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[Tooltip("기본 부스트를 모두 회복하는데 걸리는 시간"), Range(1f, 10f)]
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[SerializeField] private float boostRecoveryTime = 1.5f;
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// 추가 부스트
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[BoxGroup("부스트 기능/추가 부스트")]
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[Tooltip("기본 부스트를 모두 소진하고, 추가적으로 사용할 수 있는 시간"), Range(0.1f, 5f)]
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[SerializeField] private float additionalBoostTime = 1f;
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[SerializeField] private float boostCooldownTime = 5f;
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private float currentAdditionalBoostTime;
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private float currentBoostCooldownTime;
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[Space(10)]
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[BoxGroup("부스트 기능/추가 부스트")]
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[Tooltip("추가 부스트를 모두 소진하고, 회복할 수 있는 상태로 돌아오는데 걸리는 시간"), Range(1f, 10f)]
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[SerializeField] private float boostCooldownTime = 5f;
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// 집중선 효과
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[BoxGroup("부스트 기능/집중선 효과")]
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[SerializeField] private bool useBoostSpeedLines = true;
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// 카메라 확대 및 축소
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[BoxGroup("부스트 기능/카메라 확대 및 축소")]
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[SerializeField] private bool useBoostChangeDistance = true;
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[ShowIf("@useBoostChangeDistance")]
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[BoxGroup("부스트 기능/카메라 확대 및 축소")]
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[ShowIf("@useBoostChangeDistance"), Tooltip("현재 카메라의 거리에서 추가로 축소할 값"), Range(1f, 50f)]
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[SerializeField] private float shrinkDistance = 20f;
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[ShowIf("@useBoostChangeDistance")]
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[BoxGroup("부스트 기능/카메라 확대 및 축소")]
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[ShowIf("@useBoostChangeDistance"), Tooltip("최대로 축소되는데 걸리는 시간"), Range(0.01f, 3f)]
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[SerializeField] private float shrinkTime = 1f;
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[ShowIf("@useBoostChangeDistance")]
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[BoxGroup("부스트 기능/카메라 확대 및 축소")]
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[ShowIf("@useBoostChangeDistance"), Tooltip("원래 카메라 거리로 돌아오는데 걸리는 시간"), Range(0.01f, 3f)]
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[SerializeField] private float distanceReturnTime = 0.2f;
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// 카메라 흔들림 효과
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[BoxGroup("부스트 기능/카메라 흔들림 효과")]
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[SerializeField] private bool useBoostCameraShaking = true;
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[ShowIf("@useBoostCameraShaking")]
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[BoxGroup("부스트 기능/카메라 흔들림 효과")]
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[ShowIf("@useBoostCameraShaking"), Tooltip("카메라 흔들림 계수\n부스트를 오래 사용할 수록 더욱 더 흔들림"), Range(0.1f, 3f)]
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[SerializeField] private float shakingForceCoefficient = 0.8f;
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// 비네틱 효과
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[BoxGroup("부스트 기능/비네틱 효과")]
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[SerializeField] private bool useBoostVignetteEffect = true;
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// 실시간 상태
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[TitleGroup("실시간 상태")]
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[DisableIf("@true")]
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[SerializeField] private bool isBoosting;
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[Title("Extensions Data")]
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[SerializeField] private LayerMask waterLayer;
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private PlayerInput playerInput;
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private Rigidbody rb;
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private float currentAdditionalBoostTime;
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private float currentBoostCooldownTime;
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private float defaultMaxSpeed;
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private bool isMoveInput;
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private Vector2 movementInput;
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private Vector3 inputMoveDirection = Vector3.forward;
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[Button("셋팅 초기화")]
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private void Init()
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{
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playerInput = GetComponent<PlayerInput>();
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rb = GetComponent<Rigidbody>();
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playerInput = GetComponent<PlayerInput>();
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waterLayer = LayerMask.GetMask("Water");
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defaultMaxSpeed = maxSpeed;
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SetCurrentHp(MaxHp);
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}
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[Button("테스트용 움직임 셋팅")]
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private void TestMovement()
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{
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maxSpeed = 15f;
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acceleration = 10f;
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deceleration = 2f;
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turnSpeed = 0.5f;
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}
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#region Unity Function
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private void Awake()
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{
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if (autoInit)
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{
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Init();
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}
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}
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#endregion
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/***********************************************************************
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* Unity Events
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***************************************************************m********/
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#region Unity Events
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private void OnEnable()
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{
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@ -114,75 +157,176 @@ namespace BlueWaterProject
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private void Start()
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{
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waterLayer = LayerMask.GetMask("Water");
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defaultMaxSpeed = maxSpeed;
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SetCurrentHp(MaxHp);
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InitStart();
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}
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private void Update()
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{
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InputMovement();
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}
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private void FixedUpdate()
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{
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HandleMovement();
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HandleRotation();
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HandleBoost();
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}
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#endregion
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#region Movement
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private void HandleMovement()
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/***********************************************************************
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* Init Methods
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***********************************************************************/
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#region Init Methods
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[Button("셋팅 초기화")]
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private void Init()
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{
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var moveDirection = new Vector3(movementInput.x, 0, movementInput.y).normalized;
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var boost = isBoosting ? boostPower : 1f;
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var speedChange = movementInput != Vector2.zero ? acceleration * boost * Time.fixedDeltaTime : deceleration * Time.fixedDeltaTime;
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var targetVelocity = moveDirection * (maxSpeed * boost);
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//rb.velocity = Vector3.MoveTowards(rb.velocity, targetVelocity, speedChange);
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rb.AddForce(targetVelocity * speedChange, ForceMode.Acceleration);
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playerInput = GetComponent<PlayerInput>();
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rb = GetComponent<Rigidbody>();
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}
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if (rb.velocity.magnitude > maxSpeed * boost)
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{
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rb.velocity = rb.velocity.normalized * (maxSpeed * boost);
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}
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if (moveDirection != Vector3.zero)
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{
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var targetRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
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var angleToRotate = Quaternion.Angle(rb.rotation, targetRotation);
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var rotationStep = turnSpeed / angleToRotate;
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rb.rotation = Quaternion.Slerp(rb.rotation, targetRotation, rotationStep * Time.fixedDeltaTime);
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||||
// 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;
|
||||
}
|
||||
}
|
@ -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");
|
||||
|
160
BlueWater/Assets/03.Materials/GroundFog.mat
Normal file
160
BlueWater/Assets/03.Materials/GroundFog.mat
Normal file
@ -0,0 +1,160 @@
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%YAML 1.1
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323
BlueWater/Assets/03.Materials/Tycoon/OceanWater.mat
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323
BlueWater/Assets/03.Materials/Tycoon/OceanWater.mat
Normal file
@ -0,0 +1,323 @@
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Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user