203 lines
5.8 KiB
C#
203 lines
5.8 KiB
C#
using Cinemachine;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using Blobcreate. ProjectileToolkit;
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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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public bool IsTakeAim { 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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#region Unity Function
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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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#endregion
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#region Movement
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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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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) // V
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{
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SwitchAssaultMode(!IsAssaultMode);
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}
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private void SwitchAssaultMode(bool isOn)
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{
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if (isOn)
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{
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SwitchTakeAim(false);
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SwitchInShipMode(false);
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GameManager.Inst.CameraController.CamAssaultMode();
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UiManager.Inst.CardLayoutGroupAnimator.Play();
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IsAssaultMode = true;
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}
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else if (IsAssaultMode)
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{
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GameManager.Inst.CameraController.CamDredgeMode();
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UiManager.Inst.CardLayoutGroupAnimator.Reverse();
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IsAssaultMode = false;
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}
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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) //F
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{
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}
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private void OnInteractionHold(InputValue value) //F Hold
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{
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SwitchInShipMode(!IsInShipMode);
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}
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private void SwitchInShipMode(bool isOn)
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{
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if (isOn)
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{
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SwitchTakeAim(false);
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SwitchAssaultMode(false);
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GameManager.Inst.CameraController.CamInShipMode();
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IsInShipMode = true;
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}
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else if (IsInShipMode)
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{
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GameManager.Inst.CameraController.CamDredgeMode();
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IsInShipMode = false;
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}
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}
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#endregion
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private void OnZkey(InputValue value)
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{
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UiManager.Inst.AddCard();
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}
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private void OnTakeAim(InputValue value) // Space
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{
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SwitchTakeAim(!IsTakeAim);
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}
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private void SwitchTakeAim(bool isOn)
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{
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if (isOn)
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{
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SwitchAssaultMode(false);
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SwitchInShipMode(false);
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GameManager.Inst.CameraController.CamTakeAim(true);
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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IsTakeAim = true;
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}
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else if (IsTakeAim)
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{
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GameManager.Inst.CameraController.CamTakeAim(false);
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.Confined;
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IsTakeAim = false;
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}
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UiManager.Inst.AimOnOff(isOn);
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}
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[SerializeField] Rigidbody projectilePrefab;
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[SerializeField] Transform launchPoint;
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[SerializeField] float timeOfFlight;
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[SerializeField] Transform predictedPos;
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private void Fire()
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{
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if (Input.GetMouseButtonDown(0) && IsTakeAim)
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{
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var myRigid = Instantiate(projectilePrefab, launchPoint.position, launchPoint.rotation);
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var v = Projectile.VelocityByTime(myRigid.transform.position, predictedPos.position, timeOfFlight);
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myRigid.AddForce(v, ForceMode.VelocityChange);
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}
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}
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}
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} |