SpineController 추가, 애니메이션 이벤트로 관리
FlipVisualLook RestaurantPlayerCharacter에서 관리
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Assets/_DDD/_Scripts/GameCharacter/SpineController.cs
Normal file
264
Assets/_DDD/_Scripts/GameCharacter/SpineController.cs
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@ -0,0 +1,264 @@
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using Spine;
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using Spine.Unity;
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using UnityEngine;
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using AnimationState = Spine.AnimationState;
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namespace DDD
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{
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public class SpineController : MonoBehaviour
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{
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// Variables
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#region Variables
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private SkeletonAnimation _skeletonAnimation;
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[SerializeField, ReadOnly]
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private Material _originalMaterial;
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[SerializeField]
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private Material _replacementMaterial;
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private AnimationState _animationState;
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// Variables
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[SerializeField]
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private bool _isSkinSet = true;
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[SerializeField, ShowIf("@_isSkinSet && !_isRandomSkin")]
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private string _initialSkinName = "default";
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[SerializeField, ShowIf("@_isSkinSet")]
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private bool _isRandomSkin;
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[SerializeField, ShowIf("@_isSkinSet && _isRandomSkin")]
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private bool _isRandomRange;
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[SerializeField, ShowIf("@_isSkinSet && _isRandomSkin && _isRandomRange"), Tooltip("x <= 값 < y")]
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private Vector2 _randomRange;
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[SerializeField, ShowIf("@_isSkinSet && _isRandomSkin && !_isRandomRange")]
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private List<string> _randomStrings;
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private bool _customMaterialEnabled;
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#endregion
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// Unity events
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#region Unity events
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private void Reset()
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{
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InitializeComponents();
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}
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private void Awake()
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{
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InitializeComponents();
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if (!_isSkinSet) return;
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if (_isRandomSkin)
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{
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if (_isRandomRange)
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{
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SetRandomSkin();
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}
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else
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{
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SetRandomStringListSkin();
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}
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}
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else
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{
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SetSkin(_initialSkinName);
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}
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}
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#endregion
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// Initialize methods
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#region Initialize methods
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private void InitializeComponents()
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{
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_skeletonAnimation = transform.GetComponentInChildren<SkeletonAnimation>();
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if (!_originalMaterial)
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{
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_originalMaterial = _skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
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}
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_animationState = _skeletonAnimation.AnimationState;
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}
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#endregion
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// Methods
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#region Methods
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/// <param name="animationName">스파인 애니메이션 이름</param>
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/// <param name="isLoopActive">반복 여부</param>
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/// <param name="speed">애니메이션 속도 양수값</param>
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/// <param name="isReverse">true인 경우 자동으로 speed에 음수값(-1)을 넣음</param>
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/// <param name="trackIndex"></param>
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/// <returns></returns>
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public TrackEntry PlayAnimation(string animationName, bool isLoopActive, float speed = 1f, bool isReverse = false, int trackIndex = 0)
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{
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if (!_skeletonAnimation || _animationState == null) return null;
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if (string.IsNullOrEmpty(animationName))
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{
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Debug.LogError($"{animationName}의 애니메이션은 존재하지 않습니다.");
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return null;
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}
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// 중복 체크
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var currentTrackEntry = _animationState.GetCurrent(trackIndex);
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if (currentTrackEntry != null && currentTrackEntry.Animation.Name == animationName)
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{
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return currentTrackEntry;
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}
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_animationState.TimeScale = isReverse ? -Mathf.Abs(speed) : Mathf.Abs(speed);
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var trackEntry = _animationState.SetAnimation(trackIndex, animationName, isLoopActive);
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if (isReverse)
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{
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trackEntry.TrackTime = trackEntry.AnimationEnd;
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}
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return trackEntry;
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}
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public TrackEntry PlayAnimationDuration(string animationName, bool isLoopActive, float duration, bool isReverse = false, int trackIndex = 0)
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{
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if (!_skeletonAnimation || _animationState == null) return null;
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if (string.IsNullOrEmpty(animationName))
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{
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Debug.LogError($"{animationName}의 애니메이션은 존재하지 않습니다.");
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return null;
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}
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// 중복 체크
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var currentTrackEntry = _animationState.GetCurrent(trackIndex);
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if (currentTrackEntry != null && currentTrackEntry.Animation.Name == animationName)
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{
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return currentTrackEntry;
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}
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var findAnimation = _skeletonAnimation.Skeleton.Data.FindAnimation(animationName);
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if (findAnimation == null)
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{
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Debug.LogError($"{animationName} 애니메이션을 찾을 수 없습니다.");
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return null;
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}
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var speed = findAnimation.Duration / duration;
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_animationState.TimeScale = isReverse ? -Mathf.Abs(speed) : Mathf.Abs(speed);
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var trackEntry = _animationState.SetAnimation(trackIndex, animationName, isLoopActive);
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if (isReverse)
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{
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trackEntry.TrackTime = trackEntry.AnimationEnd;
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}
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return trackEntry;
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}
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public TrackEntry AddAnimation(string animationName, bool isLoopActive, int trackIndex = 0)
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{
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if (!_skeletonAnimation || _animationState == null) return null;
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if (string.IsNullOrEmpty(animationName))
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{
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Debug.LogError($"{animationName} 애니메이션은 존재하지 않습니다.");
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return null;
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}
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var trackEntry = _animationState.AddAnimation(trackIndex, animationName, isLoopActive, 0);
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return trackEntry;
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}
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public string GetCurrentSkin()
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{
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if (_skeletonAnimation == null) return null;
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return _skeletonAnimation.Skeleton.Skin.ToString();
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}
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public void SetSkin(string skinName)
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{
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if (_skeletonAnimation == null && _animationState == null) return;
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if (string.IsNullOrEmpty(skinName))
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{
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Debug.LogError($"{skinName}의 스킨 이름은 존재하지 않습니다.");
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return;
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}
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_skeletonAnimation.Skeleton.SetSkin(skinName);
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_skeletonAnimation.Skeleton.SetSlotsToSetupPose();
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_animationState.Apply(_skeletonAnimation.Skeleton);
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}
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public void SetRandomSkin()
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{
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if (_skeletonAnimation == null || _skeletonAnimation.Skeleton == null) return;
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var skins = _skeletonAnimation.skeleton.Data.Skins;
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var randomSkin = Random.Range((int)_randomRange.x, (int)_randomRange.y);
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var randomSkinName = skins.Items[randomSkin].Name;
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SetSkin(randomSkinName);
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}
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public void SetRandomStringListSkin()
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{
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if (_skeletonAnimation == null || _skeletonAnimation.Skeleton == null) return;
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if (_randomStrings == null || _randomStrings.Count <= 0)
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{
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Debug.LogError("_randomStrings 설정 오류");
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return;
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}
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var randomSkin = Random.Range(0, _randomStrings.Count);
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var randomSkinName = _randomStrings[randomSkin];
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SetSkin(randomSkinName);
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}
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public void EnableCustomMaterial()
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{
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if (_customMaterialEnabled) return;
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_skeletonAnimation.CustomMaterialOverride[_originalMaterial] = _replacementMaterial;
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_customMaterialEnabled = true;
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}
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public void DisableCustomMaterial()
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{
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if (!_customMaterialEnabled) return;
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_skeletonAnimation.CustomMaterialOverride.Remove(_originalMaterial);
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_customMaterialEnabled = false;
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}
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public bool IsAnimationComplete(int trackIndex = 0)
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{
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if (!_skeletonAnimation || _animationState == null) return false;
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var currentTrackEntry = _animationState.GetCurrent(trackIndex);
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if (currentTrackEntry == null)
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{
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Debug.LogWarning($"트랙 {trackIndex}에서 재생 중인 애니메이션이 없습니다.");
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return false;
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}
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return currentTrackEntry.IsComplete;
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}
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#endregion
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}
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}
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 6d7e5480ae1ebf54b8537ad2a08696d2
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@ -1,264 +1,27 @@
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using Spine;
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using Spine.Unity;
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using UnityEngine;
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using AnimationState = Spine.AnimationState;
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namespace DDD
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{
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public class RestaurantCharacterAnimation : MonoBehaviour
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{
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// Variables
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#region Variables
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private SkeletonAnimation _skeletonAnimation;
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[SerializeField, ReadOnly]
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private Material _originalMaterial;
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[SerializeField]
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private Material _replacementMaterial;
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private AnimationState _animationState;
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// Variables
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[SerializeField]
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private bool _isSkinSet = true;
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[SerializeField, ShowIf("@_isSkinSet && !_isRandomSkin")]
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private string _initialSkinName = "default";
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[SerializeField, ShowIf("@_isSkinSet")]
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private bool _isRandomSkin;
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[SerializeField, ShowIf("@_isSkinSet && _isRandomSkin")]
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private bool _isRandomRange;
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[SerializeField, ShowIf("@_isSkinSet && _isRandomSkin && _isRandomRange"), Tooltip("x <= 값 < y")]
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private Vector2 _randomRange;
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[SerializeField, ShowIf("@_isSkinSet && _isRandomSkin && !_isRandomRange")]
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private List<string> _randomStrings;
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private bool _customMaterialEnabled;
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#endregion
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// Unity events
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#region Unity events
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private void Reset()
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{
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InitializeComponents();
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}
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private RestaurantPlayerMovement _restaurantPlayerMovement;
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private SpineController _spineController;
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private void Awake()
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{
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InitializeComponents();
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if (!_isSkinSet) return;
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if (_isRandomSkin)
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{
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if (_isRandomRange)
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{
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SetRandomSkin();
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}
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else
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{
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SetRandomStringListSkin();
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}
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}
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else
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{
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SetSkin(_initialSkinName);
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}
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_restaurantPlayerMovement = GetComponent<RestaurantPlayerMovement>();
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_spineController = GetComponent<SpineController>();
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}
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#endregion
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// Initialize methods
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#region Initialize methods
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private void InitializeComponents()
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private void OnMove(bool isMoving)
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{
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_skeletonAnimation = transform.GetComponentInChildren<SkeletonAnimation>();
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if (!_originalMaterial)
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{
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_originalMaterial = _skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
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}
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_animationState = _skeletonAnimation.AnimationState;
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string animationName = isMoving ? RestaurantPlayerAnimation.Walk : RestaurantPlayerAnimation.Idle;
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_spineController.PlayAnimation(animationName, true);
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}
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#endregion
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// Methods
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#region Methods
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/// <param name="animationName">스파인 애니메이션 이름</param>
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/// <param name="isLoopActive">반복 여부</param>
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/// <param name="speed">애니메이션 속도 양수값</param>
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/// <param name="isReverse">true인 경우 자동으로 speed에 음수값(-1)을 넣음</param>
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/// <param name="trackIndex"></param>
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/// <returns></returns>
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public TrackEntry PlayAnimation(string animationName, bool isLoopActive, float speed = 1f, bool isReverse = false, int trackIndex = 0)
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private void OnDash(float dashTime)
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{
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if (!_skeletonAnimation || _animationState == null) return null;
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if (string.IsNullOrEmpty(animationName))
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{
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Debug.LogError($"{animationName}의 애니메이션은 존재하지 않습니다.");
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return null;
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}
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// 중복 체크
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var currentTrackEntry = _animationState.GetCurrent(trackIndex);
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if (currentTrackEntry != null && currentTrackEntry.Animation.Name == animationName)
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{
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return currentTrackEntry;
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}
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_animationState.TimeScale = isReverse ? -Mathf.Abs(speed) : Mathf.Abs(speed);
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var trackEntry = _animationState.SetAnimation(trackIndex, animationName, isLoopActive);
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if (isReverse)
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{
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trackEntry.TrackTime = trackEntry.AnimationEnd;
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}
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return trackEntry;
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_spineController.PlayAnimationDuration(RestaurantPlayerAnimation.Dash, false, duration:dashTime);
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}
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public TrackEntry PlayAnimationDuration(string animationName, bool isLoopActive, float duration, bool isReverse = false, int trackIndex = 0)
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{
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if (!_skeletonAnimation || _animationState == null) return null;
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if (string.IsNullOrEmpty(animationName))
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{
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Debug.LogError($"{animationName}의 애니메이션은 존재하지 않습니다.");
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return null;
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}
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// 중복 체크
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var currentTrackEntry = _animationState.GetCurrent(trackIndex);
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if (currentTrackEntry != null && currentTrackEntry.Animation.Name == animationName)
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{
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return currentTrackEntry;
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}
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var findAnimation = _skeletonAnimation.Skeleton.Data.FindAnimation(animationName);
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if (findAnimation == null)
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{
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Debug.LogError($"{animationName} 애니메이션을 찾을 수 없습니다.");
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return null;
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}
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var speed = findAnimation.Duration / duration;
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_animationState.TimeScale = isReverse ? -Mathf.Abs(speed) : Mathf.Abs(speed);
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var trackEntry = _animationState.SetAnimation(trackIndex, animationName, isLoopActive);
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if (isReverse)
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{
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trackEntry.TrackTime = trackEntry.AnimationEnd;
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}
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return trackEntry;
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}
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public TrackEntry AddAnimation(string animationName, bool isLoopActive, int trackIndex = 0)
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{
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if (!_skeletonAnimation || _animationState == null) return null;
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if (string.IsNullOrEmpty(animationName))
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{
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Debug.LogError($"{animationName} 애니메이션은 존재하지 않습니다.");
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return null;
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}
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var trackEntry = _animationState.AddAnimation(trackIndex, animationName, isLoopActive, 0);
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return trackEntry;
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}
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public string GetCurrentSkin()
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{
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if (_skeletonAnimation == null) return null;
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return _skeletonAnimation.Skeleton.Skin.ToString();
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}
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public void SetSkin(string skinName)
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{
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if (_skeletonAnimation == null && _animationState == null) return;
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if (string.IsNullOrEmpty(skinName))
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{
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Debug.LogError($"{skinName}의 스킨 이름은 존재하지 않습니다.");
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return;
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}
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_skeletonAnimation.Skeleton.SetSkin(skinName);
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_skeletonAnimation.Skeleton.SetSlotsToSetupPose();
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_animationState.Apply(_skeletonAnimation.Skeleton);
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}
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public void SetRandomSkin()
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{
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if (_skeletonAnimation == null || _skeletonAnimation.Skeleton == null) return;
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var skins = _skeletonAnimation.skeleton.Data.Skins;
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var randomSkin = Random.Range((int)_randomRange.x, (int)_randomRange.y);
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var randomSkinName = skins.Items[randomSkin].Name;
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SetSkin(randomSkinName);
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}
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public void SetRandomStringListSkin()
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{
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if (_skeletonAnimation == null || _skeletonAnimation.Skeleton == null) return;
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if (_randomStrings == null || _randomStrings.Count <= 0)
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{
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Debug.LogError("_randomStrings 설정 오류");
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return;
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}
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var randomSkin = Random.Range(0, _randomStrings.Count);
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var randomSkinName = _randomStrings[randomSkin];
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SetSkin(randomSkinName);
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}
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public void EnableCustomMaterial()
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{
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if (_customMaterialEnabled) return;
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_skeletonAnimation.CustomMaterialOverride[_originalMaterial] = _replacementMaterial;
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_customMaterialEnabled = true;
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}
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|
||||
public void DisableCustomMaterial()
|
||||
{
|
||||
if (!_customMaterialEnabled) return;
|
||||
|
||||
_skeletonAnimation.CustomMaterialOverride.Remove(_originalMaterial);
|
||||
_customMaterialEnabled = false;
|
||||
}
|
||||
|
||||
public bool IsAnimationComplete(int trackIndex = 0)
|
||||
{
|
||||
if (!_skeletonAnimation || _animationState == null) return false;
|
||||
|
||||
var currentTrackEntry = _animationState.GetCurrent(trackIndex);
|
||||
if (currentTrackEntry == null)
|
||||
{
|
||||
Debug.LogWarning($"트랙 {trackIndex}에서 재생 중인 애니메이션이 없습니다.");
|
||||
return false;
|
||||
}
|
||||
|
||||
return currentTrackEntry.IsComplete;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
@ -4,6 +4,32 @@ namespace DDD
|
||||
{
|
||||
public class RestaurantPlayerCharacter : RestaurantCharacter
|
||||
{
|
||||
private RestaurantPlayerMovement _movement;
|
||||
|
||||
private Transform _visualLook;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_movement = GetComponent<RestaurantPlayerMovement>();
|
||||
|
||||
_visualLook = transform.Find(CommonConstants.VisualLook);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
FlipVisualLook();
|
||||
}
|
||||
|
||||
private void FlipVisualLook()
|
||||
{
|
||||
Vector3 localScale = _visualLook.localScale;
|
||||
localScale.x = _movement.GetCurrentDirection().x switch
|
||||
{
|
||||
> 0.01f => -Mathf.Abs(localScale.x),
|
||||
< -0.01f => Mathf.Abs(localScale.x),
|
||||
_ => localScale.x
|
||||
};
|
||||
_visualLook.localScale = localScale;
|
||||
}
|
||||
}
|
||||
}
|
@ -8,8 +8,6 @@ namespace DDD
|
||||
public class RestaurantPlayerMovement : RestaurantCharacterMovement
|
||||
{
|
||||
private Rigidbody _rigidbody;
|
||||
private RestaurantCharacterAnimation _animation;
|
||||
private Transform _visualLook;
|
||||
|
||||
private RestaurantPlayerDataSo _playerData;
|
||||
|
||||
@ -20,11 +18,12 @@ public class RestaurantPlayerMovement : RestaurantCharacterMovement
|
||||
private bool _isDashCooldown;
|
||||
private bool _isInitialized;
|
||||
|
||||
public Action<bool> OnMoving;
|
||||
public Action<float> OnDashing;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_rigidbody = GetComponent<Rigidbody>();
|
||||
_animation = GetComponent<RestaurantCharacterAnimation>();
|
||||
_visualLook = transform.Find(CommonConstants.VisualLook);
|
||||
}
|
||||
|
||||
private async void Start()
|
||||
@ -45,13 +44,6 @@ private async void Start()
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (_isInitialized == false) return;
|
||||
|
||||
FlipVisualLook();
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (_isInitialized == false) return;
|
||||
@ -78,18 +70,6 @@ public void SetCurrentDirection(Vector3 normalDirection)
|
||||
|
||||
_currentDirection = normalDirection;
|
||||
}
|
||||
|
||||
private void FlipVisualLook()
|
||||
{
|
||||
Vector3 localScale = _visualLook.localScale;
|
||||
localScale.x = _currentDirection.x switch
|
||||
{
|
||||
> 0.01f => -Mathf.Abs(localScale.x),
|
||||
< -0.01f => Mathf.Abs(localScale.x),
|
||||
_ => localScale.x
|
||||
};
|
||||
_visualLook.localScale = localScale;
|
||||
}
|
||||
|
||||
private void OnMove(InputAction.CallbackContext context)
|
||||
{
|
||||
@ -107,8 +87,7 @@ private void Move()
|
||||
SetCurrentDirection(_inputDirection);
|
||||
|
||||
_isMoving = _inputDirection != Vector3.zero;
|
||||
string animationName = _isMoving ? RestaurantPlayerAnimation.Walk : RestaurantPlayerAnimation.Idle;
|
||||
_animation.PlayAnimation(animationName, true);
|
||||
OnMoving?.Invoke(_isMoving);
|
||||
|
||||
Vector3 finalVelocity = _inputDirection * _playerData.MoveSpeed;
|
||||
_rigidbody.linearVelocity = finalVelocity;
|
||||
@ -129,12 +108,10 @@ private bool CanDash()
|
||||
|
||||
private IEnumerator DashCoroutine()
|
||||
{
|
||||
// TODO : ui생기면 연동
|
||||
|
||||
_isDashing = true;
|
||||
_isDashCooldown = true;
|
||||
|
||||
_animation.PlayAnimationDuration(RestaurantPlayerAnimation.Dash, false, _playerData.DashTime);
|
||||
OnDashing?.Invoke(_playerData.DashTime);
|
||||
|
||||
Vector3 dashVelocity = _currentDirection.normalized * _playerData.DashSpeed;
|
||||
_rigidbody.linearVelocity = dashVelocity;
|
||||
@ -146,5 +123,7 @@ private IEnumerator DashCoroutine()
|
||||
yield return new WaitForSeconds(_playerData.DashCooldown);
|
||||
_isDashCooldown = false;
|
||||
}
|
||||
|
||||
public Vector3 GetCurrentDirection() => _currentDirection;
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user