DEG-16 [UPDATE] 전투 Idle, move 애니메이션 방패, 망토 제거 및 자연스럽게 수정

This commit is contained in:
Jay 2025-04-17 13:58:40 +09:00
parent f5feee033e
commit 1a7b282bd8
407 changed files with 11668 additions and 1314 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : CharacterBase
{
// 외부 접근 가능 변수
[Header("플레이어 관련")]
public VariableJoystick joystick;
public Animator PlayerAnimator { get; private set; }
[SerializeField] private float rotationSpeed = 10f;
// 내부에서만 사용하는 변수
private CharacterController _characterController;
private Vector3 gravityVelocity;
private void Awake()
{
PlayerAnimator = GetComponent<Animator>();
_characterController = GetComponent<CharacterController>();
}
private void Update()
{
HandleMovement(); // 이동 처리
}
#region
private void HandleMovement()
{
float x = joystick.Horizontal;
float z = joystick.Vertical;
Vector3 moveDir = new Vector3(x, 0, z);
Vector3 move = moveDir.normalized * moveSpeed;
// 회전
if (moveDir.magnitude > 0.1f)
{
Quaternion toRotation = Quaternion.LookRotation(moveDir, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, toRotation, Time.deltaTime * 10f);
}
// 중력 처리
if (_characterController.isGrounded && gravityVelocity.y < 0)
{
gravityVelocity.y = -0.1f;
}
gravityVelocity.y += gravity * Time.deltaTime;
Vector3 finalMove = (move + gravityVelocity) * Time.deltaTime;
_characterController.Move(finalMove);
PlayerAnimator.SetFloat("Move", _characterController.velocity.magnitude);
}
#endregion
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