DEG-18 [UPDATE] 불필요한 부분 삭제

This commit is contained in:
Jay 2025-04-23 14:06:03 +09:00
parent 90c00ec141
commit 560b4c2745
5 changed files with 0 additions and 74 deletions

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@ -1,8 +0,0 @@
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@ -1,50 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerAnimatorStateAttack : StateMachineBehaviour
{
// OnStateEnter is called before OnStateEnter is called on any state inside this state machine
//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateExit is called before OnStateExit is called on any state inside this state machine
// override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
// {
// animator.gameObject.GetComponent<PlayerController>().SetState(PlayerState.Idle);
// }
// OnStateMove is called before OnStateMove is called on any state inside this state machine
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateIK is called before OnStateIK is called on any state inside this state machine
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateMachineEnter is called when entering a state machine via its Entry Node
//override public void OnStateMachineEnter(Animator animator, int stateMachinePathHash)
//{
//
//}
// OnStateMachineExit is called when exiting a state machine via its Exit Node
// override public void OnStateMachineExit(Animator animator, int stateMachinePathHash)
// {
// Debug.Log("스테이트머신 콤보끝?");
// animator.gameObject.GetComponent<PlayerController>().SetState(PlayerState.Idle);
// }
}

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@ -7,7 +7,6 @@ public class PlayerStateIdle : IPlayerState
public void Enter(PlayerController playerController)
{
_playerController = playerController;
// _playerController.Animator.SetBool("Idle", true);
}
public void Update()
@ -19,7 +18,6 @@ public class PlayerStateIdle : IPlayerState
if (inputHorizontal != 0 || inputVertical != 0)
{
_playerController.SetState(PlayerState.Move);
return;
}
}

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@ -21,7 +21,6 @@ public class PlayerStateMove : IPlayerState
if (inputHorizontal != 0 || inputVertical != 0)
{
HandleMovement();
return;
}
else
{
@ -60,7 +59,5 @@ public class PlayerStateMove : IPlayerState
Vector3 finalMove = (move + _gravityVelocity) * Time.deltaTime;
_playerController.CharacterController.Move(finalMove);
// _playerController.PlayerAnimator.SetFloat("Move", _playerController.CharacterController.velocity.magnitude);
}
}