DEG-18 [UPDATE] 불필요한 부분 삭제
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guid: ee6466b67735a354ab9810bc780da469
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folderAsset: yes
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerAnimatorStateAttack : StateMachineBehaviour
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{
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// OnStateEnter is called before OnStateEnter is called on any state inside this state machine
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//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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//
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//}
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// OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine
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//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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//
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//}
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// OnStateExit is called before OnStateExit is called on any state inside this state machine
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// override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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// {
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// animator.gameObject.GetComponent<PlayerController>().SetState(PlayerState.Idle);
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// }
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// OnStateMove is called before OnStateMove is called on any state inside this state machine
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//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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//
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//}
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// OnStateIK is called before OnStateIK is called on any state inside this state machine
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//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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//
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//}
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// OnStateMachineEnter is called when entering a state machine via its Entry Node
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//override public void OnStateMachineEnter(Animator animator, int stateMachinePathHash)
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//{
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//
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//}
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// OnStateMachineExit is called when exiting a state machine via its Exit Node
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// override public void OnStateMachineExit(Animator animator, int stateMachinePathHash)
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// {
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// Debug.Log("스테이트머신 콤보끝?");
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// animator.gameObject.GetComponent<PlayerController>().SetState(PlayerState.Idle);
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// }
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}
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fileFormatVersion: 2
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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@ -7,7 +7,6 @@ public class PlayerStateIdle : IPlayerState
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public void Enter(PlayerController playerController)
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{
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_playerController = playerController;
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// _playerController.Animator.SetBool("Idle", true);
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}
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public void Update()
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@ -19,7 +18,6 @@ public class PlayerStateIdle : IPlayerState
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if (inputHorizontal != 0 || inputVertical != 0)
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{
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_playerController.SetState(PlayerState.Move);
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return;
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}
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}
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@ -21,7 +21,6 @@ public class PlayerStateMove : IPlayerState
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if (inputHorizontal != 0 || inputVertical != 0)
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{
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HandleMovement();
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return;
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}
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else
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{
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@ -60,7 +59,5 @@ public class PlayerStateMove : IPlayerState
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Vector3 finalMove = (move + _gravityVelocity) * Time.deltaTime;
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_playerController.CharacterController.Move(finalMove);
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// _playerController.PlayerAnimator.SetFloat("Move", _playerController.CharacterController.velocity.magnitude);
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}
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}
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