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remapMaterialsIfMaterialImportModeIsNone: 0 - additionalBone: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/JAY/Scripts/AnimatorEventRelay.cs b/Assets/JAY/Scripts/AnimatorEventRelay.cs new file mode 100644 index 00000000..bcad020d --- /dev/null +++ b/Assets/JAY/Scripts/AnimatorEventRelay.cs @@ -0,0 +1,21 @@ +using UnityEngine; + +public class AnimatorEventRelay : MonoBehaviour +{ + private PlayerController _playerController; + + private void Awake() + { + _playerController = GetComponentInParent(); + } + + public void SetAttackComboTrue() + { + _playerController?.SetAttackComboTrue(); + } + + public void SetAttackComboFalse() + { + _playerController?.SetAttackComboFalse(); + } +} \ No newline at end of file diff --git a/Assets/JAY/Scripts/AnimatorEventRelay.cs.meta b/Assets/JAY/Scripts/AnimatorEventRelay.cs.meta new file mode 100644 index 00000000..3a2c5141 --- /dev/null +++ b/Assets/JAY/Scripts/AnimatorEventRelay.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e1c2c9ebd51c4d7aad9883cef372663f +timeCreated: 1746088356 \ No newline at end of file diff --git a/Assets/JAY/Scripts/PlayerAction/PlayerActionAttack.cs b/Assets/JAY/Scripts/PlayerAction/PlayerActionAttack.cs index 6c456de0..03d9cd4c 100644 --- a/Assets/JAY/Scripts/PlayerAction/PlayerActionAttack.cs +++ b/Assets/JAY/Scripts/PlayerAction/PlayerActionAttack.cs @@ -1,7 +1,6 @@ using UnityEngine; public class PlayerActionAttack : IPlayerAction { - private static readonly int Attack = Animator.StringToHash("Attack"); private static readonly int ComboStep = Animator.StringToHash("ComboStep"); private PlayerController player; private int comboStep = 1; @@ -16,7 +15,7 @@ public class PlayerActionAttack : IPlayerAction { comboStep = 1; comboQueued = false; PlayComboAnimation(comboStep); - player.PlayerAnimator.SetBool(Attack, true); + player.SafeSetBool("Attack", true); } public void UpdateAction() { @@ -26,7 +25,7 @@ public class PlayerActionAttack : IPlayerAction { } public void EndAction() { - player.PlayerAnimator.SetBool(Attack, false); + player.SafeSetBool("Attack", false); IsActive = false; player.OnActionEnded(this); // player 에서도 action 초기화 player = null; @@ -48,9 +47,20 @@ public class PlayerActionAttack : IPlayerAction { } } - private void PlayComboAnimation(int step) { - player.PlayerAnimator.SetInteger(ComboStep, step); - + private void PlayComboAnimation(int step) + { + if (player.PlayerAnimator == null) return; + + // 안전하게 파라미터 체크 + foreach (var param in player.PlayerAnimator.parameters) + { + if (param.nameHash == ComboStep && param.type == AnimatorControllerParameterType.Int) + { + player.PlayerAnimator.SetInteger(ComboStep, step); + break; + } + } + // 무기에 콤보 단계 전달 var weapon = player.GetComponentInChildren(); if (weapon != null) diff --git a/Assets/JAY/Scripts/PlayerController.cs b/Assets/JAY/Scripts/PlayerController.cs index 7026f29b..685c38d1 100644 --- a/Assets/JAY/Scripts/PlayerController.cs +++ b/Assets/JAY/Scripts/PlayerController.cs @@ -30,6 +30,7 @@ public class PlayerController : CharacterBase, IObserver private PlayerStateIdle _playerStateIdle; private PlayerStateMove _playerStateMove; private PlayerStateWin _playerStateWin; + private PlayerStateHit _playerStateHit; private PlayerStateDead _playerStateDead; // 행동 관련 @@ -72,6 +73,10 @@ public class PlayerController : CharacterBase, IObserver _playerStates[CurrentState].Update(); } + // Hit 상태거나 게임 끝났을 땐 땐 입력 무시 + if (CurrentState == PlayerState.Hit || CurrentState == PlayerState.Dead || CurrentState == PlayerState.Win) + return; + // 대시 우선 입력 처리 if (Input.GetKeyDown(KeyCode.Space)) { @@ -94,7 +99,7 @@ public class PlayerController : CharacterBase, IObserver private void OnDestroy() { - OnGetHit -= TakeDamage; + OnGetHit -= HandlePlayerHit; } #region 초기화 관련 @@ -104,6 +109,7 @@ public class PlayerController : CharacterBase, IObserver // 상태 초기화 _playerStateIdle = new PlayerStateIdle(); _playerStateMove = new PlayerStateMove(); + _playerStateHit = new PlayerStateHit(); _playerStateWin = new PlayerStateWin(); _playerStateDead = new PlayerStateDead(); @@ -111,6 +117,7 @@ public class PlayerController : CharacterBase, IObserver { { PlayerState.Idle, _playerStateIdle }, { PlayerState.Move, _playerStateMove }, + { PlayerState.Hit, _playerStateHit }, { PlayerState.Win, _playerStateWin }, { PlayerState.Dead, _playerStateDead }, }; @@ -118,8 +125,8 @@ public class PlayerController : CharacterBase, IObserver _attackAction = new PlayerActionAttack(); _actionDash = new PlayerActionDash(); - OnGetHit -= TakeDamage; - OnGetHit += TakeDamage; + OnGetHit -= HandlePlayerHit; + OnGetHit += HandlePlayerHit; SetState(PlayerState.Idle); @@ -151,9 +158,13 @@ public class PlayerController : CharacterBase, IObserver SafeResetTrigger("Bore"); SafeResetTrigger("GetHit"); PlayerAnimator.Rebind(); // 레이어 초기화 - PlayerAnimator.Update(0f); // 즉시 반영 + // PlayerAnimator.Update(0f); // 즉시 반영 } + #endregion + + #region 애니메이션 파라미터 관련 + public void SafeSetBool(string paramName, bool value) { if (PlayerAnimator == null) return; @@ -181,7 +192,7 @@ public class PlayerController : CharacterBase, IObserver } } } - + #endregion #region 상태, 동작 변화 관련 @@ -336,37 +347,30 @@ public class PlayerController : CharacterBase, IObserver #region 피격 관련 - // TODO: Editor에서 확인하기 위한 임시용 - public void TakeDamage() + // TODO: Editor에서 확인하기 위한 테스트용 메서드 + public void HandlePlayerHit() { if (CurrentState == PlayerState.Dead) return; - - // 피격 이벤트 재생 - PlayerHitEffect(); - - // 죽었는지 체크 - if (currentHP <= 0) SetState(PlayerState.Dead); - } + SetState(PlayerState.Hit); + } - public void TakeDamage(CharacterBase character) + private void HandlePlayerHit(CharacterBase character) { - if (character != this) return; // 혹시 다른 애가 맞은 경우 무시 + if (character != this) return; if (CurrentState == PlayerState.Dead) return; - - // 피격 이벤트 재생 - PlayerHitEffect(); - - // 죽었는지 체크 - if (currentHP <= 0) SetState(PlayerState.Dead); + + SetState(PlayerState.Hit); + } + + public void PlayHitEffect() + { + hitEffectController?.PlayHitEffect(); } - private void PlayerHitEffect() + public void ShakeCamera() { - if (_currentAction != _attackAction || !_attackAction.IsActive) - PlayerAnimator.SetTrigger("GetHit"); - hitEffectController.PlayHitEffect(); - cameraShake.Shake(); + cameraShake?.Shake(); } #endregion diff --git a/Assets/JAY/Scripts/PlayerControllerEditor.cs b/Assets/JAY/Scripts/PlayerControllerEditor.cs index 65baf7fd..5b8523e4 100644 --- a/Assets/JAY/Scripts/PlayerControllerEditor.cs +++ b/Assets/JAY/Scripts/PlayerControllerEditor.cs @@ -24,21 +24,6 @@ public class PlayerControllerEditor : Editor EditorGUILayout.LabelField("현재 상태", playerController.CurrentState.ToString(), EditorStyles.boldLabel); EditorGUILayout.LabelField("현재 행동", playerController.CurrentAction != null ? playerController.CurrentAction.ToString() : "-", EditorStyles.boldLabel); EditorGUILayout.EndVertical(); - - // EditorGUILayout.LabelField("걷기/뛰기 상태 전환", EditorStyles.boldLabel); - // EditorGUILayout.BeginHorizontal(); - // if (GUILayout.Button("Walk")) - // { - // var moveState = playerController.GetStateInstance(); - // moveState?.HandleMoveState(true); // 걷기 모드 - // } - // - // if (GUILayout.Button("Run")) - // { - // var moveState = playerController.GetStateInstance(); - // moveState?.HandleMoveState(false); // 달리기 모드 - // } - // EditorGUILayout.EndHorizontal(); // 지면 접촉 상태 GUI.backgroundColor = Color.white; @@ -56,7 +41,7 @@ public class PlayerControllerEditor : Editor if (GUILayout.Button("Win")) playerController.SetState(PlayerState.Win); if (GUILayout.Button("Hit")) - playerController.TakeDamage(); + playerController.HandlePlayerHit(); if (GUILayout.Button("Dead")) playerController.SetState(PlayerState.Dead); diff --git a/Assets/JAY/Scripts/PlayerState/PlayerStateHit.cs b/Assets/JAY/Scripts/PlayerState/PlayerStateHit.cs new file mode 100644 index 00000000..cc34e7e3 --- /dev/null +++ b/Assets/JAY/Scripts/PlayerState/PlayerStateHit.cs @@ -0,0 +1,41 @@ +using UnityEngine; + +public class PlayerStateHit : IPlayerState +{ + private PlayerController _playerController; + private float hitDuration = 0.4f; // 피격 상태 지속 시간 + private float timer = 0f; + + public void Enter(PlayerController playerController) + { + _playerController = playerController; + + // 애니메이션 실행 + _playerController.SafeSetBool("IsHit", true); + + // 현재 액션 중단 (공격, 대시 등) + _playerController.CurrentAction?.EndAction(); + + // 이펙트 및 카메라 흔들림 + _playerController.PlayHitEffect(); + _playerController.ShakeCamera(); + + // 타이머 초기화 + timer = 0f; + } + + public void Update() + { + timer += Time.deltaTime; + if (timer >= hitDuration) + { + _playerController.SetState(PlayerState.Idle); + } + } + + public void Exit() + { + _playerController.SafeSetBool("IsHit", false); + _playerController = null; + } +} \ No newline at end of file diff --git a/Assets/JAY/Scripts/PlayerState/PlayerStateHit.cs.meta b/Assets/JAY/Scripts/PlayerState/PlayerStateHit.cs.meta new file mode 100644 index 00000000..44b628af --- /dev/null +++ b/Assets/JAY/Scripts/PlayerState/PlayerStateHit.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: bad367d3d78a422aa34cb0ebd7aacecf +timeCreated: 1746178893 \ No newline at end of file diff --git a/Assets/JAY/Scripts/WeaponController.cs b/Assets/JAY/Scripts/WeaponController.cs index 10ec8aa5..951ecae4 100644 --- a/Assets/JAY/Scripts/WeaponController.cs +++ b/Assets/JAY/Scripts/WeaponController.cs @@ -1,38 +1,25 @@ -using System; +// Anchor 방식 리팩토링 +using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class WeaponController : MonoBehaviour, IObservable { - [Serializable] - public class WeaponTriggerZone - { - public Vector3 position; - public float radius; - } - - [SerializeField] private WeaponTriggerZone[] _triggerZones; + [SerializeField] private Transform[] triggerAnchors; + [SerializeField] private float triggerRadius = 0.5f; [SerializeField] private LayerMask targetLayerMask; - + private List> _observers = new List>(); - - // 공격 데미지 처리 + private int attackPower = 1; private int _comboStep = 1; - public int AttackPower // 플레이어 공격 데미지 - { - get - { - // 마지막 콤보일 경우 공격력 증가 - return _comboStep == 4 ? attackPower * 4 : attackPower; - } - } + public int AttackPower => _comboStep == 4 ? attackPower * 4 : attackPower; + private PlayerController _playerController; private bool _isAttacking = false; public bool IsAttacking => _isAttacking; - // 충돌 처리 private Vector3[] _previousPositions; private HashSet _hitColliders; private Ray _ray = new Ray(); @@ -40,12 +27,12 @@ public class WeaponController : MonoBehaviour, IObservable private void Start() { - if (_triggerZones == null || _triggerZones.Length == 0) + if (triggerAnchors == null || triggerAnchors.Length == 0) { - Debug.LogWarning("Trigger Zones이 설정되지 않았습니다."); + Debug.LogWarning("Trigger Anchors가 비어있습니다."); return; } - + _playerController = GetComponent(); if (_playerController == null) { @@ -55,103 +42,71 @@ public class WeaponController : MonoBehaviour, IObservable _playerController = player.GetComponent(); } } - - _previousPositions = new Vector3[_triggerZones.Length]; + + _previousPositions = new Vector3[triggerAnchors.Length]; _hitColliders = new HashSet(); } public void AttackStart() { - if (_hitColliders == null) - { - Debug.LogError("_hitColliders가 null입니다. 무기를 들고 있는지 확인해 주세요!"); - return; - } _isAttacking = true; _hitColliders.Clear(); - StopAllCoroutines(); - StartCoroutine(AutoEndAttack()); // 자동 공격 종료 + StartCoroutine(AutoEndAttack()); - for (int i = 0; i < _triggerZones.Length; i++) + for (int i = 0; i < triggerAnchors.Length; i++) { - _previousPositions[i] = transform.position + transform.TransformVector(_triggerZones[i].position); + _previousPositions[i] = triggerAnchors[i].position; } } - + private IEnumerator AutoEndAttack() { - yield return new WaitForSeconds(0.6f); // 0.6초 가량 대기 - - if (_isAttacking) // 아직 공격 중이면 - { - Debug.Log("공격 자동 종료 - 타임아웃"); - AttackEnd(); - } + yield return new WaitForSeconds(0.6f); + if (_isAttacking) AttackEnd(); } - public void AttackEnd() - { - _isAttacking = false; - } + public void AttackEnd() => _isAttacking = false; private void FixedUpdate() { - if (_isAttacking) + if (!_isAttacking) return; + + for (int i = 0; i < triggerAnchors.Length; i++) { - for (int i = 0; i < _triggerZones.Length; i++) + var current = triggerAnchors[i].position; + var direction = current - _previousPositions[i]; + + if (direction.magnitude < 0.01f) continue; + + _ray.origin = _previousPositions[i]; + _ray.direction = direction; + + int hitCount = Physics.SphereCastNonAlloc(_ray, triggerRadius, _hits, direction.magnitude, targetLayerMask); + for (int j = 0; j < hitCount; j++) { - var worldPosition = transform.position + - transform.TransformVector(_triggerZones[i].position); - var direction = worldPosition - _previousPositions[i]; - _ray.origin = _previousPositions[i]; - _ray.direction = direction; - - if (direction.magnitude < 0.01f) return; - - var hitCount = Physics.SphereCastNonAlloc(_ray, - _triggerZones[i].radius, _hits, - direction.magnitude, targetLayerMask, - QueryTriggerInteraction.UseGlobal); - for (int j = 0; j < hitCount; j++) + var hit = _hits[j]; + if (!_hitColliders.Contains(hit.collider)) { - var hit = _hits[j]; - if (!_hitColliders.Contains(hit.collider)) - { - _hitColliders.Add(hit.collider); - Notify(hit.collider.gameObject); - } + _hitColliders.Add(hit.collider); + Notify(hit.collider.gameObject); } - _previousPositions[i] = worldPosition; } - } - } - private IEnumerator ResumeTimeScale() - { - yield return new WaitForSecondsRealtime(10f); - Time.timeScale = 1f; + _previousPositions[i] = current; + } } public void Subscribe(IObserver observer) { - if (!_observers.Contains(observer)) - { - _observers.Add(observer); - } + if (!_observers.Contains(observer)) _observers.Add(observer); } - public void Unsubscribe(IObserver observer) - { - _observers.Remove(observer); - } + public void Unsubscribe(IObserver observer) => _observers.Remove(observer); public void Notify(GameObject value) { - foreach (var observer in _observers) - { - observer.OnNext(value); - } + foreach (var o in _observers) o.OnNext(value); } private void OnDestroy() @@ -163,47 +118,19 @@ public class WeaponController : MonoBehaviour, IObservable } _observers.Clear(); } - - public void SetComboStep(int step) - { - _comboStep = step; - } - + + public void SetComboStep(int step) => _comboStep = step; + #if UNITY_EDITOR - private void OnDrawGizmos() { - if (_triggerZones == null) return; - - if (_isAttacking && _previousPositions != null) + if (triggerAnchors == null) return; + Gizmos.color = Color.green; + foreach (var anchor in triggerAnchors) { - for (int i = 0; i < _triggerZones.Length; i++) - { - if (_triggerZones[i] == null) continue; - - var worldPosition = transform.position + - transform.TransformVector(_triggerZones[i].position); - var direction = worldPosition - _previousPositions[i]; - - Gizmos.color = Color.green; - Gizmos.DrawWireSphere(worldPosition, _triggerZones[i].radius); - - Gizmos.color = Color.red; - Gizmos.DrawWireSphere(worldPosition + direction, _triggerZones[i].radius); - } - } - else - { - foreach (var triggerZone in _triggerZones) - { - if (triggerZone == null) continue; - - Gizmos.color = Color.green; - Gizmos.DrawSphere(triggerZone.position, triggerZone.radius); - } + if (anchor != null) + Gizmos.DrawWireSphere(anchor.position, triggerRadius); } } - #endif - } diff --git a/Assets/Resources/Player/Weapon/Chopstick.prefab b/Assets/Resources/Player/Weapon/Chopstick.prefab index cb613a8d..adebdda9 100644 --- a/Assets/Resources/Player/Weapon/Chopstick.prefab +++ b/Assets/Resources/Player/Weapon/Chopstick.prefab @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:9194d56a38ef3c24f67bdce461e5ade59186a64f816ad6ccbb68be13325bdac4 -size 7202 +oid sha256:23a3ec3efdfba8f02c54edbc655a4efb9817c4fdb882c3908cf1e68bd75d7a78 +size 8938