Merge pull request 'DEG-61-플레이어-이펙트-추가' (!20) from DEG-61-플레이어-이펙트-추가 into main

Reviewed-on: #20
Reviewed-by: Sehyeon <sehyeon1837@gmail.com>
Reviewed-by: Lim0_C <dladudcks22@gmail.com>
This commit is contained in:
jay 2025-05-09 04:04:18 +00:00
commit 7d51909f0c
247 changed files with 3805 additions and 3822 deletions

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@ -18,4 +18,9 @@ public class AnimatorEventRelay : MonoBehaviour
{ {
_playerController?.SetAttackComboFalse(); _playerController?.SetAttackComboFalse();
} }
public void PlayAttackEffect()
{
_playerController?.PlayAttackEffect();
}
} }

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@ -0,0 +1,52 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class EffectManager : Singleton<EffectManager>
{
[SerializeField] private GameObject hitEffectPrefab;
[SerializeField] private GameObject dashEffectPrefab;
[SerializeField] private GameObject attackEffectPrefab;
public enum EffectType { Attack, Dash, Hit }
public void PlayEffect(Vector3 position, EffectType type)
{
GameObject prefab = null;
switch (type)
{
case EffectType.Attack: prefab = attackEffectPrefab; break;
case EffectType.Dash: prefab = dashEffectPrefab; break;
case EffectType.Hit: prefab = hitEffectPrefab; break;
}
if (prefab != null)
Instantiate(prefab, position, Quaternion.identity);
}
public GameObject PlayEffect(Vector3 pos, Quaternion rot, EffectType type)
{
GameObject prefab = null;
switch (type)
{
case EffectType.Attack: prefab = attackEffectPrefab; break;
case EffectType.Dash: prefab = dashEffectPrefab; break;
case EffectType.Hit: prefab = hitEffectPrefab; break;
}
if (prefab != null)
return Instantiate(prefab, pos, rot);
return null;
}
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// TODO: 필요하면 씬 전환 시 이펙트 초기화 처리
}
}

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@ -6,6 +6,8 @@ public class PlayerActionAttack : IPlayerAction {
private int comboStep = 1; private int comboStep = 1;
private bool comboQueued = false; private bool comboQueued = false;
private bool canReceiveCombo = false; private bool canReceiveCombo = false;
public int CurrentComboStep => comboStep;
public bool IsActive { get; private set; } public bool IsActive { get; private set; }

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@ -3,14 +3,17 @@
public class PlayerActionDash : IPlayerAction public class PlayerActionDash : IPlayerAction
{ {
private PlayerController player; private PlayerController player;
private float duration = 0.25f; // 대시 유지 시간 private float duration = 0.25f;
private float timer; // 대시 경과 시간 private float timer;
private Vector3 direction; // 대시 방향 private Vector3 direction;
private float dashSpeedMultiplier = 3f; // 기본 이동 속도의 n배 private float dashSpeedMultiplier = 3f;
private float dashSpeed; // 실제 대시 속도(계산한 값) private float dashSpeed;
public bool IsActive { get; private set; } // 현재 대시 중인지 여부 private Vector3 lastEffectPos;
private float effectSpacing = 0.8f;
public bool IsActive { get; private set; }
public void StartAction(PlayerController player) public void StartAction(PlayerController player)
{ {
@ -20,18 +23,18 @@ public class PlayerActionDash : IPlayerAction
// 조이스틱 입력값 있으면 그 방향, 없으면 캐릭터가 바라보는 방향 // 조이스틱 입력값 있으면 그 방향, 없으면 캐릭터가 바라보는 방향
direction = player.GetMoveDirectionOrForward().normalized; direction = player.GetMoveDirectionOrForward().normalized;
// 대시 속도 = 이동 속도 x 배수 // 대시 속도 = 이동 속도 x 배수
dashSpeed = player.moveSpeed * dashSpeedMultiplier; dashSpeed = player.moveSpeed * dashSpeedMultiplier;
// TODO: 필요 시 애니메이션 재생 lastEffectPos = player.DashEffectAnchor.position;
// player.PlayerAnimator.SetTrigger("Roll");
if (EffectManager.Instance == null)
Debug.LogError("이펙트 매니저 인스턴스가 null입니다!");
} }
public void UpdateAction() public void UpdateAction()
{ {
if (!IsActive) return; if (!IsActive) return;
DoDash(); DoDash();
} }
@ -40,7 +43,17 @@ public class PlayerActionDash : IPlayerAction
timer += Time.deltaTime; timer += Time.deltaTime;
if (timer < duration) if (timer < duration)
{ {
player.CharacterController.Move(direction * dashSpeed * Time.deltaTime); var moveVector = direction * dashSpeed * Time.deltaTime;
player.CharacterController.Move(moveVector);
// 일정 거리 이상 이동 시 이펙트 생성
Vector3 currentEffectAnchorPos = player.DashEffectAnchor.position;
float dist = Vector3.Distance(currentEffectAnchorPos, lastEffectPos);
if (dist >= effectSpacing)
{
EffectManager.Instance.PlayEffect(currentEffectAnchorPos, EffectManager.EffectType.Dash);
lastEffectPos = currentEffectAnchorPos;
}
} }
else else
{ {
@ -51,7 +64,7 @@ public class PlayerActionDash : IPlayerAction
public void EndAction() public void EndAction()
{ {
IsActive = false; IsActive = false;
player.OnActionEnded(this); // player 에서도 action 초기화 player.OnActionEnded(this);
player = null; player = null;
} }
} }

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@ -16,6 +16,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
[SerializeField] private CameraShake cameraShake; [SerializeField] private CameraShake cameraShake;
[SerializeField] private GameObject normalModel; // char_body : 일상복 [SerializeField] private GameObject normalModel; // char_body : 일상복
[SerializeField] private GameObject battleModel; // warrior_1 : 전투복 [SerializeField] private GameObject battleModel; // warrior_1 : 전투복
[SerializeField] private Transform dashEffectAnchor; // 대시 이펙트 위치
// 내부에서만 사용하는 변수 // 내부에서만 사용하는 변수
private PlayerHitEffectController hitEffectController; private PlayerHitEffectController hitEffectController;
@ -46,6 +47,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
public Animator PlayerAnimator { get; private set; } public Animator PlayerAnimator { get; private set; }
public CharacterController CharacterController => _characterController; public CharacterController CharacterController => _characterController;
public bool IsBattle => _isBattle; public bool IsBattle => _isBattle;
public Transform DashEffectAnchor => dashEffectAnchor;
private void Awake() private void Awake()
{ {
@ -70,6 +72,8 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
/*bool isHousingScene = SceneManager.GetActiveScene().name.Contains("Housing"); /*bool isHousingScene = SceneManager.GetActiveScene().name.Contains("Housing");
_isBattle = !isHousingScene; _isBattle = !isHousingScene;
Debug.Log("_isBattle: " + _isBattle);*/ Debug.Log("_isBattle: " + _isBattle);*/
SwitchBattleMode();
} }
private void Update() private void Update()
@ -303,6 +307,36 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
_weaponController.AttackEnd(); // IsAttacking = false로 변경 _weaponController.AttackEnd(); // IsAttacking = false로 변경
} }
} }
public void PlayAttackEffect()
{
if (_attackAction == null) return;
// 현재 콤보 단계 (1~4)
int comboStep = _attackAction.CurrentComboStep;
// 홀수면 기본 방향 (오→왼), 짝수면 반전 (왼→오)
bool isMirror = comboStep % 2 != 0;
Vector3 basePos = CharacterController.transform.position;
Vector3 forward = CharacterController.transform.forward;
float forwardPos = CurrentState == PlayerState.Move ? 1f : 0.2f;
// 이펙트 위치: 위로 0.5 + 앞으로 약간
Vector3 pos = basePos + Vector3.up * 0.5f + forward * forwardPos;
Quaternion rot = Quaternion.LookRotation(forward, Vector3.up) * Quaternion.Euler(0, 90, 0);
GameObject effect = EffectManager.Instance.PlayEffect(pos, rot, EffectManager.EffectType.Attack);
// 반전이 필요한 경우, X축 스케일 -1
if (isMirror && effect != null)
{
Vector3 scale = effect.transform.localScale;
scale.z *= -1;
effect.transform.localScale = scale;
}
}
#endregion #endregion

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@ -7,7 +7,7 @@ public class PlayerStateDead : IPlayerState
public void Enter(PlayerController playerController) public void Enter(PlayerController playerController)
{ {
_playerController = playerController; _playerController = playerController;
// _playerController.PlayerAnimator.SetBool("Dead", true); _playerController.PlayerAnimator.SetBool("Dead", true);
} }
public void Update() public void Update()
@ -16,7 +16,7 @@ public class PlayerStateDead : IPlayerState
public void Exit() public void Exit()
{ {
// _playerController.PlayerAnimator.SetBool("Dead", false); _playerController.PlayerAnimator.SetBool("Dead", false);
_playerController = null; _playerController = null;
} }
} }

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@ -19,6 +19,9 @@ public class PlayerStateHit : IPlayerState
// 이펙트 및 카메라 흔들림 // 이펙트 및 카메라 흔들림
_playerController.PlayHitEffect(); _playerController.PlayHitEffect();
_playerController.ShakeCamera(); _playerController.ShakeCamera();
Vector3 pos = _playerController.CharacterController.transform.position + Vector3.up * 0.5f;
EffectManager.Instance.PlayEffect(pos, EffectManager.EffectType.Hit);
// 타이머 초기화 // 타이머 초기화
timer = 0f; timer = 0f;

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@ -9,7 +9,7 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
[SerializeField] private Transform[] triggerAnchors; [SerializeField] private Transform[] triggerAnchors;
[SerializeField] private float triggerRadius = 0.5f; [SerializeField] private float triggerRadius = 0.5f;
[SerializeField] private LayerMask targetLayerMask; [SerializeField] private LayerMask targetLayerMask;
private List<IObserver<GameObject>> _observers = new List<IObserver<GameObject>>(); private List<IObserver<GameObject>> _observers = new List<IObserver<GameObject>>();
private int attackPower = 1; private int attackPower = 1;

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@ -0,0 +1,44 @@
using UnityEngine;
public class Animation_seq : MonoBehaviour
{
public float fps = 24.0f;
public Texture2D[] frames;
private int frameIndex = 0;
private MeshRenderer rendererMy;
private float timer = 0f;
void Start()
{
rendererMy = GetComponent<MeshRenderer>();
if (frames.Length > 0)
{
rendererMy.sharedMaterial.SetTexture("_MainTex", frames[0]);
}
}
void Update()
{
if (frameIndex >= frames.Length) return;
timer += Time.deltaTime;
if (timer >= 1f / fps)
{
timer = 0f;
frameIndex++;
if (frameIndex < frames.Length)
{
rendererMy.sharedMaterial.SetTexture("_MainTex", frames[frameIndex]);
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else
{
Destroy(transform.root.gameObject); // 최상위 부모 삭제
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}
}
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