DEG-61 [FEAT] 플레이어 win, dead 추가

This commit is contained in:
Jay 2025-05-08 15:53:28 +09:00
parent cbfd6ea865
commit b05ee73207
3359 changed files with 203068 additions and 32 deletions

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

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@ -0,0 +1,49 @@
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 void PlayEffect(Vector3 position, Quaternion rotation, 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, rotation);
}
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// TODO: 필요하면 씬 전환 시 이펙트 초기화 처리
}
}

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@ -3,14 +3,17 @@
public class PlayerActionDash : IPlayerAction
{
private PlayerController player;
private float duration = 0.25f; // 대시 유지 시간
private float timer; // 대시 경과 시간
private Vector3 direction; // 대시 방향
private float duration = 0.25f;
private float timer;
private Vector3 direction;
private float dashSpeedMultiplier = 3f; // 기본 이동 속도의 n배
private float dashSpeed; // 실제 대시 속도(계산한 값)
private float dashSpeedMultiplier = 3f;
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)
{
@ -20,18 +23,18 @@ public class PlayerActionDash : IPlayerAction
// 조이스틱 입력값 있으면 그 방향, 없으면 캐릭터가 바라보는 방향
direction = player.GetMoveDirectionOrForward().normalized;
// 대시 속도 = 이동 속도 x 배수
dashSpeed = player.moveSpeed * dashSpeedMultiplier;
// TODO: 필요 시 애니메이션 재생
// player.PlayerAnimator.SetTrigger("Roll");
lastEffectPos = player.DashEffectAnchor.position;
if (EffectManager.Instance == null)
Debug.LogError("이펙트 매니저 인스턴스가 null입니다!");
}
public void UpdateAction()
{
if (!IsActive) return;
DoDash();
}
@ -40,7 +43,18 @@ public class PlayerActionDash : IPlayerAction
timer += Time.deltaTime;
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)
{
Debug.DrawLine(currentEffectAnchorPos, currentEffectAnchorPos + Vector3.up * 1f, Color.green, 1f);
EffectManager.Instance.PlayEffect(currentEffectAnchorPos, EffectManager.EffectType.Dash);
lastEffectPos = currentEffectAnchorPos;
}
}
else
{
@ -51,7 +65,7 @@ public class PlayerActionDash : IPlayerAction
public void EndAction()
{
IsActive = false;
player.OnActionEnded(this); // player 에서도 action 초기화
player.OnActionEnded(this);
player = null;
}
}
}

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@ -16,6 +16,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
[SerializeField] private CameraShake cameraShake;
[SerializeField] private GameObject normalModel; // char_body : 일상복
[SerializeField] private GameObject battleModel; // warrior_1 : 전투복
[SerializeField] private Transform dashEffectAnchor; // 대시 이펙트 위치
// 내부에서만 사용하는 변수
private PlayerHitEffectController hitEffectController;
@ -46,6 +47,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
public Animator PlayerAnimator { get; private set; }
public CharacterController CharacterController => _characterController;
public bool IsBattle => _isBattle;
public Transform DashEffectAnchor => dashEffectAnchor;
private void Awake()
{
@ -70,6 +72,8 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
/*bool isHousingScene = SceneManager.GetActiveScene().name.Contains("Housing");
_isBattle = !isHousingScene;
Debug.Log("_isBattle: " + _isBattle);*/
SwitchBattleMode();
}
private void Update()
@ -303,6 +307,17 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
_weaponController.AttackEnd(); // IsAttacking = false로 변경
}
}
public void PlayAttackEffect()
{
if (_weaponController != null && _weaponController.AttackEffectAnchor != null)
{
Vector3 pos = _weaponController.AttackEffectAnchor.position;
Quaternion rot = _weaponController.AttackEffectAnchor.rotation;
EffectManager.Instance.PlayEffect(pos, rot, EffectManager.EffectType.Attack);
}
}
#endregion

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

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@ -9,7 +9,8 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
[SerializeField] private Transform[] triggerAnchors;
[SerializeField] private float triggerRadius = 0.5f;
[SerializeField] private LayerMask targetLayerMask;
public Transform AttackEffectAnchor;
private List<IObserver<GameObject>> _observers = new List<IObserver<GameObject>>();
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]);
}
else
{
Destroy(gameObject); // 애니메이션 끝나면 제거
}
}
}
}

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