Merge pull request #6 from Degulleo/DEG-16-플레이어-생성-및-조작-기능-구현

Deg 16 플레이어 생성 및 조작 기능 구현
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Jay 2025-04-18 15:02:49 +09:00 committed by GitHub
commit c40fa3f5b5
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425 changed files with 11953 additions and 1314 deletions

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scale: {x: 1.0000005, y: 1.0000021, z: 1.0000014}
- name: upperarm_l
parentName: clavicle_l
position: {x: -0.10173372, y: 4.440892e-18, z: -1.4210854e-16}
rotation: {x: -0.011902688, y: 0.10369653, z: 0.070935935, w: 0.99200475}
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- name: lowerarm_l
parentName: upperarm_l
position: {x: -0.19922544, y: -1.9984014e-17, z: 2.1316282e-16}
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- name: hand_l
parentName: lowerarm_l
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- name: index_01_l
parentName: hand_l
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- name: index_02_l
parentName: index_01_l
position: {x: -0.084993236, y: -2.842171e-16, z: -2.8366196e-16}
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scale: {x: 1.0000007, y: 1.0000042, z: 1.0000045}
- name: index_03_l
parentName: index_02_l
position: {x: -0.063433915, y: -4.2632563e-16, z: 2.7755574e-18}
rotation: {x: -0.0026570698, y: 0.010807825, z: -0.035711274, w: 0.99930024}
scale: {x: 0.99999946, y: 1.0000002, z: 0.99999994}
- name: thumb_01_l
parentName: hand_l
position: {x: -0.062028673, y: 0.025731737, z: -0.046623435}
rotation: {x: -0.5024613, y: 0.3625928, z: -0.14099312, w: -0.77212703}
scale: {x: 1.0000008, y: 1.0000013, z: 1.0000001}
- name: thumb_02_l
parentName: thumb_01_l
position: {x: -0.052380655, y: -4.6629366e-17, z: 0}
rotation: {x: -0.024324644, y: -0.023914147, z: -0.032934725, w: 0.9988753}
scale: {x: 1.0000007, y: 1.0000002, z: 1.000003}
- name: thumb_03_l
parentName: thumb_02_l
position: {x: -0.045099992, y: 1.7763568e-17, z: -1.4210854e-16}
rotation: {x: -0.012497648, y: -0.0024275442, z: -0.071094766, w: 0.9973884}
scale: {x: 1.0000021, y: 0.99999994, z: 1.0000017}
- name: weapon_l
parentName: hand_l
position: {x: -0.094, y: 0.0069999998, z: 0.004}
rotation: {x: -0.7071067, y: 0.0000000018626445, z: 0.00000002833446, w: -0.7071068}
scale: {x: 1.0000005, y: 1.0000007, z: 1.0000005}
- name: shoulderPadJoint_l
parentName: clavicle_l
position: {x: -0.10172261, y: 0.0000031123172, z: 0.000054128275}
rotation: {x: -0.009676, y: 0.10392798, z: 0.09219542, w: 0.99025524}
scale: {x: 1.0000008, y: 1.0000015, z: 1.0000021}
- name: CloakBone01
parentName: spine_03
position: {x: -0.07525502, y: 0.1138894, z: -1.3765184e-16}
rotation: {x: -0.19011138, y: 0.9817625, z: -0.000000034166476, w: -0.00000002543333}
scale: {x: 1.0000001, y: 1.0000014, z: 1.000001}
- name: CloakBone02
parentName: CloakBone01
position: {x: -0.2614295, y: 2.6645352e-17, z: -5.804901e-17}
rotation: {x: -0.000000022111164, y: -0.000000037080298, z: 0.09271763, w: 0.9956925}
scale: {x: 1.0000005, y: 0.9999998, z: 0.9999997}
- name: CloakBone03
parentName: CloakBone02
position: {x: -0.30492613, y: -1.0658141e-16, z: -7.123106e-17}
rotation: {x: -0.000000019613275, y: 0.00000004588284, z: 0.0567417, w: 0.99838895}
scale: {x: 1.0000001, y: 0.99999934, z: 0.99999946}
- name: BackpackBone
parentName: spine_03
position: {x: -0.05273138, y: 0.21801382, z: -1.2915617e-16}
rotation: {x: -0.02944411, y: 0.7064935, z: -0.029444126, w: -0.7064935}
scale: {x: 1.0000006, y: 1.0000011, z: 1.0000013}
- name: clavicle_r
parentName: spine_03
position: {x: -0.01944353, y: -0.021992618, z: 0.0628901}
rotation: {x: -0.7700337, y: -0.104188755, z: -0.6286142, w: -0.032202322}
scale: {x: 1.0000011, y: 1.0000011, z: 1.0000007}
- name: upperarm_r
parentName: clavicle_r
position: {x: 0.10173414, y: 0.000000103064025, z: 0.000000544563}
rotation: {x: -0.011902684, y: 0.10369647, z: 0.070935935, w: 0.9920048}
scale: {x: 0.9999997, y: 1.0000011, z: 1.0000002}
- name: lowerarm_r
parentName: upperarm_r
position: {x: 0.19922526, y: -1.1510433e-11, z: 2.5579537e-15}
rotation: {x: 0.00000006891785, y: -0.000000014901156, z: 0.058328275, w: 0.99829745}
scale: {x: 1.0000002, y: 1.0000013, z: 1.0000031}
- name: hand_r
parentName: lowerarm_r
position: {x: 0.13859951, y: 9.530944e-10, z: 1.563194e-15}
rotation: {x: -0.7066251, y: 0.026095143, z: -0.02609511, w: 0.7066251}
scale: {x: 1.0000002, y: 1.0000004, z: 1.000001}
- name: index_01_r
parentName: hand_r
position: {x: 0.078995995, y: 0.029178, z: -0.00503602}
rotation: {x: -0.000003010034, y: 0.0025714354, z: 0.0010915379, w: 0.9999962}
scale: {x: 1.0000001, y: 0.99999994, z: 0.99999994}
- name: index_02_r
parentName: index_01_r
position: {x: 0.084993325, y: -0.00000055632756, z: 6.6904715e-10}
rotation: {x: 0.000005959391, y: -0.0034166572, z: -0.04048517, w: 0.9991743}
scale: {x: 0.99999994, y: 1.0000006, z: 0.9999998}
- name: index_03_r
parentName: index_02_r
position: {x: 0.063433595, y: -0.00000008902263, z: -0.0000000019323867}
rotation: {x: -0.002657218, y: 0.0108078215, z: -0.035711385, w: 0.99930024}
scale: {x: 1.0000004, y: 1.0000006, z: 0.99999946}
- name: thumb_01_r
parentName: hand_r
position: {x: 0.062028997, y: -0.025731001, z: 0.046623457}
rotation: {x: 0.50245965, y: -0.36258844, z: 0.14099674, w: 0.77212954}
scale: {x: 1.0000006, y: 1, z: 1.0000012}
- name: thumb_02_r
parentName: thumb_01_r
position: {x: 0.052380603, y: -0.000000021094301, z: 0.00000059586444}
rotation: {x: -0.024324942, y: -0.023915488, z: -0.032934904, w: 0.99887526}
scale: {x: 1, y: 0.9999992, z: 1.0000019}
- name: thumb_03_r
parentName: thumb_02_r
position: {x: 0.045099515, y: -0.00000023024785, z: 0.000000114253595}
rotation: {x: -0.012497454, y: -0.002427339, z: -0.07109481, w: 0.99738836}
scale: {x: 1.0000015, y: 0.9999998, z: 1.0000014}
- name: weapon_r
parentName: hand_r
position: {x: 0.09399239, y: -0.0072682807, z: -0.00360484}
rotation: {x: 0.70710677, y: 0.000000013038514, z: -0.0000000035533598, w: 0.70710695}
scale: {x: 1.0000002, y: 1.0000006, z: 1.0000007}
- name: shoulderPadJoint_r
parentName: clavicle_r
position: {x: 0.10172303, y: -0.0000030092533, z: -0.000053583713}
rotation: {x: -0.99025524, y: -0.09219543, z: 0.10392789, w: -0.009675993}
scale: {x: 1.0000001, y: 1.000002, z: 1.0000015}
- name: thigh_r
parentName: pelvis
position: {x: 0.02983256, y: 0.019493982, z: 0.094070405}
rotation: {x: -0.03963389, y: 0.1393248, z: 0.9894442, w: -0.004238036}
scale: {x: 1.0000002, y: 0.9999998, z: 0.9999998}
- name: calf_r
parentName: thigh_r
position: {x: -0.13777272, y: 0.0059483806, z: 0.0027488763}
rotation: {x: -0.026912972, y: 0.022706501, z: -0.0010662051, w: 0.9993793}
scale: {x: 1.0000015, y: 1.0000001, z: 1.0000001}
- name: foot_r
parentName: calf_r
position: {x: -0.12562485, y: -0.012257216, z: -0.0020234145}
rotation: {x: -0.025034029, y: -0.062442236, z: 0.0012543072, w: 0.99773383}
scale: {x: 1.0000001, y: 1.0000008, z: 1.000001}
- name: ball_r
parentName: foot_r
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foreArmTwist: 0.5
upperLegTwist: 0.5
legTwist: 0.5
armStretch: 0.05
legStretch: 0.05
feetSpacing: 0
globalScale: 1
rootMotionBoneName:
hasTranslationDoF: 1
hasExtraRoot: 1
skeletonHasParents: 1
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avatarSetup: 1
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum PlayerState { None, Idle, Move, Attack, Hit, Dead }
public class PlayerController : CharacterBase
{
// 외부 접근 가능 변수
[Header("Movement")]
[SerializeField] private float rotationSpeed = 10f;
[Header("Attach Points")]
[SerializeField] private Transform rightHandTransform;
[SerializeField] private Transform headTransform;
// 내부에서만 사용하는 변수
private CharacterController _characterController;
private bool _isBattle;
private GameObject weapon;
// 상태 관련
private PlayerStateIdle _playerStateIdle;
private PlayerStateMove _playerStateMove;
// 외부에서도 사용하는 변수
public FixedJoystick joystick { get; private set; }
public PlayerState CurrentState { get; private set; }
private Dictionary<PlayerState, IPlayerState> _playerStates;
public Animator PlayerAnimator { get; private set; }
public CharacterController CharacterController => _characterController;
private void Awake()
{
PlayerAnimator = GetComponent<Animator>();
_characterController = GetComponent<CharacterController>();
if (joystick == null)
{
joystick = FindObjectOfType<FixedJoystick>();
}
}
private void Start()
{
// 상태 초기화
_playerStateIdle = new PlayerStateIdle();
_playerStateMove = new PlayerStateMove();
_playerStates = new Dictionary<PlayerState, IPlayerState>
{
{ PlayerState.Idle, _playerStateIdle },
{ PlayerState.Move, _playerStateMove },
};
PlayerInit();
}
private void Update()
{
if (CurrentState != PlayerState.None)
{
_playerStates[CurrentState].Update();
}
}
#region
private void PlayerInit()
{
SetState(PlayerState.Idle);
InstantiateWeapon();
weapon.SetActive(_isBattle);
}
private void InstantiateWeapon()
{
if (weapon == null)
{
GameObject weaponObject = Resources.Load<GameObject>("Player/Weapon/Chopstick");
weapon = Instantiate(weaponObject, rightHandTransform);
// .GetComponent<WeaponController>();
}
}
#endregion
public void SetState(PlayerState state)
{
if (CurrentState != PlayerState.None)
{
_playerStates[CurrentState].Exit();
}
CurrentState = state;
_playerStates[CurrentState].Enter(this);
}
public void SwitchBattleMode()
{
_isBattle = !_isBattle;
weapon.SetActive(_isBattle);
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(PlayerController))]
public class PlayerControllerEditor : Editor
{
public override void OnInspectorGUI()
{
// 기본 인스펙터를 그리기
base.OnInspectorGUI();
// 타겟 컴포넌트 참조 가져오기
PlayerController playerController = (PlayerController)target;
// 여백 추가
EditorGUILayout.Space();
EditorGUILayout.LabelField("상태 디버그 정보", EditorStyles.boldLabel);
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
EditorGUILayout.LabelField("현재 상태", playerController.CurrentState.ToString(),
EditorStyles.boldLabel);
EditorGUILayout.EndVertical();
// 지면 접촉 상태
GUI.backgroundColor = Color.white;
EditorGUILayout.Space();
EditorGUILayout.LabelField("캐릭터 디버그 정보", EditorStyles.boldLabel);
// GUI.enabled = false;
// EditorGUILayout.Toggle("지면 접촉", playerController.IsGrounded);
// GUI.enabled = true;
// 강제로 상태 변경 버튼
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("BattleMode"))
playerController.SwitchBattleMode();
// if (GUILayout.Button("Attack"))
// playerController.SetState(PlayerState.Attack);
// if (GUILayout.Button("Hit"))
// playerController.SetState(PlayerState.Hit);
// if (GUILayout.Button("Dead"))
// playerController.SetState(PlayerState.Dead);
EditorGUILayout.EndHorizontal();
}
private void OnEnable()
{
EditorApplication.update += OnEditorUpdate;
}
private void OnDisable()
{
EditorApplication.update -= OnEditorUpdate;
}
private void OnEditorUpdate()
{
if (target != null)
Repaint();
}
}

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public interface IPlayerState
{
// 해당 상태로 진입했을 때 호출되는 메서드
void Enter(PlayerController playerController);
// 해당 상태에 머물러 있을 때 Update 주기로 호출되는 메서드
void Update();
// 해당 상태에서 빠져 나갈 때 호출되는 메서드
void Exit();
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using UnityEngine;
public class PlayerStateIdle : IPlayerState
{
private PlayerController _playerController;
public void Enter(PlayerController playerController)
{
_playerController = playerController;
// _playerController.Animator.SetBool("Idle", true);
}
public void Update()
{
float inputHorizontal = _playerController.joystick.Horizontal;
float inputVertical = _playerController.joystick.Vertical;
// 이동
if (inputHorizontal != 0 || inputVertical != 0)
{
_playerController.SetState(PlayerState.Move);
return;
}
}
public void Exit()
{
_playerController = null;
}
}

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using UnityEngine;
public class PlayerStateMove : IPlayerState
{
private static readonly int Move = Animator.StringToHash("Move");
private PlayerController _playerController;
private Vector3 _gravityVelocity;
public void Enter(PlayerController playerController)
{
_playerController = playerController;
_playerController.PlayerAnimator.SetBool(Move, true);
}
public void Update()
{
float inputHorizontal = _playerController.joystick.Horizontal;
float inputVertical = _playerController.joystick.Vertical;
// 이동
if (inputHorizontal != 0 || inputVertical != 0)
{
HandleMovement();
return;
}
else
{
_playerController.SetState(PlayerState.Idle);
}
}
public void Exit()
{
_playerController.PlayerAnimator.SetBool(Move, false);
_playerController = null;
}
private void HandleMovement()
{
float inputHorizontal = _playerController.joystick.Horizontal;
float inputVertical = _playerController.joystick.Vertical;
Vector3 moveDir = new Vector3(inputHorizontal, 0, inputVertical);
Vector3 move = moveDir.normalized * _playerController.moveSpeed;
// 회전
if (moveDir.magnitude > 0.1f)
{
Quaternion toRotation = Quaternion.LookRotation(moveDir, Vector3.up);
_playerController.transform.rotation = Quaternion.Slerp(_playerController.transform.rotation, toRotation, Time.deltaTime * 10f);
}
// 중력 처리
if (_playerController.CharacterController.isGrounded && _gravityVelocity.y < 0)
{
_gravityVelocity.y = -0.1f;
}
_gravityVelocity.y += _playerController.gravity * Time.deltaTime;
Vector3 finalMove = (move + _gravityVelocity) * Time.deltaTime;
_playerController.CharacterController.Move(finalMove);
// _playerController.PlayerAnimator.SetFloat("Move", _playerController.CharacterController.velocity.magnitude);
}
}

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