DEG-16 [UPDATE] UI에 플레이어 조작 연동
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Assets/JAY/HousingUI.unity
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Assets/JAY/HousingUI.unity
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Assets/JAY/HousingUI.unity.meta
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Assets/JAY/HousingUI.unity.meta
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@ -0,0 +1,7 @@
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externalObjects: {}
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userData:
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@ -25,7 +25,7 @@ public class PlayerController : CharacterBase
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private PlayerStateMove _playerStateMove;
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private PlayerStateMove _playerStateMove;
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// 외부에서도 사용하는 변수
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// 외부에서도 사용하는 변수
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public VariableJoystick joystick { get; private set; }
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public FixedJoystick joystick { get; private set; }
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public PlayerState CurrentState { get; private set; }
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public PlayerState CurrentState { get; private set; }
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private Dictionary<PlayerState, IPlayerState> _playerStates;
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private Dictionary<PlayerState, IPlayerState> _playerStates;
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public Animator PlayerAnimator { get; private set; }
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public Animator PlayerAnimator { get; private set; }
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@ -37,7 +37,7 @@ public class PlayerController : CharacterBase
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_characterController = GetComponent<CharacterController>();
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_characterController = GetComponent<CharacterController>();
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if (joystick == null)
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if (joystick == null)
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{
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{
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joystick = FindObjectOfType<VariableJoystick>();
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joystick = FindObjectOfType<FixedJoystick>();
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}
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}
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}
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}
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@ -29,7 +29,7 @@ public class PlayerControllerEditor : Editor
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// 지면 접촉 상태
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// 지면 접촉 상태
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GUI.backgroundColor = Color.white;
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GUI.backgroundColor = Color.white;
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("캐릭터 위치 디버그 정보", EditorStyles.boldLabel);
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EditorGUILayout.LabelField("캐릭터 디버그 정보", EditorStyles.boldLabel);
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// GUI.enabled = false;
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// GUI.enabled = false;
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// EditorGUILayout.Toggle("지면 접촉", playerController.IsGrounded);
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// EditorGUILayout.Toggle("지면 접촉", playerController.IsGrounded);
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// GUI.enabled = true;
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// GUI.enabled = true;
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@ -37,10 +37,6 @@ public class PlayerControllerEditor : Editor
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// 강제로 상태 변경 버튼
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// 강제로 상태 변경 버튼
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("Idle"))
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playerController.SetState(PlayerState.Idle);
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if (GUILayout.Button("Move"))
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playerController.SetState(PlayerState.Move);
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if (GUILayout.Button("BattleMode"))
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if (GUILayout.Button("BattleMode"))
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playerController.SwitchBattleMode();
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playerController.SwitchBattleMode();
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// if (GUILayout.Button("Attack"))
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// if (GUILayout.Button("Attack"))
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@ -1,6 +1,6 @@
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using UnityEngine;
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using UnityEngine;
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public class PlayerStateIdle : MonoBehaviour, IPlayerState
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public class PlayerStateIdle : IPlayerState
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{
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{
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private PlayerController _playerController;
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private PlayerController _playerController;
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@ -1,6 +1,6 @@
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using UnityEngine;
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using UnityEngine;
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public class PlayerStateMove : MonoBehaviour, IPlayerState
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public class PlayerStateMove : IPlayerState
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{
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{
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private static readonly int Move = Animator.StringToHash("Move");
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private static readonly int Move = Animator.StringToHash("Move");
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private PlayerController _playerController;
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private PlayerController _playerController;
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