Merge pull request 'DEG-125 [FEAT] 캐릭터 에셋 대체 및 move, battlemode 처리 까지' (!9) from DEG-125-플레이어-유료-에셋-적용 into main

Reviewed-on: #9
Reviewed-by: Sehyeon <sehyeon1837@gmail.com>
Reviewed-by: heain0122 <heain0122@gmail.com>
This commit is contained in:
jay 2025-05-02 02:23:28 +00:00
commit fa1a5174c5
241 changed files with 9089 additions and 21 deletions

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@ -12,6 +12,8 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
[Header("Attach Points")]
[SerializeField] private Transform rightHandTransform;
[SerializeField] private CameraShake cameraShake;
[SerializeField] private GameObject normalModel; // char_body : 일상복
[SerializeField] private GameObject battleModel; // warrior_1 : 전투복
// 내부에서만 사용하는 변수
private PlayerHitEffectController hitEffectController;
@ -40,15 +42,17 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
private Dictionary<PlayerState, IPlayerState> _playerStates;
public Animator PlayerAnimator { get; private set; }
public CharacterController CharacterController => _characterController;
public bool IsBattle => _isBattle;
private void Awake()
{
PlayerAnimator = GetComponent<Animator>();
_characterController = GetComponent<CharacterController>();
if (Joystick == null)
{
Joystick = FindObjectOfType<FixedJoystick>();
}
AssignCharacterController();
AssignAnimator();
}
protected override void Start()
@ -134,6 +138,50 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
}
}
/// <summary>
/// 애니메이션 초기화
/// </summary>
private void InitializeAnimatorParameters()
{
if (PlayerAnimator == null) return;
SafeSetBool("Walk", false);
SafeSetBool("Run", false);
// SafeSetBool(Dead, false);
SafeResetTrigger("Bore");
SafeResetTrigger("GetHit");
PlayerAnimator.Rebind(); // 레이어 초기화
PlayerAnimator.Update(0f); // 즉시 반영
}
public void SafeSetBool(string paramName, bool value)
{
if (PlayerAnimator == null) return;
foreach (var param in PlayerAnimator.parameters)
{
if (param.name == paramName && param.type == AnimatorControllerParameterType.Bool)
{
PlayerAnimator.SetBool(paramName, value);
break;
}
}
}
private void SafeResetTrigger(string triggerName)
{
if (PlayerAnimator == null) return;
foreach (var param in PlayerAnimator.parameters)
{
if (param.name == triggerName && param.type == AnimatorControllerParameterType.Trigger)
{
PlayerAnimator.ResetTrigger(triggerName);
break;
}
}
}
#endregion
#region ,
@ -176,6 +224,28 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
{
if (_currentAction == action) _currentAction = null;
}
/// <summary>
/// 전투, 일상 모드 플레이어 프리팹에 따라 애니메이터 가져오기
/// </summary>
private void AssignAnimator()
{
PlayerAnimator = _isBattle
? battleModel.GetComponent<Animator>()
: normalModel.GetComponent<Animator>();
InitializeAnimatorParameters();
}
/// <summary>
/// 전투, 일상 모드 플레이어 프리팹에 따라 Character Controller 가져오기
/// </summary>
private void AssignCharacterController()
{
_characterController = _isBattle
? battleModel.GetComponent<CharacterController>()
: normalModel.GetComponent<CharacterController>();
}
#endregion
@ -184,6 +254,16 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
public void SwitchBattleMode()
{
_isBattle = !_isBattle;
// 복장 전환
normalModel.SetActive(!_isBattle);
battleModel.SetActive(_isBattle);
// Animator, Character Controller 다시 참조 (복장에 붙은 걸로)
AssignAnimator();
AssignCharacterController();
// 무기도 전투모드에만
weapon.SetActive(_isBattle);
}
@ -254,7 +334,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
#endregion
#region
#region
// TODO: Editor에서 확인하기 위한 임시용
public void TakeDamage()

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@ -25,6 +25,20 @@ public class PlayerControllerEditor : Editor
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<PlayerStateMove>();
// moveState?.HandleMoveState(true); // 걷기 모드
// }
//
// if (GUILayout.Button("Run"))
// {
// var moveState = playerController.GetStateInstance<PlayerStateMove>();
// moveState?.HandleMoveState(false); // 달리기 모드
// }
// EditorGUILayout.EndHorizontal();
// 지면 접촉 상태
GUI.backgroundColor = Color.white;

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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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@ -1,15 +1,20 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class PlayerStateMove : IPlayerState
{
private static readonly int Move = Animator.StringToHash("Move");
private PlayerController _playerController;
private Vector3 _gravityVelocity;
private bool isPlayerBattle;
public void Enter(PlayerController playerController)
{
_playerController = playerController;
_playerController.PlayerAnimator.SetBool(Move, true);
isPlayerBattle = _playerController.IsBattle; // 전투 모드인지(던전인지)
// 파라미터가 존재하는지 확인 후 처리
_playerController.SafeSetBool("Run", isPlayerBattle);
_playerController.SafeSetBool("Walk", !isPlayerBattle);
}
public void Update()
@ -30,7 +35,8 @@ public class PlayerStateMove : IPlayerState
public void Exit()
{
_playerController.PlayerAnimator.SetBool(Move, false);
_playerController.SafeSetBool("Run", false);
_playerController.SafeSetBool("Walk", false);
_playerController = null;
}
@ -40,7 +46,8 @@ public class PlayerStateMove : IPlayerState
float inputVertical = _playerController.Joystick.Vertical;
Vector3 moveDir = new Vector3(inputHorizontal, 0, inputVertical);
Vector3 move = moveDir.normalized * _playerController.moveSpeed;
float speed = isPlayerBattle ? _playerController.moveSpeed : 2.5f; // 걷기 속도 고정
Vector3 move = moveDir.normalized * speed;
// 회전
if (moveDir.magnitude > 0.1f)
@ -56,7 +63,6 @@ public class PlayerStateMove : IPlayerState
}
_gravityVelocity.y += _playerController.gravity * Time.deltaTime;
Vector3 finalMove = (move + _gravityVelocity) * Time.deltaTime;
_playerController.CharacterController.Move(finalMove);
}

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