70 lines
2.2 KiB
C#
70 lines
2.2 KiB
C#
using UnityEngine;
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using UnityEngine.SceneManagement;
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public class PlayerStateMove : IPlayerState
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{
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private PlayerController _playerController;
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private Vector3 _gravityVelocity;
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private bool isPlayerBattle;
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public void Enter(PlayerController playerController)
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{
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_playerController = playerController;
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isPlayerBattle = _playerController.IsBattle; // 전투 모드인지(던전인지)
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// 파라미터가 존재하는지 확인 후 처리
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_playerController.SafeSetBool("Run", isPlayerBattle);
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_playerController.SafeSetBool("Walk", !isPlayerBattle);
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}
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public void Update()
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{
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float inputHorizontal = _playerController.Joystick.Horizontal;
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float inputVertical = _playerController.Joystick.Vertical;
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// 이동
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if (inputHorizontal != 0 || inputVertical != 0)
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{
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HandleMovement();
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}
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else
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{
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_playerController.SetState(PlayerState.Idle);
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}
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}
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public void Exit()
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{
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_playerController.SafeSetBool("Run", false);
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_playerController.SafeSetBool("Walk", false);
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_playerController = null;
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}
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private void HandleMovement()
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{
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float inputHorizontal = _playerController.Joystick.Horizontal;
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float inputVertical = _playerController.Joystick.Vertical;
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Vector3 moveDir = new Vector3(inputHorizontal, 0, inputVertical);
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float speed = isPlayerBattle ? _playerController.moveSpeed : 2.5f; // 걷기 속도 고정
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Vector3 move = moveDir.normalized * speed;
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// 회전
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if (moveDir.magnitude > 0.1f)
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{
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Quaternion toRotation = Quaternion.LookRotation(moveDir, Vector3.up);
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_playerController.transform.rotation = Quaternion.Slerp(_playerController.transform.rotation, toRotation, Time.deltaTime * 10f);
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}
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// 중력 처리
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if (_playerController.CharacterController.isGrounded && _gravityVelocity.y < 0)
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{
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_gravityVelocity.y = -0.1f;
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}
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_gravityVelocity.y += _playerController.gravity * Time.deltaTime;
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Vector3 finalMove = (move + _gravityVelocity) * Time.deltaTime;
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_playerController.CharacterController.Move(finalMove);
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}
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}
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