Degulleo3D/Assets/JAY/Scripts/PlayerState/PlayerStateMove.cs

70 lines
2.2 KiB
C#

using UnityEngine;
using UnityEngine.SceneManagement;
public class PlayerStateMove : IPlayerState
{
private PlayerController _playerController;
private Vector3 _gravityVelocity;
private bool isPlayerBattle;
public void Enter(PlayerController playerController)
{
_playerController = playerController;
isPlayerBattle = _playerController.IsBattle; // 전투 모드인지(던전인지)
// 파라미터가 존재하는지 확인 후 처리
_playerController.SafeSetBool("Run", isPlayerBattle);
_playerController.SafeSetBool("Walk", !isPlayerBattle);
}
public void Update()
{
float inputHorizontal = _playerController.Joystick.Horizontal;
float inputVertical = _playerController.Joystick.Vertical;
// 이동
if (inputHorizontal != 0 || inputVertical != 0)
{
HandleMovement();
}
else
{
_playerController.SetState(PlayerState.Idle);
}
}
public void Exit()
{
_playerController.SafeSetBool("Run", false);
_playerController.SafeSetBool("Walk", false);
_playerController = null;
}
private void HandleMovement()
{
float inputHorizontal = _playerController.Joystick.Horizontal;
float inputVertical = _playerController.Joystick.Vertical;
Vector3 moveDir = new Vector3(inputHorizontal, 0, inputVertical);
float speed = isPlayerBattle ? _playerController.moveSpeed : 2.5f; // 걷기 속도 고정
Vector3 move = moveDir.normalized * speed;
// 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);
}
}