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9 Commits

Author SHA1 Message Date
김판돌 34867dc03f Merge branch 'feat/map-generate' 2025-05-09 20:48:24 +09:00
김판돌 44fbb00945 케릭터 모션 수정 2025-05-03 20:14:15 +09:00
김판돌 498beee228 임시 테스트용 맵 적용 2025-04-29 21:02:23 +09:00
김판돌 fbf84f7007 사운드 작업 완료 2025-04-28 20:50:13 +09:00
김판돌 7ed3ab208f 씬 변경 수정 2025-04-28 20:32:49 +09:00
김판돌 209917bea2 Merge remote-tracking branch 'origin/feature/character-skill'
# Conflicts:
#	Assets/0_Scenes/Title.unity
#	ProjectSettings/EditorBuildSettings.asset
2025-04-28 20:30:06 +09:00
김판돌 69fa365101 씬 변경 수정 2025-04-28 20:29:23 +09:00
kb2love@naver.com e56de50739 캐릭터 스킬 기반 추가 2025-04-20 03:41:32 +09:00
kb2love@naver.com 8738bdd045 Attack Animation 추가 2025-04-09 20:44:24 +09:00
709 changed files with 116014 additions and 764 deletions

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@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObjOffAfterTime : MonoBehaviour
{
[SerializeField] float time;
private void OnEnable()
{
Invoke("ObjOff", time);
}
void ObjOff() { gameObject.SetActive(false); }
}

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@ -10,14 +10,6 @@ public class PlayManager : SingletonMonoBehaviour<PlayManager>
UnityEngine.SceneManagement.SceneManager.LoadScene(0); UnityEngine.SceneManagement.SceneManager.LoadScene(0);
return; return;
} }
//if( GameManager.Instance.isSpeedRun)
//{
// Debug.Log("SpeedRun 모드 활성화");
//}
//else
//{
// Debug.Log("일반 모드 활성화");
//}
} }
Event keyEvent; Event keyEvent;
@ -27,12 +19,11 @@ public class PlayManager : SingletonMonoBehaviour<PlayManager>
public Action keyAdown = null; public Action keyAdown = null;
public Action keySdown = null; public Action keySdown = null;
public Action keyDdown = null; public Action keyDdown = null;
public Action keyWup = null; public Action keyQdown = null;
public Action keySup = null;
public Action keyAup = null;
public Action keyDup = null;
public Action kewEsc = null; public Action kewEsc = null;
public Action keySpace = null; public Action keySpace = null;
public Action leftMouve = null;
public Action rightMouve = null;
private void OnGUI() private void OnGUI()
{ {
keyEvent = Event.current; keyEvent = Event.current;
@ -56,30 +47,24 @@ public class PlayManager : SingletonMonoBehaviour<PlayManager>
case KeyCode.W: case KeyCode.W:
keyWdown?.Invoke(); keyWdown?.Invoke();
break; break;
case KeyCode.Q:
keyQdown?.Invoke();
break;
case KeyCode.Space: case KeyCode.Space:
Debug.Log(keySpace);
keySpace?.Invoke(); keySpace?.Invoke();
break; break;
} }
} }
else if (keyEvent.type == EventType.KeyUp) }
private void Update()
{
if (Input.GetMouseButtonDown(0))
{ {
switch (Event.current.keyCode) leftMouve?.Invoke();
{ }
case KeyCode.A: if(Input.GetMouseButtonDown(1))
keyAup?.Invoke(); {
break; rightMouve?.Invoke();
case KeyCode.D:
keyDup?.Invoke();
break;
case KeyCode.S:
keySup?.Invoke();
break;
case KeyCode.W:
keyWup?.Invoke();
break;
}
} }
} }
} }

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@ -0,0 +1,107 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static PlayerController;
public class PlayerAttack : MonoBehaviour
{
Animator animator;
PlayerController controller;
public float attackTime = 0.5f; // 공격 후 쿨다운
public float attackCoolTime = 0.5f;
private int attackCount = 0; // 현재 공격 횟수
private int attackIdx = 0; // 공격 애니메이션 인덱스 (0,1 반복)
private bool canAttack = true;
private void Start()
{
controller = GetComponent<PlayerController>();
animator = GetComponentInChildren<Animator>();
PlayManager.Instance.leftMouve += Attack;
Debug.Log(123);
}
void Attack()
{
if(!canAttack || controller.playerState == PlayerState.Skill) return;
controller.playerState = PlayerState.Attack;
attackCount++;
animator.SetInteger("AttackIdx", attackIdx);
attackIdx = (attackIdx + 1) % 2;
AttackRot();
animator.SetFloat("idleState", controller.idleState);
if(coroutine != null)
{
StopCoroutine(coroutine);
coroutine = StartCoroutine(AttackStopCoroutin());
}
else
{
coroutine = StartCoroutine(AttackStopCoroutin());
}
if (attackCount >= 3)
{
StartCoroutine(AttackCooldown()); // 마지막 공격이면 쿨다운 실행
}
}
Coroutine coroutine;
IEnumerator AttackStopCoroutin()
{
yield return new WaitForSeconds(attackTime);
AttackStop();
}
private void AttackStop()
{
attackCount = 0;
controller.playerState = PlayerState.Idle;
animator.SetInteger("AttackIdx", -1);
}
public void AttackInitialized()
{
attackCount = 0;
}
IEnumerator AttackCooldown()
{
canAttack = false;
yield return new WaitForSeconds(attackCoolTime);
AttackStop(); // 마지막 공격 후 Stop
canAttack = true;
}
private void AttackRot()
{
Vector3 playerScreenPos = Camera.main.WorldToScreenPoint(transform.position);
Vector3 mouseScreenPos = Input.mousePosition;
bool isLeft = mouseScreenPos.x < playerScreenPos.x;
if (Mathf.Abs(mouseScreenPos.x - playerScreenPos.x) > Mathf.Abs(mouseScreenPos.y - playerScreenPos.y))
{
transform.GetChild(0).localEulerAngles = isLeft ? new Vector3(0, 180, 0) : new Vector3(0, 0, 0);
animator.SetFloat("AttackState", 1);
controller.idleState = 1f;
}
else
{
if (mouseScreenPos.y > playerScreenPos.y)
{
animator.SetFloat("AttackState", 0.5f);
controller.idleState = 2f / 3f;
}
else
{
animator.SetFloat("AttackState", 0);
controller.idleState = 1f / 3f;
}
}
}
}

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@ -1,4 +1,5 @@
using System.Collections; using System.Collections;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class PlayerController : MonoBehaviour public class PlayerController : MonoBehaviour
@ -8,21 +9,20 @@ public class PlayerController : MonoBehaviour
public float dashCooldown = 1f; // 대시 쿨타임 public float dashCooldown = 1f; // 대시 쿨타임
public float maxSpeed = 8f; // 최대 속도 (2~3초 후 최대 속도 도달) public float maxSpeed = 8f; // 최대 속도 (2~3초 후 최대 속도 도달)
public float accelerationTime = 2f; // 2초 동안 가속 public float accelerationTime = 2f; // 2초 동안 가속
private float moveTime = 0f; // 이동한 시간
public float dashTime = 0.5f; public float dashTime = 0.5f;
private bool canDash = true; // 대시 가능 여부 public float moveTime = 0f; // 이동한 시간
public enum PlayerState { Idle, Walking, Dash, Attack, Skill }
public PlayerState playerState;
private Vector2 moveDirection = Vector2.zero; // 현재 이동 방향 private Vector2 moveDirection = Vector2.zero; // 현재 이동 방향
private bool isWalking = false; // 이동 중인지 여부 PlayerAttack playerAttack;
private float dashValue;
Animator animator; Animator animator;
SpriteRenderer spriteRenderer;
private float idleState = 0f; // 0: 오른쪽, 0.333: 왼쪽, 0.666: 위, 1: 아래 public float idleState = 0f; // 0: 오른쪽, 0.333: 왼쪽, 0.666: 위, 1: 아래
void Start() void Start()
{ {
spriteRenderer = GetComponentInChildren<SpriteRenderer>();
animator = GetComponentInChildren<Animator>(); animator = GetComponentInChildren<Animator>();
playerAttack = GetComponent<PlayerAttack>();
// 키 이벤트와 스프라이트 및 회전 처리 연결 // 키 이벤트와 스프라이트 및 회전 처리 연결
PlayManager.Instance.keySdown += () => SetMovement(Vector2.down, 1f / 3f); // 아래 PlayManager.Instance.keySdown += () => SetMovement(Vector2.down, 1f / 3f); // 아래
@ -30,7 +30,7 @@ public class PlayerController : MonoBehaviour
PlayManager.Instance.keyAdown += () => SetMovement(Vector2.left, 1f); // 왼쪽 PlayManager.Instance.keyAdown += () => SetMovement(Vector2.left, 1f); // 왼쪽
PlayManager.Instance.keyDdown += () => SetMovement(Vector2.right, 1f); // 오른쪽 PlayManager.Instance.keyDdown += () => SetMovement(Vector2.right, 1f); // 오른쪽
// 대시 기능 연결 // 대시 기능
PlayManager.Instance.keySpace += Dash; PlayManager.Instance.keySpace += Dash;
} }
@ -42,22 +42,20 @@ public class PlayerController : MonoBehaviour
// 이동 처리 // 이동 처리
void HandleMovement() void HandleMovement()
{ {
if (!canDash) return; if (playerState == PlayerState.Dash || playerState == PlayerState.Attack || playerState == PlayerState.Skill) return;
moveDirection = Vector2.zero; // 매 프레임 초기화 moveDirection = Vector2.zero; // 매 프레임 초기화
// 키 상태를 직접 확인하고 방향 결정
if (Input.GetKey(KeyCode.A)) moveDirection += Vector2.left; if (Input.GetKey(KeyCode.A)) moveDirection += Vector2.left;
if (Input.GetKey(KeyCode.D)) moveDirection += Vector2.right; if (Input.GetKey(KeyCode.D)) moveDirection += Vector2.right;
if (Input.GetKey(KeyCode.W)) moveDirection += Vector2.up; if (Input.GetKey(KeyCode.W)) moveDirection += Vector2.up;
if (Input.GetKey(KeyCode.S)) moveDirection += Vector2.down; if (Input.GetKey(KeyCode.S)) moveDirection += Vector2.down;
// 이동 여부 판별 // 이동 여부 판별
isWalking = moveDirection != Vector2.zero; if (moveDirection != Vector2.zero)
animator.SetBool("isWalking", isWalking);
// 이동 방향이 있을 때만 이동
if (isWalking)
{ {
animator.SetBool("isWalking", true);
playerState = PlayerState.Walking;
moveTime += Time.deltaTime; moveTime += Time.deltaTime;
// 2초 이상 이동하면 즉시 속도를 maxSpeed로 증가 // 2초 이상 이동하면 즉시 속도를 maxSpeed로 증가
float currentSpeed = HandleAcceleration(); float currentSpeed = HandleAcceleration();
@ -66,41 +64,44 @@ public class PlayerController : MonoBehaviour
// A 또는 D가 눌린 상태라면 Side 애니메이션을 우선 적용 // A 또는 D가 눌린 상태라면 Side 애니메이션을 우선 적용
if (moveDirection.x != 0) if (moveDirection.x != 0)
{ {
animator.SetFloat("moveX", 1); // 무조건 Side 애니메이션 animator.SetFloat("PosX", 1);
animator.SetFloat("moveY", 0); // 위/아래는 무시 animator.SetFloat("PosY", 0);
} }
else else
{ {
animator.SetFloat("moveX", 0); animator.SetFloat("PosX", 0);
animator.SetFloat("moveY", moveDirection.y); animator.SetFloat("PosY", moveDirection.y);
} }
// 회전 처리 // 회전 처리
if (Mathf.Abs(moveDirection.x) > 0) if (Mathf.Abs(moveDirection.x) > 0)
{ {
if (moveDirection.x < 0 && transform.GetChild(0).localEulerAngles.y != 180) PlayerRot(moveDirection);
{
transform.GetChild(0).localEulerAngles = new Vector3(0, 180, 0);
}
else if (moveDirection.x > 0 && transform.GetChild(0).localEulerAngles.y != 0)
{
transform.GetChild(0).localEulerAngles = new Vector3(0, 0, 0);
}
} }
} }
else else
{ {
// 이동하지 않으면 Idle 상태를 설정 // 이동하지 않으면 Idle 상태를 설정
moveTime = 0f; moveTime = 0f;
animator.SetFloat("moveX", 0); animator.SetBool("isWalking", false);
animator.SetFloat("moveY", 0); animator.SetFloat("PosX", 0);
animator.SetFloat("PosY", 0);
animator.SetFloat("idleState", idleState); animator.SetFloat("idleState", idleState);
} }
}
private void PlayerRot(Vector2 direction)
{
if (direction.x < 0 && transform.GetChild(0).localEulerAngles.y != 180)
{
transform.GetChild(0).localEulerAngles = new Vector3(0, 180, 0);
}
else if (direction.x > 0 && transform.GetChild(0).localEulerAngles.y != 0)
{
transform.GetChild(0).localEulerAngles = new Vector3(0, 0, 0);
}
} }
float HandleAcceleration() float HandleAcceleration()
{ {
if (isWalking) if (playerState == PlayerState.Walking)
{ {
moveTime += Time.deltaTime; moveTime += Time.deltaTime;
if (moveTime >= accelerationTime) if (moveTime >= accelerationTime)
@ -113,12 +114,12 @@ public class PlayerController : MonoBehaviour
// 대시 처리 // 대시 처리
void Dash() void Dash()
{ {
if (canDash) if (playerState != PlayerState.Dash)
{ {
canDash = false; playerState = PlayerState.Dash;
isWalking = false;
animator.SetTrigger("DodgeTrigger"); animator.SetTrigger("DodgeTrigger");
playerAttack.AttackInitialized();
moveTime = 0f;
StartCoroutine(DashCoroutine()); // 대시 시작 StartCoroutine(DashCoroutine()); // 대시 시작
} }
} }
@ -137,7 +138,7 @@ public class PlayerController : MonoBehaviour
} }
transform.position = targetPosition; transform.position = targetPosition;
canDash = true; playerState = PlayerState.Idle;
} }
// 이동 방향과 스프라이트, 회전 처리 // 이동 방향과 스프라이트, 회전 처리
void SetMovement(Vector2 direction, float idleStateValue) void SetMovement(Vector2 direction, float idleStateValue)
@ -145,4 +146,5 @@ public class PlayerController : MonoBehaviour
moveDirection = direction; moveDirection = direction;
idleState = idleStateValue; idleState = idleStateValue;
} }
}
}

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@ -0,0 +1,39 @@
using UnityEngine;
public class PlayerManager : MonoBehaviour
{
public static PlayerManager Instance { get; private set; }
[SerializeField] private GameObject playerPrefab;
private GameObject playerInstance;
public GameObject Player => playerInstance;
private void Awake()
{
Instance = this;
}
private void Start()
{
if (playerInstance == null && playerPrefab != null)
{
playerInstance = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity, transform);
}
else if (playerInstance == null)
{
Debug.LogError("Player Prefab이 할당되지 않았습니다!");
}
}
// Player 스크립트 참조 쉽게 하는 편의 메서드
public T GetPlayerComponent<T>() where T : Component
{
if (playerInstance == null)
{
Debug.LogWarning("플레이어 인스턴스가 존재하지 않습니다.");
return null;
}
return playerInstance.GetComponent<T>();
}
}

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@ -0,0 +1,127 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class PlayerSkill : MonoBehaviour
{
private Animator animator;
private PlayerController playerController;
public Dictionary<SkillKeyType, SkillData> skillList = new Dictionary<SkillKeyType, SkillData>();
public enum SkillKeyType { M_Right, Q, E, R, T }
void Start()
{
playerController = GetComponent<PlayerController>();
animator = GetComponentInChildren<Animator>();
PlayManager.Instance.rightMouve += Skill_Right;
PlayManager.Instance.keySdown += Skill_Q;
}
private void Skill_Right()
{
BaseSkill(SkillKeyType.M_Right);
}
private void Skill_Q()
{
BaseSkill(SkillKeyType.Q);
}
public void BaseSkill(SkillKeyType skillKeyType)
{
if (!skillList.ContainsKey(skillKeyType)) return;
SkillData skillData = skillList[skillKeyType];
if (skillData != null && skillData.currentCoolTime == 0)
{
playerController.playerState = PlayerController.PlayerState.Skill;
SkillRot();
skillData.skillBase.Active(this);
StartCoroutine(SkillCoolTime(skillData, skillData.skillBase.skillCoolTime));
StartCoroutine(SkillStop(skillData.skillBase.skillStopTime));
Debug.Log(123);
}
}
IEnumerator SkillStop(float time)
{
yield return new WaitForSeconds(time);
Debug.Log(123);
animator.SetInteger("SkillIdx", -1);
playerController.playerState = PlayerController.PlayerState.Idle;
}
IEnumerator SkillCoolTime(SkillData skillData,float time)
{
skillData.currentCoolTime = time;
yield return new WaitForSeconds(time);
skillData.currentCoolTime = 0;
}
public void SkillAdd(SkillBase skill, SkillKeyType skillKeyType)
{
if (!skillList.ContainsKey(skillKeyType))
{
skillList[skillKeyType] = new SkillData(skill);
}
else
{
skillList[skillKeyType].skillBase = skill;
}
}
public void Skill_Anim(int idx)
{
animator.SetInteger("SkillIdx", idx);
}
public void SkillRot()
{
Vector3 playerScreenPos = Camera.main.WorldToScreenPoint(transform.position);
Vector3 mouseScreenPos = Input.mousePosition;
bool isLeft = mouseScreenPos.x < playerScreenPos.x;
if (Mathf.Abs(mouseScreenPos.x - playerScreenPos.x) > Mathf.Abs(mouseScreenPos.y - playerScreenPos.y))
{
transform.GetChild(0).localEulerAngles = isLeft ? new Vector3(0, 180, 0) : new Vector3(0, 0, 0);
animator.SetFloat("AttackState", 1);
playerController.idleState = 1f;
}
else
{
if (mouseScreenPos.y > playerScreenPos.y)
{
animator.SetFloat("AttackState", 0.5f);
playerController.idleState = 2f / 3f;
}
else
{
animator.SetFloat("AttackState", 0);
playerController.idleState = 1f / 3f;
}
}
}
public Vector3 GetSkillDirection()
{
Vector3 playerScreenPos = Camera.main.WorldToScreenPoint(transform.position);
Vector3 mouseScreenPos = Input.mousePosition;
Vector3 direction = (mouseScreenPos - playerScreenPos).normalized;
direction.z = 0; // 2D ±âÁØÀ̸é z´Â 0À¸·Î
return direction;
}
private SkillData FindSkillData(SkillBase skillBase)
{
foreach (var pair in skillList)
{
if (pair.Value.skillBase == skillBase)
return pair.Value;
}
return null;
}
public class SkillData
{
public SkillBase skillBase;
public float currentCoolTime;
public SkillData(SkillBase baseSkill)
{
skillBase = baseSkill;
currentCoolTime = 0;
}
}
}

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@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class SkillBase : ScriptableObject
{
public GameObject skillPrefab;
public float skillCoolTime;
public float skillStopTime;
public abstract void Active(PlayerSkill playerSkill);
}

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@ -0,0 +1,20 @@
using UnityEngine;
[CreateAssetMenu(menuName = "Player/Skills/Skill_Elephant")]
public class Skill_Elephant : SkillBase
{
public override void Active(PlayerSkill playerSkill)
{
playerSkill.Skill_Anim(0);
Vector3 mouseScreenPos = Input.mousePosition;
mouseScreenPos.z = 10f; // 카메라로부터 10 유닛 앞에 스폰
Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(mouseScreenPos);
mouseWorldPos.z = 0f; // 2D면 z는 0
GameObject skill = Instantiate(skillPrefab, Test.Instance.skillTr);
skill.transform.position = mouseWorldPos;
skill.SetActive(true);
}
}

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@ -4,9 +4,6 @@ using UnityEngine;
public class SoundBox : MonoBehaviour public class SoundBox : MonoBehaviour
{ {
// TODO SoundBox 프리펩 만들어주기
//사운드를 출력을 도와주는 스크립트 입니다.
//건들이지 않는것을 추천드립니다.
AudioSource Sound; AudioSource Sound;
void Awake() void Awake()
{ {

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@ -12,7 +12,7 @@ public class SoundManager : SingletonMonoBehaviour<SoundManager>
public eBackgroundMusic nowMusic; public eBackgroundMusic nowMusic;
[SerializeField] GameObject eftSound; [SerializeField] GameObject eftSound;
ObjectPool<SoundBox> soundPool; ObjectPool<SoundBox> soundPool;
List<SoundBox> soundList; List<SoundBox> soundList = new List<SoundBox>();
AudioSource BackGround; AudioSource BackGround;
@ -20,9 +20,7 @@ public class SoundManager : SingletonMonoBehaviour<SoundManager>
{ {
get { return nowMusic; } get { return nowMusic; }
} }
//public void ResetBackMusic(int Num)
//{
//}
public void PlayBack(eBackgroundMusic Num) public void PlayBack(eBackgroundMusic Num)
{ {
BackGround.clip = backgroundMusic[(int)Num]; BackGround.clip = backgroundMusic[(int)Num];
@ -82,5 +80,6 @@ public class SoundManager : SingletonMonoBehaviour<SoundManager>
{ {
TitleSound, TitleSound,
ButtonPop, ButtonPop,
test,
} }
} }

26
Assets/1_Script/Test.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Test : MonoBehaviour
{
public Transform skillTr;
[SerializeField] SkillBase skill;
public static Test Instance;
private void Awake()
{
Instance = this;
}
void Update()
{
if(Input.GetKeyDown(KeyCode.T))
{
Tests();
}
}
void Tests()
{
PlayerManager.Instance.GetPlayerComponent<PlayerSkill>().SkillAdd(skill, PlayerSkill.SkillKeyType.M_Right);
SoundManager.Instance.StartSound(SoundManager.eEftSuond.TitleSound);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TitleCtrl : SingletonMonoBehaviour<TitleCtrl>
{
protected override void OnStart()
{
GameManager.Instance.NextScene();
}
}

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