문제 해결 전

 

문제 해결 후

void FixedUpdate()
    {
        if (currentState != AnimationState.Die)
        {
            Move();
            DetectEnemies();
        }

        HandleAnimation();
    }




    void Move()
    {
        Vector3 moveDirection = new Vector3(-joystick.Vertical, 0, joystick.Horizontal).normalized;

        if (moveDirection != Vector3.zero)
        {
            Quaternion toRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
            transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, 360f * Time.deltaTime);
            rb.velocity = moveDirection * moveSpeed;  // velocity를 사용하여 움직임 제어
            currentState = AnimationState.Run;
        }
        else
        {
            rb.velocity = Vector3.zero;  // 움직임이 없을 때는 속도를 0으로 설정

            if (targetedEnemy != null)
            {
                currentState = AnimationState.Attack;
                LookAtEnemy(targetedEnemy.transform);
            }
            else
            {
                currentState = AnimationState.Idle;
            }
        }
    }

1. 플레이어의 움직임을 처리하기 위해 Rigidbody.velocity를 사용
2. FixedUpdate() 내에서 직접 Rigidbody의 속도(velocity)를 설정하여 움직임을 제어

 

 

 

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;

public class Player : MonoBehaviour
{
    public Joystick joystick;
    public float moveSpeed = 5.0f;
    public float detectionRadius = 5.0f; // 적을 탐지하는 범위
    public LayerMask enemyLayer;
    public LayerMask wallLayer;
    public float rayHeight = 1.0f;

    private AnimationState currentState;
    private Animator animator;
    private EnemyBase targetedEnemy = null;

    // Ray의 시작점과 끝점을 저장할 변수
    private Vector3 rayStart;
    private Vector3 rayEnd;

    public GameObject bulletPrefab;
    public Transform firePos;

    public float fireForce = 1000f;

    public GameObject targetPlayer;
    private Collider playerCollider;
    private Rigidbody rb;

    void Start()
    {
        currentState = AnimationState.Idle;
        animator = GetComponent<Animator>();
        targetPlayer.SetActive(true);
        playerCollider = GetComponent<Collider>();
        rb = GetComponent<Rigidbody>();
    }

    void FixedUpdate()
    {
        if (currentState != AnimationState.Die)
        {
            Move();
            DetectEnemies();
        }

        HandleAnimation();
    }




    void Move()
    {
        Vector3 moveDirection = new Vector3(-joystick.Vertical, 0, joystick.Horizontal).normalized;

        if (moveDirection != Vector3.zero)
        {
            Quaternion toRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
            transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, 360f * Time.deltaTime);
            rb.velocity = moveDirection * moveSpeed;  // velocity를 사용하여 움직임 제어
            currentState = AnimationState.Run;
        }
        else
        {
            rb.velocity = Vector3.zero;  // 움직임이 없을 때는 속도를 0으로 설정

            if (targetedEnemy != null)
            {
                currentState = AnimationState.Attack;
                LookAtEnemy(targetedEnemy.transform);
            }
            else
            {
                currentState = AnimationState.Idle;
            }
        }
    }
    public void FireAtEnemy() //애니메이션 이벤트
    {
        // 적의 중앙을 향한 방향 계산
        Vector3 enemyCenter = targetedEnemy.transform.position + new Vector3(0, targetedEnemy.GetComponent<Collider>().bounds.extents.y, 0); //Enemy의 position + Enemy의 콜라이더 높이 절반
        Vector3 fireDirection = (enemyCenter - firePos.position).normalized;

        // 총알 방향을 설정
        Quaternion fireRotation = Quaternion.LookRotation(fireDirection);
        fireRotation *= Quaternion.Euler(90, 0, 0);  // X축으로 90도 회전을 추가

        GameObject bullet = Instantiate(bulletPrefab, firePos.position, fireRotation);
        StartCoroutine(FireEffectCoroutine());

        Rigidbody rb = bullet.GetComponent<Rigidbody>();

        if (rb != null)
        {
            rb.AddForce(fireDirection * fireForce, ForceMode.Impulse);

        }


    }
    private IEnumerator FireEffectCoroutine() // 총구 화염 효과 코루틴
    {

        foreach (Transform child in firePos)
        {
            child.gameObject.SetActive(true);
        }


        yield return new WaitForSeconds(0.2f);


        foreach (Transform child in firePos)
        {
            child.gameObject.SetActive(false);
        }
    }
    void DetectEnemies()
    {
        Vector3 rayDirection;
        Vector3 rayStartPosition = transform.position + new Vector3(0, rayHeight, 0);

        // 타겟이 범위를 벗어났는지 확인
        if (targetedEnemy != null)
        {
            float distanceToTarget = Vector3.Distance(transform.position, targetedEnemy.transform.position);
            if (distanceToTarget > detectionRadius || !targetedEnemy.targetPoint.activeSelf)
            {
                targetedEnemy.targetPoint.SetActive(false);
                targetedEnemy = null;
            }
        }

        if (targetedEnemy == null)
        {
            Collider[] detectedEnemies = Physics.OverlapSphere(transform.position, detectionRadius, enemyLayer);
            EnemyBase closestVisibleEnemy = null;
            float minDistance = float.MaxValue;

            foreach (Collider collider in detectedEnemies)
            {
                rayDirection = (collider.transform.position - transform.position).normalized;
                RaycastHit hit1; // 이 안에서만 사용할 것이기 때문에 여기서 선언합니다.

                // Ray 발사
                if (Physics.Raycast(rayStartPosition, rayDirection, out hit1, detectionRadius, enemyLayer | wallLayer))
                {
                    if (hit1.collider.GetComponent<EnemyBase>())
                    {
                        float distance = Vector3.Distance(transform.position, collider.transform.position);
                        if (distance < minDistance)
                        {
                            closestVisibleEnemy = collider.GetComponent<EnemyBase>();
                            minDistance = distance;
                        }
                    }
                }
            }

            if (closestVisibleEnemy && closestVisibleEnemy.enemyState != EnemyBase.EnemyState.Die)
            {
                rayDirection = (closestVisibleEnemy.transform.position - transform.position).normalized;

                if (targetedEnemy != null)
                    targetedEnemy.targetPoint.SetActive(false);

                targetedEnemy = closestVisibleEnemy;
                targetedEnemy.targetPoint.SetActive(true);
            }
            else
            {
                return;
            }
        }
        else
        {
            rayDirection = (targetedEnemy.transform.position - transform.position).normalized;
        }

        RaycastHit hit2; // 이 부분을 그대로 유지합니다.
        if (Physics.Raycast(rayStartPosition, rayDirection, out hit2, detectionRadius, enemyLayer | wallLayer))
        {
            rayStart = rayStartPosition;
            rayEnd = hit2.point;

            if (hit2.collider.gameObject.layer == LayerMask.NameToLayer("Wall"))
            {
                if (targetedEnemy != null)
                {
                    targetedEnemy.targetPoint.SetActive(false);
                    targetedEnemy = null;
                }
            }
        }
    }


    void LookAtEnemy(Transform enemyTransform)
    {
        Vector3 lookDirection = enemyTransform.position - transform.position;
        lookDirection.y = 0;
        Quaternion rotation = Quaternion.LookRotation(lookDirection);
        transform.rotation = rotation;
    }

    void HandleAnimation()
    {
        animator.SetInteger("state", (int)currentState);
    }

    private void OnCollisionEnter(Collision collision) // Enemy와 직접적인 충돌
    {
        if (collision.gameObject.CompareTag("Enemy"))
        {
            GameManager.Instance.PlayerHP -= 1;  // HP 감소
            Debug.Log("Player HP: " + GameManager.Instance.PlayerHP);
            if (GameManager.Instance.PlayerHP <= 0)
            {
                currentState = AnimationState.Die;
                targetPlayer.SetActive(false);
                playerCollider.enabled = false;
            }
        }
    }
    private void OnTriggerEnter(Collider other) // Enemy 투사체에 의한 충돌
    {
        // EnemyBullet과 충돌 시
        if (other.gameObject.CompareTag("EnemyBullet"))
        {
            GameManager.Instance.PlayerHP -= 1;
            Destroy(other.gameObject);
            Debug.Log("Player HP: " + GameManager.Instance.PlayerHP);

            // HP가 0이면 Die 상태로 전환
            if (GameManager.Instance.PlayerHP <= 0)
            {
                currentState = AnimationState.Die;
                targetPlayer.SetActive(false);
                playerCollider.enabled = false;
                //Destroy(gameObject, 3f);  // 3초 후에 Player를 Destroy (Die 애니메이션이 끝날 때까지 대기)
            }
            else
            {
                currentState = AnimationState.GetHit;
            }
        }
    }


    private void OnDrawGizmos()
    {
        Gizmos.color = Color.white;
        Gizmos.DrawWireSphere(this.transform.position, detectionRadius);

        // 저장된 Ray의 정보를 기반으로 선을 그림
        Gizmos.color = Color.red;
        Gizmos.DrawLine(rayStart, rayEnd);
    }


}

public enum AnimationState
{
    Idle,
    Run,
    Attack,
    Reload,
    GetHit,
    Die
}

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