275 lines
11 KiB
C#
275 lines
11 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Platformer.Gameplay;
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using static Platformer.Core.Simulation;
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using Platformer.Model;
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using Platformer.Core;
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using UnityEngine.InputSystem;
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namespace Platformer.Mechanics
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{
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/// <summary>
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/// This is the main class used to implement control of the player.
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/// It is a superset of the AnimationController class, but is inlined to allow for any kind of customisation.
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/// </summary>
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public class PlayerController : KinematicObject
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{
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public AudioClip jumpAudio;
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public AudioClip respawnAudio;
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public AudioClip ouchAudio;
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/// <summary>
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/// Attack sound effect. 자동 발동 시 PlayerAttack.Execute가 PlayOneShot으로 재생.
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/// BT7-Plan 2026-04-24 — VS 순수형 자동 발동 전환 후에도 audio hook 유지.
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/// </summary>
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public AudioClip attackAudio;
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/// <summary>
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/// Max horizontal speed of the player.
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/// </summary>
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public float maxSpeed = 7;
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/// <summary>
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/// Initial jump velocity at the start of a jump.
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/// </summary>
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public float jumpTakeOffSpeed = 7;
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/// <summary>
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/// Attack hitbox component (자동 GetComponent, 없으면 null — PlayerAttack.Execute에서 null 체크).
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/// 공격은 PlayerAttackTicker가 주기적으로 Schedule<PlayerAttack>을 발화하여 실행.
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/// </summary>
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public AttackHitbox attackHitbox;
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public JumpState jumpState = JumpState.Grounded;
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private bool stopJump;
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/*internal new*/ public Collider2D collider2d;
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/*internal new*/ public AudioSource audioSource;
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public Health health;
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public bool controlEnabled = true;
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bool jump;
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Vector2 move;
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SpriteRenderer spriteRenderer;
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internal Animator animator;
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readonly PlatformerModel model = Simulation.GetModel<PlatformerModel>();
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private InputAction m_MoveAction;
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private InputAction m_JumpAction;
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// 현재 facing 방향 (마지막 이동 입력 기반, 정지 시 이전 값 유지).
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// BT7-Plan 2026-04-24 — PlayerAttackTicker가 자동 발동 시 참조하므로 public 노출.
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Vector2 facing = Vector2.right;
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/// <summary>현재 플레이어 facing 방향. PlayerAttackTicker가 Schedule 시점에 참조.</summary>
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public Vector2 Facing => facing;
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public Bounds Bounds => collider2d.bounds;
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/// <summary>
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/// 마지막 grounded 위치 — 낙사 시 안전 복귀 영역 (PD 지시 2026-05-07).
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/// </summary>
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public Vector3 LastGroundedPosition { get; private set; }
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void Awake()
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{
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health = GetComponent<Health>();
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audioSource = GetComponent<AudioSource>();
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collider2d = GetComponent<Collider2D>();
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spriteRenderer = GetComponent<SpriteRenderer>();
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if (spriteRenderer == null) spriteRenderer = GetComponentInChildren<SpriteRenderer>();
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animator = GetComponent<Animator>();
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if (animator == null) animator = GetComponentInChildren<Animator>();
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// PD 지시 2026-05-07 — 동반 컴포넌트 자동 부착 (Inspector 부착 불요)
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if (GetComponent<PlayerInvulnerabilityFlash>() == null) gameObject.AddComponent<PlayerInvulnerabilityFlash>();
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if (GetComponent<Platformer.UI.ResurrectPromptUI>() == null) gameObject.AddComponent<Platformer.UI.ResurrectPromptUI>();
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// BT5-Dev #34 — PlatformDropThrough 폐기 (PlatformEffector2D 표준 패턴 활용)
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var oldDrop = GetComponent<PlatformDropThrough>();
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if (oldDrop != null) Destroy(oldDrop);
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// PD 지시 2026-05-07 — 사망 시 입력 차단 / 부활 시 입력 복원
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if (health != null)
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{
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health.OnDeathEvent += OnHealthDeath;
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health.OnResurrectEvent += OnHealthResurrect;
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}
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if (attackHitbox == null) attackHitbox = GetComponent<AttackHitbox>();
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m_MoveAction = InputSystem.actions.FindAction("Player/Move");
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m_JumpAction = InputSystem.actions.FindAction("Player/Jump");
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m_MoveAction.Enable();
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m_JumpAction.Enable();
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LastGroundedPosition = transform.position;
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}
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void OnDestroy()
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{
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if (health != null)
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{
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health.OnDeathEvent -= OnHealthDeath;
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health.OnResurrectEvent -= OnHealthResurrect;
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}
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}
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// BT5-Dev #30 — 발판 GameObject 영역 식별 진단 (PD 영역 영역 영역 부딪힘 시 Console 출력)
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void OnCollisionEnter2D(Collision2D col)
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{
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if (col.gameObject == null) return;
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int layer = col.gameObject.layer;
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string name = col.gameObject.name;
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Debug.Log($"[BT30-Collide] name='{name}' layer={layer} (8=JumpThrough, 0=Default)");
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}
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void OnHealthDeath()
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{
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controlEnabled = false;
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move = Vector2.zero;
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}
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void OnHealthResurrect()
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{
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controlEnabled = true;
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}
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protected override void Update()
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{
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if (controlEnabled)
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{
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move.x = m_MoveAction.ReadValue<Vector2>().x;
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if (jumpState == JumpState.Grounded && m_JumpAction.WasPressedThisFrame())
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jumpState = JumpState.PrepareToJump;
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else if (m_JumpAction.WasReleasedThisFrame())
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{
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stopJump = true;
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Schedule<PlayerStopJump>().player = this;
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}
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// 공격은 PlayerAttackTicker가 자동 주기로 Schedule<PlayerAttack>을 발화 (BT7-Plan VS 순수형).
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}
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else
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{
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move.x = 0;
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}
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UpdateJumpState();
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base.Update();
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// PD 지시 2026-05-07 — 낙사 시 복귀할 안전 위치 추적
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if (IsGrounded) LastGroundedPosition = transform.position;
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}
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// BT5-Dev #40 — 개발팀장 진단: KinematicObject.Start() contactFilter 캐싱 우회
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// Physics2D.IgnoreLayerCollision은 raycast contactFilter 영역 무관. SetLayerMask 직접 갱신 의무.
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const int JUMP_THROUGH_LAYER = 16;
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void UpdateJumpState()
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{
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jump = false;
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switch (jumpState)
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{
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case JumpState.PrepareToJump:
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jumpState = JumpState.Jumping;
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jump = true;
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stopJump = false;
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// BT41 — PrepareToJump frame 영역 즉시 contactFilter Layer 16 mask OFF (다음 ComputeVelocity 영역 velocity.y 적용 영역 영역 frame 영역 발판 영역 충돌 차단)
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{
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int baseMaskJump = Physics2D.GetLayerCollisionMask(gameObject.layer);
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contactFilter.SetLayerMask(baseMaskJump & ~(1 << JUMP_THROUGH_LAYER));
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contactFilter.useLayerMask = true;
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}
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break;
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case JumpState.Jumping:
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if (!IsGrounded)
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{
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Schedule<PlayerJumped>().player = this;
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jumpState = JumpState.InFlight;
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}
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break;
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case JumpState.InFlight:
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if (IsGrounded)
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{
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Schedule<PlayerLanded>().player = this;
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jumpState = JumpState.Landed;
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}
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break;
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case JumpState.Landed:
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jumpState = JumpState.Grounded;
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break;
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}
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// BT40 — Drop-Through: velocity.y > 0(상승) 영역 Layer 16 mask 비활성, 그 외 활성
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UpdateContactFilterForDropThrough();
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}
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void UpdateContactFilterForDropThrough()
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{
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int baseMask = Physics2D.GetLayerCollisionMask(gameObject.layer);
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// BT5-Dev #43 — IsGrounded 영역 폐기 (frame 0 미설정 → 떨어짐). footHit 단독 + 점프 영역 OFF 강제
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bool isJumpingThrough = jumpState == JumpState.Jumping
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|| (jumpState == JumpState.InFlight && velocity.y > 0.01f);
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bool standingOnPlatform = false;
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if (collider2d != null && !isJumpingThrough)
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{
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Vector2 footPos = new Vector2(collider2d.bounds.center.x, collider2d.bounds.min.y + 0.02f);
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int jumpThroughMask = 1 << JUMP_THROUGH_LAYER;
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RaycastHit2D footHit = Physics2D.Raycast(footPos, Vector2.down, 0.1f, jumpThroughMask);
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standingOnPlatform = footHit.collider != null;
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}
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// standingOnPlatform=true → Layer 16 ON (착지·서있는 영역 영역 X) / 그 외 → Layer 16 OFF (통과)
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int mask = standingOnPlatform ? baseMask : (baseMask & ~(1 << JUMP_THROUGH_LAYER));
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contactFilter.SetLayerMask(mask);
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contactFilter.useLayerMask = true;
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// BT57 — 진단 (점프 시점·발판 영역만 출력. PD Refresh+Play 후 본 PM Editor.log direct read 의무)
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if (jump || jumpState == JumpState.PrepareToJump || jumpState == JumpState.Jumping
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|| (jumpState == JumpState.InFlight && Mathf.Abs(velocity.y) > 0.5f))
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{
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Debug.Log($"[BT57-DropThrough] state={jumpState} velY={velocity.y:F2} stand={standingOnPlatform} mask16={(mask & (1<<JUMP_THROUGH_LAYER)) != 0} pos={transform.position.y:F2} bounds.min.y={(collider2d!=null?collider2d.bounds.min.y:0):F2}");
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}
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}
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protected override void ComputeVelocity()
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{
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if (jump && IsGrounded)
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{
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velocity.y = jumpTakeOffSpeed * model.jumpModifier;
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jump = false;
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}
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else if (stopJump)
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{
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stopJump = false;
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if (velocity.y > 0)
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{
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velocity.y = velocity.y * model.jumpDeceleration;
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}
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}
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if (move.x > 0.01f)
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{
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spriteRenderer.flipX = true;
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facing = Vector2.right;
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}
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else if (move.x < -0.01f)
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{
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spriteRenderer.flipX = false;
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facing = Vector2.left;
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}
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animator.SetBool("grounded", IsGrounded);
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animator.SetFloat("velocityX", Mathf.Abs(velocity.x) / maxSpeed);
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targetVelocity = move * maxSpeed;
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}
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public enum JumpState
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{
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Grounded,
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PrepareToJump,
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Jumping,
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InFlight,
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Landed
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}
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}
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} |