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e0f7eff646
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c4c947cbd9
| Author | SHA1 | Date |
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c4c947cbd9 | |
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861cb04464 |
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@ -13,6 +13,7 @@ public class AimArrowController : MonoBehaviour
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void Start()
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{
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@ -2,59 +2,89 @@ using UnityEngine;
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public class Projectile : MonoBehaviour
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{
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public float speed = 12f;
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public int maxBounce = 3;
|
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public float radius = 0.1f; // 충돌 보정용
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Vector2 dir;
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Vector2 prevPos;
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int bounceCount;
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public void Set()
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{
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dir = transform.up.normalized;
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bounceCount = maxBounce;
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bounceCount = m_MaxBounce;
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}
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void Update()
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{
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float moveDist = speed * Time.deltaTime;
|
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prevPos = transform.position;
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|
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// 🔍 이동 방향으로 Raycast
|
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RaycastHit2D hit = Physics2D.CircleCast(
|
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transform.position,
|
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radius,
|
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dir,
|
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moveDist
|
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);
|
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if (hit.collider != null)
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{
|
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// 충돌 지점으로 이동
|
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transform.position = hit.point + hit.normal * radius;
|
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|
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Bounce(hit.normal);
|
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}
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else
|
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{
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float moveDist = m_Speed * Time.deltaTime;
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transform.position += (Vector3)(dir * moveDist);
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}
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}
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void Bounce(Vector2 normal)
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private void OnTriggerEnter2D(Collider2D collision)
|
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{
|
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bounceCount--;
|
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|
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if (bounceCount < 0)
|
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if (bounceCount <= 0)
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{
|
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Destroy(gameObject);
|
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gameObject.SetActive(false);
|
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return;
|
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}
|
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// 🔥 반사 방향 계산
|
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dir = Vector2.Reflect(dir, normal).normalized;
|
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Vector2 currentPos = transform.position;
|
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Vector2 moveVec = currentPos - prevPos;
|
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float distance = moveVec.magnitude;
|
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Vector2 moveDir = distance > 0 ? moveVec / distance : dir;
|
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|
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// 반사 후 방향에 맞게 회전
|
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// CircleCast로 정확한 충돌 지점(centroid)과 법선 탐색
|
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RaycastHit2D[] hits = Physics2D.CircleCastAll(prevPos, radius, moveDir, distance);
|
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RaycastHit2D hit = new RaycastHit2D();
|
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bool found = false;
|
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|
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foreach (var h in hits)
|
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{
|
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if (h.collider == collision)
|
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{
|
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// 자기 자신(시작 위치에서 걸리는 경우) 제외 로직이 필요할 수 있으나,
|
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// distance > 0 체크 등으로 보완. 여기서는 가장 먼저 닿는 지점을 찾음.
|
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hit = h;
|
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found = true;
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break;
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}
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}
|
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Vector2 normal;
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Vector2 targetPos;
|
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|
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if (found)
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{
|
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normal = hit.normal;
|
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// CircleCast의 centroid는 충돌 시의 원의 중심 위치입니다.
|
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targetPos = hit.centroid;
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}
|
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else
|
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{
|
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// fallback: ClosestPoint
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|
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normal = (prevPos - closestRef).normalized;
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if (normal == Vector2.zero)
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{
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}
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// 반사
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dir = Vector2.Reflect(dir, normal).normalized;
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|
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|
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// 회전
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float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 90f;
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|
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// 위치 보정
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@ -2,8 +2,10 @@
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|
||||
- Wall
|
||||
- Wall_HP
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
|
@ -41,3 +43,5 @@ TagManager:
|
|||
- name: Default
|
||||
uniqueID: 0
|
||||
locked: 0
|
||||
m_RenderingLayers:
|
||||
- Default
|
||||
|
|
|
|||
Loading…
Reference in New Issue