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관리 메뉴

codingfarm

오브젝트 이동하기 본문

Unity5/기타

오브젝트 이동하기

scarecrow1992 2020. 6. 5. 02:09
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class SpriteTest2 : MonoBehaviour{
    // Start is called before the first frame update
 
    enum state {idle, walk}
 
    public Sprite[] idle;
    public Sprite[] walk;
    public SpriteRenderer spriteRenderer;
 
    public float anim_time;
    int animation_index;
    state state_;
 
    void Start()    {
        spriteRenderer = transform.GetChild(0).GetComponent<SpriteRenderer>();
        
        animation_index = 0;
        state_ = 0;
        anim_time = 0;
    }
 
    // Update is called once per frame
    void Update()    {
        anim_time += Time.deltaTime;
        if (anim_time > 0.12f) {
            anim_time = 0;
            if (state_ == state.walk) {
                if (animation_index >= walk.Length)
                    animation_index = 0;
                spriteRenderer.sprite = walk[animation_index];
            }
            if (state_ == state.idle) {
                if (animation_index >= idle.Length)
                    animation_index = 0;
                spriteRenderer.sprite = idle[animation_index];
            }
            animation_index++;
        }
        Vector3 movingVector;
        movingVector = Vector3.zero;
        if (Input.GetKey(KeyCode.RightArrow)) {
            //Debug.Log("R");
            movingVector.x += 1f;
        }
        if (Input.GetKey(KeyCode.LeftArrow)) {
            //Debug.Log("L");
            movingVector.x -= 1f;
        }
        if (Input.GetKey(KeyCode.UpArrow)) {
            //Debug.Log("U");
            movingVector.z += 1f;
        }
        if (Input.GetKey(KeyCode.DownArrow)) {
            //Debug.Log("D");
            movingVector.z -= 1f;
        }
 
        if(movingVector == Vector3.zero) {
            if(state_ != state.idle) {
                animation_index = 0;
                state_ = state.idle;
                anim_time = 10f;
            }
        }
        else {
            if (state_ != state.walk) {
                animation_index = 0;
                state_ = state.walk;
                anim_time = 10f;
            }
        }
 
        movingVector.Normalize();
        movingVector *= (Time.deltaTime * 2);
        movingVector.z *= 1.7f;
        //movingVector.x = movingVector.x * Time.deltaTime * 0.01f;
        //movingVector.z = movingVector.z * Time.deltaTime * 0.01f;
        movingVector = transform.TransformVector(movingVector);
        transform.Translate(movingVector);
 
    }
}
 
cs

스위치문으로 상태를 정의하는것 보다는 fsm을 사용하는게  간편하다.

 

물리엔진을 이용하고 싶다면 rigidbody를 쓰면 된다.

이렇게 하면 collider와의 충돌 판정이 보다 용이해진다.

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class SpriteTest2 : MonoBehaviour{
    // Start is called before the first frame update
 
    enum state {idle, walk};
    enum dir {left, right};
 
 
    public Sprite[] idle;
    public Sprite[] walk;
    public SpriteRenderer spriteRenderer;
    public Transform groundChecker;
    Transform spriteObject;
    Rigidbody myRigidbody;
 
 
    float y_speed;
 
    public float anim_time;
    int animation_index;
    state state_;
    dir dir_;
 
    void Start()    {
        spriteObject = transform.GetChild(0);
        spriteRenderer = spriteObject.GetComponent<SpriteRenderer>();
        myRigidbody = GetComponent<Rigidbody>();
        
        animation_index = 0;
        state_ = 0;
        anim_time = 0;
    }
 
    // Update is called once per frame
    void Update()    {
        anim_time += Time.deltaTime;
        if (anim_time > 0.12f) {
            anim_time = 0;
            if (state_ == state.walk) {
                if (animation_index >= walk.Length)
                    animation_index = 0;
                spriteRenderer.sprite = walk[animation_index];
            }
            if (state_ == state.idle) {
                if (animation_index >= idle.Length)
                    animation_index = 0;
                spriteRenderer.sprite = idle[animation_index];
            }
            animation_index++;
        }
        Vector3 movingVector;
        movingVector = Vector3.zero;
        if (Input.GetKey(KeyCode.RightArrow)) {
            //Debug.Log("R");
            movingVector.x += 1f;
            if (dir_ != dir.right) {
                dir_ = dir.right;
                spriteObject.transform.localScale = new Vector3(111);
            }
        }
        if (Input.GetKey(KeyCode.LeftArrow)) {
            //Debug.Log("L");
            movingVector.x -= 1f;
            if (dir_ != dir.left) {
                dir_ = dir.left;
                spriteObject.transform.localScale = new Vector3(-111);
            }
        }
        if (Input.GetKey(KeyCode.UpArrow)) {
            //Debug.Log("U");
            movingVector.z += 1f;
        }
        if (Input.GetKey(KeyCode.DownArrow)) {
            //Debug.Log("D");
            movingVector.z -= 1f;
        }
 
        if(movingVector == Vector3.zero) {
            if(state_ != state.idle) {
                animation_index = 0;
                state_ = state.idle;
                anim_time = 10f;
            }
        }
        else {
            if (state_ != state.walk) {
                animation_index = 0;
                state_ = state.walk;
                anim_time = 10f;
            }
        }
 
        movingVector.Normalize();
        movingVector *= (Time.deltaTime * 2);
        movingVector.z *= 1.7f;
        //movingVector.x = movingVector.x * Time.deltaTime * 0.01f;
        //movingVector.z = movingVector.z * Time.deltaTime * 0.01f;
        movingVector = transform.TransformVector(movingVector);
        //transform.Translate(movingVector);
        myRigidbody.MovePosition(myRigidbody.position + movingVector);
    }
}
 
cs

 

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