示例#1
0
        private void Move()
        {
            //설정 속도에 따라 움직일 위치를 계산(MoveTowards) 이후 이동
            transform.position = Vector2.MoveTowards(transform.position, targetPoint, moveSpeed * Time.deltaTime);

            //목적지에 도달했을 경우 버튼 입력 상황에 따라 목적지를 재계산하거나 멈춤
            if (transform.position.Equals(targetPoint))
            {
                RaycastHit2D[] hits = Physics2D.RaycastAll(transform.position, new Vector2());
                foreach (RaycastHit2D hit in hits)
                {
                    StairPoint stairPoint = hit.collider.gameObject.GetComponent <StairPoint>();
                    if (stairPoint != null)
                    {
                        Vector2 newPos = stairPoint.LinkedPoint;

                        bool posConfirmed = false;
                        while (!posConfirmed)
                        {
                            RaycastHit2D[] stairFrontHits = Physics2D.RaycastAll(newPos, new Vector2());

                            posConfirmed = true;
                            foreach (RaycastHit2D stairFrontHit in stairFrontHits)
                            {
                                if (!stairFrontHit.collider.isTrigger)
                                {
                                    posConfirmed = false;

                                    if (newPos.y > transform.position.y)
                                    {
                                        newPos += Vector2.up;
                                    }
                                    else
                                    {
                                        newPos += Vector2.down;
                                    }

                                    break;
                                }
                            }
                        }

                        if (stairPoint.IsToUpstair)
                        {
                            CurFloor += 1;
                        }
                        else
                        {
                            CurFloor -= 1;
                        }
                        Debug.Log(CurFloor);
                        transform.position = newPos;
                        break;
                    }

                    SecretPathController secretPath = hit.collider.gameObject.GetComponent <SecretPathController>();
                    Vector3 linkedPos;
                    if (secretPath != null && (linkedPos = secretPath.GetLinkedPos()).z == 0f)
                    {
                        transform.position = linkedPos;
                        break;
                    }
                }

                if (curDirection != EMoveDirection.Stop)
                {
                    SetNewTargetPoint();
                }
                else
                {
                    isMoving = false;
                    SetAnimationProperty();
                }
            }

            return;
        }
 public void Link(SecretPathController path)
 {
     linkedPath = path;
 }