private void Move()
{
moveVec.x = Input.GetAxis("Horizontal");

if (moveVec.x > 1)
_rigidbody2D.velocity = new Vector2(moveVec.normalized.x * maxSpeed, _rigidbody2D.velocity.y);
else
_rigidbody2D.velocity = new Vector2(moveVec.x * maxSpeed, _rigidbody2D.velocity.y);

_animator.SetFloat("Speed", Math.Abs(moveVec.x * maxSpeed));

if (moveVec.x != 0)
{
// 1 : right , -1 : left
_lastInput = (moveVec.x > 0) ? 1 : -1;
_sprite.flipX = moveVec.x < 0; // ๋ฐ˜๋Œ€ ๋ฐฉํ–ฅ -> ์Šคํ”„๋ผ์ดํŠธ ๋’ค์ง‘๊ธฐ
}
}

private void Dash()
{
if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.D))
{
if (Time.time - _lastTapTime < _doubleTapTime && _lastInput == ((moveVec.x > 0) ? 1 : -1))
{
if (_lastInput > 0)
{
Debug.Log("Right dash");
}
else
{
Debug.Log("Left dash");
}
return;
}

_lastTapTime = Time.time;
}
}


Move() -> ์บ๋ฆญํ„ฐ์˜ moveVec.x๋ฅผ ํ†ตํ•ด x ์ถ• ์ด๋™์„ ์ž…๋ ฅ๋ฐ›๊ณ  _lastInput ์œผ๋กœ ์ง€๋‚œ ์ž…๋ ฅ์„ ๊ธฐ์–ตํ•จ

Dash() -> ๋ง๊ทธ๋Œ€๋กœ ๋Œ€์‰ฌ๋ฅผ ๊ตฌํ˜„ํ•จ, _lastTapTime, _lastInput ์„ ํ™•์ธํ•˜์—ฌ ๋”๋ธ”ํƒญ์„ ๊ฐ์ง€ํ•˜๋Š” ์—ญํ• ์„ ํ•จ


๊ตฌํ˜„์€ 80%๋Š” ๋˜์—ˆ๋‹ค๊ณ  ์ƒ๊ฐํ•˜๋Š”๊ฒŒ ํ˜„์žฌ A,D ํ‚ค์˜ ๋”๋ธ”ํƒญ์ •๋„๋Š” ์•„์ฃผ ์ž˜ ์ธ์‹์„ํ•จ

๋ฌธ์ œ๋Š” A,D ํ‚ค๋ฅผ _doubleTapTime(0.3f) ์•ˆ์— ๋ฒˆ๊ฐˆ์•„์„œ ์ž…๋ ฅํ–ˆ์„ ๋•Œ ๋งˆ์ง€๋ง‰์— ์ž…๋ ฅํ•œ ํ‚ค๋ฅผ ๋Œ€์‰ฌ๋กœ ์ธ์‹ํ•œ๋‹ค๋Š” ๊ฑฐ์ž„

๊ทธ๋‹ˆ๊นŒ AD ๋ฅผ 0.3์ดˆ ์•ˆ์— ์ž…๋ ฅํ•œ๋‹ค -> Right dash ์ด๋ž˜๋ฒ„๋ฆผ


Dash() ํ•จ์ˆ˜๋Š” Update() ๋ฌธ ์•ˆ์—, Move() ํ•จ์ˆ˜๋Š” FixedUpdate() ๋ฌธ ์•ˆ์— ์žˆ์–ด์„œ ๋ฐœ์ƒํ•œ ๋ฌธ์ œ ๊ฐ™์€๋ฐ

Dash()๋ฅผ FixedUpdate() ๋กœ ์˜ฎ๊ธฐ๋Š”๊ฑด GetKeyDown() ๋•Œ๋ฌธ์— ๋ถˆ๊ฐ€๋Šฅํ•จ

๋ฌผ๋ก  Move() ๋ฅผ Update() ์•ˆ์— ๋„ฃ๋Š”๊ฑด ๊ฐ€๋Šฅํ•˜์ง€๋งŒ ๊ทธ๊ฑธ๋กœ ํ•ด๊ฒฐ๋ ์ง€๋Š” ์•„์ง ๋ชจ๋ฅด๊ฒ ๊ณ ... ์ด์™•์ด๋ฉด ์ง€์–‘ํ•˜๊ณ ์‹ถ์Œ

์›€์ง์ด๋Š”๊ฑด FixedUpdate() ์— ๋„ฃ๋Š”๊ฒŒ ๋ฐ”๋žŒ์งํ•˜๋‹ค๊ณ  ๋“ค์–ด์™”์–ด์„œ ๊ทธ๋Ÿฐ๊ฐ€ ์„ ์ž…๊ฒฌ์ด ์žˆ๋Š”๋“ฏ

๋‹ค๋ฅธ ๋ฐฉ๋ฒ•์ด ์—†๋Š”๊ฑฐ ๊ฐ™๋‹ค๋ฉด ๊ทธ๋ ‡๊ฒŒ ํ•ด์•ผ๊ฒ ์ง€๋งŒ ๋„์™€์ฃผ๋ผ



----------------

๋ญ”๊ฐ€ ์“ฐ๊ณ ๋ณด๋‹ˆ๊นŒ ์• ์ดˆ์— ์ฝ”๋“œ๊ฐ€ ์ข€ ์ด์ƒํ•˜๋„ค


_lastInput == ((moveVec.x > 0) ? 1 : -1)ย ย 


์ด ๋ถ€๋ถ„์„ ๋ฐ”๊ฟ”์•ผํ• ๊ฑฐ๊ฐ™์€๋ฐ ์–ด๋–ป๊ฒŒ ๋ฐ”๊ฟ€๊นŒ