Beispiel #1
0
    private void Update()
    {
        switch (state)
        {
        case State.Normal:
            float moveX = 0f;
            float moveY = 0f;

            if (Input.GetKey(KeyCode.W))
            {
                moveY = +1f;
            }
            if (Input.GetKey(KeyCode.S))
            {
                moveY = -1f;
            }
            if (Input.GetKey(KeyCode.A))
            {
                moveX = -1f;
            }
            if (Input.GetKey(KeyCode.D))
            {
                moveX = +1f;
            }

            moveDir = new Vector3(moveX, moveY).normalized;
            if (moveX != 0 || moveY != 0)
            {
                // Not idle
                lastMoveDir = moveDir;
            }
            characterBase.PlayMoveAnim(moveDir);

            if (Input.GetKeyDown(KeyCode.F))
            {
                isDashButtonDown = true;
            }

            if (Input.GetKeyDown(KeyCode.Space))
            {
                rollDir   = lastMoveDir;
                rollSpeed = 250f;
                state     = State.Rolling;
                characterBase.PlayRollAnimation(rollDir);
            }
            break;

        case State.Rolling:
            float rollSpeedDropMultiplier = 5f;
            rollSpeed -= rollSpeed * rollSpeedDropMultiplier * Time.deltaTime;

            float rollSpeedMinimum = 50f;
            if (rollSpeed < rollSpeedMinimum)
            {
                state = State.Normal;
            }
            break;
        }
    }
    private void Update()
    {
        switch (state)
        {
        case State.Normal:
            float moveX = 0f;
            float moveZ = 0f;

            if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
            {
                moveZ = +1f;
            }
            if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
            {
                moveZ = -1f;
            }
            if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
            {
                moveX = -1f;
            }
            if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
            {
                moveX = +1f;
            }

            moveDir = new Vector3(moveX, 0f, moveZ).normalized;
            if (moveX != 0 || moveZ != 0)
            {
                // Not idle
                lastMoveDir = moveDir;
            }
            //Vector2 moveDirVector2 = new Vector2(moveDir.x, moveDir.z);
            characterBase.PlayMoveAnim(moveDir);

            if (Input.GetKeyDown(KeyCode.F))
            {
                isDashButtonDown = true;
            }

            if (Input.GetKeyDown(KeyCode.Space))
            {
                rollDir   = lastMoveDir;
                rollSpeed = 40f;
                state     = State.Rolling;
                characterBase.PlayRollAnimation(rollDir);
            }
            break;

        case State.Rolling:
            float rollSpeedDropMultiplier = 5f;
            rollSpeed -= rollSpeed * rollSpeedDropMultiplier * Time.deltaTime;

            float rollSpeedMinimum = MOVE_SPEED;
            if (rollSpeed < rollSpeedMinimum)
            {
                state = State.Normal;
            }
            break;

        case State.Busy:
            break;
        }
    }