Ejemplo n.º 1
0
        public override void Action()
        {
            float hor = 0.0f;

            hor = Input.GetAxis("Horizontal");
            if (OnButtonPressed.Instance.btnDClickDown.Contains(Ainput.btn0))
            {
                IsDash = true;
            }
            //Vector2 QueckSpeed = new Vector2(5.5f*tools.SmoothInput(hor),playerObj.GetComponent<Rigidbody2D>().velocity.y);
            Vector2 QueckSpeed = new Vector2(5.5f * tools.Direction2D(playerObj).x, playerObj.GetComponent <Rigidbody2D>().velocity.y);

            if (IsDash)
            {
                if (playerObj.GetComponent <Animator> ().GetCurrentAnimatorStateInfo(0).IsName("dash"))
                {
                    playerObj.GetComponent <Rigidbody2D>().velocity = QueckSpeed;
                    if (playerObj.GetComponent <Animator> ().GetCurrentAnimatorStateInfo(0).normalizedTime >= 0.70f)
                    {
                        IsDash = false;
                    }
                }
                else if (tools.FreezeAttack(playerObj) > 0)
                {
                    IsDash = false;
                }
            }

            if (Input.GetKeyDown(KeyCode.D) && tools.FreezeAttack(playerObj) == 0)
            {
                if (Time.time - timelost <= 0.3f)                ///0.3秒之内按下有效
                {
                    if (Input.GetKeyDown(KeyCode.D))
                    {
                        IsDash = true;
                    }
                }
                timelost = Time.time;
            }
            if (Input.GetKeyDown(KeyCode.A) && tools.FreezeAttack(playerObj) == 0)
            {
                if (Time.time - timelost <= 0.3f)                ///0.3秒之内按下有效
                {
                    if (Input.GetKeyDown(KeyCode.A))
                    {
                        IsDash = true;
                    }
                }
                timelost = Time.time;
            }
        }
Ejemplo n.º 2
0
 void Update()
 {
     isHurt = this.gameObject.GetComponent <Heath> ().IsHurt;
     dirX   = tools.Direction2D(this.gameObject);
     Attack_logic_Nomoal();
 }