void Rotation() { float inputX = 0; float inputY = 0; if (Application.platform == RuntimePlatform.WindowsEditor) { //InputByWindow(ref _Rot); inputX = Input.GetAxis("Mouse X"); inputY = Input.GetAxis("Mouse Y"); } else if (Application.platform == RuntimePlatform.Android) { //InputByAndroid(ref _Rot); Vector2 vector = _BallContorl.GetVectorOffset(); inputX = vector.x; inputY = vector.y; } if (_Reverse_Y) { inputX = -inputX; } if (_Reverse_X) { inputY = -inputY; } _Rot.y += inputX * Time.deltaTime * _Speed; _Rot.x += inputY * Time.deltaTime * _Speed; //InputByAndroid(ref _Rot); _DebugLabel.AddItem("Camera_Rot", _Rot); _Rot.y = Clamp360(_Rot.y); _Rot.x = Clamp360(_Rot.x); _Rot.x = Mathf.Clamp(_Rot.x, _EulerBround.buttom, _EulerBround.top); transform.rotation = Quaternion.Euler(_Rot); _PlayerPos = _PlayerGo.transform.position + _LookAtOffset; transform.position = _PlayerPos + transform.rotation * new Vector3(0, 0, -_Distance); }
public void OnPointerUp(PointerEventData eventData) { Ball.transform.position = transform.position; VectorOffset = Vector2.zero; if (Input.touchCount == 1) { _PlayerControl.ClearBallContorlTouchId(); } //_DebugLabel.AddItem("BallContorl-Offset", VectorOffset); _DebugLabel.AddItem(gameObject.name, _TouchId); }
public PlayerState GetPlayerState() { string name; if (_Animator.IsInTransition(0)) { name = _Animator.GetNextAnimatorClipInfo(0)[0].clip.name; } else { name = _Animator.GetCurrentAnimatorClipInfo(0)[0].clip.name; } switch (name) { case "Idle": case "Attackstandy": PlayerState = PlayerState.Idel; break; case "Walk": PlayerState = PlayerState.Walk; break; case "Run00": PlayerState = PlayerState.Run; break; case "Jump": case "Jump_Dogger": PlayerState = PlayerState.Jump; break; case "Attack02": case "Attack01": PlayerState = PlayerState.Attack; break; default: PlayerState = PlayerState.None; break; } _Debug.AddItem("PlayerState", Enum.GetName(typeof(PlayerState), PlayerState)); return(PlayerState); }
void Update() { //BUG 没有水 int i = 0; foreach (var go in _AllGo) { if (Vector3.Distance(go.transform.position, _Player.transform.position) >= _Distant) { go.SetActive(false); } else { go.SetActive(true); i++; } } _Debug.AddItem("ShowUnitCount", i); }