void Control() { if (Input.GetKey(keys.GetKey("Up")) && onAttack.GetAttackState() != AttackState.Attacking) { moveVector.y = 1; } else if (Input.GetKey(keys.GetKey("Down")) && onAttack.GetAttackState() != AttackState.Attacking) { moveVector.y = -1; } else { moveVector.y = 0; } if (Input.GetKey(keys.GetKey("Left")) && onAttack.GetAttackState() != AttackState.Attacking) { moveVector.x = -1; } else if (Input.GetKey(keys.GetKey("Right")) && onAttack.GetAttackState() != AttackState.Attacking) { moveVector.x = 1; } else { moveVector.x = 0; } if (Input.GetKey(keys.GetKey("Dash")) && moveState == MoveState.Nope && gameObject.GetComponent <Player>().currentStamina > 0) { gameObject.GetComponent <Player>().UpdateStamina(-20); moveState = MoveState.Dashing; } if (Input.GetKey(keys.GetKey("Attack1")) && onAttack.GetAttackState() == AttackState.Nope) { onAttack.SetAttackState(AttackState.Attacking); } }
void Control() { if (Input.GetKey(keys.GetKey("Up")) && onAttack.GetAttackState() != AttackState.Attacking) { moveVector.y = 1; } else if (Input.GetKey(keys.GetKey("Down")) && onAttack.GetAttackState() != AttackState.Attacking) { moveVector.y = -1; } else { moveVector.y = 0; } if (Input.GetKey(keys.GetKey("Left")) && onAttack.GetAttackState() != AttackState.Attacking) { moveVector.x = -1; } else if (Input.GetKey(keys.GetKey("Right")) && onAttack.GetAttackState() != AttackState.Attacking) { moveVector.x = 1; } else { moveVector.x = 0; } if (Input.GetKey(keys.GetKey("Dash")) && dashCon == Dash.Nope) { dashCon = Dash.Dashing; } if (Input.GetKey(keys.GetKey("Attack1")) && onAttack.GetAttackState() == AttackState.Nope) { onAttack.SetAttackState(AttackState.Attacking); } }