// 낫모드 키입력시 애니메이션 변경 void SyctheAniGetKey() { if (Input.GetMouseButtonDown(0)) { if (_PlayerManager.m_nAttackCombo == 0) { _PlayerAni_State_Scythe = PlayerAni_State_Scythe.Attack1; } if (_PlayerManager.m_bAttack) { if (_PlayerManager.m_nAttackCombo == 1) { _PlayerAni_State_Scythe = PlayerAni_State_Scythe.Attack2; } else if (_PlayerManager.m_nAttackCombo == 2) { _PlayerAni_State_Scythe = PlayerAni_State_Scythe.Attack3; } } } else { if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D)) { _PlayerAni_State_Scythe = PlayerAni_State_Scythe.Run; } else { _PlayerAni_State_Scythe = PlayerAni_State_Scythe.Idle; } } }
void ScytheAniGetKey() { if (_PlayerAni_State_Scythe == PlayerAni_State_Scythe.Skill1) { return; } if (Input.GetKeyDown(KeyCode.Alpha1)) { fScytheCameraTime = 0; _PlayerAni_State_Scythe = PlayerAni_State_Scythe.Skill2; } else { if (Input.GetMouseButtonDown(0)) { // 현재 콤보가 0일경우 if (_PlayerManager.m_nAttackCombo == 0) { // 1타로넘김 _PlayerAni_State_Scythe = PlayerAni_State_Scythe.Attack1; } // 공격중일경우 if (_PlayerManager.m_bAttack) { // 1타일때 if (_PlayerManager.m_nAttackCombo == 1) { //2타로넘김 _PlayerAni_State_Scythe = PlayerAni_State_Scythe.Attack2; }// 2타일때 else if (_PlayerManager.m_nAttackCombo == 2) { //3타로넘김 _PlayerAni_State_Scythe = PlayerAni_State_Scythe.Attack3; } } } } }