void SweatCount() { if (!isSweatCountTime) { return; } if (Input.GetMouseButton(1)) { _PlayerAni_State_Shild = PlayerAni_State_Shild.SweatCount; } }
public void InteractionOn() { _PlayerAni_State_Shild = PlayerAni_State_Shild.Interaction; }
public void DefenseIdle() { m_bDefenseIdle = true; _PlayerAni_State_Shild = PlayerAni_State_Shild.Defense_ModeIdle; }
void ShieldAniGetKey() { if (Input.GetMouseButtonDown(1)) { if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.W) && _PlayerManager.m_PlayerStm > InspectorManager._InspectorManager.fSweatStm) { fSweatTime = 0; _PlayerAni_State_Shild = PlayerAni_State_Shild.SweatL; _PlayerManager.m_PlayerStm -= InspectorManager._InspectorManager.fSweatStm; } if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.S) && _PlayerManager.m_PlayerStm > InspectorManager._InspectorManager.fSweatStm) { fSweatTime = 0; _PlayerAni_State_Shild = PlayerAni_State_Shild.SweatR; _PlayerManager.m_PlayerStm -= InspectorManager._InspectorManager.fSweatStm; } } else if (Input.GetMouseButtonDown(0)) { // 현재 콤보가 0일경우 if (_PlayerManager.m_nAttackCombo == 0) { // 1타로넘김 _PlayerAni_State_Shild = PlayerAni_State_Shild.Attack1; } // 공격중일경우 if (_PlayerManager.m_bAttack) { // 1타일때 if (_PlayerManager.m_nAttackCombo == 1) { //2타로넘김 _PlayerAni_State_Shild = PlayerAni_State_Shild.Attack2; }// 2타일때 else if (_PlayerManager.m_nAttackCombo == 2) { //3타로넘김 _PlayerAni_State_Shild = PlayerAni_State_Shild.Attack3; } } } else if (Input.GetKey(KeyCode.Space)) { if (_PlayerManager.m_PlayerStm > 0) { _PlayerManager._PlayerMove.SpeedReset(); if (_PlayerManager.m_nAttackCombo != 0 && _PlayerManager.m_bAttack) { _PlayerAni_State_Shild = PlayerAni_State_Shild.Defense_Mode; } else { if (m_bDefenseIdle) { _PlayerAni_State_Shild = PlayerAni_State_Shild.Defense_ModeIdle; } else { _PlayerAni_State_Shild = PlayerAni_State_Shild.Defense_Mode; } } } } else if (Input.GetKeyUp(KeyCode.Space) && !_PlayerManager.m_bMove) { _CPlayerAniEvent.MoveTypes(2); } else if (Input.GetKeyDown(KeyCode.LeftShift) && _PlayerManager.m_PlayerStm >= InspectorManager._InspectorManager.fStmDash) { _PlayerAni_State_Shild = PlayerAni_State_Shild.Dash; _PlayerManager.m_PlayerStm -= InspectorManager._InspectorManager.fStmDash; } else { m_bDefenseIdle = false; } if (m_bDefenseBack) { _PlayerAni_State_Shild = PlayerAni_State_Shild.Defense_ModeBack; } if (Input.GetMouseButton(1) && _PlayerManager._isCountAttack) { _PlayerAni_State_Shild = PlayerAni_State_Shild.CountAttack; _PlayerManager._CPlayerCountAttack.isCount = true; _PlayerManager._isCountAttack = false; return; } if (Input.GetKeyDown(KeyCode.Alpha1) && _PlayerManager.m_PlayerStm > InspectorManager._InspectorManager.fShildRunStm) { _PlayerAni_State_Shild = PlayerAni_State_Shild.ShildRun; _PlayerManager.m_PlayerStm -= InspectorManager._InspectorManager.fShildRunStm; } //if(Input.GetKeyDown(KeyCode.F)) //{ // InteractionOn(); //} }
public void IdleKey() { _PlayerAni_State_Shild = PlayerAni_State_Shild.Idle; }
void ShieldAniGetKey() { if (Input.GetMouseButtonDown(0)) { // 현재 콤보가 0일경우 if (_PlayerManager.m_nAttackCombo == 0) { // 1타로넘김 _PlayerAni_State_Shild = PlayerAni_State_Shild.Attack1; } // 공격중일경우 if (_PlayerManager.m_bAttack) { // 1타일때 if (_PlayerManager.m_nAttackCombo == 1) { //2타로넘김 _PlayerAni_State_Shild = PlayerAni_State_Shild.Attack2; }// 2타일때 else if (_PlayerManager.m_nAttackCombo == 2) { //3타로넘김 _PlayerAni_State_Shild = PlayerAni_State_Shild.Attack3; } } } else if (Input.GetKey(KeyCode.Space)) { if (m_bDefenseIdle) { _PlayerAni_State_Shild = PlayerAni_State_Shild.Defense_ModeIdle; if (Input.GetMouseButton(1)) { _PlayerAni_State_Shild = PlayerAni_State_Shild.CountAttack; } } else { _PlayerAni_State_Shild = PlayerAni_State_Shild.Defense_Mode; } } else if (Input.GetKeyUp(KeyCode.Space) && _PlayerManager.m_bMove == false) { _PlayerManager.m_bMove = true; _PlayerManager.m_bAttack = false; } else { m_bDefenseIdle = false; if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D)) { _PlayerAni_State_Shild = PlayerAni_State_Shild.Run; } else { _PlayerAni_State_Shild = PlayerAni_State_Shild.Idle; } } }