void StartPass() { state_of_player=State_of_Player.Pass; anim.SetBool(hash.bool_pass,true); if(indexBallpos==0) { new_Ball_Pos(1); } }
void endPass() { //print ("End Pass"); state_of_player = State_of_Player.Normal; }
//================================================================================================================== /*/ void Update() { if(Vector3.Distance(strategyCamera.ScreenToWorldPoint( Input.mousePosition),transform.position)<OPTION.MouseLock) { MonoBehaviour.print("Hello"); } } /*/ void MovementManagement(float rot, float fow) { //MonoBehaviour.print(Name+"_angularspeed:"+rot+"*"+SPEED.maxAngularSpeed); if(contr.OPTIONS.Stasis) fow = 0; else { if(fow>OPTION.max_fow) fow=OPTION.max_fow; if(fow<-OPTION.max_fow) fow=-OPTION.max_fow; } //rot = Mathf.Sign (rot); //MonoBehaviour.print ("for:" + fow + "rot:" + rot); switch(state_of_player) { case State_of_Player.Normal: { ChangeRotation (); if (rot != 0f) // { anim.SetFloat (hash.float_angular_speed, rot*SPEED.maxAngularSpeed, SPEED.speedDampTime*0.5f, Time.deltaTime); } else { anim.SetFloat (hash.float_angular_speed, 0f, SPEED.speedDampTime, Time.deltaTime); } if (fow != 0f) { // ... set the players rotation and set the speed parameter to 5.5f. ChangePosition (); anim.SetFloat (hash.float_speed, fow*SPEED.maxSpeed, SPEED.speedDampTime, Time.deltaTime); } else { ChangePosition (); anim.SetFloat (hash.float_speed, 0f, SPEED.speedDampTime, Time.deltaTime); } //=============================to=Jump========= if(Input.GetButtonDown ("Jump")) { /*/ timer+=Time.deltaTime; if(timer> maxSpaceTimer) { } /*/ if(anim.GetInteger(hash.int_jump)==0) anim.SetInteger(hash.int_jump,1); state_of_player=State_of_Player.Jump; } //=============================to=Pass========= if(!OPTION.isBot&&OPTION.have_ball&&Input.GetMouseButtonDown(mouseIndex)) { StartPass(); } break; } case State_of_Player.Jump: { anim.SetFloat (hash.float_speed, jumpspeed, SPEED.speedDampTimeJump, Time.deltaTime); anim.SetFloat (hash.float_angular_speed, 0f, SPEED.speedDampTime, Time.deltaTime); //print(anim.GetFloat(hash.float_speed)); ChangePosition(); ChangeRotation(); break; } case State_of_Player.Pass: { anim.SetFloat (hash.float_speed, 0f, SPEED.speedDampTime, Time.deltaTime); anim.SetFloat (hash.float_angular_speed, 0f, SPEED.speedDampTime, Time.deltaTime); ChangePosition(); ChangeRotation(); break; } case State_of_Player.Fall: { break; if(CHILDREN.Armature!=null) { transform.position=CHILDREN.Armature.position; CHILDREN.Armature.localPosition=new Vector3(); } break; } } }
void endJump() { state_of_player=State_of_Player.Normal; anim.SetInteger (hash.int_jump, 0); }