// Update is called once per frame void Update() { float inputSpeed = 0; Debug.Log(Player.ToString()); inputSpeed = Input.GetAxisRaw(Player.ToString()); transform.position += new Vector3(0f, 0f, MovementSpeed * inputSpeed * Time.deltaTime); }
public void playNextVFX() { if (b_vfx_running || my_buffs.Count == 0) { return; } if (index_buff_vfx >= my_buffs.Count) { index_buff_vfx = 0; } if (my_buffs[index_buff_vfx].my_buff_info.effect == eBuff_Effect.Halo) { index_buff_vfx++; return; } GameObject obj = BKTools.addVFX(PrefabPath.VFX_Buff_Prefix + my_buffs[index_buff_vfx].my_buff_info.duration_vfx + ".prefab"); if (obj) { obj.transform.SetParent(transform, true); //my_buffs[index_buff_vfx].vfx_duration.Add(obj); 暂时仅对halo有效 obj.transform.localPosition = Buff_Info.vfx_off_buff; BuffAnimator ba = obj.GetComponent <BuffAnimator>(); ba.owner = this; Debug.Log("增加" + belong.ToString() + ":" + ba.gameObject.name); b_vfx_running = true; } index_buff_vfx++; }