//爬墙转向 public void ClimpRotate() { if (nowDir == PlayDir.Left) { nowDir = PlayDir.Right; transform.Rotate(0, 180, 0); } else { nowDir = PlayDir.Left; transform.Rotate(0, -180, 0); } }
void Start() { isAlive = true; nowDir = PlayDir.Right; boxSize = new Vector2(0.66f, 1.32f); //设置盒子射线的大小 startPoint = transform.position; //startPoint.y = -2.56f; //初始高度修正 playAnimator = GetComponent <Animator>(); gravityEnable = true; inputEnable = true; jumpState = false; isCanDash = true; //状态初始化 playerLayerMask = LayerMask.GetMask("Player"); playerLayerMask = ~playerLayerMask; //获得当前玩家层级的mask值,并使用~运算,让射线忽略玩家层检测 }
void CheckDir() { if (playState == PlayState.Climb || playState == PlayState.Dash) { return; } lastDir = playDir; if (input.MoveDir > 0) { playDir = PlayDir.Right; } else if (input.MoveDir < 0) { playDir = PlayDir.Left; } if (lastDir != playDir) { transform.localScale = new Vector3(GetDirInt, transform.localScale.y, transform.localScale.z); } }
// Use this for initialization void Start() { dir = GetComponent <PlayDir>(); controller = GetComponent <CharacterController>(); attack = GetComponent <PlayerAttack>(); }