// Update is called once per frame void Update() { if (playerBuff.ATK_BUFF()) { ATK_text.enabled = true; } else { ATK_text.enabled = false; } if (playerBuff.DFS_BUFF()) { DPS_text.enabled = true; } else { DPS_text.enabled = false; } if (playerBuff.SPD_BUFF()) { SPD_text.enabled = true; } else { SPD_text.enabled = false; } }
void Move(float h, float v) { if (9.2f <= playerSkill.AccelCool && playerSkill.AccelCool < 10) { speed = 20f; } else { if (playerBuff.SPD_BUFF()) { speed = 10f; } else { speed = 5f; } } if (h == 0 && v == 0) { movement.Set(0, 0, 0); } if (h < 0) { movement = -transform.right; } else if (h > 0) { movement = transform.right; } if (v < 0) { movement = -transform.forward; } else if (v > 0) { movement = transform.forward; } if (playerJump == true) { timer += Time.deltaTime; if (!contact) { jumpState = (int)Jump_State.JUMPING; } else if (h == 0 && v == 0 && jumpState != (int)Jump_State.JUMPING) { jumpState = (int)Jump_State.DEFAULT; } else if (jumpState != (int)Jump_State.JUMPING) { jumpState = (int)Jump_State.MOVE; } if (contact && timer > 1f) { playerJump = false; jumpState = (int)Jump_State.NOT; timer = 0; } switch (jumpState) { case (int)Jump_State.DEFAULT: transform.GetComponent <Rigidbody>().AddForce(new Vector3(0f, 1f, 0f) * 800); jumpState = (int)Jump_State.JUMPING; break; case (int)Jump_State.MOVE: transform.GetComponent <Rigidbody>().AddForce((new Vector3(0f, 1f, 0f) + movement) * 800); jumpState = (int)Jump_State.JUMPING; return; case (int)Jump_State.JUMPING: return; } } movement = movement.normalized * speed * Time.deltaTime; playerRigidbody.MovePosition(transform.position + movement); }