private void Transition() { //if (Input.GetKeyDown(KeyCode.B)) // ToPlayerBounceState(); //if (Input.GetKeyDown(KeyCode.C)) // ToPlayerSneakState(); if (Input.GetKeyDown(KeyCode.Tab)) { int x = Screen.width / 2; int y = Screen.height / 2; Ray ray = player.mainCamera.GetComponent <Camera>().ScreenPointToRay(new Vector3(x, y)); var newTarget = player.GetTarget(ray); if (newTarget == null || newTarget == player.targetObject) { player.skipFrame = true; player.settingTarget = false; player.targeting = false; ToPlayerWalkState(); } else { player.targetObject = newTarget; player.settingTarget = true; } } //if (player.rigidbody.velocity == Vector3.zero) // ToPlayerIdleState(); }
private void Transition() { //if (Input.GetKeyDown (KeyCode.B)) // ToPlayerBounceState (); //if (Input.GetKeyDown (KeyCode.C)) // ToPlayerSneakState (); if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0 || player.rigidbody.velocity != Vector3.zero) { ToPlayerWalkState(); } if (Input.GetKeyDown(KeyCode.Tab)) { int x = Screen.width / 2; int y = Screen.height / 2; Ray ray = player.mainCamera.GetComponent <Camera>().ScreenPointToRay(new Vector3(x, y)); player.targetObject = player.GetTarget(ray); if (player.targetObject != null) { player.settingTarget = true; player.targeting = true; ToPlayerTargetState(); } } }
private void Transition() { // if (Input.GetKeyDown (KeyCode.LeftCommand) || Input.GetKeyDown (KeyCode.RightCommand)) // ToPlayerBounceState (); if (Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.RightShift) || Input.GetKeyDown(KeyCode.C)) { ToPlayerWalkState(); } // if (player.rigidbody.velocity == Vector3.zero) // ToPlayerIdleState (); if (Input.GetKeyDown(KeyCode.Tab)) { int x = Screen.width / 2; int y = Screen.height / 2; Ray ray = player.mainCamera.GetComponent <Camera>().ScreenPointToRay(new Vector3(x, y)); player.targetObject = player.GetTarget(ray); if (player.targetObject != null) { player.targeting = true; ToPlayerTargetState(); } } }
private void Transition() { //if (Input.GetKeyDown (KeyCode.C)) // ToPlayerSneakState (); //if (Input.GetKeyDown (KeyCode.B) || player.collided) // ToPlayerWalkState (); if (Input.GetKeyDown(KeyCode.Tab)) { int x = Screen.width / 2; int y = Screen.height / 2; Ray ray = player.mainCamera.GetComponent <Camera>().ScreenPointToRay(new Vector3(x, y)); player.targetObject = player.GetTarget(ray); if (player.targetObject != null) { player.targeting = true; ToPlayerTargetState(); } } }