// Use this for initialization void Start() { playerPosition_p = playerPosition.During; canMoving = true; playerStatus_p = playerStatus.Stand; playerMovingType_p = playerMovingType.Stop; }
void InputPlayer() { if (InputMgr.vertical >= 0.7f || InputMgr.vertical <= -0.7f) { if (InputMgr.vertical > 0.0f && canMoving == true) { canMoving = false; switch (playerPosition_p) { case playerPosition.Before: playerPosition_p = playerPosition.Before; playerMovingType_p = playerMovingType.Up; break; case playerPosition.During: playerPosition_p = playerPosition.Before; playerMovingType_p = playerMovingType.Up; break; case playerPosition.After: playerPosition_p = playerPosition.During; playerMovingType_p = playerMovingType.Up; break; } playerStatus_p = playerStatus.Moving; } else if (InputMgr.vertical < 0.0f && canMoving == true) { canMoving = false; switch (playerPosition_p) { case playerPosition.Before: playerPosition_p = playerPosition.During; playerMovingType_p = playerMovingType.Down; break; case playerPosition.During: playerPosition_p = playerPosition.After; playerMovingType_p = playerMovingType.Down; break; case playerPosition.After: playerPosition_p = playerPosition.After; playerMovingType_p = playerMovingType.Down; break; } playerStatus_p = playerStatus.Moving; } } if (InputMgr.horizontal != 0.0f) { transform.position += transform.right * InputMgr.horizontal * Time.deltaTime * speed; playerStatus_p = playerStatus.Moving; } if (InputMgr.vertical == 0.0f && InputMgr.horizontal == 0.0f) { playerStatus_p = playerStatus.Stand; } }
void PlayerMovingZ() { if (canMoving == false) { if (this.gameObject.transform.position.z == playerTargetZ) { playerMovingType_p = playerMovingType.Stop; canMoving = true; } else { if (playerMovingType_p == playerMovingType.Up) { transform.position += transform.forward * Time.deltaTime * speed; if (this.gameObject.transform.position.z > playerTargetZ) { Vector3 pos = transform.position; pos.z = playerTargetZ; transform.position = pos; } } else if (playerMovingType_p == playerMovingType.Down) { transform.position += transform.forward * Time.deltaTime * -speed; if (this.gameObject.transform.position.z < playerTargetZ) { Vector3 pos = transform.position; pos.z = playerTargetZ; transform.position = pos; } } if (playerPosition_p == playerPosition.During && this.gameObject.transform.position.z == 0.0f) { playerMovingType_p = playerMovingType.Stop; canMoving = true; } else if (playerPosition_p == playerPosition.Before && this.gameObject.transform.position.z == 1.0f) { playerMovingType_p = playerMovingType.Stop; canMoving = true; } else if (playerPosition_p == playerPosition.After && this.gameObject.transform.position.z == -1.0f) { playerMovingType_p = playerMovingType.Stop; canMoving = true; } } } }