Init(scr_Node m_node) { m_target = m_node; m_state = DOGPHASE.Idle; m_directionIndex = DOGDIRECTION.None; return; }
IdleUpdate() { m_rb.velocity = Vector3.zero; if (m_directionIndex != DOGDIRECTION.None) { m_directionIndex = DOGDIRECTION.None; m_anim.SetInteger("DirectionIndex", (int)DOGDIRECTION.None); } if (transform.position != m_target.POSITION) { transform.position = m_target.POSITION; } return; }
InputController() { // UP if (Input.GetKeyDown(KeyCode.W)) { m_directionIndex = DOGDIRECTION.Up; m_anim.SetInteger("DirectionIndex", (int)DOGDIRECTION.Up); m_state = DOGPHASE.Moving; return; } // DOWN if (Input.GetKeyDown(KeyCode.S)) { m_directionIndex = DOGDIRECTION.Down; m_anim.SetInteger("DirectionIndex", (int)DOGDIRECTION.Down); m_state = DOGPHASE.Moving; return; } // RIGHT if (Input.GetKeyDown(KeyCode.D)) { m_directionIndex = DOGDIRECTION.Right; m_anim.SetInteger("DirectionIndex", (int)DOGDIRECTION.Right); m_state = DOGPHASE.Moving; return; } // LEFT if (Input.GetKeyDown(KeyCode.A)) { m_directionIndex = DOGDIRECTION.Left; m_anim.SetInteger("DirectionIndex", (int)DOGDIRECTION.Left); m_state = DOGPHASE.Moving; return; } }