void ShootSkill() { if (gamepad.GetButtonADown()) { anim.SetTrigger("Skill"); GameObject ball = Instantiate(BallPrefab, ShootPoint.position, Quaternion.identity) as GameObject; ball.GetComponent <Rigidbody>().velocity = -transform.forward * ShootSpeed; isHaveBall = false; GameStateManager.SetCurrentState(PlayingState.Instance); } }
void PressABtn() { if (pad.GetButtonADown()) { switch ((int)iconState) { case 0: GameStateManager.SetCurrentState(ReadyState.Instance); PlayingTotalUI.SetActive(true); TitleTotalUI.SetActive(false); break; case 1: CreatorList.SetActive(true); CreatorList.GetComponent <CreatorList>().pad = pad; Title.SetActive(false); Option.SetActive(false); break; case 2: Application.Quit(); break; } } }
void Shoot() { if (gamepad.GetButtonADown()) { { CancelInvoke(); AutoShoot(); } } }
void ListenToBtnA() { if (null != pad) { if (pad.GetButtonADown()) { Title.SetActive(true); Option.SetActive(true); icon.pad = pad; icon.iconState = IconState.Start; gameObject.SetActive(false); } } }