Esempio n. 1
0
    // ダッシュの初期化
    public void StartDash()
    {
        if (_timer == 0)
        {
            SoundManager.Instance.PlaySe("Dash Light Armor 2_04");

            FindObjectOfType <RippleEffect>().Emit(Camera.main.WorldToViewportPoint(_sprite.position));

            _timer = _dashTime;
            _dashParticle.Play();

            if (_gamepad == null)
            {
                _gamepad = GetComponent <BetterPlayerControl>().GetGamepad();
            }

            // 一定の角度にダッシュできる
            if (_sprite.transform.eulerAngles.y == 180.0f)
            {
                _stickVelocity = new Vector2(-1.0f, _gamepad.GetStickL().Y / 2.0f);
            }
            else
            {
                _stickVelocity = new Vector2(1.0f, _gamepad.GetStickL().Y / 2.0f);
            }
            _isDashing = true;

            // ジャンプダッシュはエフェクト残像を生成しない
            if (_jumpState.GetIsGrounded())
            {
                SpawnClone();
            }
        }
    }
Esempio n. 2
0
    // 更新
    void Update()
    {
        if (_controllerIndex == 0)
        {
            return;
        }

        _gamepad = GamePadManager.Instance.GetGamepad(_controllerIndex);
        if (_gamepad == null || !_gamepad.IsConnected)
        {
            return;
        }

        // 入力の値を渡す
        _character.MoveInput = new Vector2(_gamepad.GetStickL().X, _gamepad.GetStickL().Y);
        if (_character.EnableTurn)
        {
            if (_gamepad.GetStickL().X < -0.01f)
            {
                _sprite.transform.localRotation = Quaternion.Euler(0f, 180f, 0f);
            }
            else if (_gamepad.GetStickL().X > 0.01f)
            {
                _sprite.transform.localRotation = Quaternion.Euler(0f, 0, 0f);
            }
        }

        // 強攻撃
        if (_gamepad.GetButtonDown("Y") && _character.EnableAttack)
        {
            if (_animator.GetCurrentAnimatorStateInfo(0).IsTag("Last"))
            {
                return;
            }

            if (_animator.GetCurrentAnimatorStateInfo(0).IsName("Player_Dash"))
            {
                _dasher.StopDash();
            }

            if (_heaith.HP < 0)
            {
                if (_heaith.transform.parent.TryGetComponent(out BetterPlayerControl _better))
                {
                    _better.Resurrect.SetHeal();
                    pushCount++;
                    if (pushCount >= 5)
                    {
                        _heaith._hp = _better.Resurrect.GetHeal();
                        _better.Resurrect.gameObject.SetActive(false);
                        _better.Revive();
                        pushCount = 0;
                        _better.Resurrect.ResetHeel();
                    }
                }
            }
            else
            {
                _animator.SetTrigger("Attack");
                if (_jumpStatus.GetIsGrounded())
                {
                    _character.EnableMove = false;
                }
            }
        }

        // ジャンプ
        if (_gamepad.GetButtonDown("A"))
        {
            if (_animator.GetCurrentAnimatorStateInfo(0).IsName("Player_Attack_Air3_End"))
            {
                return;
            }

            if (_animator.GetCurrentAnimatorStateInfo(0).IsName("Player_Die"))
            {
                return;
            }

            if (_dasher.IsDashing)
            {
                _animator.SetTrigger("JumpAttack");
                _dasher.StopDash();
            }

            _animator.SetBool("IsJumping", true);
            _jumpStatus.StartJump();
            _character.EnableAttack = true;

            if (_heaith != null)
            {
                pushCount = 0;
                if (_heaith.HP < 0)
                {
                    if (_resurrection != null)
                    {
                        _resurrection.ResetHeel();
                    }
                }
            }
        }

        // ダッシュ
        if (_gamepad.GetButtonDown("B"))
        {
            if (_animator.GetCurrentAnimatorStateInfo(0).IsName("Player_Die"))
            {
                return;
            }

            _dasher.StartDash();
            _character.EnableMove   = false;
            _character.EnableTurn   = false;
            _character.EnableAttack = true;
        }

        // 弱攻撃
        if (_gamepad.GetButtonDown("X"))
        {
            if (_animator.GetCurrentAnimatorStateInfo(0).IsTag("Last"))
            {
                return;
            }

            if (_animator.GetCurrentAnimatorStateInfo(0).IsName("Player_Dash"))
            {
                _dasher.StopDash();
            }

            _animator.SetTrigger("Punch");
            if (_jumpStatus.GetIsGrounded())
            {
                _character.EnableMove = false;
            }
        }

        // 残像攻撃(技)
        if (_gamepad.GetButtonDown("RB"))
        {
            _skillManager.StartSkill();
        }

        // 死ぬ制御
        var health = _sprite.GetComponent <Health>();

        if (health.HP <= 0)
        {
            _resurrection.gameObject.SetActive(true);
            _character.IsDie = true;
        }

        // 足元のエフェクトの制御
        if (_character.EnableMove && _jumpStatus.GetIsGrounded())
        {
            float movingSpeed = Mathf.Abs(_gamepad.GetStickL().X) + Mathf.Abs(_gamepad.GetStickL().Y);
            _dustEmission.rateOverTime = _dustOverRate * Mathf.Clamp01(movingSpeed);
        }
        else
        {
            _dustEmission.rateOverTime = 0.0f;
        }
    }