// Update is called once per frame void Update() { if (_playerstate == Player.MoveState.Attack) { _attackCouldown -= Time.deltaTime; if (_attackCouldown <= 0) { _playerstate = Player.MoveState.Idle; _animator.Play("Idle"); } } }
public void addData(bool hasButtonEvent, Player.MoveState moveState) { byte1[0] = hasButtonEvent; switch (moveState) { case Monster.MoveState.Backward: byte1[1] = true; byte1[2] = false; byte1[3] = false; break; case Monster.MoveState.Stop: byte1[1] = false; byte1[2] = true; byte1[3] = false; break; case Monster.MoveState.Forward: byte1[1] = false; byte1[2] = false; byte1[3] = true; break; } byte1[4] = GameManager.me.isAutoPlay; byte1[5] = changePlayer; byte1[6] = changePVPPlayer; _ms.Write(boolArrayToByteArray(byte1), 0, 1); if (byte1[0]) { byte2[0] = unitButtons[0]; byte2[1] = unitButtons[1]; byte2[2] = unitButtons[2]; byte2[3] = unitButtons[3]; byte2[4] = unitButtons[4]; byte2[5] = skillButtons[0]; byte2[6] = skillButtons[1]; byte2[7] = skillButtons[2]; _ms.Write(boolArrayToByteArray(byte2), 0, 1); } }
// Use this for initialization void Start() { _animator = GetComponent <Animator> (); _player = GetComponent <Player> (); _playerstate = _player.movestate; }
public void Attack() { _attackCouldown = 0.15f; _playerstate = Player.MoveState.Attack; _animator.Play("Hit2"); }