Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        if (Time.timeScale != 0)
        {
            go = GameObject.Find("notation");
            t  = go.GetComponent <Text>();
            if (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W))
            {
                PressUp = true;
            }
            if (Input.GetKeyDown(KeyCode.DownArrow) || Input.GetKeyDown(KeyCode.S))
            {
                PressDown = true;
            }
            if (Input.GetKeyDown(KeyCode.LeftArrow) || Input.GetKeyDown(KeyCode.A))
            {
                PressLeft = true;
            }
            if (Input.GetKeyDown(KeyCode.RightArrow) || Input.GetKeyDown(KeyCode.D))
            {
                PressRight = true;
            }
            if (Input.GetKeyDown(KeyCode.Z))
            {
                PressZ = true;
            }
            switch (hints)
            {
            case "按方向左右键或者AD键控制移动":
                if (PressLeft && PressRight)
                {
                    hints  = "按方向上键或者W键跳跃";
                    t.text = hints;
                }
                break;

            case "按方向上键或者W键跳跃":

                if (PressUp)
                {
                    hints  = "接下来触碰石头小球,获得新的能力";
                    t.text = hints;
                }
                break;

            case "接下来触碰石头小球,获得新的能力":
                if (state.GetAbleStone())
                {
                    hints  = "按Z键转换形态,变成石头小球";
                    t.text = hints;
                }
                break;

            case "按Z键转换形态,变成石头小球":
                if (PressZ)
                {
                    go.SetActive(false);
                }
                break;

            default: break;
            }
            if (PressLeft || PressRight)
            {
                PressUp = PressDown = PressZ = false;
            }
            else
            {
                PressUp = PressDown = PressLeft = PressRight = PressZ = false;
            }
        }
    }