//플레이어 캐릭터 이동 void Move(int KeyCode) { Vector3 pos; if (KeyCode >= 16) { KeyCode -= 16; } if (!animAttackLayer.IsName("Empty")) { return; } switch ((MOVEARROW)KeyCode) { case MOVEARROW.MOVE_UP: pos = (Quaternion.AngleAxis(0, Vector3.up) * cameraMove.GetCameraFowardDir()).normalized * moveSpeed * Time.deltaTime; break; case MOVEARROW.MOVE_DOWN: pos = (Quaternion.AngleAxis(180, Vector3.up) * cameraMove.GetCameraFowardDir()).normalized * moveSpeed * Time.deltaTime; break; case MOVEARROW.MOVE_LEFT: pos = (Quaternion.AngleAxis(-90, Vector3.up) * cameraMove.GetCameraFowardDir()).normalized * moveSpeed * Time.deltaTime; break; case MOVEARROW.MOVE_UL: pos = (Quaternion.AngleAxis(-45, Vector3.up) * cameraMove.GetCameraFowardDir()).normalized * moveSpeed * Time.deltaTime; break; case MOVEARROW.MOVE_DL: pos = (Quaternion.AngleAxis(-135, Vector3.up) * cameraMove.GetCameraFowardDir()).normalized * moveSpeed * Time.deltaTime; break; case MOVEARROW.MOVE_RIGHT: pos = (Quaternion.AngleAxis(90, Vector3.up) * cameraMove.GetCameraFowardDir()).normalized * moveSpeed * Time.deltaTime; break; case MOVEARROW.MOVE_UR: pos = (Quaternion.AngleAxis(45, Vector3.up) * cameraMove.GetCameraFowardDir()).normalized * moveSpeed * Time.deltaTime; break; case MOVEARROW.MOVE_DR: pos = (Quaternion.AngleAxis(135, Vector3.up) * cameraMove.GetCameraFowardDir()).normalized * moveSpeed * Time.deltaTime; break; default: pos = Vector3.zero; break; } if (KeyCode != 0) { anim.SetBool("IsMove", true); } else { anim.SetBool("IsMove", false); } player.transform.position += pos; }