コード例 #1
0
    private void UpdateMoving()
    {
        // Check This character able to move
        if (fsmPlyer.IsAbleToMove() == false)
        {
            return;
        }


        float h = Input.GetAxisRaw("Horizontal");
        float v = Input.GetAxisRaw("Vertical");

        if (h == 0.0f && v == 0.0f)
        {
            fsmPlyer.SetState(CharacterBasicState.Idle, CharacterAnimationState.Idle);
            return;
        }


        Vector3 movement = (transform.forward * v) + (transform.right * h);

        CharacterAnimationState animState
            = CharacterAnimationState.Moving_F;

        bool  isFrondSide = (Input.GetKey(KeyCode.W)) ? true : false;
        float moveAngle   = Vector3.Angle(movement, transform.right);

        float moveSpeed = (Input.GetKey(KeyCode.W)) ? moveSpeed_forward : moveSpeed_side;

        //Debug.Log(moveAngle);
        if (180.0f <= moveAngle)
        {
            animState = CharacterAnimationState.Moving_L;
        }
        else if (135.0f <= moveAngle)
        {
            if (isFrondSide)
            {
                animState = CharacterAnimationState.Moving_FL;
            }
            else
            {
                animState = CharacterAnimationState.Moving_BL;
            }
        }
        else if (90.0f <= moveAngle)
        {
            if (isFrondSide)
            {
                animState = CharacterAnimationState.Moving_F;
            }
            else
            {
                animState = CharacterAnimationState.Moving_B;
            }
        }
        else if (45.0f <= moveAngle)
        {
            if (isFrondSide)
            {
                animState = CharacterAnimationState.Moving_FR;
            }
            else
            {
                animState = CharacterAnimationState.Moving_BR;
            }
        }
        else if (0.0f <= moveAngle)
        {
            animState = CharacterAnimationState.Moving_R;
        }


        movement            = movement.normalized * moveSpeed * Time.fixedDeltaTime;
        transform.position += movement;

        fsmPlyer.SetState(CharacterBasicState.Moving, animState);
    }