void Update() { #if !TOTO var x = Input.H1(); var y = Input.V1(); var jump = Input.ADown(); var dash = Input.XDown(); #else var x = UnityEngine.Input.GetAxis("Horizontal"); var y = UnityEngine.Input.GetAxis("Vertical"); var jump = UnityEngine.Input.GetButtonDown("Jump"); var dash = UnityEngine.Input.GetButtonDown("Fire1"); #endif var dt = Time.deltaTime; DashingUpdate(dash, dt); JumpingUpdate(jump, dt); var isMoving = Mathf.Abs(x) > 0.01f || Mathf.Abs(y) > 0.01f || IsDashing; if (isMoving) { m_dirX = x; m_dirY = y; } // var isMoving = Mathf.Abs(x) > 0.001f || Mathf.Abs(y) > 0.001f; // var isJumping = false; // TODO // var isDashing = false; // TODO // // if (Mathf.Abs(x) > 0.001f) // { // m_dirX = x; // } // if (Mathf.Abs(y) > 0.001f) // { // m_dirY = y; // } if (!IsDashing) { m_moveX = x; m_moveY = y; } if (IsDead) { m_animator.SetBool("dead", true); } else { m_animator.SetFloat("moveX", x); m_animator.SetFloat("moveY", y); m_animator.SetFloat("dirX", m_dirX); m_animator.SetFloat("dirY", m_dirY); m_animator.SetBool("isMoving", isMoving); m_animator.SetBool("isJumping", IsJumping); m_animator.SetBool("isDashing", IsDashing); } }