void Update() { if (!startAccept) { return; } animatorController.AcceptInput(curDirection, state); movement.Movement(state, curDirection); }
void setPlayerStateWithDirectionAcceleration() { Vector2 acceleration = Input.acceleration; PlayerDirection direction = animatorController.Direction; PlayerState state = animatorController.State; if (ETCInput.GetButton("Stop")) { state = PlayerState.Idle; } else if (Mathf.Abs(acceleration.x) >= Mathf.Abs(acceleration.y)) { state = PlayerState.Movement; if (acceleration.x < 0f) { direction = PlayerDirection.Left; } else { direction = PlayerDirection.Right; } } else { state = PlayerState.Movement; if (acceleration.y < 0f) { direction = PlayerDirection.Down; } else { direction = PlayerDirection.Up; } } animatorController.AcceptInput(direction, state); movement.Movement(state, direction); }
public void target(Vector2 position, PlayerDirection direction, PlayerState state) { targetPosition = position; targetDirection = direction; animatorController.AcceptInput(animatorController.Direction, state); }