void normalSwordAttackCoolTimeCount() { if (playerMoveScript.state != PlayerState.attack) { isCool = false; onceCheck02 = false; onceCheck03 = false; noOfClicks = 0; playerSwordBoxCollider.enabled = false; attackCoolTime = false; // playerAnimationScript.playerAniAttackLeftCombo(0); maxComboDelay = 2f; } else if (Time.time - lastClickedTime > maxComboDelay) { onceCheck02 = false; onceCheck03 = false; noOfClicks = 0; playerSwordBoxCollider.enabled = false; attackCoolTime = false; playerAnimationScript.playerAniAttackLeftCombo(0); maxComboDelay = 2f; playerMoveScript.state = PlayerState.idle; } else if (Time.time - lastClickedTime < maxComboDelay) { if (noOfClicks >= 2 && onceCheck02 == false) { onceCheck02 = true; playerSwordBoxCollider.enabled = true; playerAnimationScript.playerAniAttackLeftCombo(2); SoundManager.Instance.playerAttackSound(0); maxComboDelay = 0.8f; } else if (noOfClicks == 3 && onceCheck03 == false) { playerSpConScript.spDown(); isCool = true; onceCheck03 = true; playerSwordBoxCollider.enabled = true; playerAnimationScript.playerAniAttackLeftCombo(3); SoundManager.Instance.playerAttackSound(1); } } }
// 상태에 따라 입력 가능이 바뀜 #region void inputProcessIdleAndNormalAttacked() { if (PlayerUI == PlayerUI.invenOn) { return; } checkRotationAndKeyDownToAniCon(); if (Input.GetMouseButtonDown(1)) { if (playerWeaponUIScript.isWeaponChangeCoolTime == true) { return; } playerWeaponUIScript.playerWeaponUISelect(); } // 그냥 이동함? if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S)) { hAxis = Input.GetAxisRaw("Horizontal"); vAxis = Input.GetAxisRaw("Vertical"); transform.position += new Vector3(hAxis, 0, vAxis) * speed * Time.deltaTime; playerAnimationScript.playerAniWalk(); SoundManager.Instance.playerWalkSound(); } // 가만히 있음? else if (Input.GetKeyUp(KeyCode.D) || Input.GetKeyUp(KeyCode.A) || Input.GetKeyUp(KeyCode.W) || Input.GetKeyUp(KeyCode.S)) { playerAnimationScript.playerAniWait(); } // 기력은 충분하니? if (playerSpConScript.isPlayerSpZero == true) { return; } // 공격 함? if (Input.GetMouseButtonDown(0)) { if (playerAttackConScript.isCool == true) { return; } playerAttackConScript.whenAttackCheckWeapon(); } //구르기 위한 조건을 만족 하니? if (playerDodgeConScript.playerDodgeCoolTime == true || state == PlayerState.stunAttacked || state == PlayerState.airborneAttacked || state == PlayerState.stunAttacked) { return; } else if (Input.GetKeyDown(KeyCode.Space) && Input.GetKey(KeyCode.A)) { playerDodgeConScript.dodgeAndGetKeyA(); playerSpConScript.spDown(); } else if (Input.GetKeyDown(KeyCode.Space) && Input.GetKey(KeyCode.D)) { playerDodgeConScript.dodgeAndGetKeyD(); playerSpConScript.spDown(); } else if (Input.GetKeyDown(KeyCode.Space) && Input.GetKey(KeyCode.S)) { playerDodgeConScript.dodgeAndGetKeyS(); playerSpConScript.spDown(); } else if (Input.GetKeyDown(KeyCode.Space) && Input.GetKey(KeyCode.W)) { playerDodgeConScript.dodgeAndGetKeyW(); playerSpConScript.spDown(); } }