private void Update() { if (!isMoving) { if (isPlayerFacingMe) { onInteract?.Invoke(); } if (PS4.GetButtonDown(PS4.ButtonName.Circle)) { isMoving = true; isOpening = !isOpening; if (doubleDoor.isMoving != true) { doubleDoor.OpenDoor(isOpening); } onLossInteract?.Invoke(); } return; } if (isOpening) { transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.Euler(openPosition), 180 * Time.deltaTime); if (transform.rotation == Quaternion.Euler(openPosition)) { StartCoroutine(SetDelay()); isMoving = false; enabled = false; } } else { transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.Euler(closePosition), 180 * Time.deltaTime); if (transform.rotation == Quaternion.Euler(closePosition)) { StartCoroutine(SetDelay()); isMoving = false; enabled = false; } } }
private void Update() { if (PS4.GetButtonDown(PS4.ButtonName.Triangle)) { if (animParam.isAttacking || !animParam.isSword1h_Equip) { return; } animator.Play(AnimName.SwordAnimsetPro.Sword1h_Attacks.i01_Attack_Move_slow_L_1); animParam.isAttacking = true; animParam.isMoving = false; controller.StopRotating(); target = GetTargetWithSmallestAngle(); if (target != null) { StartCoroutine(RotateTowardTarget()); } } }
public void DoEquipHolster(PS4.ButtonName buttonName) { if (PS4.GetButtonDown(buttonName)) { if (animParam.isAttacking || animParam.isHolsterOrEquip) { return; } animParam.isMoving = false; controller.StopRotating(); if (!animParam.isSword1h_Equip) { Equip(); } else { Holster(); } } }