/// <summary> /// Update /// </summary> public override void Update(float time, AniStateController controller) { if (Input.GetKeyDown(KeyCode.A)) { controller.SetAniState(SetState(enumAniState.Attack1)); } if (Input.GetKeyDown(KeyCode.S)) { controller.SetAniState(SetState(enumAniState.Attack2)); } }
/// <summary> /// Update /// </summary> public override void Update(float time, AniStateController controller) { updateTime += time; if (updateTime > 0.8f) { controller.SetAniState(SetState(_reserveState)); } else if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.S)) { switch (currentAniState) { case enumAniState.Attack1: _reserveState = enumAniState.Attack2; break; case enumAniState.Attack2: _reserveState = enumAniState.Attack3; break; } } }