// Update is called once per frame void Update() { // ========================================= [Movement Control] moveDirection = (Input.GetAxis("Horizontal")); // Dash Control if (Input.GetButton("Dash")) { movementController.Dash(); } // move the character movementController.Move(moveDirection); // Jump Control if (Input.GetButtonDown("Jump")) { movementController.Jump(); } // ========================================= [Attack Control] if (Input.GetButtonDown("Attack")) { // determine the directional float hor = Input.GetAxis("Horizontal"); float vert = Input.GetAxis("Vertical"); // determine what kind of att AttackController.AttackDirection dir; if (Mathf.Abs(hor) > Mathf.Abs(vert) && Mathf.Abs(hor) > minimumDirectionalInput) { dir = AttackController.AttackDirection.Side; } else if (Mathf.Abs(vert) > Mathf.Abs(hor) && Mathf.Abs(vert) > minimumDirectionalInput) { if (vert > 0) { dir = AttackController.AttackDirection.Up; } else { dir = AttackController.AttackDirection.Down; } } else { dir = AttackController.AttackDirection.Neutral; } attackController.StartAttack(dir, AttackController.AttackTrigger.Attack); } }
public void StartAttack(int attackNumber = 0) //seta preparacoes para iniciar o ataque/dar dano (chamar pela animacao [comeco]) //(argumento int obrigatorio para ataques basicos) { attackController.StartAttack(gameObject.name, attackNumber - 1); //(argumento string opcional, para testes) }