예제 #1
0
 public void RunRight()
 {
     _runT += Time.deltaTime;
     if (_runT > 0.025f)
     {
         _spRenderer.flipX          = true;
         _animType                  = BattleEnum.RoleAnimType.RunRight;
         m_Transform.localPosition += _vecRun * _runT / 0.025f;
         _runT = 0;
     }
 }
예제 #2
0
        private void Awake()
        {
            m_Transform  = transform;
            _gameObject  = gameObject;
            _boxCollider = _gameObject.GetComponent <BoxCollider2D>();
            _rigidbody   = _gameObject.GetComponent <Rigidbody2D>();
            _robot       = _gameObject.AddComponent <BattleRobot>();

            RunSpeed  = 0.04f;
            SlipSpeed = 0.02f;
            _vecRun   = Vector3.right * RunSpeed;
            _vecSlip  = Vector3.right * SlipSpeed;

            _boxCollider.enabled = false;
            _rigidbody.simulated = false;
            _animType            = BattleEnum.RoleAnimType.Idle;
        }
예제 #3
0
 public void Idle()
 {
     _spRenderer.flipX = false;
     _animType         = BattleEnum.RoleAnimType.Idle;
 }