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; } }
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; }
public void Idle() { _spRenderer.flipX = false; _animType = BattleEnum.RoleAnimType.Idle; }