private void RollMoveCharacter() { currentSpeed = WalkSpeed * RollMovememtCurve.Evaluate(rollTime) * DirectionVector; movementTransform.Translate(currentSpeed * Time.deltaTime, Space.World); rollTime += Time.deltaTime; if (rollTime > rollDuration) { currentState = E_PlayerState.Neutral; } }
/// <summary> /// 改变玩家爱状态 /// </summary> /// <param name="state"></param> public void ChangeState(E_PlayerState state) { if (State == state) { return; } State = state; switch (state) { case E_PlayerState.Dead: ContinueToDead(); break; } }
private void RollCharacter() { rollTime = 0; currentState = E_PlayerState.Rolling; }