void FixedUpdate() { player.CheckState(); float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); Debug.Log(player.isSit); if (!player.isDead) { if (!player.isRoll && !player.isAttack && !player.isHit && !player.isAreaAttack && !player.isSwitch && !player.isDrinking && !player.isSit) { player.Run(h, v); } if (Input.GetKeyDown(KeyCode.Space) && !player.isRoll && !player.isPowerOver && !player.isDrinking && !player.isSit) { player.Roll(); } if (Input.GetKeyDown(KeyCode.J) && !player.isPowerOver && !player.isSit) { player.Attack(); player.isRuning = false; } if (Input.GetKeyDown(KeyCode.K) && !player.isAreaAttack && !player.isPowerOver && !player.isSit) { player.SpecialAttack(); player.isRuning = false; } if (Input.GetKeyDown(KeyCode.Tab) && !player.isSit) { player.SwitchWeapon(); } if (Input.GetKeyDown(KeyCode.R) && !player.isSit) { player.AddBlood(); } if (Input.GetKeyDown(KeyCode.E)) { player.Sit(); } } /* * if (player.isAreaAttack) * { * float distance = 2; * float areaAngle = 50; * var baseVector = transform.forward * distance; * * var leftAngle = Quaternion.AngleAxis(-areaAngle, transform.up); * var leftBorder = leftAngle * baseVector; * Debug.DrawRay(transform.position, leftBorder, Color.green); * * var rightAngle = Quaternion.AngleAxis(areaAngle, transform.up); * var rightBorder = rightAngle * baseVector; * Debug.DrawRay(transform.position, rightBorder, Color.green); * } */ }