public override void GetInputKey() { if (Input.GetKeyUp(KeyCode.X) || UB_gun.GetIsPressedUp()) { isreload = true; } if (Input.GetKey(KeyCode.X) || UB_gun.GetIsPressed()) { isPressed = true; } else { isPressed = false; } if (isPressed) { pressTime += Time.deltaTime; } else { pressTime = 0; } }
public override void ChangeState() { // 接地している場合 if (animator.GetBool("isGround")) { if (animator.GetCurrentAnimatorStateInfo(0).IsName("MachineGun") && (Input.GetKeyUp(KeyCode.X) || UB_gun.GetIsPressedUp())) { state = "IDLE"; } // 銃長押し攻撃 else if (isPressed && pressTime >= longPressIntervalTime) { if (pressTime >= 3.0f) { state = "IDLE"; return; } if (isreload) { state = "MachineGun"; isreload = false; } }// 横銃(レールガン) else if (((Input.GetKeyDown(KeyCode.X) || UB_gun.GetIsPressedDown()) && (Input.GetKey(KeyCode.LeftArrow) || UB_left.GetIsPressed())) || ((Input.GetKeyDown(KeyCode.X) || UB_gun.GetIsPressedDown()) && (Input.GetKey(KeyCode.RightArrow) || UB_right.GetIsPressed()))) { state = "RailGun"; }//上銃(ファンネル) else if ((Input.GetKeyDown(KeyCode.X) || UB_gun.GetIsPressedDown()) && (Input.GetKey(KeyCode.UpArrow) || UB_up.GetIsPressed())) { if (!SkillLearned.GetSkillActive("Fannel")) { return; } var gameobject = GameObject.Find("fannel(Clone)"); if (gameobject == null) { InstanceFannel(); } }// 下銃(乱れうち) else if ((Input.GetKeyDown(KeyCode.X) || UB_gun.GetIsPressedDown()) && (Input.GetKey(KeyCode.DownArrow) || UB_down.GetIsPressed())) { state = "Midareuti"; } // 銃コンボ1 else if (((Input.GetKeyDown(KeyCode.X) || UB_gun.GetIsPressedDown()) && !isComboing) || (animator.GetCurrentAnimatorStateInfo(0).IsName("GunAttack2") && (Input.GetKeyDown(KeyCode.X) || UB_gun.GetIsPressedDown()))) { state = "GunATTACK1"; isComboing = true; GunAttack(); }// 銃コンボ2 else if (animator.GetCurrentAnimatorStateInfo(0).IsName("GunAttack1") && (Input.GetKeyDown(KeyCode.X) || UB_gun.GetIsPressedDown())) { state = "GunATTACK2"; GunAttack(); } else if (animator.GetCurrentAnimatorStateInfo(0).IsName("Idle")) { state = "IDLE"; isComboing = false; } } else//空中にいる場合 { //空中横銃攻撃(ショットガン横) if (((Input.GetKeyDown(KeyCode.X) || UB_gun.GetIsPressedDown()) && (Input.GetKey(KeyCode.LeftArrow) || UB_left.GetIsPressed())) || ((Input.GetKeyDown(KeyCode.X) || UB_gun.GetIsPressedDown()) && (Input.GetKey(KeyCode.RightArrow) || UB_right.GetIsPressed()))) { state = "ShotGun"; } //空中下銃攻撃(ショットガン下) else if ((Input.GetKeyDown(KeyCode.X) || UB_gun.GetIsPressedDown()) && (Input.GetKey(KeyCode.DownArrow) || UB_down.GetIsPressed())) { if (!SkillLearned.GetSkillActive("ShotGun")) { return; } state = "ShotGun_Down"; } //空中上銃(ファンネル) else if ((Input.GetKeyDown(KeyCode.X) || UB_gun.GetIsPressedDown()) && (Input.GetKey(KeyCode.UpArrow) || UB_up.GetIsPressed())) { if (!SkillLearned.GetSkillActive("Fannel")) { return; } var gameobject = GameObject.Find("fannel(Clone)"); if (gameobject == null) { InstanceFannel(); } } // 空中銃1コンボ else if (((Input.GetKeyDown(KeyCode.X) || UB_gun.GetIsPressedDown()) && !isComboing) || (animator.GetCurrentAnimatorStateInfo(0).IsName("AirGunAttack2") && (Input.GetKeyDown(KeyCode.X) || UB_gun.GetIsPressedDown()))) { state = "AirGunATTACK1"; isComboing = true; rb.velocity = new Vector2(0, 1); GunAttack(); } // 空中銃2コンボ else if ((animator.GetCurrentAnimatorStateInfo(0).IsName("AirGunAttack1") && (Input.GetKeyDown(KeyCode.X) || UB_gun.GetIsPressedDown()))) { state = "AirGunATTACK2"; rb.velocity = new Vector2(0, 1); GunAttack(); } else if (animator.GetCurrentAnimatorStateInfo(0).IsName("Fall")) { state = "FALL"; isComboing = false; } } }