Exemplo n.º 1
0
    void Update()
    {
        //ApplyGravity();
        //RotateCharacter();
        MoveCharacter();

        if (!myAnimator.GetCurrentAnimatorStateInfo(0).IsName("Idle") || !myAnimator.GetCurrentAnimatorStateInfo(0).IsName("Attack_Idle"))
        {
            if (move)
            {
                attackMovement.AttackForward();
            }
        }

        dashF -= Time.deltaTime;

        if (dashF > 0)
        {
            attackMovement.Dash();
        }

        if (Input.GetButtonDown("Jump"))
        {
            if (dashF < -(dashTime * 2))
            {
                dashF = dashTime;
            }
        }

        RunStates();
    }
Exemplo n.º 2
0
    void Update()
    {
        //ApplyGravity();
        //RotateCharacter();
        MoveCharacter();

        if (!myAnimator.GetCurrentAnimatorStateInfo(0).IsName("Idle") || !myAnimator.GetCurrentAnimatorStateInfo(0).IsName("Attack_Idle"))
        {
            //            if(myAnimator.GetCurrentAnimatorStateInfo(0).length > 15f/60f & myAnimator.GetCurrentAnimatorStateInfo(0).length < 25f / 60f)
            if (move)
            {
                attackMovement.AttackForward();
            }
        }

        dashF -= Time.deltaTime;

        if (dashF > 0)
        {
            attackMovement.Dash();
        }

        if (Input.GetButtonDown("Jump"))
        {
            if (dashF < -(dashTime * 2))
            {
                dashF = dashTime;
            }
        }

        if (Input.GetButtonDown("Fire1"))
        {
            if (myAnimator.GetCurrentAnimatorStateInfo(0).IsName("Idle"))
            {
                attackCombo = 0;
                attackCombo++;
                Attack();
            }
            else if (myAnimator.GetCurrentAnimatorStateInfo(0).IsName("Attack_Idle"))
            {
                attackCombo = 0;
                attackCombo++;
                Attack();
            }
            else
            {
                switch (attackCombo)
                {
                case 1:
                    attackCombo++;
                    ComboAttack();
                    break;

                default:
                    attackCombo = 0;
                    break;
                }
            }
        }
    }