Exemplo n.º 1
0
 void Start()
 {
     playerState         = ControlWalkState.Idle;
     characterController = GetComponent <CharacterController>();
     playerDir           = GetComponent <PlayerDir>();
     playerAttack        = GetComponent <PlayerAttack>();
 }
Exemplo n.º 2
0
    public void moveMouse()
    {
        // 使用上下方向键或者W、S键来控制前进后退
        if (Input.GetAxisRaw("Vertical") != 0 || Input.GetAxisRaw("Horizontal") != 0)
        {
            pa.bigstate = PlayerState.ControlWalkState;
            state       = ControlWalkState.Moving;
            speed       = 5.0f;
            if (Input.GetKey(KeyCode.LeftShift))
            {
                state = ControlWalkState.Run;
                speed = 8.0f;
            }
        }
        else
        {
            state = ControlWalkState.Idle;
        }

        float translation = Input.GetAxis("Vertical") * speed * Time.deltaTime;
        //使用左右方向键或者A、D键来控制左右旋转
        float rotation = Input.GetAxis("Horizontal") * 3 * Time.deltaTime;

        if (Cursor.visible == false)
        {
            transform.Rotate(0, Input.GetAxis("Mouse X") * 50 * Time.deltaTime, 0);
        }
        transform.Translate(0, 0, translation);
        transform.Translate(rotation, 0, 0); //绕Y轴旋转
    }
Exemplo n.º 3
0
	// Update is called once per frame
	void Update () {
				if (playerAttack.state == PlayerState.ControlWalk) {
						//the distance between the current position and the target position
						float distance = Vector3.Distance (dir.targetPosition, transform.position);
						//not arrive the target position, use character controller move the character
						if (distance > 0.3f) {
								//the character is moving now
								isMove = true;
								//move the character
								controller.SimpleMove (transform.forward * speed);
								//change the animation, change to the walk 
								state = ControlWalkState.Moving;
						} else {
								//the character is standing now
								isMove = false;
								//change the animation to the idle
								state = ControlWalkState.Idle;
						}
				}

//		float h = Input.GetAxis ("Horizontal");
//		float v = Input.GetAxis ("Vertical");
//		if (Mathf.Abs (h) > 0.1f || Mathf.Abs (v) > 0.1) {
//			animator.CrossFade ("Sword-Run");
//			Vector3 targetDir = new Vector3 (h, 0, v);
//			transform.LookAt (targetDir + transform.position);
//			controller.SimpleMove (transform.forward * speed);
//		}
		}
Exemplo n.º 4
0
 // Update is called once per frame
 void Update()
 {
     if (attack.state == PlayerState.ControlWalk)
     {
         float distance = Vector3.Distance(dir.targetPosition, transform.position);
         if (distance > 0.3f)
         {
             isMoving    = true;
             playerState = ControlWalkState.Moving;
             controller.SimpleMove(transform.forward * speed);
         }
         else
         {
             isMoving    = false;
             playerState = ControlWalkState.Idle;
         }
     }
 }
 // Update is called once per frame
 void Update()
 {
     speed = originalspeed + ((float)PlayerStatus._instance.sum_speed / 100f);
     if (attack.state == PlayerState.ControlWalk && attack.state != PlayerState.Death && attack.state != PlayerState.SkillAttack)
     {
         float distance = Vector3.Distance(dir.targetPos, transform.position);
         if (distance > 0.3f)
         {
             isMove = true;
             state  = ControlWalkState.Moving;
             controller.SimpleMove(transform.forward * speed);
         }
         else
         {
             isMove = false;
             state  = ControlWalkState.Idle;
         }
     }
 }
Exemplo n.º 6
0
    void Update()
    {
        if (playerAttack.state != PlayerState.ControlWalk)
        {
            return;
        }
        float distance = Vector3.Distance(transform.position, playerDir.targetPosition);

        if (distance > 0.4f)
        {
            isMoving = true;
            characterController.SimpleMove(transform.forward * speed);
            playerState = ControlWalkState.Run;
        }
        else
        {
            isMoving    = false;
            playerState = ControlWalkState.Idle;
        }
    }