private void OnDirectionCurrent(Action stop, Combination combo) { //Debug.Log(((DirectionCurrent)combo).direction); this.dirPress = fgChar.MapAbsoluteToRelative(((DirectionCurrent)combo).direction); if (upJump) { StateSelectOnUpJump(stop, combo); } }
private void OnDirectionPress(Action stop, Combination combo) { stop(); this.dirPress = fgChar.MapAbsoluteToRelative(((DirectionPress)combo).direction); if (upJump) { StateSelectOnUpJump(stop, combo); } }
public override void Enter(int frameIndex, IState previousState) { dirPress = FightingGameInputCodeDir.Neutral; GivenInput(fgChar.GivenCombinations()); //int forwardBackward = (((int) dirPress) - 1) % 3 - 1; //int upDown = (((int) dirPress) - 1) / 3 - 1; //smoothedInput = fgChar.CameraToWorld(new Vector3(forwardBackward, 0, upJump ? 0 : upDown)); smoothedInput = fgChar.RelativeInputToLocal(dirPress, upJump); fgChar.SetLocalMoveDirection(0.0f, 0.0f); fgChar.Play("stand"); }
private void GivenNothing(Action stop, Combination combo) { dirPress = fgChar.MapAbsoluteToRelative(Input.FightingGameAbsInputCodeDir.Neutral); }
private void GivenDirectionCurrent(Action stop, Combination combo) { dirPress = fgChar.MapAbsoluteToRelative(((DirectionCurrent)combo).direction); }