/// <summary> /// Character movement /// </summary> public void Movement() { // Init state flags InitStatsFlags(); float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); Vector3 movedDirection = new Vector3(h, 0, v); // 움직이는지 확인 후 상태 변환 if (movedDirection.x != 0 || movedDirection.z != 0) { eCharacterState = EMon_CharacterState.move; // 움직이는 상태로 변환 isMove = true; } else { eCharacterState = EMon_CharacterState.idle; // 멈춰있는 상태로 변환 isMove = false; } characterAnim.SetIsMoveAnimation(isMove); characterModelObject.transform.eulerAngles = new Vector3(0, characterCamera.targetObject.transform.eulerAngles.y, 0); playerObject.transform.eulerAngles = new Vector3(0, characterCamera.targetObject.transform.eulerAngles.y, 0); movedDirection = characterCamera.targetObject.transform.TransformDirection(movedDirection); // 월드좌표계로 변환하여 movedDirection으로 넣음. characterController.SimpleMove(movedDirection.normalized * moveSpeed); }
public void Dash() { isDash = true; eCharacterState = EMon_CharacterState.dash; characterAnim.SetIsDashAnimation(true); }
// Start is called before the first frame update void Start() { // TODO (장현명) : delete this default state state.SetDefaultState(); // set default character stat (also can be set in the Inspector screen) eCharacterState = EMon_CharacterState.idle; }
public void AttackNormal() { isDefaultAttack = true; eCharacterState = EMon_CharacterState.defaultAttack; characterAnim.SetIsDefaultAttackAnimation(); }