// Start is called before the first frame update override public void Start() { _preAniDirection = Lire.eINPUTDIRECTION.NONE; UpdateAnimation(); _character.CharacterModel.GetComponent <Lire>()._canDash = true; _character.CharacterModel.GetComponent <Lire>()._dashCount += 1; //_character._canDash = true; //_character._dashCount += 1; }
//public override void FixedUpdate() //{ // //if(Player.eINPUTDIRECTION.NONE == _character.GetInputVerticalDirection()) // if (Player.eINPUTDIRECTION.NONE == _character.GetInputHorizontalDirection() && // Player.eINPUTDIRECTION.NONE == _character.GetInputVerticalDirection()) // { // _character.ChangeState(Player.eSTATE.IDLE); // return; // } // _character.UpdateJump(); //} void UpdateAnimation() { if (_preAniDirection == _character.GetAniDirection()) { return; } _preAniDirection = _character.GetAniDirection(); switch (_character.GetAniDirection()) { case Lire.eINPUTDIRECTION.UP: Debug.Log("UPSTATE"); break; //case Player.eINPUTDIRECTION. case Lire.eINPUTDIRECTION.RIGHT: //_character.CharacterModel.GetComponent<Animator>().SetTrigger("moveright"); _character.CharacterModel.GetComponent <Animator>().SetTrigger("MOVETRIGGER"); if (_isFlip) { Flip(); _isFlip = false; } //Debug.Log("RIGHTSTATE"); break; case Lire.eINPUTDIRECTION.LEFT: //_character.CharacterModel.GetComponent<Animator>().SetTrigger("moveleft"); _character.CharacterModel.GetComponent <Animator>().SetTrigger("MOVETRIGGER"); if (!_isFlip) { Flip(); _isFlip = true; } //Debug.Log("LEFTSTATE"); break; } }