Пример #1
0
 // 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;
 }
Пример #2
0
    //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;
        }
    }