void Update() { if (playerInput.timeSleepKey && state == TPState.DEFAULT) { EnterStopState(); } else if (playerInput.timeSleepKey && state == TPState.STOP) { state = TPState.DEFAULT; } else if (playerInput.chargeKey && state == TPState.DEFAULT && !(_tp >= maxTP)) { GameManager.Charger.SetActive(true); EnterCharingState(true);//차징시작 } else if (playerInput.chargeKey && state == TPState.CHARGING) { GameManager.Charger.SetActive(false); EnterCharingState(false); //차징종료 } if (state == TPState.CHARGING) { CheckArrowKey(); //차징 상태일때는 키를 체크한다. } }
private void EnterCharingState(bool value) { if (value) { state = TPState.CHARGING; rigid.velocity = Vector2.zero; } else { state = TPState.DEFAULT; } GameManager.SetCharginState(value); }
private void EnterStopState() { state = TPState.STOP; GameManager.SetScale(0); StartCoroutine(StopRoutine()); }