public override void GetInputKey() { Debug.Log(UB_sword.GetIsPressedDown()); Debug.Log(UB_sword.GetIsPressed()); if (Input.GetKey(KeyCode.Z) || UB_sword.GetIsPressed()) { isPressed = true; } else { isPressed = false; } if (isPressed) { pressTime += Time.deltaTime; } else { pressTime = 0; } }
public override void ChangeState() { // 接地している場合 if (animator.GetBool("isGround")) { //ため攻撃 if ((state == "Slashing_R") && (Input.GetKeyUp(KeyCode.Z) || UB_sword.GetIsPressedUp())) { state = "Slashing"; isPressed = false; } //ため攻撃(準備) else if (isPressed && pressTime >= longPressIntervalTime) { if (!SkillLearned.GetSkillActive("Slashing")) { return; } state = "Slashing_R"; } //ポーション投げ else if (Input.GetKeyDown(KeyCode.A)) { state = "Potion"; } //上攻撃 else if ((Input.GetKeyDown(KeyCode.Z) || UB_sword.GetIsPressedDown()) && (Input.GetKey(KeyCode.UpArrow) || UB_up.GetIsPressed())) { state = "HighSlash"; } //横攻撃 else if (((Input.GetKeyDown(KeyCode.Z) || UB_sword.GetIsPressedDown()) && (Input.GetKey(KeyCode.LeftArrow) || UB_left.GetIsPressed())) || ((Input.GetKeyDown(KeyCode.Z) || UB_sword.GetIsPressedDown()) && (Input.GetKey(KeyCode.RightArrow) || UB_right.GetIsPressed()))) { state = "ThrowSword"; } //下攻撃 else if (((Input.GetKeyDown(KeyCode.Z) || UB_sword.GetIsPressedDown()) && (Input.GetKey(KeyCode.DownArrow) || UB_down.GetIsPressed()))) { state = "Iai"; } // 1コンボ else if ((Input.GetKeyDown(KeyCode.Z) || UB_sword.GetIsPressedDown()) && !isComboing) { state = "ATTACK1"; isComboing = true; }// 2コンボ else if (animator.GetCurrentAnimatorStateInfo(0).IsName("Attack1") && (Input.GetKeyDown(KeyCode.Z) || UB_sword.GetIsPressedDown())) { state = "ATTACK2"; }// 3コンボ else if (animator.GetCurrentAnimatorStateInfo(0).IsName("Attack2") && (Input.GetKeyDown(KeyCode.Z) || UB_sword.GetIsPressedDown()) && isAttack3) { state = "ATTACK3"; }// 派生コンボ(ハンマー) else if (animator.GetCurrentAnimatorStateInfo(0).IsName("Attack2") && (Input.GetKeyDown(KeyCode.Z) || UB_sword.GetIsPressedDown()) && isHamma) { state = "Hamma"; }// 派生コンボ(鎌) else if (animator.GetCurrentAnimatorStateInfo(0).IsName("Hamma") && (Input.GetKeyDown(KeyCode.Z) || UB_sword.GetIsPressedDown())) { state = "Sickle"; } else if (animator.GetCurrentAnimatorStateInfo(0).IsName("AirAttack3_loop")) { state = "AirATTACK3E"; isAAttack3 = false; } else if (animator.GetCurrentAnimatorStateInfo(0).IsName("AirRaid")) { state = "IDLE"; GetComponent <PlayerAttackCollider>().AttackEnd(); boxCol.enabled = false; PC.UnFreezGravity(); rb.velocity = new Vector2(0, 0); } else if (animator.GetCurrentAnimatorStateInfo(0).IsName("Idle")) { state = "IDLE"; isComboing = false; } } else//空中にいる場合 { // if (animator.GetCurrentAnimatorStateInfo(0).IsName("AirHighSlash_loop") && rb.velocity.y < 0.5f) { state = "AHighSlashE"; return; } //空中上攻撃 if (((Input.GetKeyDown(KeyCode.Z) || UB_sword.GetIsPressedDown()) && Input.GetKey(KeyCode.UpArrow))) { if (!SkillLearned.GetSkillActive("HighSlash")) { return; } state = "AirHighSlash"; } //空中横攻撃 else if (((Input.GetKeyDown(KeyCode.Z) || UB_sword.GetIsPressedDown()) && (Input.GetKey(KeyCode.LeftArrow) || UB_left.GetIsPressed())) || ((Input.GetKeyDown(KeyCode.Z) || UB_sword.GetIsPressedDown()) && (Input.GetKey(KeyCode.RightArrow) || UB_right.GetIsPressed()))) { state = "AirRaid"; } //空中兜割り else if (((Input.GetKeyDown(KeyCode.Z) || UB_sword.GetIsPressedDown()) && (Input.GetKey(KeyCode.DownArrow) || UB_down.GetIsPressed())) && !isAAttack3) { state = "AirATTACK3S"; rb.velocity = new Vector2(0, 2); isAAttack3 = true; } // 空中兜割り(落下) else if (animator.GetCurrentAnimatorStateInfo(0).IsName("AirAttack3_loop")) { rb.AddForce(new Vector2(0, -50)); }// 空中1コンボ else if ((Input.GetKeyDown(KeyCode.Z) || UB_sword.GetIsPressedDown()) && !isComboing) { state = "AirATTACK1"; isComboing = true; rb.velocity = new Vector2(0, 2); } // 空中2コンボ else if (animator.GetCurrentAnimatorStateInfo(0).IsName("AirAttack1") && (Input.GetKeyDown(KeyCode.Z) || UB_sword.GetIsPressedDown())) { state = "AirATTACK2"; rb.velocity = new Vector2(0, 2); } else if (animator.GetCurrentAnimatorStateInfo(0).IsName("Fall")) { state = "FALL"; isComboing = false; isAAttack3 = false; } } }