public void AppendFlag(DepressionState state) { Depression |= state; }
public void RemoveFlag(DepressionState state) { Depression &= ~state; }
public static Boolean isSet(DepressionState state) { return ((state & Depression) == state); }
public void startDepression(DepressionState flag) { this.toSet = flag; onGo = 1; }
// schaut ob die Flag vorhanden ist oder nicht und reagiert dementsprechend public void setFlag(DepressionState flag) { if ((Depression & flag) == flag) RemoveFlag(flag); else AppendFlag(flag); }
/// <summary> /// 踏みつけジャンプを実行 /// 点作成攻撃 /// </summary> private void JumpTrampled() { Jumping(); isAirDashPossible = true; animator.SetBool(isTrampledID, true); currentState = new DepressionState(this); powerPointCreator.Create(transform.position); LockOnRelease(); }
/// <summary> /// プレイヤーにジャンプさせる /// </summary> private void Jumping() { jumpVY = jumpPower; currentJumpState = JumpState.Jumping; // 正しくアニメーションを遷移させるために接地フラグをfalseに animator.SetBool(isGroundedID, false); animator.SetTrigger(isJumpID); currentState = new DepressionState(this); }