private void Start()
 {
     stateBase = GetComponent <FighterStateBase>();
 }
示例#2
0
    //移動の取得
    public Direction GetPlayerMoveDirection(FighterStateBase _stateBase)
    {
        switch (playerDirection)
        {
        case "1":
            if (_stateBase.core.Direction == PlayerDirection.Right)
            {
                return(Direction.DownBack);
            }
            else
            {
                return(Direction.DownFront);
            }

        case "2":
            return(Direction.Down);

        case "3":
            if (_stateBase.core.Direction == PlayerDirection.Right)
            {
                return(Direction.DownFront);
            }
            else
            {
                return(Direction.DownBack);
            }

        case "4":
            if (_stateBase.core.Direction == PlayerDirection.Right)
            {
                return(Direction.Back);
            }
            else
            {
                return(Direction.Front);
            }

        case "5":
            return(Direction.Neutral);

        case "6":
            if (_stateBase.core.Direction == PlayerDirection.Right)
            {
                return(Direction.Front);
            }
            else
            {
                return(Direction.Back);
            }

        case "7":
            if (_stateBase.core.Direction == PlayerDirection.Right)
            {
                return(Direction.UpBack);
            }
            else
            {
                return(Direction.UpFront);
            }

        case "8":
            return(Direction.Up);

        case "9":
            if (_stateBase.core.Direction == PlayerDirection.Right)
            {
                return(Direction.UpFront);
            }
            else
            {
                return(Direction.UpBack);
            }
        }
        return(Direction.Neutral);
    }