private void Start() { stateBase = GetComponent <FighterStateBase>(); }
//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); }