private void StateIdle() { switch (currentState) { case State.MoveHorizontal: mover.CancelMove(); break; } SetState(State.Idle); }
public override void Attack() { switch (currentState) { case State.Idle: break; case State.MoveHorizontal: mover.CancelMove(); StateAttack(); fighter.StartAttack(); break; } }
// Animation event public void Skill2End() { playerScill2Collider.SetActive(false); rb.constraints = RigidbodyConstraints2D.FreezeRotation; mover.CancelMove(); if (!jump.isGrounded) { unit.Fell(); return; } unit.DisableState(); }
public void Melee1() { switch (currentState) { case State.Idle: UseAttack(); break; case State.MoveHorizontal: mover.CancelMove(); UseAttack(); break; } void UseAttack() { StateAttack(); attackNumber++; fighter.StartAttack(); Task.current.Succeed(); } }