// 드래그 public void Drag(BaseEventData _Data) { if (gameManager.GameEnd == true) { Debug.Log("JoyStick Script Drag() Log = GameEnd"); return; } if (playerFsm2.currentState == PlayerFSM2.State.Dead) { Debug.Log("JoyStick Script Player State Dead return"); return; } playerFsm2.chaseTarget = ""; MoveFlag = true; attackControl = true; attack.attackFlag = false; playerFsm2.Sendone = true; playerFsm2.ChangeState(PlayerFSM2.State.Idle, PlayerAni.ANI_WALK); myAni.ChangeAni(PlayerAni.ANI_WALK); if (skillButton.skill1Start == true) { myAni.ChangeAni(PlayerAni.ANI_RUN); } PointerEventData Data = _Data as PointerEventData; Vector3 Pos = Data.position; // 조이스틱을 이동시킬 방향을 구함.(오른쪽,왼쪽,위,아래) JoyVec = (Pos - StickFirstPos).normalized; // 조이스틱의 처음 위치와 현재 내가 터치하고있는 위치의 거리를 구한다. float Dis = Vector3.Distance(Pos, StickFirstPos); // 거리가 반지름보다 작으면 조이스틱을 현재 터치하고 있는곳으로 이동. if (Dis < Radius) { Stick.position = StickFirstPos + JoyVec * Dis; } // 거리가 반지름보다 커지면 조이스틱을 반지름의 크기만큼만 이동. else { Stick.position = StickFirstPos + JoyVec * Radius; } Player.eulerAngles = new Vector3(0, Mathf.Atan2(JoyVec.x, JoyVec.y) * Mathf.Rad2Deg, 0); //anim.SetBool("Move", MoveFlag); //string playerRotation = Player.transform.eulerAngles.ToString(); //playerRotation = playerRotation.Substring(1, playerRotation.Length - 2); network.Send(network.myId + "," + JoyVec.x + "," + JoyVec.y + "," + "MoveFlag"); Debug.Log("JoyVec.x:" + JoyVec.x + "JoyVec.y:" + JoyVec.y); }
private void ChangeState(State newState, int aniNum) { if (CurrentState == newState) { return; } m_Ani.ChangeAni(aniNum); CurrentState = newState; }
// Use this for initialization void ChangeState(State newState, int aniNumber) { if (m_CurrentState == newState) { return; } ani.ChangeAni(aniNumber); m_CurrentState = newState; }
// 스킬 데미지 이벤트 public void SkillCalculate() { if (skillButton.skill1Start == true) { skillButton.skill1Start = false; int attackPower = 100; remoteParams.SetEnemyAttack(attackPower); myAni.ChangeAni(PlayerAni.ANI_IDLE); print("플레이어 타이렁 캐릭터 스킬 1 발동"); } }
void ChangeState(State newState, int aniNum) { if (newState == State.Move) { myAni.ChangeAniMove(fHor, fVer); currentState = newState; } if (newState == State.Attack) { // myAni.ChangeAniAttack(aniNum,SkillNum); // currentState = newState; } else { if (currentState == newState) { return; } myAni.ChangeAni(aniNum); currentState = newState; } }