示例#1
0
    // 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);
    }
示例#2
0
    private void ChangeState(State newState, int aniNum)
    {
        if (CurrentState == newState)
        {
            return;
        }

        m_Ani.ChangeAni(aniNum);
        CurrentState = newState;
    }
示例#3
0
    // Use this for initialization

    void ChangeState(State newState, int aniNumber)
    {
        if (m_CurrentState == newState)
        {
            return;
        }

        ani.ChangeAni(aniNumber);
        m_CurrentState = newState;
    }
示例#4
0
 // 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");
     }
 }
示例#5
0
    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;
        }
    }