void ZombieButton() { switch (m_job) { case PlayerJob.GeroZomie: if (m_playerInput.button_A && !m_jump) { m_rigid2D.AddForce(Vector2.up * m_flap); m_playerAnimations.JumpAnimation(); m_jump = true; } if (m_playerInput.button_B) { if (m_ShotSoul) { Instantiate(m_Soul, transform.position, transform.rotation); } m_ShotSoul = false; } if (m_playerInput.button_X) { m_playerAnimations.GeroAnimation(); this.gameObject.GetComponent <ZombieController>().AttackCoal1(); } if (m_playerInput.button_Y) { m_playerAnimations.AtteckAnimation(); } break; case PlayerJob.Dogzombie: if (m_playerInput.button_A && !m_jump) { m_rigid2D.AddForce(Vector2.up * m_flap); m_playerAnimations.JumpAnimation(); m_jump = true; } if (m_playerInput.button_B) { if (m_ShotSoul) { Instantiate(m_Soul, transform.position, transform.rotation); } m_ShotSoul = false; } if (m_playerInput.button_X) { //this.gameObject.GetComponent<ZombieController>().AttackCoal1(); } if (m_playerInput.button_Y) { //m_playerAnimations.AtteckAnimation(); } break; case PlayerJob.PowerZombie: if (m_playerInput.button_A && !m_jump) { /* * m_rigid2D.AddForce(Vector2.up * m_flap); * m_playerAnimations.JumpAnimation(); * m_jump = true; */ } if (m_playerInput.button_B) { if (m_ShotSoul) { Instantiate(m_Soul, transform.position, transform.rotation); } m_ShotSoul = false; } if (m_playerInput.button_X) { Debug.Log("tak"); m_playerAnimations.TackleAnimation(); this.gameObject.GetComponent <ZombieController>().AttackCoal1(); } if (m_playerInput.button_Y) { m_playerAnimations.AtteckAnimation(); } break; case PlayerJob.BirdZombie: if (m_playerInput.button_A && !m_jump) { m_rigid2D.AddForce(Vector2.up * m_flap); m_playerAnimations.JumpAnimation(); m_jump = true; } if (m_playerInput.button_B) { Debug.Log("a"); if (m_ShotSoul) { Instantiate(m_Soul, transform.position, transform.rotation); } m_ShotSoul = false; } if (m_playerInput.button_X) { m_rigid2D.AddForce(Vector2.up * 10f); m_playerAnimations.FlyAnimation(); } if (m_playerInput.button_Y) { m_playerAnimations.AtteckAnimation(); } break; default: break; } }