// Update is called once per frame void Update() { playerStatus.OnUpdate(); if (Input.anyKey) { foreach (KeyCode code in Enum.GetValues(typeof(KeyCode))) { if (Input.GetKey(code)) { switch (code) { case KeyCode.W: case KeyCode.A: case KeyCode.S: case KeyCode.D: ChangeStatus(EPlayerState.Run); break; default: ChangeStatus(EPlayerState.Idle); break; } } if (Input.GetKeyDown(code)) { switch (code) { case KeyCode.V: ChangeStatus(EPlayerState.Atk, code); StartCoroutine(EffectPlayer.Instance.ShotMagicEffect("EnergeBlast", target.transform.position)); break; case KeyCode.X: ChangeStatus(EPlayerState.Atk, code); StartCoroutine(EffectPlayer.Instance.ShotMagicEffect("FireShot", target.transform.position)); break; case KeyCode.C: ChangeStatus(EPlayerState.Atk, code); StartCoroutine(EffectPlayer.Instance.ShotMagicEffect("FrameBall", target.transform.position)); break; case KeyCode.B: ChangeStatus(EPlayerState.Atk, code); StartCoroutine(EffectPlayer.Instance.ShotMagicEffect("GreenCore", target.transform.position)); break; case KeyCode.Space: ChangeStatus(EPlayerState.Jump); break; default: ChangeStatus(EPlayerState.Idle); break; } } } } else { ChangeStatus(EPlayerState.Idle); } }