Inheritance: MonoBehaviour
 // Use this for initialization
 void Start()
 {
     playerPosition_p   = playerPosition.During;
     canMoving          = true;
     playerStatus_p     = playerStatus.Stand;
     playerMovingType_p = playerMovingType.Stop;
 }
    void InputPlayer()
    {
        if (InputMgr.vertical >= 0.7f || InputMgr.vertical <= -0.7f)
        {
            if (InputMgr.vertical > 0.0f && canMoving == true)
            {
                canMoving = false;
                switch (playerPosition_p)
                {
                case playerPosition.Before:
                    playerPosition_p   = playerPosition.Before;
                    playerMovingType_p = playerMovingType.Up;
                    break;

                case playerPosition.During:
                    playerPosition_p   = playerPosition.Before;
                    playerMovingType_p = playerMovingType.Up;
                    break;

                case playerPosition.After:
                    playerPosition_p   = playerPosition.During;
                    playerMovingType_p = playerMovingType.Up;
                    break;
                }
                playerStatus_p = playerStatus.Moving;
            }
            else if (InputMgr.vertical < 0.0f && canMoving == true)
            {
                canMoving = false;
                switch (playerPosition_p)
                {
                case playerPosition.Before:
                    playerPosition_p   = playerPosition.During;
                    playerMovingType_p = playerMovingType.Down;
                    break;

                case playerPosition.During:
                    playerPosition_p   = playerPosition.After;
                    playerMovingType_p = playerMovingType.Down;
                    break;

                case playerPosition.After:
                    playerPosition_p   = playerPosition.After;
                    playerMovingType_p = playerMovingType.Down;
                    break;
                }
                playerStatus_p = playerStatus.Moving;
            }
        }
        if (InputMgr.horizontal != 0.0f)
        {
            transform.position += transform.right * InputMgr.horizontal * Time.deltaTime * speed;
            playerStatus_p      = playerStatus.Moving;
        }
        if (InputMgr.vertical == 0.0f && InputMgr.horizontal == 0.0f)
        {
            playerStatus_p = playerStatus.Stand;
        }
    }
示例#3
0
    void OnMouseDown()
    {
        Debug.Log("Node " + u_id.ToString());
        playerPosition playerPos = GameObject.FindWithTag("Player").GetComponent <playerPosition>();

        if (playerPos.inDungeon)
        {
            if (StepController.totalSteps > stepCost && (playerPos.dungeonID - 1 == u_id || playerPos.dungeonID + 1 == u_id))
            {
                StepController.totalSteps -= stepCost;
                playerPos.dungeonID        = u_id;
                stepCost = 0;
            }
        }
        else
        {
            if (StepController.totalSteps > stepCost && (playerPos.worldID - 1 == u_id || playerPos.worldID + 1 == u_id))
            {
                StepController.totalSteps -= stepCost;
                playerPos.worldID          = u_id;
                stepCost = 0;
            }
        }
    }