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PlayerDodgeCon.cs
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PlayerDodgeCon.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerDodgeCon : MonoBehaviour
{
Vector3 mousePos;
[HideInInspector]
public bool playerDodgeCoolTime = false;
const float dodgeOutTime = 0.3f;
const float dodgeCoolTime = 0.6f;
float speed = 20;
[Header("잔상효과")]
[SerializeField]
private MotionTrailCon motionTrailCon;
PlayerSpCon spConScript;
PlayerInputScript inputScript;
PlayerAniScript aniScript;
private void Start()
{
aniScript = GetComponent<PlayerAniScript>();
inputScript = GetComponent<PlayerInputScript>();
spConScript = GetComponent<PlayerSpCon>();
}
// 구르는경우
//======================================================
void dodgeStart()
{
if (inputScript.state == PlayerState.dodge) return;
inputScript.state = PlayerState.dodge;
playerDodgeCoolTime = true;
motionTrailCon.startMotionTrail();
StartCoroutine("resetDodgeCoolTime");
}
public void dodgeAndGetKeyW()
{
switch (inputScript.mousePlace)
{
case MousePlace.top:
aniScript.playerAniRollFront();
break;
case MousePlace.bot:
aniScript.playerAniRollBack();
break;
case MousePlace.right:
aniScript.playerAniRollLeft();
break;
case MousePlace.left:
aniScript.playerAniRollRight();
break;
}
dodgeStart();
}
public void dodgeAndGetKeyS()
{
switch (inputScript.mousePlace)
{
case MousePlace.top:
aniScript.playerAniRollBack();
break;
case MousePlace.bot:
aniScript.playerAniRollFront();
break;
case MousePlace.right:
aniScript.playerAniRollRight();
break;
case MousePlace.left:
aniScript.playerAniRollLeft();
break;
}
dodgeStart();
}
public void dodgeAndGetKeyD()
{
switch (inputScript.mousePlace)
{
case MousePlace.top:
aniScript.playerAniRollRight();
break;
case MousePlace.bot:
aniScript.playerAniRollLeft();
break;
case MousePlace.right:
aniScript.playerAniRollFront();
break;
case MousePlace.left:
aniScript.playerAniRollBack();
break;
}
dodgeStart();
}
public void dodgeAndGetKeyA()
{
switch (inputScript.mousePlace)
{
case MousePlace.top:
aniScript.playerAniRollLeft();
break;
case MousePlace.bot:
aniScript.playerAniRollRight();
break;
case MousePlace.right:
aniScript.playerAniRollBack();
break;
case MousePlace.left:
aniScript.playerAniRollFront();
break;
}
dodgeStart();
}
void dodgeOut()
{
inputScript.state = PlayerState.idle;
aniScript.playerDodgeAniReset();
aniScript.playerAniWait();
inputScript.isDodge = false;
spConScript.isPlayerDodgeSucess = false;
}
IEnumerator resetDodgeCoolTime()
{
yield return new WaitForSeconds(dodgeOutTime);
dodgeOut();
yield return new WaitForSeconds(dodgeCoolTime);
playerDodgeCoolTime = false;
StopCoroutine("resetDodgeCoolTime");
}
}