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ring ring
\\ _
\( •_•) F
< ⌒ヽ A
/ へ\ B
/ / \\ U
レ ノ ヽ_つ L
/ / O
/ /| U
( (ヽ S
| |、\
| 丿 \ ⌒)
| | ) /
`ノ ) Lノ
(_/
anim.SetFloat("Speed", (Mathf.Abs(Input.GetAxis("Vertical")) + Mathf.Abs(Input.GetAxis("Horizontal"))));
if (Input.GetButtonDown("Fire1"))
{
Attacking();
}
}
void Attacking()
{
StartCoroutine(AttackRoutine());
}
IEnumerator AttackRoutine()
{
anim.SetBool("isAttacking", true);
yield return new WaitForSeconds(2);
anim.SetBool("isAttacking", false);
}
public void KnockBack(Vector3 direction)
{
knockBackCounter = knockBackTime;
direction = new Vector3(1f, 1f, 1f);
moveDirection = direction * knockBackForce;
}
}
{
knockBackCounter -= Time.deltaTime;
}
moveDirection.y = moveDirection.y + (Physics.gravity.y * gravityScale * Time.deltaTime);
controller.Move(moveDirection * Time.deltaTime);
if (Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0)
{
transform.rotation = Quaternion.Euler(0f, pivot.rotation.eulerAngles.y, 0f);
Quaternion newRotation = Quaternion.LookRotation(new Vector3(moveDirection.x, 0f, moveDirection.z));
playerModel.transform.rotation = Quaternion.Slerp(playerModel.transform.rotation, newRotation, rotateSpeed * Time.deltaTime);
}
{
if (knockBackCounter <= 0)
{
//moveDirection = new Vector3(Input.GetAxis("Horizontal") * moveSpeed, moveDirection.y, Input.GetAxis("Vertical") * moveSpeed);
float yStore = moveDirection.y;
moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
moveDirection = moveDirection.normalized * moveSpeed;
moveDirection.y = yStore;
if (controller.isGrounded)
{
moveDirection.y = 0f;
if (Input.GetButtonDown("Jump"))
{
moveDirection.y = jumpForce;
}
}
}
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float moveSpeed = 5f;
//public Rigidbody rb;
public float jumpForce = 5f;
public CharacterController controller;
public float gravityScale = 1f;
private Vector3 moveDirection;
public Animator anim;
public Transform pivot;
public float rotateSpeed;
public GameObject playerModel;
public float knockBackForce;
public float knockBackTime;
private float knockBackCounter;
void Start()
{
controller = GetComponent<CharacterController>();
}