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54 lines
1.6 KiB
C#

2 weeks ago
using System.Collections;
using UnityEngine;
using Sirenix.OdinInspector;
using DG.Tweening;
public class attackTest : MonoBehaviour
{
public Animator animator = null;
public int AttackLayerIndex = 2;
public int AttackCount = 3;
private bool _canAttack = true;
private float _attackWeight = 0f;
private float _attackIdle = 0f;
private int _attackType = 0;
private IEnumerator _attackRoutine = null;
private void Awake() => _attackRoutine = AttackIdle();
void Update()
{
animator.SetLayerWeight(AttackLayerIndex, _attackWeight);
animator.SetFloat("Idle", _attackIdle);
}//Update() end
[Button]
public async void Attack()
{
if (_canAttack is false)
return;
StopCoroutine(_attackRoutine);
DOTween.Kill(_attackWeight);
_attackRoutine = AttackIdle();
StartCoroutine(_attackRoutine);
_canAttack = false;
_attackType = _attackType >= AttackCount ? 0 : _attackType;
animator.SetInteger("AttackType", _attackType);
animator.SetTrigger("Attack");
DOTween.To(()=> _attackWeight, x=> _attackWeight = x, 1f, 0.5f);
if(!await Tasks.Delay(0.8f)) return;
DOTween.To(()=> _attackWeight, x=> _attackWeight = x, 0f, 0.5f);
_attackType++;
_canAttack = true;
}//Attack() end
private IEnumerator AttackIdle()
{
DOTween.Kill(_attackIdle);
DOTween.To(()=> _attackIdle, x=> _attackIdle = x, 1f, 0.5f);
yield return new WaitForSeconds(5.0f);
DOTween.To(()=> _attackIdle, x=> _attackIdle = x, 0f, 0.5f);
}//Coroutine() end
}