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- private Animator Character_animator;
- private bool shoot__ = false;
- private bool walk__ = false;
- private bool walk_back = false;
- public Transform target;
- public bool attack = true;
- private float speed = 2;
- // Use this for initialization
- void Start()
- {
- Character_animator = GetComponent<Animator>();
- }
- // Update is called once per frame
- void Update() {
- Character_animator.SetBool("fire", shoot__);
- Character_animator.SetBool("walk", walk__);
- Character_animator.SetBool("walk_back", walk_back);
- if (Input.GetKey(KeyCode.UpArrow)) {
- transform.position += transform.forward * speed * Time.deltaTime;
- walk__ = true;
- }
- else {
- walk__ = false;
- }
- if (Input.GetKey(KeyCode.DownArrow)) {
- transform.position -= transform.forward * speed * Time.deltaTime;
- walk_back = true;
- }
- else {
- walk_back = false;
- }
- if (Input.GetKey(KeyCode.LeftArrow)){
- transform.Rotate(0,-6f,0);
- }
- if (Input.GetKey(KeyCode.RightArrow)){
- transform.Rotate(0,6f,0);
- }
- }
- void OnAnimatorIK()
- {
- if (attack == false)
- {
- Character_animator.SetLookAtWeight(0, 0, 0, 0, 0);
- shoot__ = false;
- }
- else
- {
- shoot__ = true;
- Character_animator.SetLookAtPosition(target.transform.localPosition.normalized);
- Character_animator.SetLookAtWeight(1,1,1,1,1);
- }
- }
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