miepzerino
2023-12-14 4149ece4bf9e151ead4ae28f6526ef722928d4a4
Assets/Scripts/PlayerController.cs
@@ -1,3 +1,4 @@
using System;
using System.ComponentModel.Design;
using UnityEngine;
using UnityEngine.InputSystem;
@@ -9,13 +10,58 @@
    public float maxFallSpeed = -20f;
    Vector2 moveInput;
    public bool IsMoving { get; private set; }
    Rigidbody2D rb;
    Animator animator;
    Animator animator_rotor;
    public GameObject rotorGO;
    TouchingDirections touchingDirections;
    [SerializeField]
    private bool _isMoving;
    public bool IsMoving
    {
        get { return _isMoving; }
        private set
        {
            _isMoving = value;
            animator.SetBool(AnimationStrings.Player.IsMoving, value);
        }
    }
    [SerializeField]
    private bool _isFlying;
    public bool IsFlying
    {
        get { return _isFlying; }
        private set
        {
            _isFlying = value;
            animator.SetBool(AnimationStrings.Player.IsFlying, value);
            animator_rotor.SetBool(AnimationStrings.Player.IsFlying, value);
        }
    }
    private bool _isFacingRight = true;
    public bool IsFacingRight
    {
        get { return _isFacingRight; }
        set
        {
            if (_isFacingRight != value)
            {
                transform.localScale *= new Vector2(-1, 1);
            }
            _isFacingRight = value;
        }
    }
    private void Awake()
    {
        rb = GetComponent<Rigidbody2D>();
        animator = GetComponent<Animator>();
        animator_rotor = rotorGO.GetComponent<Animator>();
        touchingDirections = GetComponent<TouchingDirections>();
    }
    // Start is called before the first frame update
@@ -64,7 +110,36 @@
    {
        moveInput = context.ReadValue<Vector2>();
        IsMoving = moveInput != Vector2.zero;
        IsMoving = moveInput.x != 0;
        IsFlying = (moveInput.y != 0);
        SetFacingDirection(moveInput);
    }
    private void SetFacingDirection(Vector2 moveInput)
    {
        if (moveInput.x > 0 && !IsFacingRight)
        {
            IsFacingRight = true;
        }
        else if (moveInput.x < 0 && IsFacingRight)
        {
            IsFacingRight = false;
        }
    }
    //public void OnRun(InputAction.CallbackContext context)
    //{
    //    if (context.started) // Button pressed
    //    {
    //        _isRunning = true;
    //    }
    //    else if (context.canceled) // Button released
    //    {
    //        _isRunning = false;
    //    }
    //}
}