From 7e0b5c508d326a83202b23e612e11317ffdf5551 Mon Sep 17 00:00:00 2001
From: miepzerino <o.skotnik@gmail.com>
Date: Fri, 08 Dec 2023 16:08:47 +0000
Subject: [PATCH] Added animation for player + rotor while flying
---
Assets/Scripts/PlayerController.cs | 77 +++++++++++++++++++++++++++++++++++++-
1 files changed, 75 insertions(+), 2 deletions(-)
diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs
index dea097f..8004533 100644
--- a/Assets/Scripts/PlayerController.cs
+++ b/Assets/Scripts/PlayerController.cs
@@ -1,3 +1,4 @@
+using System;
using System.ComponentModel.Design;
using UnityEngine;
using UnityEngine.InputSystem;
@@ -9,13 +10,55 @@
public float maxFallSpeed = -20f;
Vector2 moveInput;
- public bool IsMoving { get; private set; }
+ [SerializeField]
+ private bool _isMoving;
+ public bool IsMoving
+ {
+ get { return _isMoving; }
+ private set
+ {
+ _isMoving = value;
+ animator.SetBool("IsMoving", value);
+ }
+ }
+
+ [SerializeField]
+ private bool _isFlying;
+ public bool IsFlying
+ {
+ get { return _isFlying; }
+ private set
+ {
+ _isFlying = value;
+ animator.SetBool("IsFlying", value);
+ rotorSprite.enabled = value;
+ }
+ }
+
+ private bool _isFacingRight = true;
+
+ public bool IsFacingRight
+ {
+ get { return _isFacingRight; }
+ set {
+ if (_isFacingRight != value)
+ {
+ transform.localScale *= new Vector2(-1, 1);
+ }
+ _isFacingRight = value; }
+ }
+
Rigidbody2D rb;
+ Animator animator;
+ public GameObject rotorGO;
+ SpriteRenderer rotorSprite;
private void Awake()
{
rb = GetComponent<Rigidbody2D>();
+ animator = GetComponent<Animator>();
+ rotorSprite = rotorGO.GetComponent<SpriteRenderer>();
}
// Start is called before the first frame update
@@ -32,6 +75,8 @@
private void FixedUpdate()
{
+
+ Debug.Log(moveInput.x);
if (moveInput.y == 0)
{
if (rb.velocity.y <= maxFallSpeed)
@@ -64,7 +109,35 @@
{
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;
+ // }
+
+ //}
}
--
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