Beispiel #1
0
    private void Update()
    {
        // Check if the deployed animation has already played.
        if (!_deployed)
        {
            if (_spriterAnimator == null)
            {
                _spriterAnimator = GetComponent <SpriterDotNetBehaviour>().Animator;
                _animationList   = _spriterAnimator.GetAnimations().ToList();
            }

            // Initially get the sniper's position relative to the camera view
            _GOpos = Camera.main.WorldToViewportPoint(transform.position);

            // KEEP CHECKING IF THE SNIPER IS WITHIN THE SCREEN TO ENSURE THE PLAYER SEES THE DEPLOY ANIMATION
            if (_GOpos.x > 0.1f && _GOpos.x < 0.9f && _GOpos.y > 0.1 && _GOpos.y < 0.9F)
            {
                StartCoroutine(DeployDelay());
                _deployed = true;
            }
        }
        else
        {
            if (_currentIndex != _previousIndex)
            {
                Play(_currentIndex);
                _previousIndex = _currentIndex;
            }
        }
    }
Beispiel #2
0
    private string GetAnimation(int animationNum)
    {
        List <string> animations = _animator.GetAnimations().ToList();

        _landingDuration = animations[0].Length * 0.001f;
        return(animations[animationNum]);
    }
    private void Update()
    {
        if (_spriterAnimator == null)
        {
            _spriterAnimator = GetComponent <SpriterDotNetBehaviour>().Animator;
            _animationList   = _spriterAnimator.GetAnimations().ToList();
        }

        if (_collisionState.OnSolidGround)
        {
            if (Time.time - _timer > 1.0f)
            {
                _controller.SetButtonPressTime(Buttons.MoveRight);
                _walkingMovementRequest.RequestMovement(Buttons.MoveRight);
                if (_currentIndex != _previousIndex)
                {
                    Play(_currentIndex);
                    _previousIndex = _currentIndex;
                }
            }
        }
        else
        {
            _timer = Time.time;
        }
    }
Beispiel #4
0
    private static string GetAnimation(UnityAnimator animator, int offset)
    {
        List <string> animations = animator.GetAnimations().ToList();
        int           index      = animations.IndexOf(animator.CurrentAnimation.Name);

        index += offset;
        if (index >= animations.Count)
        {
            index = 0;
        }
        if (index < 0)
        {
            index = animations.Count - 1;
        }
        return(animations[index]);
    }
Beispiel #5
0
    // This is not Unity. This is SpriterDotNetUnity. This code is based on an example
    // straight from the developer. 1. generate a list of all the avaialbe animations.
    // 2. get the index of the animation you are looking for. 3. Offset the index to find the
    // correct animation.
    private string GetAnimation(int offset)
    {
        if (_animator != null)
        {
            List <string> animations = _animator.GetAnimations().ToList();
            int           index      = animations.IndexOf(_animator.CurrentAnimation.Name);
            index += offset;
            if (index >= animations.Count)
            {
                index = 0;
            }
            if (index < 0)
            {
                index = animations.Count - 1;
            }
            return(animations[index]);
        }

        return("error");
    }
    private void Update()
    {
        if (_spriterAnimator == null)
        {
            _spriterAnimator = GetComponent <SpriterDotNetBehaviour>().Animator;
            _animationList   = _spriterAnimator.GetAnimations().ToList();
        }

        _grounded = _collisionState.OnSolidGround;

        _currentIndex  = _shotgunGO.isActiveAndEnabled ? 0 : 23; // Check if the shotgun or the machine gun is active
        _currentIndex += !_grounded ? 0 : 6;                     // Check if the player is falling or is on the ground.

        // If the player is on the ground, check if the player is standing still or running.
        if (_currentIndex == 6 || _currentIndex == 29)
        {
            _currentIndex += _controller.GetButtonPress(Buttons.MoveLeft) || _controller.GetButtonPress(Buttons.MoveRight) ? 6 : 0;
        }

        if (_controller.GetButtonPress(Buttons.AimDown) || _controller.GetButtonPress(Buttons.AimLeft) ||
            _controller.GetButtonPress(Buttons.AimRight) || _controller.GetButtonPress(Buttons.AimUp) || _controller.GetButtonPress(Buttons.Shoot))
        {
            switch (_controller.AimDirection)
            {
            case 0:
            case 180:
                _currentIndex += 3; break;

            case 45:
            case 135:
                _currentIndex += 2; break;

            case 90:
                _currentIndex += 1; break;

            case 270:
                _currentIndex += 5; break;

            case 225:
            case 315:
                _currentIndex += 4; break;

            default:
                _currentIndex += 3; break;
            }
        }

        if (_grounded)
        {
            if (_controller.GetButtonPress(Buttons.MoveLeft) && _controller.GetButtonPress(Buttons.AimRight) ||
                _controller.GetButtonPress(Buttons.MoveRight) && _controller.GetButtonPress(Buttons.AimLeft))
            {
                _currentIndex += 5;
            }
        }

        if (_currentIndex != _previousIndex)
        {
            Play(_currentIndex);
            _previousIndex = _currentIndex;
        }
    }