private void setAnimState(bool gnd, bool idl, bool mvR)
 {
     if (gnd)
     {
         if (idl)
         {
             currentState = animStates.gnd_idle;
         }
         else
         {
             if (mvR)
             {
                 currentState = animStates.gnd_move_right;
             }
             else
             {
                 currentState = animStates.gnd_move_left;
             }
         }
     }
     else
     {
         if (idl)
         {
             currentState = animStates.float_idle;
         }
         else
         {
             currentState = animStates.float_boost;
         }
     }
 }
Beispiel #2
0
        private void FixedUpdate()
        {
            if (rBody.velocity.x == 0)
            {
                a_States = animStates.a_Idle;
            }

            if (rBody.velocity.x > 0)
            {
                a_States = animStates.a_Walk; sRend.flipX = false;
            }

            if (rBody.velocity.x < 0)
            {
                a_States = animStates.a_Walk; sRend.flipX = true;
            }

            if (rBody.velocity.y > 0 || rBody.velocity.y < 0)
            {
                a_States = animStates.a_Jump;
            }
        }
    public void SetAnimationState(animStates stateToSet)
    {
        if (stateToSet == animationState)
        {
            return;
        }
        anim.SetFloat("Speed", 0);
        anim.SetBool("Sleep", false);
        anim.SetBool("Fight", false);
        animationState     = stateToSet;
        audioSource.volume = mainVolume;
        audioSource.pitch  = 1;
        audioSource.loop   = false;
        audioSource.Stop();

        switch (animationState)
        {
        case animStates.Idle:
            if (anim.isActiveAndEnabled)
            {
                anim.SetFloat("Speed", 0);
            }
            else
            {
                adultAnim.SetFloat("Speed", 0);
            }
            break;

        case animStates.Walking:
            if (anim.isActiveAndEnabled)
            {
                anim.SetFloat("Speed", 0.75f + stats.mStats.speed * 0.0025f);
            }
            else
            {
                adultAnim.SetFloat("Speed", 0.75f + stats.mStats.speed * 0.0025f);
            }
            break;

        case animStates.EatGround:
            anim.SetTrigger("Eat");
            audioSource.PlayOneShot(eatGround);
            break;

        case animStates.EatHand:
            anim.SetTrigger("EatFromHand");
            audioSource.PlayOneShot(eatHand);
            break;

        case animStates.Sleep:
            anim.SetBool("Sleep", true);
            audioSource.PlayOneShot(sleep);
            break;

        case animStates.Dead:
            anim.SetFloat("Speed", 0);
            anim.SetBool("Dead", true);
            audioSource.PlayOneShot(die);
            Destroy(this);
            Destroy(stats);
            Destroy(monster);
            break;

        case animStates.Lift:
            anim.SetTrigger("LiftObject");
            audioSource.PlayOneShot(pickUp);
            break;

        case animStates.Poop:
            audioSource.PlayOneShot(poop);
            anim.SetTrigger("DoTheDoo");
            break;

        case animStates.Sniff:
            anim.SetTrigger("Sniff");
            audioSource.PlayOneShot(sniff);
            break;

        case animStates.Petting:
            anim.SetTrigger("Petting");
            audioSource.PlayOneShot(enjoyPetting);
            break;

        case animStates.GetHit:
            anim.SetTrigger("Hit");
            audioSource.PlayOneShot(hit);
            break;

        case animStates.Hungry:
            anim.SetTrigger("");
            audioSource.PlayOneShot(hungry);
            break;

        case animStates.Yawn:
            audioSource.PlayOneShot(yawn);
            anim.SetTrigger("Yawn");
            break;

        case animStates.Dodge:
            anim.SetTrigger("Dodge");
            break;

        case animStates.Evolve:
            adultAnim.SetTrigger("Evolve");
            audioSource.PlayOneShot(evolve);
            evolveParticles.GetComponent <ParticleSystem>().Play();
            EventManager.instance.OnVictory();
            break;

        case animStates.Push:
            adultAnim.SetTrigger("Push");
            audioSource.PlayOneShot(push);
            break;

        case animStates.Smash:
            adultAnim.SetFloat("Speed", 0);
            adultAnim.SetTrigger("Smash");
            //audioSource.PlayOneShot(smash);
            break;

        case animStates.Fight:
            anim.SetBool("Fight", true);
            break;
        }
    }
Beispiel #4
0
    private void LateUpdate()
    {
        //Set AnimationState by character movement
        animState = animStates.idle;
        float speed = cc.velocity.magnitude;

        if (speed > walkthreshold)
        {
            animState = animStates.walk;
        }

        if (speed >= runthreshold)
        {
            animState = animStates.run;
        }

        switch (player.CurrentState)
        {
        case PlayerStates.DraculaDragBody:
            animState = animStates.pickUp;
            break;

        case PlayerStates.DraculaHideing:
            animState = animStates.hiding;
            break;

        case PlayerStates.DraculaStopHiding:
            animState = animStates.unhiding;
            break;

        case PlayerStates.DraculaHidden:
            break;

        case PlayerStates.DraculaSucking:
            animState = animStates.suck;
            break;

        case PlayerStates.DraculaBurning:
            break;

        case PlayerStates.TransformToBat:
            break;

        case PlayerStates.BatDefault:
            break;

        default:
            break;
        }

        if (speed > 0.25f)
        {
            isWalking = true;
        }
        else
        {
            isWalking = false;
        }

        //print((int)animState + " <<State>> " + anim.GetInteger("state") + " velocity : " + speed );
        UpdateAnimator((int)animState, speed, isWalking);
    }