// Update is called once per frame void Update() { if (BonecoChange.currentAnim == BonecoChange.anim.comecoAndarDireita) { mySprite.Play("right"); BonecoChange.currentAnim = BonecoChange.anim.andandoDireita; } else if (BonecoChange.currentAnim == BonecoChange.anim.comecoAndarEsquerda) { mySprite.Play("left"); BonecoChange.currentAnim = BonecoChange.anim.andandoEsquerda; } else if (BonecoChange.currentAnim == BonecoChange.anim.comecoAndarCima) { mySprite.Play("up"); BonecoChange.currentAnim = BonecoChange.anim.andandoCima; } else if (BonecoChange.currentAnim == BonecoChange.anim.comecoAndarBaixo) { mySprite.Play("down"); BonecoChange.currentAnim = BonecoChange.anim.andandoBaixo; } else if (BonecoChange.currentAnim == BonecoChange.anim.ParouDireita) { mySprite.ShowFrame(9); BonecoChange.currentAnim = BonecoChange.anim.parado; } else if (BonecoChange.currentAnim == BonecoChange.anim.ParouEsquerda) { mySprite.ShowFrame(0); BonecoChange.currentAnim = BonecoChange.anim.parado; } else if (BonecoChange.currentAnim == BonecoChange.anim.ParouCima) { mySprite.ShowFrame(18); BonecoChange.currentAnim = BonecoChange.anim.parado; } else if (BonecoChange.currentAnim == BonecoChange.anim.ParouBaixo) { mySprite.ShowFrame(27); BonecoChange.currentAnim = BonecoChange.anim.parado; } }
void Update() { // run left if (xa.isLeft && !xa.onRope && !xa.onLadder && !xa.falling && currentAnim != xa.anim.WalkLeft) { currentAnim = xa.anim.WalkLeft; mySprite.Play("runLeft"); } if (!xa.isLeft && !xa.onRope && !xa.falling && currentAnim != xa.anim.StandLeft && xa.facingDir == 1) { currentAnim = xa.anim.StandLeft; mySprite.Play("standLeft"); // stand left } // run right if (xa.isRight && !xa.onRope && !xa.onLadder && !xa.falling && currentAnim != xa.anim.WalkRight) { currentAnim = xa.anim.WalkRight; mySprite.Play("runRight"); } if (!xa.isRight && !xa.onRope && !xa.falling && currentAnim != xa.anim.StandRight && xa.facingDir == 2) { currentAnim = xa.anim.StandRight; mySprite.Play("standRight"); // stand left } // climb if (xa.isUp && xa.onLadder && currentAnim != xa.anim.Climb) { currentAnim = xa.anim.Climb; mySprite.Play("climb"); } if (!xa.isUp && xa.onLadder && currentAnim != xa.anim.ClimbStop && xa.facingDir == 3) { currentAnim = xa.anim.ClimbStop; mySprite.ShowFrame(1); // climb left } if (xa.isDown && xa.onLadder && currentAnim != xa.anim.Climb) { currentAnim = xa.anim.Climb; mySprite.Play("climb"); } if (!xa.isDown && xa.onLadder && currentAnim != xa.anim.ClimbStop && xa.facingDir == 4) { currentAnim = xa.anim.ClimbStop; mySprite.ShowFrame(1); // climb left } // rope if (xa.isLeft && xa.onRope && currentAnim != xa.anim.RopeLeft) { currentAnim = xa.anim.RopeLeft; mySprite.Play("ropeLeft"); } if (!xa.isLeft && xa.onRope && currentAnim != xa.anim.HangLeft && xa.facingDir == 1) { currentAnim = xa.anim.HangLeft; mySprite.ShowFrame(6); // hang left } if (xa.isRight && xa.onRope && currentAnim != xa.anim.RopeRight) { currentAnim = xa.anim.RopeRight; mySprite.Play("ropeRight"); } if (!xa.isRight && xa.onRope && currentAnim != xa.anim.HangRight && xa.facingDir == 2) { currentAnim = xa.anim.HangRight; mySprite.ShowFrame(9); // hang right } // falling if (xa.falling && currentAnim != xa.anim.FallLeft && xa.facingDir == 1) { currentAnim = xa.anim.FallLeft; mySprite.ShowFrame(2); // fall left } if (xa.falling && currentAnim != xa.anim.FallRight && xa.facingDir == 2) { currentAnim = xa.anim.FallRight; mySprite.ShowFrame(3); // fall right } // shooting if (xa.shooting && currentAnim != xa.anim.ShootLeft && xa.facingDir == 1) { currentAnim = xa.anim.ShootLeft; mySprite.ShowFrame(10); // shoot left } if (xa.shooting && currentAnim != xa.anim.ShootRight && xa.facingDir == 2) { currentAnim = xa.anim.ShootRight; mySprite.ShowFrame(11); // shoot right } }