// Update is called once per frame void Update() { // Turn Left if(movement.isLeft && !jelly.isHurt && !movement.thrust && !movement.increasing && currentAnim != anim.moveleft) { currentAnim = anim.moveleft; mySprite.Play("moveleft"); } // Turn Right if(movement.isRight && !jelly.isHurt && !movement.thrust && !movement.increasing && currentAnim != anim.moveleft) { currentAnim = anim.moveright; mySprite.Play("moveright"); } // Is Increasing if(!movement.isLeft && !movement.isRight && !jelly.isHurt && movement.increasing && !movement.thrust && currentAnim != anim.thrust) { currentAnim = anim.thrust; mySprite.Play("thrust"); } // Is Hurt if(jelly.isHurt && currentAnim != anim.hurt) { currentAnim = anim.hurt; mySprite.Play("hurt"); } // Reset Animation if(!movement.isLeft && !movement.isRight && !movement.increasing && !jelly.isHurt && currentAnim != anim.idle) { currentAnim = anim.idle; mySprite.Play("idle"); } }
public void OnColissionEnter(Collision collision) { Debug.Log("Colidiu!"); Dialogos.exibirOld = true; mover = false; currentAnim = anim.andandoBaixo; }
void Update() { // run left if (((character.isLeft == true) || (character.isUp == true)) && (currentAnim != anim.WalkLeft)) { currentAnim = anim.WalkLeft; playerSprite.Play("run"); spriteParent.localScale = new Vector3(-1,1,1); } // stand left if((character.isLeft == false) && (character.isUp == false) && (character.isDown == false) && (currentAnim != anim.StandLeft) && (character.facingDir == Character.facing.Left)) { currentAnim = anim.StandLeft; playerSprite.Play("stand"); // stand left spriteParent.localScale = new Vector3(-1,1,1); } // run right if(((character.isRight == true) || (character.isDown == true)) && (currentAnim != anim.WalkRight)) { currentAnim = anim.WalkRight; playerSprite.Play("run"); spriteParent.localScale = new Vector3(1,1,1); } // stand right if((character.isRight == false) && (character.isUp == false) && (character.isDown == false) && (currentAnim != anim.StandRight) && (character.facingDir == Character.facing.Right)) { currentAnim = anim.StandRight; playerSprite.Play("stand"); // stand right spriteParent.localScale = new Vector3(1,1,1); } }
public void updateMovement() { float xAtual = 0; if (direcao) { xAtual = -3; if (currentAnim != anim.andandoEsquerda) { currentAnim = anim.comecoAndarEsquerda; } } else { xAtual = 3; if (currentAnim != anim.andandoDireita) { currentAnim = anim.comecoAndarDireita; } } Vector2 movement = new Vector2(xAtual * 5, 0); movement *= Time.deltaTime * moveSpeed; mySprite.position = Vector3.Lerp(mySprite.position, movement + mySprite.position, Time.time); //mySprite.position += movement; }
void OnTriggerEnter(Collider otherObj) { Debug.Log("Colidiu!"); Dialogos.exibirBoy = true; mover = false; currentAnim = anim.andandoBaixo; }
// Update is called once per frame void Update() { // If the fish is facing left and the jellyfish is far, play an idle animation if(fish.isLeft && !fish.isRight && fish.idle && !fish.near && !fish.veryNear && currentAnim != anim.IdleLeft) { currentAnim = anim.IdleLeft; mySprite.Play("idleleft"); } // If the fish is facing left and the jellyfish is near, play a near animation if(fish.isLeft && !fish.isRight && !fish.idle && fish.near && !fish.veryNear && currentAnim != anim.NearLeft) { currentAnim = anim.NearLeft; mySprite.Play("nearleft"); } // If the fish is facing left and the jellyfish is very near, play an eating animation if(fish.isLeft && !fish.isRight && !fish.idle && !fish.near && fish.veryNear && currentAnim != anim.EatLeft) { currentAnim = anim.EatLeft; mySprite.Play("eatleft"); } // Facing right, jellyfish is far if(!fish.isLeft && fish.isRight && fish.idle && !fish.near && !fish.veryNear && currentAnim != anim.IdleLeft) { currentAnim = anim.IdleRight; mySprite.Play("idleright"); } // Facing right, jellyfish is near if(!fish.isLeft && fish.isRight && !fish.idle && fish.near && !fish.veryNear && currentAnim != anim.NearLeft) { currentAnim = anim.NearRight; mySprite.Play("nearright"); } // Facing right, jellyfish is very near if(!fish.isLeft && fish.isRight && !fish.idle && !fish.near && fish.veryNear && currentAnim != anim.EatLeft) { currentAnim = anim.EatRight; mySprite.Play("eatright"); } }
void Update() { if(mover) { if(passos>100) { if(direcao) currentAnim = anim.ParouEsquerda; else currentAnim = anim.ParouDireita; direcao = !direcao; passos = -20; } passos++; updateMovement(); } }
public void updateMovement() { float xAtual= 0; if(direcao) { xAtual = -3; if(currentAnim!= anim.andandoEsquerda) currentAnim = anim.comecoAndarEsquerda; }else { xAtual = 3; if(currentAnim!= anim.andandoDireita) currentAnim = anim.comecoAndarDireita; } Vector2 movement = new Vector2(xAtual*5, 0); movement *= Time.deltaTime*moveSpeed; mySprite.position = Vector3.Lerp(mySprite.position,movement+mySprite.position,Time.time); //mySprite.position += movement; }
void Update() { // if the game is over, don't bother updating any animations if (xa.gameOver == true) { return; } // run left if (character.currentInputState == Character.inputState.WalkLeft && character.grounded == true && currentAnim != anim.WalkLeft) { currentAnim = anim.WalkLeft; _animator.SetInteger(_animState, 1); _transform.localScale = new Vector3(1, 1, 1); } // stand left if (character.currentInputState != Character.inputState.WalkLeft && character.grounded == true && currentAnim != anim.StandLeft && character.facingDir == Character.facing.Left) { currentAnim = anim.StandLeft; _animator.SetInteger(_animState, 0); _transform.localScale = new Vector3(1, 1, 1); } // run right if (character.currentInputState == Character.inputState.WalkRight && character.grounded == true && currentAnim != anim.WalkRight) { currentAnim = anim.WalkRight; _animator.SetInteger(_animState, 1); _transform.localScale = new Vector3(-1, 1, 1); } // stand right if (character.currentInputState != Character.inputState.WalkRight && character.grounded == true && currentAnim != anim.StandRight && character.facingDir == Character.facing.Right) { currentAnim = anim.StandRight; _animator.SetInteger(_animState, 0); _transform.localScale = new Vector3(-1, 1, 1); } // fall or jump left if (character.grounded == false && currentAnim != anim.FallLeft && character.facingDir == Character.facing.Left) { currentAnim = anim.FallLeft; _animator.SetInteger(_animState, 2); _transform.localScale = new Vector3(1, 1, 1); } // fall or jump right if (character.grounded == false && currentAnim != anim.FallRight && character.facingDir == Character.facing.Right) { currentAnim = anim.FallRight; _animator.SetInteger(_animState, 2); _transform.localScale = new Vector3(-1, 1, 1); } }
public void animScaleDown() { //time = Mathf.Lerp(time, 8, 5); transform.localScale = Vector3.MoveTowards(transform.localScale, Vector3.one, time1 * Time.deltaTime); if (transform.localScale.x == 1f) { Anima = NullFunction; // transform.GetChild(0).gameObject.SetActive(true); } }
public void animPosDown() { //time = Mathf.Lerp(time, 8, 5); transform.localPosition = Vector3.MoveTowards(transform.localPosition, new Vector3(transform.localPosition.x, 0, 0), time1 * Time.deltaTime); if (transform.localPosition.y == 0) { Anima = NullFunction; // transform.GetChild(0).gameObject.SetActive(true); } }
public void animAlfa() { time = Mathf.Lerp(time, 3, 5); GetComponent <Image>().color = new Color(0, 0, 0, Startalpha += time * Time.deltaTime); if (GetComponent <Image>().color.a > 0.7f) { GetComponent <Image>().color = new Color(0, 0, 0, 0.7f); Anima = NullFunction; transform.GetChild(0).gameObject.SetActive(true); } }
void Start() { Camera.main.gameObject.GetComponent <Camera>().orthographicSize = 300; mySprite = GameObject.Find("PLAYER").GetComponent <OTAnimatingSprite>(); Debug.Log(mySprite); currentAnim = anim.parado; theCamera = Camera.main.gameObject; }
public void animPosUp() { time = Mathf.Lerp(time, 1200, 5); transform.localPosition = Vector3.MoveTowards(transform.localPosition, new Vector3(transform.localPosition.x, target, 0), time * Time.deltaTime); if (transform.localPosition.y == target) { Anima = animPosDown; if (nextone != null) { nextone.gameObject.SetActive(true); } } }
void Start () { Camera.main.gameObject.GetComponent<Camera>().orthographicSize = 300; mySprite = GameObject.Find("PLAYER").GetComponent<OTAnimatingSprite>(); Debug.Log(mySprite); currentAnim = anim.parado; theCamera = Camera.main.gameObject; }
public void animScaleUp() { time = Mathf.Lerp(time, 30, 5); transform.localScale = Vector3.MoveTowards(transform.localScale, Vector3.one * target, time * Time.deltaTime); if (transform.localScale.x == target) { Anima = animScaleDown; if (transform.childCount != 0) { transform.GetChild(0).gameObject.SetActive(true); } } }
void Update() { // run left if(character.currentInputState == Character.inputState.WalkLeft && character.grounded == true && currentAnim != anim.WalkLeft) { currentAnim = anim.WalkLeft; _animator.SetInteger(_animState, 1); _transform.localScale = new Vector3(1,1,1); } // stand left if(character.currentInputState != Character.inputState.WalkLeft && character.grounded == true && currentAnim != anim.StandLeft && character.facingDir == Character.facing.Left) { currentAnim = anim.StandLeft; _animator.SetInteger(_animState, 0); _transform.localScale = new Vector3(1,1,1); } // run right if(character.currentInputState == Character.inputState.WalkRight && character.grounded == true && currentAnim != anim.WalkRight) { currentAnim = anim.WalkRight; _animator.SetInteger(_animState, 1); _transform.localScale = new Vector3(-1,1,1); } // stand right if(character.currentInputState != Character.inputState.WalkRight && character.grounded == true && currentAnim != anim.StandRight && character.facingDir == Character.facing.Right) { currentAnim = anim.StandRight; _animator.SetInteger(_animState, 0); _transform.localScale = new Vector3(-1,1,1); } // fall or jump left if(character.grounded == false && currentAnim != anim.FallLeft && character.facingDir == Character.facing.Left) { currentAnim = anim.FallLeft; _animator.SetInteger(_animState, 2); _transform.localScale = new Vector3(1,1,1); } // fall or jump right if(character.grounded == false && currentAnim != anim.FallRight && character.facingDir == Character.facing.Right) { currentAnim = anim.FallRight; _animator.SetInteger(_animState, 2); _transform.localScale = new Vector3(-1,1,1); } }
void Update() { if(xa.gameOver == true) return; // run left if(character.isLeft && character.grounded == true && currentAnim != anim.WalkLeft) { currentAnim = anim.WalkLeft; playerSprite.Play("run"); spriteParent.localScale = new Vector3(-1,1,1); } if(!character.isLeft && character.grounded == true && currentAnim != anim.StandLeft && character.facingDir == Character.facing.Left) { currentAnim = anim.StandLeft; playerSprite.Play("stand"); // stand left spriteParent.localScale = new Vector3(-1,1,1); } // run right if(character.isRight && character.grounded && currentAnim != anim.WalkRight) { currentAnim = anim.WalkRight; playerSprite.Play("run"); spriteParent.localScale = new Vector3(1,1,1); } if(!character.isRight && character.grounded && currentAnim != anim.StandRight && character.facingDir == Character.facing.Right) { currentAnim = anim.StandRight; playerSprite.Play("stand"); // stand left spriteParent.localScale = new Vector3(1,1,1); } // falling if(character.grounded == false && currentAnim != anim.FallLeft && character.facingDir == Character.facing.Left) { currentAnim = anim.FallLeft; playerSprite.Play("jump"); // fall left spriteParent.localScale = new Vector3(-1,1,1); } if(character.grounded == false && currentAnim != anim.FallRight && character.facingDir == Character.facing.Right) { currentAnim = anim.FallRight; playerSprite.Play("jump"); // fall right spriteParent.localScale = new Vector3(1,1,1); } }
// Update is called once per frame void Update() { // Turn Left if(shark.isLeft && shark.idle && !shark.swim && currentAnim != anim.IdleLeft) { currentAnim = anim.IdleLeft; mySprite.Play("idleleft"); } if(!shark.isLeft && shark.idle && !shark.swim && currentAnim != anim.IdleRight) { currentAnim = anim.IdleRight; mySprite.Play("idleright"); } if(shark.isLeft && !shark.idle && shark.swim && currentAnim != anim.EatLeft) { currentAnim = anim.EatLeft; mySprite.Play("eatleft"); } if(!shark.isLeft && !shark.idle && shark.swim && currentAnim != anim.EatRight) { currentAnim = anim.EatRight; mySprite.Play("eatright"); } }
void Update() { if (mover) { if (passos > 100) { if (direcao) { currentAnim = anim.ParouEsquerda; } else { currentAnim = anim.ParouDireita; } direcao = !direcao; passos = -20; } passos++; updateMovement(); } }
public void Update() { anim lastAnim = battleAnimation; battleAnimation = anim.standing; if (hurt > 0) { hurt -= 1; battleAnimation = anim.hurt; } if (defeated) { battleAnimation = anim.defeated; } if (performingAttack == 1 || performingAttack == 2) { switch (moveState) { case MoveState.approach: if (Vector2.Distance(transform.position, target.transform.position) > approachDistance) { collisionBox.setHSpeed(moveSpeed); } else { collisionBox.setHSpeed(0); moveState = MoveState.idle; animationFrames = 0; } battleAnimation = anim.walking; break; case MoveState.idle: if (animationFrames == 4) { combatManager.dealDamage(); } if (animationFrames >= 16) { moveState = MoveState.retreat; approachDistance = 0.5f; } battleAnimation = anim.attacking; break; case MoveState.retreat: if (Vector2.Distance(transform.position, origin) > approachDistance) { collisionBox.setHSpeed(-moveSpeed); } else { collisionBox.setHSpeed(0); transform.position = origin; moveState = MoveState.idle; performingAttack = 0; combatManager.endTurn(); } battleAnimation = anim.walking; break; } } if (performingAttack == 3) { switch (moveState) { case MoveState.idle: if (animationFrames == 20) { GameObject arrow = Instantiate(arrowObject, transform.position + new Vector3(0.1f, -0.15f), new Quaternion()); arrow.GetComponent <CombatProjectile>().target = target.transform.position; } if (animationFrames >= 50) { performingAttack = 0; combatManager.endTurn(); } battleAnimation = anim.bow; break; } } if (performingAttack == 4) { switch (moveState) { case MoveState.approach: if (Vector2.Distance(transform.position, target.transform.position + Vector3.up * 7) > approachDistance) { collisionBox.setSpeed(((target.transform.position + Vector3.up * 7) - transform.position).normalized * 0.8f); } else { collisionBox.setSpeed(Vector2.zero); moveState = MoveState.idle; approachDistance = 2; } battleAnimation = anim.jump; break; case MoveState.idle: if (Vector2.Distance(transform.position, target.transform.position) > approachDistance) { collisionBox.setSpeed(((target.transform.position) - transform.position).normalized * 2); } else { collisionBox.setSpeed(new Vector2(-moveSpeed * 0.3f, 0.5f)); moveState = MoveState.retreat; approachDistance = moveSpeed; combatManager.dealDamage(); } battleAnimation = anim.stomp; break; case MoveState.retreat: if (Vector2.Distance(transform.position, origin) > approachDistance) { if (collisionBox.isGrounded()) { collisionBox.setHSpeed(-moveSpeed); collisionBox.setVSpeed(0); battleAnimation = anim.walking; } else { collisionBox.setHSpeed(-moveSpeed * 0.3f); collisionBox.setVSpeed(collisionBox.velocity.y - 0.03f); battleAnimation = anim.jump; } } else { collisionBox.setHSpeed(0); transform.position = origin; moveState = MoveState.idle; performingAttack = 0; combatManager.endTurn(); } break; } } animationFrames++; if (lastAnim != battleAnimation) { animationFrames = 0; foreach (string trigger in triggers) { animator.ResetTrigger(trigger); } animator.SetTrigger(triggers[(int)battleAnimation]); } collisionBox.movement(); }
void Update() { animSprite.looping = true; // run left if(_character.isLeft && _character.grounded == true && currentAnim != anim.WalkLeft) { currentAnim = anim.WalkLeft; animSprite.Play("run"); InvertSprite(); } if(!_character.isLeft && _character.grounded == true && currentAnim != anim.StandLeft && _character.facingDir == Character.facing.Left && animPlaying == false) { currentAnim = anim.StandLeft; animSprite.Play("stand"); // stand left InvertSprite(); } // run right if(_character.isRight && _character.grounded && currentAnim != anim.WalkRight) { currentAnim = anim.WalkRight; animSprite.Play("run"); NormalScaleSprite();; } if(!_character.isRight && _character.grounded && currentAnim != anim.StandRight && _character.facingDir == Character.facing.Right && animPlaying == false) { currentAnim = anim.StandRight; animSprite.Play("stand"); // stand left NormalScaleSprite(); } // falling if(_character.grounded == false && currentAnim != anim.FallLeft && _character.facingDir == Character.facing.Left) { currentAnim = anim.FallLeft; animSprite.Play("jump"); // fall left InvertSprite(); } if(_character.grounded == false && currentAnim != anim.FallRight && _character.facingDir == Character.facing.Right) { currentAnim = anim.FallRight; animSprite.Play("jump"); // fall right NormalScaleSprite(); } // PLAYER SPECIFIC ANIMS // Shooting if (_player.shootingKnife == true && _character.facingDir == Character.facing.Left) { animPlaying = true; currentAnim = anim.ShootRight; animSprite.Play("throw_knife"); InvertSprite(); StartCoroutine( WaitAndCallback( animation.GetDuration(animation.framesets[3]) ) ); } if (_player.shootingKnife == true && _character.facingDir == Character.facing.Right) { animPlaying = true; currentAnim = anim.ShootRight; animSprite.Play("throw_knife"); NormalScaleSprite(); StartCoroutine( WaitAndCallback( animation.GetDuration(animation.framesets[3]) ) ); } //ENEMIES SPECIFIC ANIMS if (_character.isShot == true && _character.facingDir == Character.facing.Left) { animPlaying = true; animSprite.Play("hurt"); StartCoroutine( WaitAndCallback( animation.GetDuration(animation.framesets[2]) ) ); InvertSprite(); } if (_character.isShot == true && _character.facingDir == Character.facing.Right) { animPlaying = true; animSprite.Play("hurt"); StartCoroutine( WaitAndCallback( animation.GetDuration(animation.framesets[2]) ) ); NormalScaleSprite(); } if (_player.paused == true) { currentAnim = anim.None; animSprite.looping = false; } if (_character.isCrounch == true) { currentAnim = anim.Crounch; animSprite.Play("crounch"); } }
void Update() { moverCamera = false; if (Input.GetKey(KeyCode.RightArrow)) { movimentou = true; yAtual = 0; xAtual = 3; if (currentAnim != anim.andandoDireita) { currentAnim = anim.comecoAndarDireita; } } else if (Input.GetKey(KeyCode.LeftArrow)) { movimentou = true; yAtual = 0; xAtual = -3; if (currentAnim != anim.andandoEsquerda) { currentAnim = anim.comecoAndarEsquerda; } } else if (Input.GetKey(KeyCode.UpArrow)) { movimentou = true; yAtual = 3; xAtual = -2; if (currentAnim != anim.andandoCima) { currentAnim = anim.comecoAndarCima; } } else if (Input.GetKey(KeyCode.DownArrow)) { movimentou = true; yAtual = -3; xAtual = 2; if (currentAnim != anim.andandoBaixo) { currentAnim = anim.comecoAndarBaixo; } } if (Input.GetKeyUp(KeyCode.RightArrow)) { currentAnim = anim.ParouEsquerda; } else if (Input.GetKeyUp(KeyCode.LeftArrow)) { currentAnim = anim.ParouDireita; } else if (Input.GetKeyUp(KeyCode.UpArrow)) { currentAnim = anim.ParouCima; } else if (Input.GetKeyUp(KeyCode.DownArrow)) { currentAnim = anim.ParouBaixo; } if (Input.GetKey(KeyCode.LeftShift)) { xAtual *= 5; yAtual *= 5; } /* * if(currentAnim==1) * { * currentAnim = 3; * mySprite.ShowFrame(0); * * }else if(currentAnim==2) * { * currentAnim = 4; * mySprite.ShowFrame(9); * * } */ /* * * if(Input.GetKey("a")) * { * movimentou = true; * yAtual = 0; * xAtual = -3; * mySprite.Play("left"); * } * else if(Input.GetKey("d")) * { * movimentou = true; * yAtual = 0; * xAtual = 3; * } * else if(Input.GetKey("s")) * { * movimentou = true; * yAtual = -3; * xAtual = 0; * } * * */ updateMovement(); }
// Use this for initialization void Start() { Anima = animAlfa; oStartUp = Time.realtimeSinceStartup; }
public void Update() { anim lastAnim = battleAnimation; battleAnimation = anim.standing; if (hurt > 0) { hurt -= 1; battleAnimation = anim.hurt; } if (defeated) { battleAnimation = anim.defeated; } if (performingAttack == 1) { switch (moveState) { case MoveState.approach: if (Vector2.Distance(transform.position, target.transform.position) > approachDistance) { collisionBox.setHSpeed(-moveSpeed); } else { collisionBox.setHSpeed(0); moveState = MoveState.idle; animationFrames = 0; } battleAnimation = anim.walking; break; case MoveState.idle: if (animationFrames == 20) { combatManager.dealDamage(); } if (animationFrames >= 33) { moveState = MoveState.retreat; approachDistance = 0.5f; } battleAnimation = anim.attacking; break; case MoveState.retreat: if (Vector2.Distance(transform.position, origin) > approachDistance) { collisionBox.setHSpeed(moveSpeed); } else { collisionBox.setHSpeed(0); transform.position = origin; moveState = MoveState.idle; performingAttack = 0; combatManager.endTurn(); } battleAnimation = anim.walking; break; } } animationFrames++; if (lastAnim != battleAnimation) { animationFrames = 0; foreach (string trigger in triggers) { animator.ResetTrigger(trigger); } animator.SetTrigger(triggers[(int)battleAnimation]); } collisionBox.movement(); }
public void Update() { anim lastAnim = battleAnimation; battleAnimation = anim.standing; if (hurt > 0) { hurt -= 1; battleAnimation = anim.hurt; } if (defeated) { battleAnimation = anim.defeated; } if (performingAttack == 1) { switch (moveState) { case MoveState.approach: battleAnimation = anim.attacking; if (animationFrames > 18) { collisionBox.setSpeed((target.transform.position - transform.position).normalized * attackSpeed); } if (Vector2.Distance(transform.position, target.transform.position) < approachDistance) { collisionBox.setSpeed(Vector2.zero); moveState = MoveState.retreat; animationFrames = 0; combatManager.dealDamage(); } break; case MoveState.retreat: battleAnimation = anim.standing; collisionBox.setSpeed((origin - (Vector2)transform.position).normalized * flySpeed); if (Vector2.Distance(transform.position, origin) < approachDistance) { collisionBox.setSpeed(Vector2.zero); transform.position = origin; moveState = MoveState.idle; performingAttack = 0; combatManager.endTurn(); } break; } } animationFrames++; if (lastAnim != battleAnimation) { animationFrames = 0; foreach (string trigger in triggers) { animator.ResetTrigger(trigger); } animator.SetTrigger(triggers[(int)battleAnimation]); } collisionBox.movement(); }
// Use this for initialization void Start() { Anima = animScaleUp; oStartUp = Time.realtimeSinceStartup; }
void Update () { moverCamera = false; if(Input.GetKey(KeyCode.RightArrow)) { movimentou = true; yAtual = 0; xAtual = 3; if(currentAnim!= anim.andandoDireita) currentAnim = anim.comecoAndarDireita; } else if(Input.GetKey(KeyCode.LeftArrow)) { movimentou = true; yAtual = 0; xAtual = -3; if(currentAnim!= anim.andandoEsquerda) currentAnim = anim.comecoAndarEsquerda; } else if(Input.GetKey(KeyCode.UpArrow)) { movimentou = true; yAtual = 3; xAtual = -2; if(currentAnim!= anim.andandoCima) currentAnim = anim.comecoAndarCima; } else if(Input.GetKey(KeyCode.DownArrow)) { movimentou = true; yAtual = -3; xAtual = 2; if(currentAnim!= anim.andandoBaixo) currentAnim = anim.comecoAndarBaixo; } if(Input.GetKeyUp(KeyCode.RightArrow)) { currentAnim = anim.ParouEsquerda; } else if(Input.GetKeyUp(KeyCode.LeftArrow)) { currentAnim = anim.ParouDireita; } else if(Input.GetKeyUp(KeyCode.UpArrow)) { currentAnim = anim.ParouCima; } else if(Input.GetKeyUp(KeyCode.DownArrow)) { currentAnim = anim.ParouBaixo; } if(Input.GetKey(KeyCode.LeftShift)) { xAtual *=5; yAtual *=5; } /* if(currentAnim==1) { currentAnim = 3; mySprite.ShowFrame(0); }else if(currentAnim==2) { currentAnim = 4; mySprite.ShowFrame(9); } */ /* if(Input.GetKey("a")) { movimentou = true; yAtual = 0; xAtual = -3; mySprite.Play("left"); } else if(Input.GetKey("d")) { movimentou = true; yAtual = 0; xAtual = 3; } else if(Input.GetKey("s")) { movimentou = true; yAtual = -3; xAtual = 0; } */ updateMovement(); }