Example #1
0
        private void Update()
        {
            var frozen =
                _animator.GetBool(PlayerFSMData.Stat.Frozen) ||
                _mover.CurrentMovingState == MovingState.Dash ||
                _mover.PullDelaying ||
                _weaponSystem.Frozen;

            SetFrozen(frozen);

            _input.DelayInput = _animator.GetBool(PlayerFSMData.Stat.DelayInput);
            _input.BlockInput = _mover.BlockInput || _animator.GetBool(PlayerFSMData.Stat.BlockInput);

            var moveInput = _state._frozen ? Vector2.zero : _input.GetMovingDirection().normalized;

            if (moveInput.x != 0)
            {
                moveInput = DirectionalHelper.NormalizeHorizonalDirection(moveInput);
            }
            _mover.Move(moveInput);

            if (_state._frozen)
            {
                _animator.SetFloat(PlayerFSMData.Stat.XSpeed, 0);
                _animator.SetFloat(PlayerFSMData.Stat.YSpeed, _mover.Velocity.y);
            }
            else
            {
                _animator.SetFloat(PlayerFSMData.Stat.XSpeed, moveInput.x);
                _animator.SetFloat(PlayerFSMData.Stat.YSpeed, _mover.Velocity.y);
                UpdateFacingDirection(moveInput);
            }

            HandleEndurance();
        }
        Vector2 NormalizeHorizonalDirection(Vector2 direction)
        {
            if (direction.x == 0)
            {
                return(_state._facingRight ? Vector2.right : Vector2.left);
            }

            return(DirectionalHelper.NormalizeHorizonalDirection(direction));
        }