/// <summary> /// This method is used to update the character's animator based on the character movement component /// </summary> public void UpdateAnimatorBasedOnCharacterMovement() { AssociatedAnimator.SetFloat(HORIZONTAL_INPUT, Mathf.Abs(AssociatedCharacterMovmeent.MovementInput.x)); AssociatedAnimator.SetFloat(VERTICAL_INPUT, Mathf.Abs(AssociatedCharacterMovmeent.MovementInput.y)); AssociatedAnimator.SetFloat(VERTICAL_VELOCITY, CharacterPhysics.Velocity.y); AssociatedAnimator.SetInteger(MOVEMENT_STATE, (int)AssociatedCharacterMovmeent.CurrentMovementState); AssociatedAnimator.SetInteger(STANDING_GROUNDED_STATE, (int)AssociatedCharacterMovmeent.CurrentGroundedStandingState); }
/// <summary> /// /// </summary> /// <param name="AnimationHash"></param> /// <param name="Value"></param> public void SetAnimationFloat(int AnimationHash, float Value) { AssociatedAnimator.SetFloat(AnimationHash, Value); }