void LateUpdate() { if (IsAlive()) { // Update animator m_Animator.SetFloat("ForwardSpeed", Mathf.Abs(m_Controller.GetInputVec().x)); if (Mathf.Abs(m_Controller.GetInputVec().x) > Mathf.Epsilon && m_Controller.IsGrounded() && !m_Controller.isAttacking) { m_Animator.speed = Mathf.Max(Mathf.Abs(m_Controller.GetInputVec().x), 0.5f); } //else if (m_Controller.isAttacking) // m_Animator.speed = m_MashSpeed; //else // m_Animator.speed = 1f; m_Animator.SetBool("Grounded", m_Controller.IsGrounded()); // Needed to properly exit attack animations m_Animator.SetBool("IsAttacking", m_Controller.isAttacking); } // Update camera position //Vector3 cameraPos = Vector3.Lerp(m_Camera.position, m_CameraTarget.position + new Vector3(m_InputCameraVec.x, -m_InputCameraVec.y, 0) * m_CameraPanDistance, Time.deltaTime / m_CameraDrag); //cameraPos.z = -m_CameraDistance; //m_Camera.position = cameraPos; //m_Camera.GetComponent<Camera>().orthographicSize = m_CameraDistance; }
void LateUpdate() { // Update animator if (IsAlive()) { m_Animator.SetFloat("ForwardSpeed", Mathf.Abs(m_Controller.GetInputVec().x)); if (Mathf.Abs(m_Controller.GetInputVec().x) > Mathf.Epsilon && m_Controller.IsGrounded() && !m_Controller.isAttacking) { m_Animator.speed = Mathf.Max(Mathf.Abs(m_Controller.GetInputVec().x), 0.5f); } m_Animator.SetFloat("Combat", m_Target ? 1 : 0); m_Animator.SetBool("IsFlinching", m_Controller.IsFlinching()); // Needed to properly exit attack animations m_Animator.SetBool("IsAttacking", m_Controller.isAttacking); } m_Animator.SetBool("Grounded", m_Controller.IsGrounded()); }