// ----------------------------------------------------------------------- ** private void Start() { hudManager = HudManager.Singleton; stateAnim = StateAnimation.close; canvasGroup = GetComponent <CanvasGroup>(); canvasGroup.alpha = 0f; hoverSlotTime = 0f; }
void Update() { _direction = Input.GetAxis("Horizontal"); Move(_direction); if (_direction != 0) { _stateAnimation = StateAnimation.move; } else { _stateAnimation = StateAnimation.stay; } //Добавить условие для вызова Interaction() #region Jump if (Physics2D.OverlapCircle(_groundCheckPosition.position, _radiusGroundCheck, _ground)) { _canJump = true; } else { _canJump = false; } if (Input.GetKeyDown(KeyCode.Space) && _canJump) { _currentJumpTime = 0; } if (Input.GetKey(KeyCode.Space)) { if (_rb.velocity.y >= 0) { _rb.velocity = new Vector2(_rb.velocity.x, -1 * (Mathf.Pow(_currentJumpTime, 2) * _speedJumpUp) + _jumpHeight); } } if (_rb.velocity.y < 0) { _rb.velocity = new Vector2(_rb.velocity.x, _rb.velocity.y * _speedFall); } _currentJumpTime += Time.deltaTime; #endregion //PlayAnimation(); }
// ----------------------------------------------------------------------- ** private void UpdateAnim() { if (stateAnim == StateAnimation.opening) { canvasGroup.alpha += Time.deltaTime; if (canvasGroup.alpha >= 1) { canvasGroup.alpha = 1; stateAnim = StateAnimation.open; AllowSlotsUpdate(true); } } else if (stateAnim == StateAnimation.closing) { canvasGroup.alpha -= Time.deltaTime; if (canvasGroup.alpha <= 0) { canvasGroup.alpha = 0; stateAnim = StateAnimation.close; } } }
// ----------------------------------------------------------------------- ** public void Close() { stateAnim = StateAnimation.closing; AllowSlotsUpdate(false); }
// ----------------------------------------------------------------------- ** public void Open() { stateAnim = StateAnimation.opening; GameManager.Singleton.inputControler.OpenMerchant(); }
private void Interaction() { _stateAnimation = StateAnimation.interraction; }