Esempio n. 1
0
 // Runs the jumping animation on the given sprite
 public void Jumping(SpriteRenderer sprite)
 {
     if (sprite == character)
     {
         characterStatus = AnimStatus.Jumping;
     }
     else if (sprite == shadow)
     {
         shadowStatus = AnimStatus.Jumping;
     }
 }
Esempio n. 2
0
 // Runs the idle animation on the given sprite
 public void Idle(SpriteRenderer sprite)
 {
     if (sprite == character)
     {
         characterStatus = AnimStatus.Idle;
     }
     else if (sprite == shadow)
     {
         shadowStatus = AnimStatus.Idle;
     }
 }
Esempio n. 3
0
    // Animates the given sprite sprite
    void Animate(SpriteRenderer sprite, AnimStatus status, ref float time)
    {
        if (status == AnimStatus.Running)
        {
            idleFrameNum = 0;

            if (time >= runningAnimationTime)
            {
                runningFrameNum++;
                time = 0;

                if (runningFrameNum > runningAnimationFrames.Length - 1)
                {
                    runningFrameNum = 0;
                }
            }

            sprite.sprite = runningAnimationFrames[runningFrameNum];
        }
        else if (status == AnimStatus.Jumping)
        {
            runningFrameNum = 0;
            idleFrameNum    = 0;

            sprite.sprite = jumpingSprite;
        }
        else
        {
            // Idle
            runningFrameNum = 0;

            if (isIdling && time >= idleTimeBetweenEffect)
            {
                isIdling = false;
                idleFrameNum++;
                time = 0;
            }
            else if (!isIdling && time >= idleAnimationTime)
            {
                idleFrameNum++;
                time = 0;

                if (idleFrameNum > idleAnimationFrames.Length - 1)
                {
                    idleFrameNum = 0;
                    isIdling     = true;
                }
            }

            sprite.sprite = idleAnimationFrames[idleFrameNum];
        }
    }
Esempio n. 4
0
    public void SetAnim(AnimStatus animStatus, float time)
    {
        //Debug.Log("SetAnim animStatus=" + animStatus + " charaName=" + charaName);

        switch (animStatus)
        {
        case AnimStatus.WalkUp:
            needFrames[0] = walk_UpFrames[0];
            needFrames[1] = walk_UpFrames[2];
            needFrames[2] = walk_UpFrames[1];

            break;

        case AnimStatus.WalkLeft:
            needFrames[0] = walk_LeftFrames[0];
            needFrames[1] = walk_LeftFrames[2];
            needFrames[2] = walk_LeftFrames[1];

            break;

        case AnimStatus.WalkRight:
            needFrames[0] = walk_RightFrames[0];
            needFrames[1] = walk_RightFrames[2];
            needFrames[2] = walk_RightFrames[1];

            break;

        case AnimStatus.WalkDown:
            needFrames[0] = walk_DownFrames[0];
            needFrames[1] = walk_DownFrames[2];
            needFrames[2] = walk_DownFrames[1];

            break;

        case AnimStatus.Idle:
            needFrames[0] = idleFrames[0];
            needFrames[1] = idleFrames[2];
            needFrames[2] = idleFrames[1];

            break;
        }
        gameObject.GetComponent <Image>().sprite = needFrames[1];
        currentIndex = 0;
        isNeedStop   = true;
        timeCX       = time;
        Play();
    }
Esempio n. 5
0
    // Runs the death animation on both sprites
    public IEnumerator Death()
    {
        justDied = true;

        characterStatus = AnimStatus.Dead;
        shadowStatus    = AnimStatus.Dead;

        character.sprite = deathSprite;
        shadow.sprite    = deathSprite;

        // Break the colliders
        Collider2D[] charColliders = character.GetComponents <Collider2D>();
        Collider2D[] shadColliders = shadow.GetComponents <Collider2D>();
        foreach (Collider2D col in charColliders)
        {
            Destroy(col);
        }
        foreach (Collider2D col in shadColliders)
        {
            Destroy(col);
        }

        // Launch the players upward a bit
        float horizontalPush = Random.Range(-4f, 4f);

        Rigidbody2D charRB = character.GetComponent <Rigidbody2D>();
        Rigidbody2D shadRB = shadow.GetComponent <Rigidbody2D>();

        charRB.velocity += new Vector2(horizontalPush, 6);
        shadRB.velocity += new Vector2(horizontalPush, -6);

        // Spin the players
        float rotationalPush = Random.Range(-360f, 360f);

        charRB.freezeRotation  = false;
        shadRB.freezeRotation  = false;
        charRB.angularVelocity = rotationalPush;
        shadRB.angularVelocity = rotationalPush;

        yield return(new WaitForSeconds(0.75f));

        // Reload the level
        SceneManager.LoadScene(SceneManager.GetActiveScene().name);
    }
Esempio n. 6
0
    public void SetAnim(AnimStatus animStatus)
    {
        //Debug.Log("SetAnim animStatus=" + animStatus + " charaName=" + charaName);

        switch (animStatus)
        {
        case AnimStatus.WalkLeft:
            needFrames[0] = walk_LeftFrames[0];
            needFrames[1] = walk_LeftFrames[2];
            needFrames[2] = walk_LeftFrames[1];


            isLoop     = true;
            isFighting = false;
            times      = -1;
            break;

        case AnimStatus.WalkRight:
            needFrames[0] = walk_RightFrames[0];
            needFrames[1] = walk_RightFrames[2];
            needFrames[2] = walk_RightFrames[1];
            gameObject.GetComponent <Image>().sprite = needFrames[0];
            isLoop     = true;
            isFighting = false;
            times      = -1;
            break;

        case AnimStatus.Idle:
            needFrames[0] = idleFrames[0];
            needFrames[1] = idleFrames[2];
            needFrames[2] = idleFrames[1];
            isLoop        = true;
            isFighting    = true;
            times         = -1;
            break;

        case AnimStatus.Attack:
            needFrames[0] = attackFrames[0];
            needFrames[1] = attackFrames[2];
            needFrames[2] = attackFrames[1];
            if (GetComponent <RectTransform>().anchoredPosition.x < 0)
            {
                transform.DOShakePosition(1, Vector2.right * 10, 1, 0, true);
            }
            else
            {
                transform.DOShakePosition(1, Vector2.left * 10, 1, 0, true);
            }

            isLoop     = false;
            isFighting = true;
            times      = -1;
            break;

        case AnimStatus.AttackLoop:
            needFrames[0] = attackFrames[0];
            needFrames[1] = attackFrames[2];
            needFrames[2] = attackFrames[1];
            isLoop        = true;
            isFighting    = true;
            times         = -1;
            break;

        case AnimStatus.Bow:
            needFrames[0] = bowFrames[0];
            needFrames[1] = bowFrames[2];
            needFrames[2] = bowFrames[1];
            isLoop        = false;
            isFighting    = true;
            times         = -1;
            break;

        case AnimStatus.Magic:
            needFrames[0] = magicFrames[0];
            needFrames[1] = magicFrames[2];
            needFrames[2] = magicFrames[1];
            isLoop        = false;
            isFighting    = true;
            times         = -1;
            break;

        case AnimStatus.Hit:
            needFrames[0] = hitFrames[0];
            needFrames[1] = hitFrames[2];
            needFrames[2] = hitFrames[1];
            transform.DOShakePosition(0.5f, 5, 5, 50, true);
            transform.GetComponent <Image>().DOColor(Color.red, 0.3f);
            transform.GetComponent <Image>().DOColor(Color.white, 0.3f).SetDelay(0.3f);
            isLoop     = false;
            isFighting = true;
            times      = -1;
            break;

        case AnimStatus.Death:
            needFrames[0] = deathFrames[0];
            needFrames[1] = deathFrames[2];
            needFrames[2] = deathFrames[1];

            gameObject.GetComponent <Image>().sprite = needFrames[0];
            isLoop     = true;
            isFighting = true;
            times      = -1;
            break;

        case AnimStatus.Front:
            needFrames[0] = walk_DownFrames[1];
            gameObject.GetComponent <Image>().sprite = needFrames[0];
            isLoop     = true;
            isFighting = false;
            times      = -1;
            break;

        case AnimStatus.ChestOpen:
            needFrames[0] = idleFrames[0];
            needFrames[1] = idleFrames[1];
            needFrames[2] = idleFrames[2];
            needFrames[3] = idleFrames[3];
            gameObject.GetComponent <Image>().sprite = needFrames[0];
            isLoop     = true;
            isFighting = false;
            times      = -1;
            break;

        case AnimStatus.SpringAppear:
            needFrames[0] = idleFrames[0];
            gameObject.GetComponent <Image>().sprite = needFrames[0];
            gameObject.GetComponent <Image>().color  = new Color(1f, 1f, 1f, 0f);
            gameObject.GetComponent <Image>().DOFade(1f, 0.5f);
            gameObject.GetComponent <Image>().DOFade(0f, 0.5f).SetDelay(2f);
            isLoop     = true;
            isFighting = false;
            times      = -1;
            break;

        case AnimStatus.Laugh:
        case AnimStatus.Surprise:
        case AnimStatus.SayYes:
        case AnimStatus.SayNo:
            setFrames = Resources.LoadAll <Sprite>("Image/RolePic/" + charaName + "/" + animStatus.ToString());
            if (setFrames.Length > 0)
            {
                needFrames    = new Sprite[setFrames.Length];
                needFrames[0] = setFrames[0];
                needFrames[1] = setFrames[1];
                needFrames[2] = setFrames[2];
                gameObject.GetComponent <Image>().sprite = needFrames[0];
                isLoop     = false;
                isFighting = false;
                times      = (short)Random.Range(2, 4);
                fps        = Random.Range(4f, 4.5f);
            }
            else
            {
                return;
            }
            break;
        }
        // Debug.Log(needFrames[0].texture.width + " " + needFrames[0].texture.height);
        if (animStatus == AnimStatus.ChestOpen)
        {
            // Debug.Log("needFrames[0].texture.width=" + needFrames[0].texture.width + " needFrames[0].texture.height=" + needFrames[0].texture.height);
            gameObject.GetComponent <RectTransform>().sizeDelta = new Vector2(needFrames[0].texture.width, needFrames[0].texture.height / 4f);
            //  Debug.Log("gameObject.GetComponent<RectTransform>().sizeDelta=" + gameObject.GetComponent<RectTransform>().sizeDelta);
            fps = 2.5f;
        }
        else if (animStatus == AnimStatus.SpringAppear)
        {
            gameObject.GetComponent <RectTransform>().sizeDelta = new Vector2(needFrames[0].texture.width, needFrames[0].texture.height);
        }
        else
        {
            gameObject.GetComponent <RectTransform>().sizeDelta = new Vector2(needFrames[0].texture.width / (3 * 2f), needFrames[0].texture.height / 2f);
            fps = 10.0f;
        }

        if (animStatus != AnimStatus.Front && animStatus != AnimStatus.Death && animStatus != AnimStatus.SpringAppear)
        {
            currentIndex = 0;
            Play();
        }
        else
        {
            Stop();
        }
    }