void UpdateDirection() { Vector3 direction; if (m_MovementModel.IsDead()) { Animator.SetFloat("DirectionX", 0); Animator.SetFloat("DirectionY", -1); Animator.SetBool("IsMoving", false); return; } if (m_MovementModel.IsPushing()) { direction = m_MovementModel.GetPushingDirection(); } else { direction = m_MovementModel.GetDirection(); } if (direction != Vector3.zero) { if (direction.x > 0 && direction.y == 0) { Animator.SetFloat("DirectionX", 1); Animator.SetFloat("DirectionY", 0); } else if (direction.x < 0 && direction.y == 0) { Animator.SetFloat("DirectionX", -1); Animator.SetFloat("DirectionY", 0); } else if (direction.x == 0 && direction.y > 0) { Animator.SetFloat("DirectionX", 0); Animator.SetFloat("DirectionY", 1); } else if (direction.x == 0 && direction.y < 0) { Animator.SetFloat("DirectionX", 0); Animator.SetFloat("DirectionY", -1); } else if ((direction.x > 0 && direction.y > 0) || (direction.x > 0 && direction.y < 0)) { Animator.SetFloat("DirectionX", 1); Animator.SetFloat("DirectionY", 0); } else if ((direction.x < 0 && direction.y > 0) || (direction.x < 0 && direction.y < 0)) { Animator.SetFloat("DirectionX", -1); Animator.SetFloat("DirectionY", 0); } } Animator.SetBool("IsMoving", m_MovementModel.IsMoving()); }
void UpdateDirection() { Vector3 direction = m_MovementModel.GetDirection(); if (direction != Vector3.zero) { Animator.SetFloat("DirectionX", direction.x); Animator.SetFloat("DirectionY", direction.y); } Animator.SetBool("IsMoving", m_MovementModel.IsMoving()); }
private void UpdateDirection() { Vector2 direction = myMoveModel.GetDirection(); if (myAnimator != null) { if (direction != Vector2.zero) { myAnimator.SetFloat("DirectionX", direction.x); myAnimator.SetFloat("DirectionY", direction.y); } myAnimator.SetBool("isMoving", myMoveModel.IsMoving()); } }
/// <summary> /// Moves the position of the "interact zone" based on the /// direction the character is facing /// </summary> public void UpdateInteractPosition() { Vector2 facing = myMoveModel.GetDirection(); if (facing == Vector2.zero) { return; } facing.Normalize(); transform.localPosition = facing * positionScale; if (facing.y > 0) { heldObject.GetComponent <SpriteRenderer>().sortingOrder = 3; firePlateParticles.GetComponent <ParticleSystemRenderer>().sortingOrder = 4; } else { heldObject.GetComponent <SpriteRenderer>().sortingOrder = 6; firePlateParticles.GetComponent <ParticleSystemRenderer>().sortingOrder = 7; } }