void UpdateWasMoving() { if (m_WasMoving == false && characterMovement.IsMoving() == true) { m_MovementStartTime = Time.realtimeSinceStartup; } m_WasMoving = characterMovement.IsMoving(); }
//We were moving, now we are again though private void UpdateWasMoving() { if (m_WasMoving == false && m_MovementModel.IsMoving() == true) { m_MovementStartTime = Time.realtimeSinceStartup; } m_WasMoving = m_MovementModel.IsMoving(); }
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() { var direction = _movementModel.GetMovementDirection(); if (direction != Vector3.zero) { Animator.SetFloat("DirectionX", direction.x); Animator.SetFloat("DirectionY", direction.y); } Animator.SetBool("IsMoving", _movementModel.IsMoving()); }
void UpdateDirection() { Vector3 direction = movementModel.GetDirection(); if (direction != Vector3.zero) { animator.SetFloat("DirectionX", direction.x); animator.SetFloat("DirectionY", direction.y); } animator.SetBool("IsMoving", movementModel.IsMoving()); }
void UpdateDirection() { Vector3 direction = m_MovementModel.GetDirection(); if (direction != Vector3.zero) { Animator.SetFloat("DirectionX", direction.x); Animator.SetFloat("DirectionZ", direction.z); } Animator.SetBool("IsMoving", m_MovementModel.IsMoving()); }
protected void UpdateDirection() { Vector3 direction = m_MovementModel.GetFacingDirection(); if (direction != Vector3.zero) { if (direction.x != 1 || direction.y != 1) { Animator.SetFloat("DirectionX", direction.x); Animator.SetFloat("DirectionY", direction.y); } } Animator.SetBool("IsMoving", m_MovementModel.IsMoving()); }
private void UpdateDirection() { Vector2 direction = m_MovementModel.GetFacingDirection(); if (direction != Vector2.zero) { if (direction.x != 1 || direction.y != 1) { animator.SetFloat("DirX", direction.x); animator.SetFloat("DirY", 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()); } }
//Update our direction private void UpdateDirection() { Vector3 direction = m_MovementModel.GetFacingDirection(); //Where we are facing if (direction != Vector3.zero) { if (direction.x != 1 || direction.y != 1) { Animator.SetFloat("DirectionX", direction.x); Animator.SetFloat("DirectionY", direction.y); } } Animator.SetBool("IsMoving", m_MovementModel.IsMoving()); //Set that we are moving }
virtual public void UpdateDirection() { Vector3 direction = m_MovementModel.GetFacingDirection(); if (direction != Vector3.zero) { if (direction.x != 1 || direction.y != 1) { Animator.SetFloat("DirectionX", direction.x); Animator.SetFloat("DirectionY", direction.y); } } if (m_MovementModel.m_IsRunning == false) { Animator.SetBool("IsMoving", m_MovementModel.IsMoving()); } }