/// <summary> /// Updates the Animator's moving and facing values. /// </summary> public void UpdateFacing() { m_Animator.SetFloat("Moving", moving ? 1 : 0); switch (direction) { case Constants.Direction.Right: m_Animator.SetFloat("FaceX", 1); m_Animator.SetFloat("FaceY", 0); m_Sword.SetFacing(1, 0); break; case Constants.Direction.Up: m_Animator.SetFloat("FaceX", 0); m_Animator.SetFloat("FaceY", 1); m_Sword.SetFacing(0, 1); break; case Constants.Direction.Left: m_Animator.SetFloat("FaceX", -1); m_Animator.SetFloat("FaceY", 0); m_Sword.SetFacing(-1, 0); break; default: m_Animator.SetFloat("FaceX", 0); m_Animator.SetFloat("FaceY", -1); m_Sword.SetFacing(0, -1); break; } // Flip if facing right. transform.localScale = new Vector2( direction == Constants.Direction.Right ? -1 : 1, transform.localScale.y ); }