void HandleRolls() { if (!roll || usingItem) { return; } float rollVertical = vertical; float rollHorizontal = horizontal; rollVertical = (moveAmount > 0.3f) ? 1 : 0; rollHorizontal = 0; // if (!lockOn) // { // rollVertical = (moveAmount > 0.3f) ? 1 : 0; // rollHorizontal = 0; // } // else // { // if (Mathf.Abs(rollVertical) < 0.3f) // rollVertical = 0; // if (Mathf.Abs(rollHorizontal) < 0.3f) // rollHorizontal = 0; // } if (rollVertical != 0) { if (moveDirection == Vector3.zero) { moveDirection = transform.forward; } Quaternion targetRotation = Quaternion.LookRotation(moveDirection); transform.rotation = targetRotation; animatorHook.InitForRoll(); animatorHook.rootMotionMultiplier = rollSpeed; } else { animatorHook.rootMotionMultiplier = 1.3f; } animator.SetFloat("vertical", rollVertical); animator.SetFloat("horizontal", rollHorizontal); canMove = false; inAction = true; animator.CrossFade("Rolls", 0.2f); }
void HandleRolls() { if (!rollInput || usingItem) { return; } float v = vertical; float h = horizontal; v = (moveAmount > 0.3f) ? 1 : 0; h = 0; /* if(lockOn == false) * { * v = (moveAmount > 0.3f)? 1 : 0; * h = 0; * } * else * { * if (Mathf.Abs(v) < 0.3f) * v = 0; * if (Mathf.Abs(h) < 0.3f) * h = 0; * }*/ if (v != 0) { if (moveDir == Vector3.zero) { moveDir = transform.forward; } Quaternion targetRot = Quaternion.LookRotation(moveDir); transform.rotation = targetRot; a_hook.InitForRoll(); a_hook.rm_multi = rollSpeed; } else { a_hook.rm_multi = 1.3f; } anim.SetFloat(StaticStrings.vertical, v); anim.SetFloat(StaticStrings.horizontal, h); canMove = false; inAction = true; anim.CrossFade(StaticStrings.Rolls, 0.2f); }
public void HandleRolls() { if (!rollInput) { return; } float v = vertical; float h = horizontal; // Correct way, blending animations, animations MUST be good /*if (!lockOn) * { * v = (moveAmount > 0.3f) ? 1 : 0; * h = 0; * } * else * { * if (Mathf.Abs(v) < 0.3f) v = 0; * if (Mathf.Abs(h) < 0.3f) h = 0; * }*/ // Hack if animations are shit if (v != 0) { //v = (moveAmount > 0.3f) ? 1 : 0; // h = 0; if (moveDir == Vector3.zero) { moveDir = transform.forward; } Quaternion targetRot = Quaternion.LookRotation(moveDir); transform.rotation = targetRot; a_hook.InitForRoll(); a_hook.rm_Multiplier = rollSpeed; } else { a_hook.rm_Multiplier = 1.3f; } anim.SetFloat("vertical", v); anim.SetFloat("horizontal", h); canMove = false; inAction = true; anim.CrossFade("Rolls", 0.2f); }
void HandleRolls() { if (!circulo || usingItem) { return; } float v = vertical; float h = horizontal; v = (moveAmount > 0.3f) ? 1 : 0; h = 0; /*if (!lockOn) * { * v = (moveAmount>0.3f) ? 1 : 0; * h = 0; * } * else * { * if (Mathf.Abs(v) < 0.3f) * v = 0; * if (Mathf.Abs(h) < 0.3f) * h = 0; * }*/ if (v != 0) { if (moveDir == Vector3.zero) { moveDir = transform.forward; } Quaternion targetRot = Quaternion.LookRotation(moveDir); transform.rotation = targetRot; a_hook.InitForRoll(); a_hook.rootMotionMultiplier = rollSpeed; } else { a_hook.rootMotionMultiplier = 1.3f; } anim.SetFloat("Vertical", v); anim.SetFloat("Horizontal", h); canMove = false; inAction = true; anim.CrossFade("Rolls", 0.2f); }
//************Locomotions***************** void HandleRolls() { if (!rollInput || usingItem || characterStats._stamina < 10) { return; } // will roll instantly, no delay. float v = vertical; float h = horizontal; v = (moveAmount > 0.3f) ? 1 : 0; h = 0; // Direction. // rotate the target to the rolling direction to match the animation at the end //, thus when the animation is ended, the target is set to rotate to the matching direction. if (v != 0) { if (moveDir == Vector3.zero) { moveDir = transform.forward; } transform.rotation = Quaternion.LookRotation(moveDir); a_hook.InitForRoll(); a_hook.rm_multi = rollSpeed; } else { a_hook.rm_multi = 1.3f; } // setting input values. anim.SetFloat("vertical", v); anim.SetFloat("horizontal", h); //To run the inAction evaluation: canAttack = false; onEmpty = false; canMove = false; inAction = true; anim.CrossFade("Rolls", 0.2f); isInvincible = true; isBlocking = false; characterStats._stamina -= 25f; }
void HangleRolls() { if (!rollInput || usingItem) { return; } float h = vertical; float v = horizontal; v = (moveAmount > 0.3f) ? 1 : 0; h = 0; // if (!lockOn) { // v = (moveAmount > 0.3f) ? 1 : 0; // h = 0; // } else { // if (Mathf.Abs (v) > 0.3f) // v = 0; // if (Mathf.Abs (h) < 0.3f) // h = 0; // } if (v != 0) { if (moveDir == Vector3.zero) { moveDir = transform.forward; } Quaternion targetRot = Quaternion.LookRotation(moveDir); transform.rotation = targetRot; a_hook.rm_muliplier = rollSpeed; a_hook.InitForRoll(); } else { a_hook.rm_muliplier = 2.5f; } anim.SetFloat("vertical", v); anim.SetFloat("horizontal", h); canMove = false; inAction = true; anim.CrossFade("Rolls", 0.2f); }