void Start() { rage = GetComponent<RagePixelSprite> (); rage.SetTintColor (ColorUtils.RandomColor ()); originalSize = transform.localScale; }
void Update() { //Check the keyboard state and set the character state accordingly if (Input.GetKey(KeyCode.LeftArrow)) { state = WalkingState.WalkLeft; } else if (Input.GetKey(KeyCode.RightArrow)) { state = WalkingState.WalkRight; } else { state = WalkingState.Standing; } Vector3 moveDirection = new Vector3(); switch (state) { case (WalkingState.Standing): //Reset the horizontal flip for clarity ragePixel.SetHorizontalFlip(false); ragePixel.PlayNamedAnimation("STAY", false); if (arrowLeft != null) { arrowLeft.SetTintColor(Color.gray); } if (arrowRight != null) { arrowRight.SetTintColor(Color.gray); } break; case (WalkingState.WalkLeft): //Flip horizontally. Our animation is drawn to walk right. ragePixel.SetHorizontalFlip(true); //PlayAnimation with forceRestart=false. If the WALK animation is already running, doesn't do anything. Otherwise restarts. ragePixel.PlayNamedAnimation("WALK", false); //Move direction. X grows right so left is -1. moveDirection = new Vector3(-1f, 0f, 0f); if (arrowLeft != null) { arrowLeft.SetTintColor(Color.white); } if (arrowRight != null) { arrowRight.SetTintColor(Color.gray); } break; case (WalkingState.WalkRight): //Not flipping horizontally. Our animation is drawn to walk right. ragePixel.SetHorizontalFlip(false); //PlayAnimation with forceRestart=false. If the WALK animation is already running, doesn't do anything. Otherwise restarts. ragePixel.PlayNamedAnimation("WALK", false); //Move direction. X grows right so left is +1. moveDirection = new Vector3(1f, 0f, 0f); if (arrowLeft != null) { arrowLeft.SetTintColor(Color.gray); } if (arrowRight != null) { arrowRight.SetTintColor(Color.white); } break; } //Move the sprite into moveDirection at walkingSpeed pixels/sec transform.Translate(moveDirection * Time.deltaTime * walkingSpeed); }
// Use this for initialization void Start() { rage = GetComponent<RagePixelSprite> (); rage.SetTintColor(ColorUtils.RandomColor()); }