예제 #1
0
        public void setAnimatorParameters()
        {
            // SET animator velocity floats
            animator.SetFloat(animatorHashCodes.velocityX, localPhysicsEngine.velocity.x);
            animator.SetFloat(animatorHashCodes.velocityY, localPhysicsEngine.velocity.y);

            // SET animator vertical collision bools
            LocalCollisionManager.CollisionData collisionData = localPhysicsEngine.localCollisionManager.collisionData;
            if (collisionData.bottomCollision)
            {
                animator.SetBool(animatorHashCodes.collidedDown, true);
            }
            else if (collisionData.topCollision)
            {
                animator.SetBool(animatorHashCodes.collidedUp, true);
            }
            else
            {
                animator.SetBool(animatorHashCodes.collidedUp, false);
                animator.SetBool(animatorHashCodes.collidedDown, false);
            }

            // SET player sprite direction (Decide to mirror the sprite)
            if (moveRight && !moveLeft)
            {
                spriteScale.x = Mathf.Abs(spriteScale.x);
            }
            else if (!moveRight && moveLeft)
            {
                spriteScale.x = -Mathf.Abs(spriteScale.x);
            }
            this.gameObject.transform.localScale = spriteScale;
        }
예제 #2
0
        public void updateAnimatorParameters()
        {
            // SET animator velocity floats
            animator.SetFloat(animatorHashCodes.velocityX, localPhysicsEngine.velocity.x);
            animator.SetFloat(animatorHashCodes.velocityY, localPhysicsEngine.velocity.y);

            // SET animator vertical collision bools
            LocalCollisionManager.CollisionData collisionData = localPhysicsEngine.localCollisionManager.collisionData;
            if (collisionData.bottomCollision)
            {
                animator.SetBool(animatorHashCodes.collidedDown, true);
            }
            else if (collisionData.topCollision)
            {
                animator.SetBool(animatorHashCodes.collidedUp, true);
            }
            else
            {
                animator.SetBool(animatorHashCodes.collidedUp, false);
                animator.SetBool(animatorHashCodes.collidedDown, false);
            }

            // SET player sprite direction (Decide to mirror the sprite)
            if (moveRight && !moveLeft)
            {
                GetComponent <SpriteRenderer>().flipX = false;
            }
            else if (!moveRight && moveLeft)
            {
                GetComponent <SpriteRenderer>().flipX = true;
            }
        }