Exemplo n.º 1
0
    public IEnumerator ManageAnimations()
    {
        int   maxFrameRate = currentSequence.maxFrameRate;
        int   minFrameRate = currentSequence.minFrameRate;
        float oldX         = ri.currentXvelocity;

        while (true)
        {
            float xVel = ri.currentXvelocity;

            if (xVel < 0)
            {
                r.flipX = true;
            }
            else
            {
                r.flipX = false;
            }

            if (currentSequence != allSequences [idle] && cns.grounded && xVel == 0)
            {
                Cue(idle);
            }
            else if (currentSequence != allSequences [run] && xVel != 0 && cns.grounded)
            {
                Cue(run);
            }
            else if (currentSequence != allSequences [jump] && !cns.grounded)
            {
                Cue(jump);
            }
            oldX = xVel;
            if (currentSequence.speedSensitive)
            {
                int frameRate = Mathf.RoundToInt((Mathf.Abs(ri.currentXvelocity / ri.maxHorizontalSpeed) * maxFrameRate));
                if (frameRate < minFrameRate)
                {
                    frameRate = minFrameRate;
                }
                currentSequence.ChangeFrameRate(frameRate);
            }
            yield return(null);
        }
    }
Exemplo n.º 2
0
    public IEnumerator ManageAnimations()
    {
        int   maxFrameRate = currentSequence.maxFrameRate;
        int   minFrameRate = currentSequence.minFrameRate;
        float oldX         = ri.currentXvelocity;

        while (true)
        {
            float xVel = ri.currentXvelocity;

            if (xVel < 0)
            {
                r.flipX = true;
            }
            else
            {
                r.flipX = false;
            }

            if ((oldX < 0 && xVel > 0))
            {
                Debug.Log(walk);
                Cue(walk);
            }
            else if ((oldX > 0 && xVel < 0))
            {
                Cue(run);
            }
            oldX = xVel;
            if (currentSequence.speedSensitive)
            {
                int frameRate = Mathf.RoundToInt((Mathf.Abs(ri.currentXvelocity / ri.maxHorizontalSpeed) * maxFrameRate));
                if (frameRate < minFrameRate)
                {
                    frameRate = minFrameRate;
                }
                currentSequence.ChangeFrameRate(frameRate);
            }
            yield return(null);
        }
    }