Пример #1
0
 public PlayerSpawner(
     PlayerModel playerModel,
     PlayerPhysics playerPhysics,
     PlayerAnimationStates playerAnimationStates)
 {
     _playerModel           = playerModel;
     _playerPhysics         = playerPhysics;
     _playerAnimationStates = playerAnimationStates;
 }
Пример #2
0
    void SetState(PlayerAnimationStates State)
    {
        switch (State)
        {
        case PlayerAnimationStates.idle:
            state = 0;
            break;

        case PlayerAnimationStates.run:
            state = 1;
            break;

        case PlayerAnimationStates.dash:
            state = 2;
            break;

        case PlayerAnimationStates.jump:
            state = 3;
            break;

        case PlayerAnimationStates.attack1:
            state = 4;
            break;

        case PlayerAnimationStates.attack2:
            state = 5;
            break;

        case PlayerAnimationStates.attack3:
            state = 6;
            break;

        case PlayerAnimationStates.hit:
            state = 8;
            break;

        case PlayerAnimationStates.die:
            state = 9;
            break;

        default:
            state = 0;
            break;
        }
    }
Пример #3
0
    private void MovePrecise()
    {
        stateVariables.velBody.velocity = moveDirection * stateVariables.statsManager.GetStat(CharacterStatType.MoveSpeed);
        if (moveDirection.magnitude > stateVariables.axisThreshold)
        {
            PlayerAnimationStates movementAnimState = PlayerAnimationStates.RunningForward;
            float moveLookDot = Vector3.Dot(moveDirection, stateVariables.velBody.GetForward());
            if (moveLookDot > 0.5f)
            {
                movementAnimState = PlayerAnimationStates.RunningForward;
            }
            else if (moveLookDot > -0.5f)
            {
                if (Vector3.Cross(moveDirection, stateVariables.velBody.GetForward()).y > 0f)
                {
                    movementAnimState = PlayerAnimationStates.SideStrafeRight;
                }
                else
                {
                    movementAnimState = PlayerAnimationStates.SideStrafeLeft;
                }
            }
            else
            {
                movementAnimState = PlayerAnimationStates.RunningBackward;
            }

            if (stateVariables.animator.GetInteger(Strings.ANIMATIONSTATE) != (int)movementAnimState)
            {
                stateVariables.animator.SetInteger(Strings.ANIMATIONSTATE, (int)movementAnimState);
            }
        }
        else
        {
            if (stateVariables.animator.GetInteger(Strings.ANIMATIONSTATE) != (int)PlayerAnimationStates.Idle)
            {
                stateVariables.animator.SetInteger(Strings.ANIMATIONSTATE, (int)PlayerAnimationStates.Idle);
                stateVariables.animator.speed = 1.0f;
            }
        }
    }
Пример #4
0
 // Use this for initialization
 void Start()
 {
     currentMod            = null;
     currentAnimationState = PlayerAnimationStates.Idle;
 }