public void SetEnergy(float energyAmt) { energyBarSprite.sprite = this.barFrames[Mathf.Clamp(Mathf.RoundToInt(MathUtil.Map(energyAmt, 0, 100, 0, overloadFrame - 1)), 0, barFrames.Length - 1)]; if (energyAmt == 199 && energyBoltSprite.GetCurrentAnimation() != energyBoltOverload) { energyBoltSprite.Play(energyBoltOverload); } if (energyAmt < 199 && gameObject.activeSelf) { energyBoltSprite.Play(energyBoltOff); } }
public void KnockingUpdate() { if (slimeAtDoor.angry && animator.GetCurrentAnimation() != angryKnockAnim) { animator.Play(angryKnockAnim); } if (slimeAtDoor.leaving) { animator.Play(idleAnim); HideKnock(); fsm.ChangeState(DoorState.Closed); } if (playerClose) { fsm.ChangeState(DoorState.Open); } }
// Update is called once per frame void Update() { m_animController.SetWasPlayingClip(m_anim.GetCurrentAnimation()); CalculateVelocity(); HandleWallSliding(); controller.Move(velocity * Time.deltaTime, directionalInput); //call here to make sure we're incorporating platform influence on player if (controller.collisions.above || controller.collisions.below) { if (controller.collisions.slidingDownMaxSlope) { velocity.y += controller.collisions.slopeNormal.y * -gravity * Time.deltaTime; } else { velocity.y = 0; } } }
//Called at beginning of each PlayerController update to set the animation //that was just playing public void SetWasPlayingClip() { m_wasPlaying = m_anim.GetCurrentAnimation(); }
//Play an animation if it wasn't the animation playing before player input void PlayIfNotWasPlaying() { m_wasPlaying = m_anim.GetCurrentAnimation(); }