// Update is called once per frame void Update() { flipper(); switch (velocityGiver.State) { case Throwable.states.carry: m_state = animations.carried; break; case Throwable.states.airborn: m_state = animations.carried; break; case Throwable.states.nope: if (Mathf.Abs(transform.position.x) > 0.5f) { m_state = animations.running; } else { m_state = animations.idle; } break; default: break; } m_animationthingy.CrossFade(clips[(int)m_state].name, 0.1f); }
void SwitchToAnimation(animations anim, string name) { if (currentAnimation != anim) { Animator.Play(name); currentAnimation = anim; } }
public void changeStateToSucking() { if (isViking && vikingSuckingSprite != null) spriteRenderer.sprite = vikingSuckingSprite; else spriteRenderer.sprite = suckingSprite; currentState = animations.sucking; }
public void changeStateToLanded() { if (isViking && vikingLandedSprite != null) spriteRenderer.sprite = vikingLandedSprite; else spriteRenderer.sprite = landedSprite; currentState = animations.landed; }
private void Run() { State = animations.Run; Vector3 direction = transform.right * Input.GetAxis("Horizontal"); speed /= 2; transform.position = Vector3.MoveTowards(transform.position, transform.position + direction, (speed * Time.deltaTime)); sprite.flipX = direction.x < 0.0F; }
private void Walk() { speed = 5f; Vector3 direction = transform.right * Input.GetAxis("Horizontal"); transform.position = Vector3.MoveTowards(transform.position, transform.position + direction, speed * Time.deltaTime); sprite.flipX = direction.x < 0.0F; anim.SetFloat("Speed", speed); State = animations.Run; }
public void changeStateToLanded() { if (isViking && vikingLandedSprite != null) { spriteRenderer.sprite = vikingLandedSprite; } else { spriteRenderer.sprite = landedSprite; } currentState = animations.landed; }
public void changeStateToSucking() { if (isViking && vikingSuckingSprite != null) { spriteRenderer.sprite = vikingSuckingSprite; } else { spriteRenderer.sprite = suckingSprite; } currentState = animations.sucking; }
void UpdateAnimation(animations anims) { switch (anims) { case animations.idle: animator.SetBool("Running", false); break; case animations.running: animator.SetBool("Running", true); break; case animations.climbing: break; default: break; } }
// Update is called once per frame void Update() { flipper(); if (m_state == animations.throwing) { if (m_animationthingy.isPlaying == false) { m_state = animations.idle; } } else if (velocityGiver.State == Throwable.states.nope) { if (throwthing.m_BeingCarried != null) { if (Mathf.Abs(velocityGiver.Velocity.x) > 0.0f) { m_state = animations.caryingwithMove; } else { m_state = animations.carrying; } } else if (Mathf.Abs(velocityGiver.Velocity.x) > 0.0f) { m_state = animations.running; } else { m_state = animations.idle; } } else if (velocityGiver.State == Throwable.states.carry) { m_state = animations.carried; } m_animationthingy.CrossFade(clips[(int)m_state].name, 0.1f); }
private void Update() { if (Input.GetMouseButtonDown(0)) { Shoot(); } if (isGrounded) { if (Input.GetButton("Horizontal") && Input.GetKey(KeyCode.LeftShift)) { Run(); } } if (Input.GetButton("Horizontal")) { Walk(); } if (isGrounded && Input.GetButtonDown("Jump")) { Jump(); } State = animations.Idle; }
public void changeStateToPhaseShift1() { spriteRenderer.sprite = phaseShift1Sprite; currentState = animations.phaseShift1; }
public void changeStateToDead() { spriteRenderer.sprite = deadSprite; currentState = animations.dead; }
public void changeStateToSucking() { spriteRenderer.sprite = suckingSprite; currentState = animations.sucking; }
public void changeStateToLanded() { spriteRenderer.sprite = landedSprite; currentState = animations.landed; }
public void changeStateToPhase1Flying() { spriteRenderer.sprite = phase1SideToSide; currentState = animations.phase1SideToSide; }
// Start is called before the first frame update void Start() { currentAnimation = animations.Idle; }
public void changeStateToFlyingUp() { spriteRenderer.sprite = flyingUpSprite; currentState = animations.flyingUp; }
public void changeStateToFlyingDown() { spriteRenderer.sprite = flyingDownSprite; currentState = animations.flyingDown; }
public void changeStateToInvun() { spriteRenderer.sprite = invunSprite; currentState = animations.invun; }
public void throwthething() { m_state = animations.throwing; m_animationthingy.CrossFade(clips[(int)m_state].name, 0.1f); }
public void changeStateToFlyingInvun() { spriteRenderer.sprite = phase1InvunAttackSprite; currentState = animations.phase1Invun; }
public void changeStateToPhaseShift2() { spriteRenderer.sprite = phaseShift2Sprite; currentState = animations.phaseShift2; }
public void changeStateToPhase1Attacking() { spriteRenderer.sprite = phase1Attack; currentState = animations.phase1Attacking; }
private void Jump() { GetComponent <Rigidbody2D>().AddForce(transform.up * JumpForce, ForceMode2D.Impulse); State = animations.Jump; }