// 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);
    }
Пример #2
0
 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;
    }
Пример #5
0
    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;
    }
Пример #6
0
    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;
    }
Пример #7
0
    public void changeStateToLanded()
    {
        if (isViking && vikingLandedSprite != null)
        {
            spriteRenderer.sprite = vikingLandedSprite;
        }
        else
        {
            spriteRenderer.sprite = landedSprite;
        }

        currentState = animations.landed;
    }
Пример #8
0
    public void changeStateToSucking()
    {
        if (isViking && vikingSuckingSprite != null)
        {
            spriteRenderer.sprite = vikingSuckingSprite;
        }
        else
        {
            spriteRenderer.sprite = suckingSprite;
        }

        currentState = animations.sucking;
    }
Пример #9
0
    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;
        }
    }
Пример #10
0
    // 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);
    }
Пример #11
0
 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;
 }
 public void changeStateToSucking()
 {
     spriteRenderer.sprite = suckingSprite;
     currentState = animations.sucking;
 }
Пример #18
0
 // 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 changeStateToLanded()
 {
     spriteRenderer.sprite = landedSprite;
     currentState = animations.landed;
 }
 public void changeStateToDead()
 {
     spriteRenderer.sprite = deadSprite;
     currentState = animations.dead;
 }
Пример #24
0
    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 changeStateToFlyingInvun()
 {
     spriteRenderer.sprite = phase1InvunAttackSprite;
     currentState          = animations.phase1Invun;
 }
 public void changeStateToInvun()
 {
     spriteRenderer.sprite = invunSprite;
     currentState          = animations.invun;
 }
 public void changeStateToPhase1Flying()
 {
     spriteRenderer.sprite = phase1SideToSide;
     currentState          = animations.phase1SideToSide;
 }
 public void changeStateToPhase1Attacking()
 {
     spriteRenderer.sprite = phase1Attack;
     currentState = animations.phase1Attacking;
 }
Пример #31
0
 private void Jump()
 {
     GetComponent <Rigidbody2D>().AddForce(transform.up * JumpForce, ForceMode2D.Impulse);
     State = animations.Jump;
 }
 public void changeStateToPhase1Attacking()
 {
     spriteRenderer.sprite = phase1Attack;
     currentState          = animations.phase1Attacking;
 }