private void Update() { // Stop Update on Game Wait if (StateController.Instance.currentState != States.GAME_UPDATE) { mainBody.velocity = Vector2.zero; if (animControl) { animControl.ChangeState("Idle"); } else { print("NO ANIMATION CONTROL"); } return; } // Input InputData currentInput = new InputData(); // Actions DuelController(ref currentInput, playerNumber); InputGunFire(mainGun, currentInput.justPressedA); MoveCharacter(mainBody, currentInput, this.transform); }
private void FlipWalkAnimation() { int currentAnimation = current % 2; string[] animStates = { "Walk_Left", "Walk_Right" }; animControl.ChangeState(animStates[currentAnimation]); }
// Start is called before the first frame update void Start() { // Auto-Get from the same GameObject rb2D = GetComponent <Rigidbody2D>(); pSnap = GetComponent <PositionSnap>(); animControl = GetComponent <AnimationControl2D>(); // Set Start Animation animControl.ChangeState("WalkRight"); }
/** * Execute Run Movement **/ private void RunMovement() { // Update position -> Auto Walk rb2D.position += runDirection * runSpeed * Time.deltaTime; // Update Animation if (runDirection == Vector2.up) { animControl.ChangeState("WalkUp"); } else if (runDirection == Vector2.down) { animControl.ChangeState("WalkDown"); } else if (runDirection == Vector2.left) { animControl.ChangeState("WalkLeft"); } else if (runDirection == Vector2.right) { animControl.ChangeState("WalkRight"); } else if (runDirection == Vector2.zero) { animControl.ChangeState("Idle"); } }
void Update() { // End Update If not In Update if (ChickenLevelManager.instance.currentState != GAME_STATE.UPDATE) { return; } //Update Timers if (!stuned) { eggTimer.Update(); } if (stuned) { stunTimer.Update(); } // Play Stunned Animation if (stuned) { animControl.ChangeState("Stun"); } // Return if stunned if (stuned) { return; } // Drop Score if (minScore < currentPickScore) { UpdatePickScore(); } // Check each Direction RaycastHit2D hitWall = Physics2D.Raycast(transform.position, runDirection, hitWallReach); if (hitWall) { if (hitWall.collider.GetComponent <Wall>()) { //Get new Direction // Invert Direction ChangeRunDirection(-runDirection); } } // Execute Movement RunMovement(); }