private void SyncAnimations(AnimationSyncData syncData)
    {
        if (syncData.Jump)
        {
            m_Animator.SetTrigger("Jump");
        }
        if (syncData.HitGround)
        {
            m_Animator.SetTrigger("Hit Ground");
        }
        m_Animator.SetBool("Walking", syncData.Walking);
        m_Animator.SetFloat("Vertical Speed", syncData.Velocity.y);

        if (syncData.Input.x < 0)
        {
            // Flip sprite to face left when moving left
            transform.localScale = new Vector3(Mathf.Abs(transform.localScale.x) * -1, transform.localScale.y, transform.localScale.z);
        }
        else if (syncData.Input.x > 0)
        {
            transform.localScale = new Vector3(Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z);
        }
    }
示例#2
0
    // Add a synced animation to the sync dictionary
    public void AddSyncedAnimation(int layer, AnimationState state, AT_Animation animNode )
    {
        if (state == null)
        {
            Debug.Log("Adding null animation state for syncing");
            return;
        }

        // If the layer doesn't exist in the dictionary yet, add it
        if (!m_syncedAnimations.ContainsKey(layer))
        {
            m_syncedAnimations.Add(layer, new List<AnimationSyncData>());
        }
        // Create the new AnimationSyncData object for this animation
        AnimationSyncData data = new AnimationSyncData();
        data.m_state = state;
        data.node = animNode;

        // Add in the new state to the sync layer
        m_syncedAnimations[layer].Add(data);

        // Calculate new speed factors for layer
        RecalculateSpeedVariablesForLayer(layer);
    }
示例#3
0
    private void FixedUpdate()
    {
        float             horizontal = Input.GetAxisRaw("Horizontal");
        float             vertical   = Input.GetAxisRaw("Jump");
        Vector2           velocity   = new Vector2(m_Rigidbody.velocity.x, m_Rigidbody.velocity.y);
        AnimationSyncData syncData   = new AnimationSyncData
        {
            HitGround = false,
            Jump      = false
        };

        // Check for ground below the player
        Vector2    bottom      = new Vector2(transform.position.x + m_Collider.offset.x, transform.position.y + m_Collider.offset.y - m_Collider.bounds.extents.y);
        Vector2    boxSize     = new Vector2(m_Collider.bounds.extents.x * 2 * 0.95f, m_GroundCheckDistance);
        Collider2D collider    = Physics2D.OverlapBox(bottom, boxSize, 0, m_GroundLayer);
        bool       wasGrounded = m_Grounded;

        m_Grounded = collider != null;

        if (!wasGrounded && m_Grounded)
        {
            // Just hit the ground after falling
            m_Animator.SetTrigger("Hit Ground");
            syncData.HitGround = true;
        }

        m_Animator.SetBool("Walking", horizontal != 0 && m_Grounded);
        syncData.Walking = horizontal != 0 && m_Grounded;

        // Move horizontally if player is pressing a button, otherwise just maintain current horizontal velocity
        if (horizontal != 0)
        {
            velocity.x = horizontal * m_GroundSpeed;

            if (horizontal < 0)
            {
                // Going left, flip sprite to face left
                transform.localScale = new Vector3(-1 * Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z);
            }
            else if (horizontal > 0)
            {
                // Going right, flip sprite to face right
                transform.localScale = new Vector3(Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z);
            }
        }
        else if (!m_Grounded)
        {
            // When not giving input and not in the air apply air drag so the player doesn't sideways coast forever
            velocity.x = velocity.x * (1 - m_AirDrag);
        }

        m_Animator.ResetTrigger("Jump");

        // Jump if grounded
        if (vertical != 0 && m_Grounded && !m_JumpStillPressed)
        {
            velocity.y         = vertical * m_JumpSpeed;
            m_JumpStillPressed = true;

            m_Animator.SetTrigger("Jump");
            syncData.Jump = true;
        }
        else if (vertical == 0)
        {
            m_JumpStillPressed = false;
        }

        m_Animator.SetFloat("Vertical Speed", velocity.y);
        syncData.Velocity = velocity;
        syncData.Input    = new Vector2(horizontal, vertical);

        m_AnimationSyncEvent.Invoke(syncData);

        m_Rigidbody.velocity = velocity;
    }