private void Update()
    {
        if (_spriterAnimator == null)
        {
            _spriterAnimator = GetComponent <SpriterDotNetBehaviour>().Animator;
            _animationList   = _spriterAnimator.GetAnimations().ToList();
        }

        _grounded = _collisionState.OnSolidGround;

        _currentIndex  = _shotgunGO.isActiveAndEnabled ? 0 : 23; // Check if the shotgun or the machine gun is active
        _currentIndex += !_grounded ? 0 : 6;                     // Check if the player is falling or is on the ground.

        // If the player is on the ground, check if the player is standing still or running.
        if (_currentIndex == 6 || _currentIndex == 29)
        {
            _currentIndex += _controller.GetButtonPress(Buttons.MoveLeft) || _controller.GetButtonPress(Buttons.MoveRight) ? 6 : 0;
        }

        if (_controller.GetButtonPress(Buttons.AimDown) || _controller.GetButtonPress(Buttons.AimLeft) ||
            _controller.GetButtonPress(Buttons.AimRight) || _controller.GetButtonPress(Buttons.AimUp) || _controller.GetButtonPress(Buttons.Shoot))
        {
            switch (_controller.AimDirection)
            {
            case 0:
            case 180:
                _currentIndex += 3; break;

            case 45:
            case 135:
                _currentIndex += 2; break;

            case 90:
                _currentIndex += 1; break;

            case 270:
                _currentIndex += 5; break;

            case 225:
            case 315:
                _currentIndex += 4; break;

            default:
                _currentIndex += 3; break;
            }
        }

        if (_grounded)
        {
            if (_controller.GetButtonPress(Buttons.MoveLeft) && _controller.GetButtonPress(Buttons.AimRight) ||
                _controller.GetButtonPress(Buttons.MoveRight) && _controller.GetButtonPress(Buttons.AimLeft))
            {
                _currentIndex += 5;
            }
        }

        if (_currentIndex != _previousIndex)
        {
            Play(_currentIndex);
            _previousIndex = _currentIndex;
        }
    }
示例#2
0
 private void Update()
 {
     // THIS IS HERE TO ENSURE THE MUZZLE FIRE ON THE MACHINE GUN ALWAYS PLAYS IN THE CORRECT DIRECTION
     if (!_controller.GetButtonPress(Buttons.AimDown) && !_controller.GetButtonPress(Buttons.AimUp) &&
         !_controller.GetButtonPress(Buttons.AimLeft) && !_controller.GetButtonPress(Buttons.AimRight))
     {
         if (_controller.FacingDirection == Facing.Right)
         {
             _controller.SetAimDirection(0);
         }
         else if (_controller.FacingDirection == Facing.Left)
         {
             _controller.SetAimDirection(4);
         }
     }
 }