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station_obscurum_unity/Assets/Scripts/Legacy/Player/PlayerAnimationController.cs

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using UnityEngine;
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namespace Player
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{
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public class PlayerAnimationController : MonoBehaviour
{
[SerializeField] private Animator animController;
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[SerializeField] private string runningParameter;
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[SerializeField] private string runningSpeedParameter;
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[SerializeField] private string sideStepSpeedParameter;
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//private bool movementInterrupt = false;
[SerializeField] private PlayerInteractionHandler interactionHandler;
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[SerializeField] private PlayerMovementController movement;
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//private float verticalAiming = 0;
public Camera hiddenCam;
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private bool isRunning;
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private float runningSpeed;
private float sideStepSpeed;
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// Start is called before the first frame update
private void Start()
{
}
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// Update is called once per frame
private void Update()
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{
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animController.SetBool("IsCarrying", interactionHandler.IsCarrying);
animController.SetBool("HasGun", interactionHandler.GunEnabled);
if (interactionHandler.GunEnabled && !interactionHandler.isDead && movement.AllowRotation)
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{
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if (hiddenCam.transform.localEulerAngles.x < 90)
{
//DOWN
var target = Mathf.Lerp(animController.GetLayerWeight(3), hiddenCam.transform.localEulerAngles.x / 70f,
Time.deltaTime * 10f);
animController.SetLayerWeight(3, target);
animController.SetLayerWeight(2, 0);
}
else
{
//UP
animController.SetLayerWeight(3, 0);
var target = Mathf.Lerp(animController.GetLayerWeight(2),
(360f - hiddenCam.transform.localEulerAngles.x) / (360f - 300f), Time.deltaTime * 10);
animController.SetLayerWeight(2, target);
}
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}
else
{
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animController.SetLayerWeight(2, Mathf.Lerp(animController.GetLayerWeight(2), 0, Time.deltaTime * 10));
animController.SetLayerWeight(3, Mathf.Lerp(animController.GetLayerWeight(3), 0, Time.deltaTime * 10));
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}
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//print("carrying:" + interactionHandler.IsCarrying + " running:"+animController.GetBool(runningParameter)+" running speed:" + animController.GetFloat(runningSpeedParameter));
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}
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public void Animate(Vector2 movement, bool jump, bool isMoving)
{
animController.SetFloat(runningSpeedParameter, movement.magnitude);
animController.SetBool(runningParameter, isMoving);
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if (this.movement.IsAiming)
{
animController.SetFloat("StrafingSpeed", movement.x);
float dir = 0;
if (movement.x > 0)
dir = 1;
else if (movement.x < 0) dir = -1;
animController.SetFloat("StrafingDirection", dir);
}
else
{
animController.SetFloat("StrafingSpeed", 0);
animController.SetFloat("StrafingDirection", 1);
}
}
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public void Animate(PlayerQuickAnimationType animation)
{
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switch (animation)
{
case PlayerQuickAnimationType.Grab:
print("grabbing...");
break;
case PlayerQuickAnimationType.Shoot:
print("shooting...");
break;
}
}
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public void Hit(bool isDead)
{
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animController.SetTrigger("WasHit");
animController.SetBool("IsDead", isDead);
}
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}
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public enum PlayerAnimationType
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{
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Movement,
Action
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}
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public enum PlayerQuickAnimationType
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{
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Grab,
Shoot
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}
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}