2023-03-14 00:59:59 +01:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerAnimationController : MonoBehaviour
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{
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[SerializeField]
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private Animator animController;
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[SerializeField]
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private string runningParameter;
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[SerializeField]
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private string runningSpeedParameter;
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[SerializeField]
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private string sideStepSpeedParameter;
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private float runningSpeed;
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private float sideStepSpeed;
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private bool isRunning;
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private bool movementInterrupt = false;
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[SerializeField]
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private PlayerInteractionHandler interactionHandler;
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public void Animate(Vector2 movement,bool jump,bool isMoving)
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{
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animController.SetFloat(runningSpeedParameter, movement.magnitude);
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animController.SetBool(runningParameter,isMoving);
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//animController.SetFloat(sideStepSpeedParameter, movement.x);
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}
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public void Animate(PlayerQuickAnimationType animation)
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{
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switch(animation)
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{
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case PlayerQuickAnimationType.Grab:
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print("grabbing...");
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break;
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case PlayerQuickAnimationType.Shoot:
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print("shooting...");
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break;
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}
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}
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2023-04-21 09:30:43 +02:00
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public void Hit(bool isDead)
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2023-04-04 06:04:34 +02:00
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{
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animController.SetTrigger("WasHit");
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2023-04-21 09:30:43 +02:00
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animController.SetBool("IsDead", isDead);
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2023-04-04 06:04:34 +02:00
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}
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2023-03-14 00:59:59 +01:00
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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animController.SetBool("IsCarrying", interactionHandler.IsCarrying);
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2023-04-03 17:02:11 +02:00
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animController.SetBool("HasGun",interactionHandler.GunEnabled);
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2023-04-04 06:04:34 +02:00
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//print("carrying:" + interactionHandler.IsCarrying + " running:"+animController.GetBool(runningParameter)+" running speed:" + animController.GetFloat(runningSpeedParameter));
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2023-03-14 00:59:59 +01:00
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}
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}
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public enum PlayerAnimationType {Movement,Action}
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public enum PlayerQuickAnimationType { Grab,Shoot}
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