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