f8590432ba
Created assemblies for the new design code. Relocated legacy scripts into a legacy folder and made a "new_design" folder for new design.
120 lines
3.9 KiB
C#
120 lines
3.9 KiB
C#
using UnityEngine;
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namespace Player
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{
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public class PlayerAnimationController : MonoBehaviour
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{
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[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;
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[SerializeField] private PlayerInteractionHandler interactionHandler;
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[SerializeField] private PlayerMovementController movement;
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//private float verticalAiming = 0;
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public Camera hiddenCam;
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private bool isRunning;
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private float runningSpeed;
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private float sideStepSpeed;
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// Start is called before the first frame update
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private void Start()
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{
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}
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// Update is called once per frame
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private void Update()
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{
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animController.SetBool("IsCarrying", interactionHandler.IsCarrying);
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animController.SetBool("HasGun", interactionHandler.GunEnabled);
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if (interactionHandler.GunEnabled && !interactionHandler.isDead && movement.AllowRotation)
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{
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if (hiddenCam.transform.localEulerAngles.x < 90)
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{
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//DOWN
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var target = Mathf.Lerp(animController.GetLayerWeight(3), hiddenCam.transform.localEulerAngles.x / 70f,
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Time.deltaTime * 10f);
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animController.SetLayerWeight(3, target);
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animController.SetLayerWeight(2, 0);
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}
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else
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{
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//UP
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animController.SetLayerWeight(3, 0);
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var target = Mathf.Lerp(animController.GetLayerWeight(2),
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(360f - hiddenCam.transform.localEulerAngles.x) / (360f - 300f), Time.deltaTime * 10);
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animController.SetLayerWeight(2, target);
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}
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}
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else
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{
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animController.SetLayerWeight(2, Mathf.Lerp(animController.GetLayerWeight(2), 0, Time.deltaTime * 10));
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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)
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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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if (this.movement.IsAiming)
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{
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animController.SetFloat("StrafingSpeed", movement.x);
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float dir = 0;
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if (movement.x > 0)
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dir = 1;
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else if (movement.x < 0) dir = -1;
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animController.SetFloat("StrafingDirection", dir);
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}
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else
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{
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animController.SetFloat("StrafingSpeed", 0);
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animController.SetFloat("StrafingDirection", 1);
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}
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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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public void Hit(bool isDead)
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{
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animController.SetTrigger("WasHit");
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animController.SetBool("IsDead", isDead);
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}
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}
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public enum PlayerAnimationType
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{
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Movement,
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Action
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}
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public enum PlayerQuickAnimationType
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{
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Grab,
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Shoot
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}
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} |