Player sprite

This commit is contained in:
Yann Dupont 01 2022-04-02 18:58:13 -04:00
parent 60734a9260
commit 8ce45566a0
23 changed files with 1931 additions and 3 deletions

8
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@ -18,6 +18,9 @@ public class PlayerMovement : MonoBehaviour {
Vector2 moveDirection; Vector2 moveDirection;
BaseState currentState = null!; BaseState currentState = null!;
SafeZone? safeZone; SafeZone? safeZone;
VampireEntity vampireEntity;
Animator animator;
bool facingRight = true;
bool lastJumpButton; bool lastJumpButton;
@ -25,6 +28,8 @@ public class PlayerMovement : MonoBehaviour {
void Awake() { void Awake() {
rb = GetComponent<Rigidbody2D>(); rb = GetComponent<Rigidbody2D>();
vampireEntity = GetComponent<VampireEntity>();
animator = GetComponentInChildren<Animator>();
currentState = new ImmobileMovementState(this); currentState = new ImmobileMovementState(this);
safeZonePrompt.SetActive(false); safeZonePrompt.SetActive(false);
} }
@ -55,6 +60,23 @@ public class PlayerMovement : MonoBehaviour {
void OnDrawGizmos() => currentState?.OnDrawGizmos(); void OnDrawGizmos() => currentState?.OnDrawGizmos();
#endregion
#region Flip
public void Flip() {
facingRight = !facingRight;
Vector3 scaler = transform.localScale;
scaler.x *= -1;
transform.localScale = scaler;
}
public void FlipAccordingToInput() {
if ((!facingRight && moveDirection.x > 0) || (facingRight && moveDirection.x < 0)) {
Flip();
}
}
#endregion #endregion
#region Inputs #region Inputs
@ -63,6 +85,7 @@ public class PlayerMovement : MonoBehaviour {
moveDirection = ctx.ReadValue<Vector2>(); moveDirection = ctx.ReadValue<Vector2>();
if (moveDirection.sqrMagnitude > 1.0f) if (moveDirection.sqrMagnitude > 1.0f)
moveDirection.Normalize(); moveDirection.Normalize();
FlipAccordingToInput();
} }
public void OnJump(InputAction.CallbackContext ctx) { public void OnJump(InputAction.CallbackContext ctx) {
@ -132,9 +155,22 @@ public class PlayerMovement : MonoBehaviour {
class NormalMovementState : BaseStatePlayerMovement { class NormalMovementState : BaseStatePlayerMovement {
public NormalMovementState(PlayerMovement playerMovement) : base(playerMovement) {} public NormalMovementState(PlayerMovement playerMovement) : base(playerMovement) {}
public override void EnterState() {
// playerMovement.animator.SetBool("Running", true);
}
public override void LeaveState() {
// playerMovement.animator.SetBool("Running", false);
}
public override BaseState? FixedUpdateState() { public override BaseState? FixedUpdateState() {
playerMovement.rb.velocity = (Vector3)playerMovement.moveDirection * playerMovement.stats.movementSpeed; playerMovement.rb.velocity = (Vector3)playerMovement.moveDirection * playerMovement.stats.movementSpeed;
if(playerMovement.rb.velocity.magnitude > 0.01f) {
playerMovement.animator.Play("Player_Run");
} else {
playerMovement.animator.Play("Player_Idle");
}
return null; return null;
} }
} }
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public override void EnterState() { public override void EnterState() {
startPosition = playerMovement.transform.position; startPosition = playerMovement.transform.position;
startTime = Time.time; startTime = Time.time;
} // playerMovement.animator.SetBool("Jumping", true);
playerMovement.animator.Play("Player_Jump");
}
public override void LeaveState() {
// playerMovement.animator.SetBool("Jumping", false);
playerMovement.animator.Play("Player_Idle");
}
public override BaseState? FixedUpdateState() { public override BaseState? FixedUpdateState() {
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