Rename some animation stuff and make crab animations proper
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107
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107
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@ -57,7 +57,7 @@ AnimatorController:
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@ -65,7 +65,7 @@ AnimatorController:
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@ -40,7 +40,7 @@ AnimatorController:
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@ -1,4 +1,5 @@
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using UnityEngine;
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using UnityEngine.Animations;
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using Saltosion.OneWeapon.AI;
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namespace Saltosion.OneWeapon.Enemies {
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||||
@ -7,11 +8,7 @@ namespace Saltosion.OneWeapon.Enemies {
|
||||
[Header("Debug Info")]
|
||||
public string CurrentBehavior = "Nothing";
|
||||
[Header("Graphics")]
|
||||
public SpriteRenderer Renderer;
|
||||
public Sprite IdleSprite;
|
||||
public Sprite AttackingSprite;
|
||||
public int MovementAnimationFramerate;
|
||||
public Sprite[] MovementSprites;
|
||||
public Animator Anim;
|
||||
[Header("Stats")]
|
||||
public float MoveSpeed;
|
||||
[Header("Behaviour")]
|
||||
@ -33,11 +30,13 @@ namespace Saltosion.OneWeapon.Enemies {
|
||||
CurrentBehavior = BehaviourTree.GetExecutedName();
|
||||
|
||||
if (Attacking) {
|
||||
Renderer.sprite = AttackingSprite;
|
||||
Anim.Play("CrabAttack");
|
||||
} else if (Body.velocity.magnitude > 0.1) {
|
||||
Renderer.sprite = MovementSprites[(int)(Time.time * MovementAnimationFramerate) % MovementSprites.Length];
|
||||
Anim.Play("CrabWalk");
|
||||
Anim.SetFloat("Speed", 1);
|
||||
} else {
|
||||
Renderer.sprite = IdleSprite;
|
||||
Anim.Play("CrabWalk");
|
||||
Anim.SetFloat("Speed", 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -63,26 +63,26 @@ namespace Saltosion.OneWeapon.Player {
|
||||
float Rotation = Rot.z;
|
||||
|
||||
if (Rotation >= 45 && Rotation < 135) {
|
||||
BodyAnim.Play("HorizontalBody");
|
||||
BodyAnim.Play("PlayerHorizontalBody");
|
||||
BodySprite.flipX = false;
|
||||
HeadAnim.Play("HeadRight");
|
||||
HeadAnim.Play("PlayerHeadRight");
|
||||
HeadSprite.flipX = false;
|
||||
Hand.localPosition = HandMiddle.localPosition;
|
||||
} else if (Rotation >= 225 || Rotation < -45) {
|
||||
BodyAnim.Play("HorizontalBody");
|
||||
BodyAnim.Play("PlayerHorizontalBody");
|
||||
BodySprite.flipX = true;
|
||||
HeadAnim.Play("HeadRight");
|
||||
HeadAnim.Play("PlayerHeadRight");
|
||||
HeadSprite.flipX = true;
|
||||
Hand.localPosition = HandMiddle.localPosition;
|
||||
} else {
|
||||
if (Rotation >= 135 && Rotation < 225) {
|
||||
HeadAnim.Play("HeadUp");
|
||||
HeadAnim.Play("PlayerHeadUp");
|
||||
Hand.localPosition = HandRight.localPosition;
|
||||
} else {
|
||||
HeadAnim.Play("HeadDown");
|
||||
HeadAnim.Play("PlayerHeadDown");
|
||||
Hand.localPosition = HandLeft.localPosition;
|
||||
}
|
||||
BodyAnim.Play("VerticalBody");
|
||||
BodyAnim.Play("PlayerVerticalBody");
|
||||
BodySprite.flipX = false;
|
||||
HeadSprite.flipX = false;
|
||||
}
|
||||
|
@ -25,7 +25,6 @@ namespace Saltosion.OneWeapon.Utils {
|
||||
CurrentSpeed -= AccelerationSpeed * Time.deltaTime;
|
||||
}
|
||||
CurrentSpeed *= 1 - (Vector2.Angle(Direction, LastDirection) / 180);
|
||||
Debug.Log(1 - (Vector2.Angle(Direction, LastDirection) / 180));
|
||||
CurrentSpeed = Mathf.Clamp(CurrentSpeed, 0, MaxSpeed);
|
||||
SpeedPercentage = CurrentSpeed / MaxSpeed;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user