using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Animations; namespace Saltosion.OneWeapon { public class Player : MonoBehaviour { public Rigidbody2D Body; public Transform Hand; public float MoveSpeed = 50f; public SpriteRenderer BodySprite; public Animator BodyAnim; public SpriteRenderer HeadSprite; public Animator HeadAnim; private Gun Gun; private Vector2 GunLocation = new Vector2(0, -0.6f); private Vector3 GunRotation = new Vector3(0, 0, -90); void Start() { } void Update() { float X = Input.GetAxis("Horizontal"); float Y = Input.GetAxis("Vertical"); Vector2 Direction = new Vector2(X, Y).normalized; Body.velocity = Direction * MoveSpeed; Vector3 MousePos = Input.mousePosition; Vector3 PointedPos = Camera.main.ScreenToWorldPoint(MousePos); Vector2 LookDirection = (PointedPos - Hand.position).normalized; Vector3 Rot = Hand.localEulerAngles; Rot.z = Mathf.Atan2(LookDirection.y, LookDirection.x) * Mathf.Rad2Deg + 90; Hand.localEulerAngles = Rot; float Rotation = Rot.z; if (Rotation >= 45 && Rotation < 135) { BodyAnim.Play("HorizontalBody"); BodySprite.flipX = false; HeadAnim.Play("HeadRight"); HeadSprite.flipX = false; } else if (Rotation >= 225 || Rotation < -45) { BodyAnim.Play("HorizontalBody"); BodySprite.flipX = true; HeadAnim.Play("HeadRight"); HeadSprite.flipX = true; } else { if (Rotation >= 135 && Rotation < 225) { HeadAnim.Play("HeadUp"); } else { HeadAnim.Play("HeadDown"); } BodyAnim.Play("VerticalBody"); BodySprite.flipX = false; HeadSprite.flipX = false; } if (Gun != null) { if (Rotation >= 180 || Rotation <= -45) { Gun.FlipGun(true); } else if (Rotation < 180 || Rotation > 45) { Gun.FlipGun(false); } } if (Direction.magnitude > 0.05) { BodyAnim.SetFloat("Speed", 1); HeadAnim.SetFloat("Speed", 1); } else { BodyAnim.SetFloat("Speed", 0); HeadAnim.SetFloat("Speed", 0); } bool Shoot = Input.GetButtonDown("Shoot"); if (Shoot && Gun != null) { Gun.Shoot(LookDirection, Rotation); } } public void SetGun(Gun gun) { if (Gun != null) { Destroy(Gun.gameObject); } Gun = gun; Gun.transform.parent = Hand; Gun.transform.localPosition = GunLocation; Gun.transform.localEulerAngles = GunRotation; } } }