Created
November 24, 2017 23:59
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
using UnityEngine.Networking; | |
public class PlayerAnimationController : NetworkBehaviour { | |
private PlayerActionController playerController; | |
private PlayerMovementController playerMovement; | |
private Animator anim; | |
public JetpackBoost Jetpack; | |
public GameObject JumpDustPrefab; | |
public GameObject DashDustPrefab; | |
public PlayerIKTargetControl ikTargetControl; | |
void Awake() { | |
playerController = GetComponent<PlayerActionController>(); | |
playerMovement = GetComponent<PlayerMovementController>(); | |
anim = GetComponent<Animator>(); | |
} | |
// Update is called once per frame | |
void Update () { | |
float MoveSpeed = playerMovement.movement.magnitude; | |
MoveSpeed /= PlayerProperties.Instance.MoveSpeed; | |
anim.SetFloat("MoveSpeed", MoveSpeed); | |
} | |
void OnStateWallRunEnter() { | |
anim.SetTrigger("WallRun"); | |
anim.SetFloat("WallDirection", playerMovement.WallDirection); | |
anim.SetBool("IsWallRunning", true); | |
Jetpack.Play(); | |
} | |
void OnStateWallRunExit() { | |
anim.SetBool("IsWallRunning", false); | |
Jetpack.Stop(); | |
} | |
void OnStateEmoteEnter() { | |
Debug.Log("Emote_DAB!"); | |
anim.SetTrigger ("Emote_Dab"); | |
} | |
void OnStateHasBallEnter() { | |
anim.SetBool("HasBall", true); | |
} | |
void OnStateHasBallExit() { | |
anim.SetBool("HasBall", false); | |
} | |
void OnStateDashEnter() { | |
anim.SetTrigger("Dash"); | |
anim.SetBool("IsDashing", true); | |
Jetpack.Play(); | |
Jetpack.Burst(); | |
Jetpack.Explode(); | |
if (playerMovement.prevState == PlayerMovementController.PlayerStates.Idle || playerMovement.prevState == PlayerMovementController.PlayerStates.Run) { | |
Instantiate(DashDustPrefab, transform.position, transform.rotation); | |
} | |
} | |
void OnStateDashExit() { | |
anim.SetBool("IsDashing", false); | |
Jetpack.Stop(); | |
Jetpack.StopBurst(); | |
} | |
void OnStateFallEnter() { | |
anim.SetBool("IsJumping", true); | |
} | |
void OnStateIdleEnter() { | |
if (playerMovement.prevState == PlayerMovementController.PlayerStates.Fall) { | |
ikTargetControl.Land(0.2f, 0.75f); | |
} | |
} | |
void OnStateJumpEnter() { | |
anim.SetTrigger("Jump"); | |
anim.SetBool("IsJumping", true); | |
Jetpack.Burst(); | |
Jetpack.Play(); | |
if (playerMovement.prevState == PlayerMovementController.PlayerStates.Idle || playerMovement.prevState == PlayerMovementController.PlayerStates.Run) { | |
Instantiate(JumpDustPrefab, transform.position, Quaternion.identity); | |
} | |
} | |
void OnStateJumpExit() { | |
Jetpack.Stop(); | |
Jetpack.StopBurst(); | |
} | |
void OnStateDoubleJumpEnter() { | |
anim.SetTrigger("Jump"); | |
anim.SetBool("IsJumping", true); | |
Jetpack.Play(0.5f); | |
Jetpack.Burst(); | |
// Jetpack.Burst(); | |
// Jetpack.Play(); | |
// if (playerMovement.prevState == PlayerMovementController.PlayerStates.Idle || playerMovement.prevState == PlayerMovementController.PlayerStates.Run) { | |
// Instantiate(JumpDustPrefab, transform.position, Quaternion.identity); | |
// } | |
} | |
void OnStateFallExit() { | |
anim.SetBool("IsJumping", false); | |
} | |
void OnStateThrowEnter() { | |
Jetpack.Play(); | |
} | |
void OnStateThrowExit() { | |
Jetpack.Stop(); | |
anim.SetBool("IsThrowing", false); | |
} | |
public void TriggerThrowAnimation() { | |
anim.SetTrigger("ThrowBall"); | |
} | |
void StartThrowAnimation() { | |
anim.SetBool("IsThrowing", true); | |
anim.SetTrigger("ThrowBall"); | |
} | |
void StartTackledAnimation() { | |
anim.SetTrigger("Tackled"); | |
} | |
void StartPunchAnimation() { | |
anim.SetTrigger("Punch"); | |
} | |
} |
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