The script and animator achieve an animation effect like this:
// Created by John Ma,
// ©All rights reserved.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UnityChanAnimation : MonoBehaviour {
private Animator UnityChanAC; // unitychan's animation controller
// successional key pressed detection viriable
float FirstPressTime = -100; // time for first press key
float SecondPressTime = 100; // time for second press key
private bool FirstPress = false; // bool variable used for successional key pressed detection
// Use this for initialization
void Start () {
UnityChanAC = GetComponent<Animator>();
}
// Update is called once per frame
void Update () {
WalkAndRun();
Jump();
Turn();
}
void Turn()
{
if ( (FacingRight() && Input.GetKeyDown(KeyCode.LeftArrow))
|| (FacingLeft() && Input.GetKeyDown(KeyCode.RightArrow)
&& isIdleing()) )
{
UnityChanAC.SetTrigger("Turn");
}
}
bool FacingRight()
{
return Mathf.Abs(this.gameObject.transform.localEulerAngles.y - 90) < 0.5;
}
bool FacingLeft()
{
return Mathf.Abs(this.gameObject.transform.localEulerAngles.y - 270) < 0.5;
}
void Jump()
{
if (Input.GetKeyDown(KeyCode.UpArrow) && IsRunning() == true) // when running and key is pressed, jump
{
UnityChanAC.SetTrigger("Jump");
}
}
void WalkAndRun()
{
if (Input.GetKeyDown(KeyCode.RightArrow) && FacingRight()) // walk and run while facing right
{
bool onechance = false; // only one chance for each press, in case it records both first and second press
StartWalking(); // start walking on key down
if (FirstPress == false) //
{
FirstPressTime = Time.time;
FirstPress = true;
onechance = true;
//Debug.Log("FP" + FirstPressTime);
}
if (FirstPress == true && onechance == false) {
SecondPressTime = Time.time;
FirstPress = false;
//Debug.Log("SP" + SecondPressTime);
}
if (Mathf.Abs(SecondPressTime - FirstPressTime) < 0.5f && FacingRight()) // succession pressing, run
StartRunning();
else
{ }
} else if (Input.GetKeyDown(KeyCode.LeftArrow) && FacingLeft()) {// walk and run while facing left
bool onechance = false; // only one chance for each press, in case it records both first and second press
StartWalking(); // start walking on key down
if (FirstPress == false) //
{
FirstPressTime = Time.time;
FirstPress = true;
onechance = true;
//Debug.Log("FP" + FirstPressTime);
}
if (FirstPress == true && onechance == false)
{
SecondPressTime = Time.time;
FirstPress = false;
//Debug.Log("SP" + SecondPressTime);
}
if (Mathf.Abs(SecondPressTime - FirstPressTime) < 0.5f && FacingLeft()) // succession pressing, run
StartRunning();
else
{ }
}
if (Input.GetKeyUp(KeyCode.RightArrow) || Input.GetKeyUp(KeyCode.LeftArrow))
{
StopWalking();
StopRunning();
}
}
void StartRunning()
{
UnityChanAC.SetBool("Running", true);
UnityChanAC.SetBool("Ideling", false);
}
void StopRunning()
{
UnityChanAC.SetBool("Running", false);
}
void StartWalking()
{
UnityChanAC.SetBool("Walking", true);
UnityChanAC.SetBool("Ideling", false);
}
void StopWalking()
{
UnityChanAC.SetBool("Walking", false);
UnityChanAC.SetBool("Ideling", true );
}
bool isIdleing()
{
return UnityChanAC.GetBool("Ideling");
}
bool IsRunning()
{
return UnityChanAC.GetBool("Running");
}
}
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