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Scroll Game_Character Aninmation

Scroll Game_Character Aninmation

作者: DarkKnightRedoc | 来源:发表于2017-09-18 15:39 被阅读0次

    The script and animator achieve an animation effect like this:

    Animation.gif Animator.png
    // 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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