Animate Bones; make Bones default player

This commit is contained in:
RochesterX
2025-01-15 16:55:07 -05:00
parent 4c2830769b
commit 1315bdb7dc
9 changed files with 1941 additions and 854 deletions

View File

@@ -3,6 +3,11 @@ using UnityEngine;
[RequireComponent(typeof(Animator))]
public class AnimationPlayer : MonoBehaviour
{
public enum AnimationState { Idle, Run, Jump };
public AnimationState state;
public bool backwards;
public AnimationClip clip;
private Animator animator;
@@ -12,4 +17,15 @@ public class AnimationPlayer : MonoBehaviour
animator = GetComponent<Animator>();
animator.Play(clip.name);
}
private void LateUpdate()
{
animator.SetInteger("state", (int)state);
transform.localScale = new Vector3(Mathf.Sign(backwards ? -1 : 1) * Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z);
}
public void SetState(AnimationState state)
{
this.state = state;
}
}

1585
Assets/Animations/Idle.anim Normal file

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propertyPath: m_LocalEulerAnglesHint.z
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objectReference: {fileID: 0}
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m_AddedGameObjects: []
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PrefabInstance:
m_ObjectHideFlags: 0
@@ -12177,6 +12059,4 @@ SceneRoots:
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View File

@@ -1,14 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.InputSystem;
using UnityEngine.Tilemaps;
public class PlayerMovement : MonoBehaviour
{
public string player;
[Header("Ground Layers")]
public LayerMask ground;
@@ -42,6 +38,9 @@ public class PlayerMovement : MonoBehaviour
private float lastTimeOnGround;
public bool animate;
private AnimationPlayer animationPlayer;
private Vector3 positionLastFrame;
void Start()
@@ -51,6 +50,7 @@ public class PlayerMovement : MonoBehaviour
body = GetComponent<Rigidbody2D>();
collide = GetComponent<BoxCollider2D>();
input = GetComponent<PlayerInput>();
if (animate) animationPlayer = GetComponent<AnimationPlayer>();
}
private void Update()
@@ -69,6 +69,29 @@ public class PlayerMovement : MonoBehaviour
Land();
}
private void LateUpdate()
{
if (animate) Animate();
}
private void Animate()
{
if (!IsPhysicallyGrounded())
animationPlayer.SetState(AnimationPlayer.AnimationState.Jump);
else
{
if (Mathf.Abs(body.linearVelocityX) >= 0.1f)
animationPlayer.SetState(AnimationPlayer.AnimationState.Run);
else
animationPlayer.SetState(AnimationPlayer.AnimationState.Idle);
}
if (body.linearVelocityX < 0)
animationPlayer.backwards = true;
else if (body.linearVelocityX > 0)
animationPlayer.backwards = false;
}
private void Land()
{
if (body.linearVelocity.y >= 0f) return;