Update global input actions and rework player joining

This commit is contained in:
RochesterX
2025-01-17 10:57:29 -05:00
parent 4623583ffd
commit 79e3d3f301
8 changed files with 38 additions and 1265 deletions

View File

@@ -0,0 +1,31 @@
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;
private void Start()
{
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;
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6e9d01bde449c4d0fa146e06804d6a03

View File

@@ -30,19 +30,6 @@ public class PlayerManager : MonoBehaviour
playerCamera = FindFirstObjectByType<PlayerCameraMovement>();
}
private void Update()
{
if (InputSystem.actions.FindAction("Join Player").WasPressedThisFrame())
{
JoinPlayer(playerActions);
}
if (Keyboard.current.periodKey.wasPressedThisFrame)
{
JoinPlayer(player2Actions);
}
}
private void OnPlayerJoined(PlayerInput playerInput)
{
playerInput.transform.position = spawnPosition;
@@ -68,11 +55,4 @@ public class PlayerManager : MonoBehaviour
print("A PlayerManager already exists.");
}
}
private void JoinPlayer(InputActionAsset actions)
{
PlayerInput player = GetComponent<PlayerInputManager>().JoinPlayer(-1, -1, null, Keyboard.current);
print(player == null);
player.actions = actions;
}
}