Last active
December 30, 2015 10:49
-
-
Save codeimpossible/7818961 to your computer and use it in GitHub Desktop.
PlayerController from a unity game I am making.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using UnityEngine; | |
namespace FragCastle.GameObjects | |
{ | |
public class Actor : MonoBehaviour | |
{ | |
private const string HorizontalAxis = "Horizontal"; | |
private Animator _animator; | |
private bool _flipped = false; | |
public Vector2 speed = new Vector2( 1, 1 ); | |
public Animator Animator | |
{ | |
get | |
{ | |
return _animator; | |
} | |
} | |
public Single GetXInput() | |
{ | |
return Input.GetAxis( HorizontalAxis ); | |
} | |
public void Awake() | |
{ | |
_animator = GetComponent<Animator>(); | |
} | |
public virtual void Update() | |
{ | |
var inputX = GetXInput(); | |
var localScaleX = Mathf.Abs( transform.localScale.x ); | |
// flip the character if they are running left! | |
if( inputX < 0f ) | |
_flipped = true; | |
if( inputX > 0f ) | |
_flipped = false; | |
localScaleX *= _flipped ? -1 : 1; | |
transform.localScale = new Vector3( localScaleX, transform.localScale.y, transform.localScale.z ); | |
} | |
} | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using FragCastle.GameObjects; | |
using UnityEngine; | |
public class PlayerController : Actor | |
{ | |
public override void Update() | |
{ | |
var inputX = GetXInput(); | |
if( Input.GetKeyDown(KeyCode.Space) ) | |
{ | |
Animator.SetTrigger("Shooting"); | |
} | |
else | |
{ | |
Animator.SetBool( "Moving", Mathf.Abs(inputX) > 0f ); | |
} | |
var status = Animator.GetCurrentAnimatorStateInfo( 0 ); | |
if( inputX != 0f && !status.IsName( "player_shoot" ) ) | |
{ | |
var movement = new Vector3( speed.x * inputX, 0, 0 ); | |
movement *= Time.deltaTime; | |
transform.Translate( movement ); | |
} | |
base.Update(); | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment