Added Animations. Changed inspector view for navpoints. A lot of fixes. Changed project structure.

This commit is contained in:
2022-05-09 21:31:21 +07:00
parent 6aa872c92f
commit d617ddabe7
166 changed files with 28460 additions and 2197 deletions

View File

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using Unity.Mathematics;
using UnityEngine;
namespace Animators.Leonid_Animator
{
public class AnimatorHandler : MonoBehaviour
{
public Animator anim;
public bool canRotate;
private int _horizontal;
private int _vertical;
private bool _isCrouching = false;
private bool _isJumping;
private int _crouch;
private int _jump;
private int _fired;
public void Initialize()
{
anim = GetComponent<Animator>();
_vertical = Animator.StringToHash(nameof(_vertical));
_horizontal = Animator.StringToHash(nameof(_horizontal));
_crouch = Animator.StringToHash(nameof(_crouch));
_jump = Animator.StringToHash(nameof(_jump));
_fired = Animator.StringToHash(nameof(_fired));
}
public void UpdateAnimatorValues(float verticalMovement, float horizontalMovement,
bool pressedJumped, bool pressedCrouching, bool firePressed)
{
#region Vertical Movement
var vertical = 0f;
if (verticalMovement > 0 && verticalMovement < 0.55)
vertical = 0.5f;
else if (verticalMovement > 0.55)
vertical = 1;
else if (verticalMovement < 0 && verticalMovement > -0.55)
{
vertical = -0.5f;
}
else if (verticalMovement < -0.55)
{
vertical = -1;
}
else
{
vertical = 0;
}
#endregion
#region Vertical Movement
var horizontal = 0f;
if (horizontalMovement > 0 && horizontalMovement < 0.55)
horizontal = 0.5f;
else if (horizontalMovement > 0.55)
horizontal = 1;
else if (horizontalMovement < 0 && horizontalMovement > -0.55)
{
horizontal = -0.5f;
}
else if (horizontalMovement < -0.55)
{
horizontal = -1;
}
else
{
horizontal = 0;
}
#endregion
anim.SetFloat(_horizontal, horizontal, 0.1f, Time.deltaTime);
anim.SetFloat(_vertical, vertical, 0.1f, Time.deltaTime);
if (pressedCrouching == true)
{
_isCrouching = !_isCrouching;
if (_isCrouching == true)
transform.Rotate(Vector3.up, 45);
else
{
transform.Rotate(Vector3.up, -45);
}
anim.SetBool(_crouch, _isCrouching);
}
anim.SetBool(_jump, pressedJumped);
anim.SetBool(_fired, firePressed);
}
}
}