68 lines
1.7 KiB
C#
68 lines
1.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerAnimationHandler : MonoBehaviour
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{
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public Animator animator;
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private float previousMop1Clean;
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private float previousMop2Clean;
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void Start()
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{
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animator = GetComponentInChildren<Animator>();
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previousMop1Clean = BloodComputeShader.Instance.mop1Clean;
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previousMop2Clean = BloodComputeShader.Instance.mop2Clean;
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}
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private void Update()
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{
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var playerInput = GetComponent<PlayerInput>();
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if (playerInput.PlayerNum == 0)
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{
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RunMop1(BloodComputeShader.Instance.mop1Clean >= 10);
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}
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else
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{
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RunMop2(BloodComputeShader.Instance.mop2Clean >= 10);
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}
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// Current frame values
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//float currentMop1Clean = BloodComputeShader.Instance.mop1Clean;
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//float currentMop2Clean = BloodComputeShader.Instance.mop2Clean;
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//RunMop(currentMop1Clean < previousMop1Clean);
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//RunMop(currentMop2Clean < previousMop2Clean);
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//// Update previous values for the next frame
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//previousMop1Clean = currentMop1Clean;
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//previousMop2Clean = currentMop2Clean;
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}
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public void Idle()
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{
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animator.SetTrigger("Idle");
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}
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public void Run(bool state)
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{
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animator.SetBool("IsRunning", state);
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}
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public void Swing(bool state)
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{
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animator.SetBool("IsSwinging", state);
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}
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public void Mop()
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{
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animator.SetTrigger("Mop");
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}
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public void RunMop1(bool active)
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{
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animator.SetBool("RunMop1", active);
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}
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public void RunMop2(bool active)
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{
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animator.SetBool("RunMop2", active);
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}
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}
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