projectEli/Assets/Inventory System/Scripts/NeoFPSAnimationController.cs

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2022-12-23 03:50:16 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NeoFPS;
using NeoCC;
using NeoFPS.SinglePlayer;
using NeoFPS.CharacterMotion;
public class NeoFPSAnimationController : MonoBehaviour
{
public Animator animator;
public MotionController mc;
private NeoCharacterController ncc;
//private MotionController icm;
public enum AnimationState { Reloading, Jump, Walk, Idle, Run, Crouch }
public AnimationState state = AnimationState.Idle;
// Start is called before the first frame update
void Start()
{
mc = GetComponent<MotionController>();
ncc = GetComponent<NeoCharacterController>();
//icm = GetComponent<InputCharacterMotion>();
}
// Update is called once per frame
void Update()
{
// TODO: input is temporary solution. We need to fully utilize
/*if (Input.GetKeyDown(KeyCode.R))
{
animator.Play("Reloading");
state = AnimationState.Reloading;
}
else if (Input.GetKeyDown(KeyCode.Space))
{
animator.Play("Jump");
state = AnimationState.Jump;
}
else if (ncc.isGrounded || (state != AnimationState.Jump && state != AnimationState.Reloading))
{
if (Input.GetKeyDown(KeyCode.LeftControl))
{
animator.Play("Crouch");
state = AnimationState.Crouch;
}
else if (Input.GetKeyDown(KeyCode.LeftShift))
{
animator.Play("Run");
state = AnimationState.Run;
}
else if(ncc.velocity.magnitude > .1f)
{
animator.Play("Walk");
state = AnimationState.Walk;
}
else if(state != AnimationState.Reloading)
{
animator.Play("Idle");
state = AnimationState.Idle;
}
}*/
if (Input.GetKeyDown(KeyCode.R))
{
animator.SetTrigger("Reload");
}
else if (Input.GetKeyDown(KeyCode.Space))
{
animator.SetTrigger("Jump");
}
animator.SetFloat("Velocity", new Vector2(ncc.velocity.x, ncc.velocity.z).magnitude);
animator.SetBool("Grounded", ncc.isGrounded);
animator.SetBool("Sprinting", mc.motionGraph.GetSwitch("sprint"));
animator.SetBool("Crouching", mc.motionGraph.GetSwitch("crouch"));
}
}