added smexy animations to the rat

pull/1/head
Red 2 years ago
parent 64b9b54a20
commit 11ea2476d6

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NewRat_20: 81403453
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@ -69,11 +73,17 @@ SpriteAtlas:
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@ -95,6 +105,10 @@ SpriteAtlas:
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@ -104,11 +118,17 @@ SpriteAtlas:
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@ -276,9 +276,9 @@ Rigidbody2D:
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@ -393,8 +393,8 @@ MonoBehaviour:
GroundLayer:
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JumpPwr: 44
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@ -50,18 +50,26 @@ public class PlayerMovement : MonoBehaviour
{
SR.flipX = true;
Ani.SetBool("Running", true);
C2D.offset = new Vector2(4.5f, -21);
C2D.offset = new Vector2(1.125f, -5.5f);
}
else if(Force.x > 0)
{
SR.flipX = false;
Ani.SetBool("Running", true);
C2D.offset = new Vector2(-4.5f, -21);
C2D.offset = new Vector2(-1.125f, -5.5f);
}
else
{
Ani.SetBool("Running", false);
}
if(rb.velocity.y < 0 && !IsGrounded())
{
Ani.SetBool("Falling", true);
}
else
{
Ani.SetBool("Falling", false);
}
}
private void FixedUpdate()
{
@ -69,13 +77,14 @@ public class PlayerMovement : MonoBehaviour
}
private bool IsGrounded()
{
return Physics2D.OverlapBox(Gr.position, new Vector2(24, 1), 0f, GroundLayer);
return Physics2D.OverlapBox(Gr.position, new Vector2(6, 1), 0f, GroundLayer);
}
private void jump()
{
if(IsGrounded())
{
rb.velocity = new Vector2(rb.position.x, JumpPwr);
Ani.SetBool("Jump", true);
}
}
}

@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class set_bool_of : StateMachineBehaviour
{
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
animator.SetBool("Jump", false);
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateMove is called right after Animator.OnAnimatorMove()
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that processes and affects root motion
//}
// OnStateIK is called right after Animator.OnAnimatorIK()
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that sets up animation IK (inverse kinematics)
//}
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vertical: 0
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@ -35,29 +34,90 @@ MonoBehaviour:
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m_SoftLockControlStates: []
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--- !u!114 &6
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@ -292,24 +236,23 @@ MonoBehaviour:
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m_Name: GameView
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--- !u!114 &7
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@ -330,10 +273,10 @@ MonoBehaviour:
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@ -590,9 +533,9 @@ MonoBehaviour:
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@ -643,9 +586,9 @@ MonoBehaviour:
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m_Value: 4.187286
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