using System.Collections;
using System.Collections.Generic;
using Platformer.Core;
using Platformer.Model;
using UnityEngine;
namespace Platformer.Mechanics
{
///
/// AnimationController integrates physics and animation. It is generally used for simple enemy animation.
///
[RequireComponent(typeof(SpriteRenderer), typeof(Animator))]
public class AnimationController : KinematicObject
{
///
/// Max horizontal speed.
///
public float maxSpeed = 7;
///
/// Max jump velocity
///
public float jumpTakeOffSpeed = 7;
///
/// Used to indicated desired direction of travel.
///
public Vector2 move;
///
/// Set to true to initiate a jump.
///
public bool jump;
///
/// Set to true to set the current jump velocity to zero.
///
public bool stopJump;
SpriteRenderer spriteRenderer;
Animator animator;
PlatformerModel model = Simulation.GetModel();
protected virtual void Awake()
{
spriteRenderer = GetComponent();
animator = GetComponent();
}
protected override void ComputeVelocity()
{
if (jump && IsGrounded)
{
velocity.y = jumpTakeOffSpeed * model.jumpModifier;
jump = false;
}
else if (stopJump)
{
stopJump = false;
if (velocity.y > 0)
{
velocity.y = velocity.y * model.jumpDeceleration;
}
}
if (move.x > 0.01f)
spriteRenderer.flipX = false;
else if (move.x < -0.01f)
spriteRenderer.flipX = true;
animator.SetBool("grounded", IsGrounded);
animator.SetFloat("velocityX", Mathf.Abs(velocity.x) / maxSpeed);
targetVelocity = move * maxSpeed;
}
}
}