2014-10-05 20:29:11 +02:00

77 lines
2.0 KiB
C#

using UnityEngine;
using System.Collections;
[RequireComponent(typeof(SkeletonAnimation), typeof(Rigidbody2D))]
public class SpineboyController : MonoBehaviour {
SkeletonAnimation skeletonAnimation;
public string idleAnimation = "idle";
public string walkAnimation = "walk";
public string runAnimation = "run";
public string hitAnimation = "hit";
public string deathAnimation = "death";
public float walkVelocity = 1;
public float runVelocity = 3;
public int hp = 10;
string currentAnimation = "";
bool hit = false;
bool dead = false;
void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
}
void Update () {
if (!dead) {
float x = Input.GetAxis("Horizontal");
float absX = Mathf.Abs(x);
if (!hit) {
if (x > 0)
skeletonAnimation.skeleton.FlipX = false;
else if (x < 0)
skeletonAnimation.skeleton.FlipX = true;
if (absX > 0.7f) {
SetAnimation(runAnimation, true);
rigidbody2D.velocity = new Vector2(runVelocity * Mathf.Sign(x), rigidbody2D.velocity.y);
} else if (absX > 0) {
SetAnimation(walkAnimation, true);
rigidbody2D.velocity = new Vector2(walkVelocity * Mathf.Sign(x), rigidbody2D.velocity.y);
} else {
SetAnimation(idleAnimation, true);
rigidbody2D.velocity = new Vector2(0, rigidbody2D.velocity.y);
}
} else {
if (skeletonAnimation.state.GetCurrent(0).Animation.Name != hitAnimation)
hit = false;
}
}
}
void SetAnimation (string anim, bool loop) {
if (currentAnimation != anim) {
skeletonAnimation.state.SetAnimation(0, anim, loop);
currentAnimation = anim;
}
}
void OnMouseUp () {
if (hp > 0) {
hp--;
if (hp == 0) {
SetAnimation(deathAnimation, false);
dead = true;
} else {
skeletonAnimation.state.SetAnimation(0, hitAnimation, false);
skeletonAnimation.state.AddAnimation(0, currentAnimation, true, 0);
rigidbody2D.velocity = new Vector2(0, rigidbody2D.velocity.y);
hit = true;
}
}
}
}