ProjetPatate/Assets/Scripts/Tavernkeeper_controller.cs

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C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tavernkeeper_controller : MonoBehaviour
{
public float mvt_speed = 5.0f; //Movement speed
Rigidbody2D rigidbody2d;
// Last user inputs
float horizontal;
float vertical;
float hands;
Animator animator;
Vector2 lookDirection = new Vector2(1,0);
// Start is called before the first frame update
void Start()
{
rigidbody2d = GetComponent<Rigidbody2D>();
animator = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
//Read inputs
horizontal = Input.GetAxis("Horizontal"); //See Edit/Project setting / Input Manager
vertical = Input.GetAxis("Vertical");
// Debug.Log(horizontal);
Vector2 move = new Vector2(horizontal, vertical);
//Update animation direction
if(!Mathf.Approximately(move.x, 0.0f) || !Mathf.Approximately(move.y, 0.0f)) //Movement requested ?
{
lookDirection.Set(move.x, move.y); //== lookDirection=move
lookDirection.Normalize();
}
animator.SetFloat("Look X", lookDirection.x);
animator.SetFloat("Look Y", lookDirection.y);
animator.SetFloat("Speed", move.magnitude);
hands = Input.GetAxis("Hand");
// Debug.Log(hands);
if(!Mathf.Approximately(hands, 0.0f))
{
if(hands>0)
{
Debug.Log("Left hand");
}
else
{
Debug.Log("Right hand");
}
}
}
// Update used by the Physics engine
void FixedUpdate()
{
//Movement of a physic object
Vector2 position = rigidbody2d.position;
position.x = position.x + mvt_speed * horizontal * Time.deltaTime;
position.y = position.y + mvt_speed * vertical * Time.deltaTime;
rigidbody2d.MovePosition(position); //Movement processed by the phyisc engine for Collision, etc.
}
}