Encapsulation movement Tavernkeeper_controller
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1 changed files with 15 additions and 10 deletions
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@ -79,16 +79,7 @@ public class Tavernkeeper_controller : MonoBehaviour
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hands = Input.GetAxis("Hand");
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hands = Input.GetAxis("Hand");
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//Movement action
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//Movement action
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Vector2 move = new Vector2(horizontal, vertical);
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movement(new Vector2(horizontal, vertical));
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//Update animation direction
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if(!Mathf.Approximately(move.x, 0.0f) || !Mathf.Approximately(move.y, 0.0f)) //Movement requested ?
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{
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lookDirection.Set(move.x, move.y); //== lookDirection=move
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lookDirection.Normalize();
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}
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animator.SetFloat("Look X", lookDirection.x);
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animator.SetFloat("Look Y", lookDirection.y);
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animator.SetFloat("Speed", move.magnitude);
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//Actions delay
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//Actions delay
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if(isInteracting)
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if(isInteracting)
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@ -121,6 +112,20 @@ public class Tavernkeeper_controller : MonoBehaviour
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rigidbody2d.MovePosition(position); //Movement processed by the phyisc engine for Collision, etc.
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rigidbody2d.MovePosition(position); //Movement processed by the phyisc engine for Collision, etc.
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}
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}
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//Movement
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void movement(Vector2 move)
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{
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//Update animation direction
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if(!Mathf.Approximately(move.x, 0.0f) || !Mathf.Approximately(move.y, 0.0f)) //Movement requested ?
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{
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lookDirection.Set(move.x, move.y); //== lookDirection=move
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lookDirection.Normalize();
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}
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animator.SetFloat("Look X", lookDirection.x);
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animator.SetFloat("Look Y", lookDirection.y);
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animator.SetFloat("Speed", move.magnitude);
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}
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//Handle action with hands ("left" or "right")
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//Handle action with hands ("left" or "right")
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void handAction(string hand)
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void handAction(string hand)
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{
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{
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