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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.Events;
  5.  
  6.  
  7. public class Movement : MonoBehaviour
  8. {
  9.     //variables
  10.    
  11.     public Animator anim; // sets variable for animator
  12.     private bool movingleft; //anim bool
  13.     private bool movingright;//anim bool
  14.     private bool movingup;//anim bool
  15.     private bool movingdown;//anim bool
  16.     public float movespeed; //movement speed slider
  17.    
  18.     //edited by dlich
  19.     public float movementSpeed = 1f;
  20.     private Vector2 oldPos;
  21.     private Vector2 newpos;// new position for movement destination
  22.     private float lerpValue = 0;
  23.     public enum State{idle, movement};
  24.     public State state = State.idle;
  25.    
  26.     void Start() //start of game trigger
  27.     {      
  28.         anim = GetComponent<Animator>(); //get the animator for the player object
  29.     }
  30.  
  31.  
  32.     void FixedUpdate() //fixed update runs in sync with the physics machine, which keeps fps good
  33.     {
  34.  
  35.         if(state == State.idle)
  36.         {
  37.             if(HandleInput())
  38.             {
  39.                 lerpValue = 0;
  40.                 oldPos = transform.position;
  41.                 state = State.movement;
  42.             }
  43.         }
  44.         if(state == State.movement)
  45.         {
  46.             if(lerpValue < 1)
  47.             {
  48.                 transform.position = Vector2.Lerp(oldPos, newpos, lerpValue);    
  49.                 lerpValue += Time.deltatime * movementSpeed
  50.             }
  51.             else state = State.idle;
  52.         }
  53.         HandleAnimation();
  54.     }
  55.    
  56.     //added by dlich
  57.     public bool HandleMovement()
  58.     {
  59.         newpos = transform.position;
  60.         if (Input.GetKeyDown(KeyCode.W))//move up
  61.         {
  62.             newpos.y = newpos.y + 5; // increments y by 5 (moving up by 5)    
  63.             return true;
  64.         }
  65.         if (Input.GetKeyDown(KeyCode.A))// move left
  66.         {
  67.             newpos.x = newpos.x - 5;      
  68.             return true;
  69.         }
  70.         if (Input.GetKeyDown(KeyCode.D))// move right
  71.         {
  72.             newpos.x = newpos.x + 5;
  73.             return true;      
  74.         }
  75.         if (Input.GetKeyDown(KeyCode.S)) // move down
  76.         {
  77.             newpos.y = newpos.y - 5;
  78.             return true;      
  79.         }
  80.         return false;
  81.     }
  82.    
  83.         ////////////////////////////////////////////////////////////////
  84.         ////Animation
  85.         ////////////////////////////////////////////////////////////////
  86.     HandleAnimation()
  87.     {
  88.         movingleft = Input.GetKey(KeyCode.A);
  89.         movingright = Input.GetKey(KeyCode.D);
  90.         movingup = Input.GetKey(KeyCode.W);
  91.         movingdown = Input.GetKey(KeyCode.S);
  92.         if (movingleft)
  93.         {            
  94.             anim.SetBool("moving_left", true);          
  95.         }      
  96.         if (!movingleft)
  97.         {        
  98.             anim.SetBool("moving_left", false);          
  99.         }
  100.  
  101.         //
  102.         if (movingright)
  103.         {
  104.             anim.SetBool("moving_right", true);
  105.         }
  106.         if (!movingright)
  107.         {
  108.             anim.SetBool("moving_right", false);
  109.         }
  110.  
  111.         //
  112.         if (movingup)
  113.         {
  114.             anim.SetBool("moving_up", true);
  115.         }
  116.         if (!movingup)
  117.         {
  118.             anim.SetBool("moving_up", false);
  119.         }
  120.  
  121.         //
  122.         if (movingdown)
  123.         {
  124.             anim.SetBool("moving_down", true);
  125.         }
  126.         if (!movingdown)
  127.         {
  128.             anim.SetBool("moving_down", false);
  129.         }
  130.     }
  131. }
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