Added blocking animation

This commit is contained in:
2026-01-22 18:11:29 +00:00
parent a637c26561
commit b28dd6626c
4 changed files with 227 additions and 110 deletions

View File

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View File

@@ -17,7 +17,8 @@ namespace InterfaceOff.WorldScene
[SerializeField] private int[] DeathIndices; [SerializeField] private int[] DeathIndices;
[SerializeField] private ExternalCamera ExternalCamera; [SerializeField] private ExternalCamera ExternalCamera;
[SerializeField] private Image FrontLayerImage; [SerializeField] private Image FrontLayerImage;
[SerializeField] private Animator PlayerAnimator; [SerializeField] private GameObject StillObject;
[SerializeField] private GameObject MovingObject;
private const int MAX_WINDOWS = 20; private const int MAX_WINDOWS = 20;
@@ -30,6 +31,12 @@ namespace InterfaceOff.WorldScene
Frames = JsonUtility.FromJson<PlayerFrameInfoArray>(PlayerFrameDump.DUMPED_STRING).FrameInfo; Frames = JsonUtility.FromJson<PlayerFrameInfoArray>(PlayerFrameDump.DUMPED_STRING).FrameInfo;
} }
private void SetAnimationState(bool active)
{
StillObject.SetActive(active);
MovingObject.SetActive(!active);
}
private void FixedUpdate() private void FixedUpdate()
{ {
if (PlayerAlive) if (PlayerAlive)
@@ -47,8 +54,6 @@ namespace InterfaceOff.WorldScene
private void Update() private void Update()
{ {
PlayerAnimator.Play("Block");
if (PlayerAlive) if (PlayerAlive)
{ {
/* Updates the position according to the lerp */ /* Updates the position according to the lerp */
@@ -62,12 +67,8 @@ namespace InterfaceOff.WorldScene
Vector2 rotation = Vector2.Lerp(frameA.Rotation, frameB.Rotation, LerpValue); Vector2 rotation = Vector2.Lerp(frameA.Rotation, frameB.Rotation, LerpValue);
transform.rotation = Quaternion.Euler(rotation.x, rotation.y, 0); transform.rotation = Quaternion.Euler(rotation.x, rotation.y, 0);
/* Updates the gun state */ /* Updates the blocking state */
BulletTracerRenderer.positionCount = 2; SetAnimationState(!Frames[FrameIndex].ShootGun);
BulletTracerRenderer.SetPosition(index: 0, BulletTracerStart.position);
BulletTracerRenderer.SetPosition(index: 1, BulletTracerEnd.position);
BulletTracerRenderer.enabled = Frames[FrameIndex].ShootGun;
} }
} }

View File

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