Script animation 2d question,Script animation 2d
Hello! I want to add the animation change system to my script, so that when the character moves it changes from idle to run. How can I do it?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(CapsuleCollider2D))]
public class MALPARIDOMUEVE : MonoBehaviour
{
// Move player in 2D space
public float maxSpeed = 3.4f;
public float jumpHeight = 6.5f;
public float gravityScale = 1.5f;
public Camera mainCamera;
bool facingRight = true;
float moveDirection = 0;
bool isGrounded = false;
Vector3 cameraPos;
Rigidbody2D r2d;
Collider2D mainCollider;
// Check every collider except Player and Ignore Raycast
LayerMask layerMask = ~(1 << 2 | 1 << 8);
Transform t;
// Use this for initialization
void Start()
{
t = transform;
r2d = GetComponent<Rigidbody2D>();
mainCollider = GetComponent<Collider2D>();
r2d.freezeRotation = true;
r2d.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
r2d.gravityScale = gravityScale;
facingRight = t.localScale.x > 0;
gameObject.layer = 8;
if(mainCamera)
cameraPos = mainCamera.transform.position;
}
// Update is called once per frame
void Update()
{
// Movement controls
if ((Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D)) && (isGrounded || r2d.velocity.x > 0.01f))
{
moveDirection = Input.GetKey(KeyCode.A) ? -1 : 1;
}
else
{
if (isGrounded || r2d.velocity.magnitude < 0.01f)
{
moveDirection = 0;
}
}
// Change facing direction
if (moveDirection != 0)
{
if (moveDirection > 0 && !facingRight)
{
facingRight = true;
t.localScale = new Vector3(Mathf.Abs(t.localScale.x), t.localScale.y, transform.localScale.z);
}
if (moveDirection < 0 && facingRight)
{
facingRight = false;
t.localScale = new Vector3(-Mathf.Abs(t.localScale.x), t.localScale.y, t.localScale.z);
}
}
// Jumping
if (Input.GetKeyDown(KeyCode.W) && isGrounded)
{
r2d.velocity = new Vector2(r2d.velocity.x, jumpHeight);
}
// Camera follow
if(mainCamera)
mainCamera.transform.position = new Vector3(t.position.x, cameraPos.y, cameraPos.z);
}
void FixedUpdate()
{
Bounds colliderBounds = mainCollider.bounds;
Vector3 groundCheckPos = colliderBounds.min + new Vector3(colliderBounds.size.x * 0.5f, 0.1f, 0);
// Check if player is grounded
isGrounded = Physics2D.OverlapCircle(groundCheckPos, 0.23f, layerMask);
// Apply movement velocity
r2d.velocity = new Vector2((moveDirection) * maxSpeed, r2d.velocity.y);
// Simple debug
Debug.DrawLine(groundCheckPos, groundCheckPos - new Vector3(0, 0.23f, 0), isGrounded ? Color.green : Color.red);
}
}
,Hello! I want to add the animation change system to my script, so that when the character moves it changes from idle to run, but I have no idea how using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(Rigidbody2D))] [RequireComponent(typeof(CapsuleCollider2D))] public class MALPARIDOMUEVE : MonoBehaviour { // Move player in 2D space public float maxSpeed = 3.4f; public float jumpHeight = 6.5f; public float gravityScale = 1.5f; public Camera mainCamera; bool facingRight = true; float moveDirection = 0; bool isGrounded = false; Vector3 cameraPos; Rigidbody2D r2d; Collider2D mainCollider; // Check every collider except Player and Ignore Raycast LayerMask layerMask = ~(1 << 2 | 1 << 8); Transform t; // Use this for initialization void Start() { t = transform; r2d = GetComponent<Rigidbody2D>(); mainCollider = GetComponent<Collider2D>(); r2d.freezeRotation = true; r2d.collisionDetectionMode = CollisionDetectionMode2D.Continuous; r2d.gravityScale = gravityScale; facingRight = t.localScale.x > 0; gameObject.layer = 8; if(mainCamera) cameraPos = mainCamera.transform.position; } // Update is called once per frame void Update() { // Movement controls if ((Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D)) && (isGrounded || r2d.velocity.x > 0.01f)) { moveDirection = Input.GetKey(KeyCode.A) ? -1 : 1; } else { if (isGrounded || r2d.velocity.magnitude < 0.01f) { moveDirection = 0; } } // Change facing direction if (moveDirection != 0) { if (moveDirection > 0 && !facingRight) { facingRight = true; t.localScale = new Vector3(Mathf.Abs(t.localScale.x), t.localScale.y, transform.localScale.z); } if (moveDirection < 0 && facingRight) { facingRight = false; t.localScale = new Vector3(-Mathf.Abs(t.localScale.x), t.localScale.y, t.localScale.z); } } // Jumping if (Input.GetKeyDown(KeyCode.W) && isGrounded) { r2d.velocity = new Vector2(r2d.velocity.x, jumpHeight); } // Camera follow if(mainCamera) mainCamera.transform.position = new Vector3(t.position.x, cameraPos.y, cameraPos.z); } void FixedUpdate() { Bounds colliderBounds = mainCollider.bounds; Vector3 groundCheckPos = colliderBounds.min + new Vector3(colliderBounds.size.x * 0.5f, 0.1f, 0); // Check if player is grounded isGrounded = Physics2D.OverlapCircle(groundCheckPos, 0.23f, layerMask); // Apply movement velocity r2d.velocity = new Vector2((moveDirection) * maxSpeed, r2d.velocity.y); // Simple debug Debug.DrawLine(groundCheckPos, groundCheckPos - new Vector3(0, 0.23f, 0), isGrounded ? Color.green : Color.red); } }