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Question by Carlos Santos · Nov 19, 2011 at 08:35 PM · animation2dtransformrigidbodies

Transform Rigidbody Animation

I need help to know if this is well coded.

I've done some code and it works, but i need to know if it is ok like this.

And the possible problem I'm seeing here is transform vs rigidbody.

The code below is a space ship controller for a 2d game, I'm moving the SpaceShipObject via physics. the rigid body as xyz rot locked and z pos also lock. But I'm applying rotation via animation, the animation only affect rotation values. Since I'm assuming that animations are transforms based and not physics, I'm wondering if my code if efficient.

By the way I'm not a programmer, I'm a graphic designer and sorry my English.

Hope to find help

Carlos Santos

and there's my code:

 using UnityEngine;
 using System.Collections;
 
 public class playerMovementController : MonoBehaviour {
 
     
     
     
     
     public float playerShipSpeed;
     
     private float applyPlayerShipVerticalSpeed;
     private float applyPlayerShipHorizontalSpeed;
     
     
     // Use this for initialization
     void Start () {
         if (playerShipSpeed == 0)  {
             playerShipSpeed = 10;
         }
         
     }
     
     
          
     
     
         // Update is called once per frame
     void Update () {
         
             // get input values from input and calculate forces to apply        
             applyPlayerShipVerticalSpeed = Input.GetAxis("Vertical") * playerShipSpeed; 
             applyPlayerShipHorizontalSpeed = -Input.GetAxis("Horizontal") * playerShipSpeed;
          
         
         
         Animation anim;
         anim = gameObject.GetComponentInChildren<Animation>();
         
         //animate mesh
         float axH = Input.GetAxis("Horizontal");
         float aCFTime = 0.2f;
         
         
         if(axH == 0.0f){
             anim.CrossFade("playerShipNoRot",aCFTime);
         }
         else if(axH > 0.0f){
             anim.CrossFade("playerShipRotR",aCFTime);
         }
         else if(axH < 0.0f){
             anim.CrossFade("playerShipRotL",aCFTime);
         }
         
     }
     
     
     
     void FixedUpdate(){
         
         //apple forces to the player ship
         
         
         //move left/right
         rigidbody.AddForce (applyPlayerShipHorizontalSpeed, 0, 0);
         
         
         //move front/back -- reduce back speed
         switch(checkFBMov(applyPlayerShipVerticalSpeed)){    
             
             //move front
             case 1:
                   rigidbody.AddForce(0,applyPlayerShipVerticalSpeed,0);
             break;
             
             //move back and reduce speed
             case 2:
                 rigidbody.AddForce(0,applyPlayerShipVerticalSpeed / 1.7f  ,0);
             break;
         }
         
     }
     
     //check if is moving front/back returns int 
     // 0 stop  1 front  2 back
     private int checkFBMov(float force){
         if(force == 0.0f){
             return 0;
         }
         else if(force > 0.0f){
             return 1;
         }
         else if(force < 0.0f){
             return 2;
         }
         else{
             return 3;
         }
     }
 
 }
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