-
Notifications
You must be signed in to change notification settings - Fork 0
/
AnimSwitch.cs
56 lines (51 loc) · 1.97 KB
/
AnimSwitch.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
using UnityEngine;
using System.Collections;
public class AnimSwitch : MonoBehaviour {
public GameObject LeftEye;
public GameObject RightEye;
public Animator animator;
public float EyeRad;
public float AnimOffsX, AnimOffsY;
private Vector3 DefaultL, DefaultR;
public Rigidbody2D rig;
public Collider2D col;
private float TimeFrame;
// Use this for initialization
void Start()
{
animator = GetComponent<Animator>();
//rig = GetComponent<Rigidbody2D>();
//col = GetComponent<Collider2D>();
DefaultL = LeftEye.transform.localPosition;
DefaultR = RightEye.transform.localPosition;
}
// Update is called once per frame
void Update ()
{
animator.SetFloat("Speed", rig.velocity.magnitude);
animator.SetBool("OnGround", col.IsTouchingLayers(1));
if (Input.anyKey)
{
animator.SetFloat("IdleTime", 0);
TimeFrame = Time.timeSinceLevelLoad;
}
else
{
animator.SetFloat("IdleTime", Time.timeSinceLevelLoad - TimeFrame);
}
Vector3 _MousePoint =
Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0));
//use animation set values to indicate how far the eyes may wander
Vector3 AnimOffs = new Vector3(AnimOffsX, AnimOffsY, 0);
//convert mouse pos to localpos
Vector3 LEP = transform.InverseTransformPoint(_MousePoint);
Vector3 REP = transform.InverseTransformPoint(_MousePoint);
//reduce mouse pos to a small number, then set eye pos to that number.
if (LEP.magnitude > EyeRad)
LEP = LEP.normalized * EyeRad;
if (REP.magnitude > EyeRad)
REP = REP.normalized * EyeRad;
LeftEye.transform.localPosition = LEP + DefaultL + AnimOffs;
RightEye.transform.localPosition = REP + DefaultR + AnimOffs;
}
}