RiftMayhem/Assets/Scripts/CharacterAnimatorController.cs

75 lines
1.9 KiB
C#

using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class CharacterAnimatorController : MonoBehaviour
{
Animator anim;
NavMeshAgent agent;
PhotonView photonView;
CharacterAnimatorParent parentController;
bool isCasting;
private void Awake()
{
anim = GetComponent<Animator>();
agent = GetComponentInParent<NavMeshAgent>();
photonView = GetComponentInParent<PhotonView>();
parentController = GetComponentInParent<CharacterAnimatorParent>();
}
// Start is called before the first frame update
void Start()
{
if (!photonView.IsMine)
{
return;
}
CastBarHandler.Instance.OnCastingStateChanged.AddListener(UpdateIsCastingState);
}
// Update is called once per frame
void Update()
{
if (!photonView.IsMine) return;
anim.SetFloat("movementSpeed", agent.velocity.magnitude);
}
private void UpdateIsCastingState(bool isCasting)
{
this.isCasting = isCasting;
if (isCasting)
{
anim.SetFloat("throwingTime", (1 / CastBarHandler.Instance.currentCastTime));
SetTriggerBasedOnAbility(CastBarHandler.Instance.currentAbility.animationType);
parentController.SetRemoteTriggerBasedOnAbility((int)CastBarHandler.Instance.currentAbility.animationType);
}
}
public void SetTriggerBasedOnAbility(AbilityAnimationType animationType)
{
switch (animationType)
{
case AbilityAnimationType.Throw:
anim.SetTrigger("throw");
break;
case AbilityAnimationType.Spell:
anim.SetTrigger("cast");
break;
default:
break;
}
}
}
public enum AbilityAnimationType
{
Throw,
Spell
}