Attack animation, colliders, triggering

This commit is contained in:
ThomasCharester committed 2026-10-25 19:14:56 +03:00
1 parent 3e631899ea
commit e61fcb78cf
94 files changed
+142319 -25861

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@@ -1,7 +1,4 @@
using System;
using Code.OfficeGame.BattleMode.Actions;
using KinematicCharacterController;
using Reflex.Attributes;
using UnityEngine;
namespace Code.OfficeGame.Player
@@ -10,18 +7,15 @@ namespace Code.OfficeGame.Player
{
private static readonly int VelocityForward = Animator.StringToHash("VelocityForward");
private static readonly int VelocityRight = Animator.StringToHash("VelocityRight");
private static readonly int Attack = Animator.StringToHash("Attack");
private KinematicCharacterMotor _motor;
public Animator Animator { get; private set; }
public EntityTimelineActor EntityTimelineActor { get; private set; }
private void Awake()
{
_motor = GetComponent<KinematicCharacterMotor>();
Animator = GetComponentInChildren<Animator>();
EntityTimelineActor = GetComponent<EntityTimelineActor>();
}
private void Update()
@@ -33,16 +27,6 @@ namespace Code.OfficeGame.Player
var rightVelocity =
Vector3.Project(_motor.Velocity, transform.forward).magnitude;
Animator.SetFloat(VelocityRight, rightVelocity);
if(EntityTimelineActor.CurrentAction)
switch (EntityTimelineActor.CurrentAction.ActionType)
{
case BattleActionType.Wait:
break;
case BattleActionType.Attack:
Animator.SetTrigger(Attack);
break;
}
}
}
}