I\'ve got a quick question regarding 2D Sprite animations that I haven\'t been able to find specifically answered anywhere:
I have a sprite with walk animations to t
This is my C# implementation. It uses a string as the direction facing to make it a little easier to debug.
public string facing = "right";
public string previousFacing;
private void Awake()
{
previousFacing = facing;
}
void Update()
{
// store movement from horizontal axis of controller
Vector2 move = Vector2.zero;
move.x = Input.GetAxis("Horizontal");
// call function
DetermineFacing(move);
}
// determine direction of character
void DetermineFacing(Vector2 move)
{
if (move.x < -0.01f)
{
facing = "left";
}
else if (move.x > 0.01f)
{
facing = "right";
}
// if there is a change in direction
if (previousFacing != facing)
{
// update direction
previousFacing = facing;
// change transform
gameObject.transform.Rotate(0, 180, 0);
}
}
If you're animating in Unity:
Now it should play facing the other direction!
This is how I did it - almost the same as the other technique by Jestus with unity script.
var facing : String = "right";
function updateFacing(curr : String){
if(curr != facing){
facing = curr;
var theScale : Vector3 = gameObject.transform.localScale;
theScale.x *= -1;
gameObject.transform.localScale = theScale;
}
}
//put to use
function controls(){
if(Input.GetKey (KeyCode.LeftArrow)){
updateFacing("left");
} else if(Input.GetKey (KeyCode.RightArrow)){
updateFacing("right");
}
}
void FlipHorizontal()
{
animator.transform.Rotate(0, 180, 0);
}
You could also do that on transform itself (without animator). But in that case rotation value can be overriden by animator
I finally figured it out by doing this:
void Flip()
{
// Switch the way the player is labelled as facing
facingRight = !facingRight;
// Multiply the player's x local scale by -1
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
This is from Unity's 2D Platformer example.
To implement some sort of checking which makes use of the Flip
method, you can do something similar to the below example which is basic movement code. facingRight
is set as a value on the class so that the other methods can use it, and it is defaulted to false
.
void Update()
{
//On X axis: -1f is left, 1f is right
//Player Movement. Check for horizontal movement
if (Input.GetAxisRaw ("Horizontal") > 0.5f || Input.GetAxisRaw("Horizontal") < -0.5f)
{
transform.Translate (new Vector3 (Input.GetAxisRaw ("Horizontal") * moveSpeed * Time.deltaTime, 0f, 0f));
if (Input.GetAxisRaw ("Horizontal") > 0.5f && !facingRight)
{
//If we're moving right but not facing right, flip the sprite and set facingRight to true.
Flip ();
facingRight = true;
} else if (Input.GetAxisRaw("Horizontal") < 0.5f && facingRight)
{
//If we're moving left but not facing left, flip the sprite and set facingRight to false.
Flip ();
facingRight = false;
}
//If we're not moving horizontally, check for vertical movement. The "else if" stops diagonal movement. Change to "if" to allow diagonal movement.
} else if (Input.GetAxisRaw ("Vertical") > 0.5f || Input.GetAxisRaw("Vertical") < -0.5f)
{
transform.Translate (new Vector3 (0f, Input.GetAxisRaw ("Vertical") * moveSpeed * Time.deltaTime, 0f));
}
//Variables for the animator to use as params
anim.SetFloat ("MoveX", Input.GetAxisRaw ("Horizontal"));
anim.SetFloat ("MoveY", Input.GetAxisRaw ("Vertical"));
}