slimecing

a fighting game featuring slimes and swords
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ExpressionsChanger.cs (2629B)


      1 using System;
      2 using System.Collections;
      3 using System.Collections.Generic;
      4 using UnityEngine;
      5 
      6 public class ExpressionsChanger : MonoBehaviour
      7 {
      8     public Material m_Norm; //Normal expression for this material
      9     public Material m_Squint; //Squint expression for this material
     10     public Material m_Happy; //Happy expression for this material
     11 
     12     private Animator ExprAnim;
     13 
     14     private GameObject slime;
     15     private PlayerMovement playerMovement;
     16 
     17 
     18     void Start()
     19     {
     20         ExprAnim = GetComponentInParent<Animator>();
     21 
     22         slime = transform.root.gameObject;
     23         playerMovement = slime.GetComponent<PlayerMovement>();
     24     }
     25 
     26 
     27     void FixedUpdate()
     28     {
     29 
     30         /*if (Input.GetKey("r")) //if r is pressed, run code
     31         {
     32             ExprAnim.Play("DEATH2"); //play DEATH2 animation
     33 
     34             GetComponent<Renderer>().material = m_Squint; //change material to Squint
     35         }
     36         if (Input.GetKey("e")) //if e is pressed, run code
     37         {
     38             GetComponent<Renderer>().material = m_Norm; //change material to Norm(al)
     39         }
     40         if (Input.GetKey("q")) //if w is pressed, run code
     41         {
     42             ExprAnim.Play("WIN2"); //play WIN2 animation
     43 
     44             GetComponent<Renderer>().material = m_Happy; //change material to Happy
     45         }*/
     46 
     47         
     48 
     49         if (Input.GetButtonDown(playerMovement.emoteOne))
     50         {
     51             ExprAnim.Play("WIN2"); //play WIN2 animation
     52 
     53             if (AudioManager.getInstance() != null && !AudioManager.getInstance().Find("baldwin").source.mute)
     54             {
     55                 AudioManager.getInstance().Find("baldwin").source.Stop();
     56             }
     57 
     58             if (playerMovement.Hat != null) {
     59                 Invoke("AddHatForce", 0.8f);
     60             }
     61         }
     62 
     63         if (this.ExprAnim.GetCurrentAnimatorStateInfo(0).IsName("WIN2")) //When WIN2 taunt is playing the material is happy
     64         {
     65             GetComponent<Renderer>().material = m_Happy; //change material to Happy
     66         }
     67 
     68         if (this.ExprAnim.GetCurrentAnimatorStateInfo(0).IsName("TAKEDAMAGE")) //When WIN2 taunt is playing the material is happy
     69         {
     70             GetComponent<Renderer>().material = m_Squint; //change material to Happy
     71         }
     72 
     73         if (ExprAnim.GetCurrentAnimatorStateInfo(0).normalizedTime > 1) //if statement where if there is no animation playing it runs
     74         {
     75             GetComponent<Renderer>().material = m_Norm; //changes the material to normal
     76         }
     77     }
     78 
     79     private void AddHatForce()
     80     {
     81         playerMovement.Hat.GetComponent<Rigidbody>().AddTorque(-playerMovement.Hat.transform.up * 100);
     82     }
     83 
     84     
     85 }