the sprite fairy visited in your sleep
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@@ -39,7 +39,7 @@ public class Player : MonoBehaviour {
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void FixedUpdate() {
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Move ();
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Attack ();
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SendAnimationInfo ();
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//SendAnimationInfo ();
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}
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void HandleInput() {
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@@ -101,11 +101,13 @@ public class Player : MonoBehaviour {
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}
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}
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/*
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void SendAnimationInfo() {
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animator.SetFloat ("xSpeed", lastDirection.x);
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animator.SetFloat ("ySpeed", lastDirection.y);
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animator.SetBool ("isShooting", isShooting);
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}
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*/
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//utilities
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Vector2 GetShootingPoint() {
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@@ -0,0 +1,105 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class witchAnimate : MonoBehaviour {
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public enum Direction { down = 0, up = 8, side = 16 }
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public Direction dir = Direction.down;
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public enum Element { fire = 0, ice = 24, wind = 48 }
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public Element el = Element.fire;
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public enum Deed { idle = 0, walk = 1, shoot = 5 }
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public Deed current = Deed.walk;
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Sprite[] animationSet;
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SpriteRenderer spr;
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public int frame = 0;
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// Use this for initialization
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void Start () {
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spr = GetComponent<SpriteRenderer>();
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animationSet = Resources.LoadAll<Sprite>("Candy");
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}
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float frAccum = 0;
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public float walkingFrameRate = 0.02f;
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public float shootingFrameRate = 0.01f;
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bool justSwitched = false;
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// Update is called once per frame
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void Update () {
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var h = Input.GetAxis("Horizontal");
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var v = Input.GetAxis("Vertical");
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var wasShooting = current == Deed.shoot;
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if (v < 0)
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{
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dir = Direction.down;
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spr.flipX = false;
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current = Deed.walk;
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}
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else if (v > 0)
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{
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dir = Direction.up;
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spr.flipX = false;
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current = Deed.walk;
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}
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else if (h > 0)
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{
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dir = Direction.side;
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spr.flipX = false;
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current = Deed.walk;
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}
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else if (h < 0)
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{
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dir = Direction.side;
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spr.flipX = true;
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current = Deed.walk;
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}
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else current = Deed.idle;
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if (wasShooting) current = Deed.shoot;
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if (Input.GetButtonDown("Switch"))
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el = (el == Element.fire) ? Element.ice : ((el == Element.ice) ? Element.wind : Element.fire);
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if (Input.GetButtonDown("Attack"))
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{
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frame = 0;
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frAccum = 0;
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current = Deed.shoot;
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}
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frAccum += Time.deltaTime;
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switch(current)
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{
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case Deed.idle:
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frAccum = 0;
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frame = 0;
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break;
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case Deed.walk:
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if (frAccum >= walkingFrameRate)
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{
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frame++;
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frAccum = 0;
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}
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frame %= 4;
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break;
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case Deed.shoot:
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if (frAccum >= shootingFrameRate)
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{
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frame++;
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frAccum = 0;
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}
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if (frame >= 3)
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{
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frame = 0;
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current = Deed.idle;
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}
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break;
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}
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spr.sprite = animationSet[(int)dir + (int)el + (int)current + frame];
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}
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}
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