Flipping a 2D Sprite Animation in Unity 2D

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失恋的感觉
失恋的感觉 2020-12-30 07:04

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

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  •  半阙折子戏
    2020-12-30 07:34

    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"));
    
    }
    

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