Sprite flips depending on movement direction

This commit is contained in:
Michal Pikulski
2025-09-09 14:01:17 +02:00
parent ccdc80e89e
commit cfa3c32657
2 changed files with 42 additions and 1 deletions

View File

@@ -23,6 +23,7 @@ namespace Input
// Note: String-based property lookup is flagged as inefficient, but is common in Unity for dynamic children.
private Animator animator;
private Transform artTransform;
private SpriteRenderer spriteRenderer;
// --- MoveToAndNotify State ---
public delegate void ArrivedAtTargetHandler();
@@ -39,6 +40,11 @@ namespace Input
animator = artTransform.GetComponent<Animator>();
else
animator = GetComponentInChildren<Animator>();
// Cache SpriteRenderer for flipping
if (artTransform != null)
spriteRenderer = artTransform.GetComponent<SpriteRenderer>();
if (spriteRenderer == null)
spriteRenderer = GetComponentInChildren<SpriteRenderer>();
}
void Start()
@@ -169,16 +175,30 @@ namespace Input
if (animator != null && aiPath != null)
{
float normalizedSpeed = 0f;
Vector3 velocity = Vector3.zero;
if (isHolding && GameManager.Instance.DefaultHoldMovementMode == GameSettings.HoldMovementMode.Direct)
{
normalizedSpeed = directMoveVelocity.magnitude / aiPath.maxSpeed;
velocity = directMoveVelocity;
}
else if (aiPath.enabled)
{
normalizedSpeed = aiPath.velocity.magnitude / aiPath.maxSpeed;
velocity = aiPath.velocity;
}
animator.SetFloat("Speed", Mathf.Clamp01(normalizedSpeed));
SetSpriteFlip(velocity);
}
}
private void SetSpriteFlip(Vector3 velocity)
{
if (spriteRenderer != null && velocity.sqrMagnitude > 0.001f)
{
if (velocity.x > 0.01f)
spriteRenderer.flipX = false;
else if (velocity.x < -0.01f)
spriteRenderer.flipX = true;
}
}

View File

@@ -29,6 +29,7 @@ public class FollowerController : MonoBehaviour
private float _currentSpeed = 0f;
private Animator _animator;
private Transform _artTransform;
private SpriteRenderer spriteRenderer;
private PickupItemData _currentlyHeldItem;
public PickupItemData CurrentlyHeldItem => _currentlyHeldItem;
@@ -83,10 +84,12 @@ public class FollowerController : MonoBehaviour
if (_artTransform != null)
{
_animator = _artTransform.GetComponent<Animator>();
spriteRenderer = _artTransform.GetComponent<SpriteRenderer>();
}
else
{
_animator = GetComponentInChildren<Animator>(); // fallback
spriteRenderer = GetComponentInChildren<SpriteRenderer>();
}
}
@@ -181,6 +184,14 @@ public class FollowerController : MonoBehaviour
_currentSpeed = Mathf.Max(_currentSpeed, minSpeed);
}
Vector3 dir = (_targetPoint - transform.position).normalized;
// Sprite flipping based on movement direction
if (spriteRenderer != null && dir.sqrMagnitude > 0.001f)
{
if (dir.x > 0.01f)
spriteRenderer.flipX = false;
else if (dir.x < -0.01f)
spriteRenderer.flipX = true;
}
transform.position += dir * _currentSpeed * Time.deltaTime;
}
else
@@ -202,6 +213,14 @@ public class FollowerController : MonoBehaviour
else if (_aiPath != null)
{
normalizedSpeed = _aiPath.velocity.magnitude / _followerMaxSpeed;
// Sprite flipping for pathfinding mode
if (spriteRenderer != null && _aiPath.velocity.sqrMagnitude > 0.001f)
{
if (_aiPath.velocity.x > 0.01f)
spriteRenderer.flipX = false;
else if (_aiPath.velocity.x < -0.01f)
spriteRenderer.flipX = true;
}
}
_animator.SetFloat("Speed", Mathf.Clamp01(normalizedSpeed));
}
@@ -438,3 +457,5 @@ public class FollowerController : MonoBehaviour
}
}
}