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;
}
}