Sup guys, how can I edit my script to flip my character depending on which way he's running/facing?
// Movement Variables
private var jumpSpeed:float = 9.0;
private var gravity:float = 100.0;
private var rotateSpeed:float = 250.0;
private var grounded:boolean = false;
private var moveDirection:Vector3 = Vector3.zero;
private var isWalking:boolean = true;
private var moveStatus:String = "idle";
private var xSpeed = 250.0;
private var ySpeed = 120.0;
private var yMinLimit = -40;
private var yMaxLimit = 80;
private var x = 0.0;
private var y = 0.0;
static var walkSpeed:float = 15.0;
static var isRunning:boolean = false;
static var isMoving:boolean = false;
function Start ()
{
// Set all animations to loop
animation.wrapMode = WrapMode.Loop;
animation.Stop();
}
// -------------------------------------------------------------------------------------------------------------
// ----------------------------------------------------------- UPDATE ---------------------------------------
// -------------------------------------------------------------------------------------------------------------
function Update () {
if(grounded) {
moveDirection = new Vector3(0,0,Input.GetAxis("Horizontal"));
if(Input.GetAxis("Horizontal")) {
moveDirection *= .7;
transform.LookAt(transform.position + moveDirection);
}
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= walkSpeed;
moveStatus = "idle";
if(moveDirection != Vector3.zero) {
animation.CrossFade("run",0.2);
isMoving = true;
} else {
isMoving = false;
animation.CrossFade("Take 001",0.2);
}
}
//////////
if(Input.GetKey("q")) {
isRunning = true;
walkSpeed = 50;
}else{
isRunning = false;
walkSpeed = 30;
}
//////////
moveDirection.y -= gravity * Time.deltaTime;
var controller:CharacterController = GetComponent(CharacterController);
var flags = controller.Move(moveDirection * Time.deltaTime);
grounded = (flags & CollisionFlags.Below) != 0;
};
static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
@script RequireComponent(CharacterController)
asked
Apr 02 '11 at 09:41 PM
Xatoku
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