using Assets.PixelFantasy.Common.Scripts; using UnityEngine; namespace Assets.PixelFantasy.PixelMonsters.Common.Scripts { [RequireComponent(typeof(Creature))] [RequireComponent(typeof(Animator))] public class InanimateControls : MonoBehaviour { private Creature _creature; private Animator _animator; public void Start() { _creature = GetComponent(); _animator = GetComponent(); _animator.SetBool("Idle", true); } public void Update() { if (Input.GetKeyDown(KeyCode.I)) { SetState(idle: true); } else if (Input.GetKeyDown(KeyCode.D) && _animator.HasState(0, Animator.StringToHash("Destroy"))) { SetState(destroy: true); EffectManager.Instance.CreateSpriteEffect(_creature, "Fall"); } else if (Input.GetKeyDown(KeyCode.O) && _animator.HasState(0, Animator.StringToHash("Open"))) { SetState(open: true); EffectManager.Instance.CreateSpriteEffect(_creature, "Fall"); } else if (Input.GetKeyDown(KeyCode.L)) { EffectManager.Instance.Blink(_creature); } } private void SetState(bool idle = false, bool destroy = false, bool open = false) { _animator.SetBool("Idle", idle); _animator.SetBool("Destroy", destroy); _animator.SetBool("Open", open); } } }