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Assets/Scripts/Systems/Player/PlayerAnimationSystem.cs
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33
Assets/Scripts/Systems/Player/PlayerAnimationSystem.cs
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using DefaultNamespace;
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using Unity.Entities;
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using UnityEngine;
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using Zenject;
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[UpdateInGroup(typeof(PresentationSystemGroup)), UpdateAfter(typeof(PlayerActionMapSystem)), UpdateAfter(typeof(PlayerMoveSystem))]
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public class PlayerAnimationSystem : InjectableComponentSystem
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{
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//[Inject] private PlayerGroup playerGroup;
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[Inject] private readonly Hashes hashes;
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protected override void OnSystemUpdate()
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{
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Entities.WithAll<Animator>()
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.ForEach(
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(
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Transform transform,
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ref RigidBody2DData rigidBodyData,
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ref ActorData actorData,
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ref PlayerInput input,
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ref AnimatorStateData animationState,
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ref ActorAnimationData animation) =>
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{
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float walkDir = Mathf.Sign(transform.right.x) == Mathf.Sign(input.HorizontalInput) ? -1 : 1;
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animation.WalkDir = walkDir;
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});
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}
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private class Hashes : IHashes
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{
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public readonly int AttackSpeed;
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}
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}
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