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