GetFloat() public méthode

public GetFloat ( int id ) : float
id int
Résultat float
	// Use this for initialization
	void Start () {
		
		ani = this.GetComponent<Animator> ();
		dirX = ani.GetFloat("dirX");
		dirY = ani.GetFloat("dirY");
		ani.SetBool("running", false);
	}
    void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
    {
        if (stream.isWriting)
        {
            // We own this player: send the others our data
            stream.SendNext(transform.position);
            stream.SendNext(transform.rotation);
            anim = GetComponent< Animator >();
            stream.SendNext(anim.GetFloat("Speed"));
            stream.SendNext(anim.GetFloat("Direction"));
            stream.SendNext(anim.GetBool("Punch_L"));
            stream.SendNext(anim.GetBool("LowKick"));
            stream.SendNext(anim.GetBool("HiKick"));
            stream.SendNext(anim.GetBool("Shoryuken"));

            myThirdPersonController myC = GetComponent<myThirdPersonController>();
            stream.SendNext((int)myC._characterState);
        }
        else
        {
            // Network player, receive data
            this.correctPlayerPos = (Vector3)stream.ReceiveNext();
            this.correctPlayerRot = (Quaternion)stream.ReceiveNext();
            anim = GetComponent< Animator >();
            anim.SetFloat("Speed",(float)stream.ReceiveNext());
            anim.SetFloat("Direction",(float)stream.ReceiveNext());
            anim.SetBool("Punch_L",(bool)stream.ReceiveNext());
            anim.SetBool("LowKick",(bool)stream.ReceiveNext());
            anim.SetBool("HiKick", (bool)stream.ReceiveNext());
            anim.SetBool("Shoryuken", (bool)stream.ReceiveNext());

            myThirdPersonController myC = GetComponent<myThirdPersonController>();
            myC._characterState = (CharacterState)stream.ReceiveNext();
        }
    }
Exemple #3
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  override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  {
    m_PlayerController = animator.gameObject.GetComponent<PlayerController>();

    m_IKTransitionTime = animator.GetFloat("IKTransitionTime");
    m_MoveTime = animator.GetFloat("MoveTime");
    m_MoveTimer = 0.0f;
  }
	// Use this for initialization
	void Start () {
        rb = GetComponent<Rigidbody2D>();
        playerAnim = GameObject.FindGameObjectWithTag("Player").GetComponent<Animator>();
        anim = GetComponent<Animator>();

        target = new Vector3(playerAnim.GetFloat("lastX"), playerAnim.GetFloat("lastY"), 0f);

        rb.velocity = target.normalized * moveSpd;

        Debug.Log(target);

    }
        public void Start()
        {
            // Get the values of the parameters:
            string animatorParameter = GetParameter(0);
            animatorParameterHash = Animator.StringToHash(animatorParameter);
            targetValue = GetParameterAsFloat(1, 1);
            subject = GetSubject(2);
            duration = GetParameterAsFloat(3, 0);
            if (DialogueDebug.LogInfo) Debug.Log(string.Format("{0}: Sequencer: AnimatorFloat({1}, {2}, {3}, {4})", new System.Object[] { DialogueDebug.Prefix, animatorParameter, targetValue, subject, duration }));

            // Check the parameters:
            if (subject == null) {
                if (DialogueDebug.LogWarnings) Debug.LogWarning(string.Format("{0}: Sequencer: AnimatorFloat(): subject '{1}' wasn't found.", new System.Object[] { DialogueDebug.Prefix, GetParameter(2) }));
                Stop();
            } else {
                animator = subject.GetComponentInChildren<Animator>();
                if (animator == null) {
                    if (DialogueDebug.LogWarnings) Debug.LogWarning(string.Format("{0}: Sequencer: AnimatorFloat(): no Animator found on '{1}'.", new System.Object[] { DialogueDebug.Prefix, subject.name }));
                    Stop();
                } else if (duration < SmoothMoveCutoff) {
                    Stop();
                } else {

                    // Set up the lerp:
                    startTime = DialogueTime.time;
                    endTime = startTime + duration;
                    originalValue = animator.GetFloat(animatorParameterHash);
                }
            }
        }
	public override void OnStateUpdate(Animator animator, AnimatorStateInfo animatorStateInfo, int layerIndex) 
	{

		float lCurrentSpeedFactor = animator.GetFloat("speed");
		float lTime = animatorStateInfo.normalizedTime - Mathf.Floor(animatorStateInfo.normalizedTime);
		float lBlendedTime = 0.5f - 0.25f * lCurrentSpeedFactor;

		FootPlacementData[] lFeet = animator.GetComponents<FootPlacementData>();
		FootPlacementData lFoot;

		//First foot setup start
		if(!lFeet[0].IsLeftFoot)
		{
			lFoot = lFeet[0];
		}
		else
		{
			lFoot = lFeet[1];
		}

		//Setting up transition time
		lFoot.mTransitionTime = 0.15f - (0.1f * lCurrentSpeedFactor);

		//Setting up raycast extra ray dist
		if(lTime < lBlendedTime)
		{
			lFoot.mExtraRayDistanceCheck = 0.7f;
		}
		else
		{
			lFoot.mExtraRayDistanceCheck = -0.2f;
		}
		//First foot setup end


		//Second foot setup start
		if(lFeet[0].IsLeftFoot)
		{
			lFoot = lFeet[0];
		}
		else
		{
			lFoot = lFeet[1];
		}

		//Setting up transition time
		lFoot.mTransitionTime = 0.15f - (0.1f * lCurrentSpeedFactor);

		//Setting up raycast extra ray dist
		if(lTime > 0.5 && lTime < 0.5f + lBlendedTime)
		{
			lFoot.mExtraRayDistanceCheck = 0.7f;
		}
		else
		{
			lFoot.mExtraRayDistanceCheck = -0.2f;
		}
		//Second foot setup end
	}
  override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
  {
    m_PlayerController = animator.gameObject.GetComponent<PlayerController>();

    m_MoveTimer = 0.0f;

    m_IKTransitionTime = animator.GetFloat("IKTransitionTime");
    m_MoveTime = animator.GetFloat("MoveTime");
    m_MoveDistance = animator.GetFloat("MoveDistance");

    Vector3 newPosition = animator.transform.position;
    newPosition.x -= m_MoveDistance;

    Hashtable hash = iTween.Hash("position", newPosition, "time", m_MoveTime, "easetype", iTween.EaseType.easeOutElastic);
    iTween.MoveTo(animator.gameObject, hash);

    m_IKSwitched = false;
  }
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     float jumpLeg = animator.GetFloat("JumpLeg");
     if((rightLeg && jumpLeg >=  .7f) || (!rightLeg && jumpLeg <= -.7f))
     {
         rightLeg = !rightLeg;
         if(soundBank != null)
             soundBank.PlaySound("FootStep");
     }
 }
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        this._animator = animator;
        this._stateInfo = stateInfo;

        _baseMoveMultiplier = _animator.GetFloat("moveMultiplier");

        _thisBattleCharacter = animator.GetComponent<AbstractBattleCharacter>();
        _thisBattleCharacter.StartCoroutine(RotateAndMoveTowards(_thisBattleCharacter.gameObject));
    }
    public static void PartiallyDestroy(Transform obj, Animator bulletAnim)
    {
        float input_x = bulletAnim.GetFloat("input_x");
        float input_y = bulletAnim.GetFloat("input_y");

        obj.NotNull((t) =>
        {
            Animator wallAnim = t.GetComponent<Animator>();

            float curr = wallAnim.GetFloat("left_numpad");

            // The tyniest piece of wall left
            if (curr.IsIn(1, 3, 7, 9))
            {
                Destroy(t.gameObject);
            }
            // Vertical shot
            else if (input_x == 0)
            {
                if (curr.IsIn(2, 8))
                {
                    Destroy(t.gameObject);
                }
                else if (curr.IsIn(4, 5, 6))
                {
                    wallAnim.SetFloat("left_numpad", curr + input_y * 3);
                }
            }
            // Horizontal shot
            else if (input_y == 0)
            {
                if (curr.IsIn(4, 6))
                {
                    Destroy(t.gameObject);
                }
                else if (curr.IsIn(2, 5, 8))
                {
                    wallAnim.SetFloat("left_numpad", curr + input_x);
                }
            }
        });
    }
    private void PartiallyDestroy(Transform obj, Animator bulletAnim)
    {
        float input_x = bulletAnim.GetFloat("input_x");
        float input_y = bulletAnim.GetFloat("input_y");

        obj.NotNull((t) =>
        {
            Animator wallAnim = t.GetComponent<Animator>();

            float curr = wallAnim.GetFloat("left_numpad");

            // Strong shot will allways destroy a piece (and maybe two)
            Destroy(t.gameObject);

            // Horizontal shot
            if (input_x == 1 && curr.IsIn(3, 6, 9))
            {
                obj.position += new Vector3(1, 0, 0);
                BulletWallDestroy.PartiallyDestroy(ts.GetByNameAndCoords
                    ("Wall", obj.position.x, obj.position.y), bulletAnim);
            }
            if (input_x == -1 && curr.IsIn(1, 4, 7))
            {
                obj.position += new Vector3(-1, 0, 0);
                BulletWallDestroy.PartiallyDestroy(ts.GetByNameAndCoords
                    ("Wall", obj.position.x, obj.position.y), bulletAnim);
            }
            // Vertical shot
            if (input_y == 1 && curr.IsIn(7, 8, 9))
            {
                obj.position += new Vector3(0, 1, 0);
                BulletWallDestroy.PartiallyDestroy(ts.GetByNameAndCoords
                    ("Wall", obj.position.x, obj.position.y), bulletAnim);
            }
            if (input_y == -1 && curr.IsIn(1, 2, 3))
            {
                obj.position += new Vector3(0, -1, 0);
                BulletWallDestroy.PartiallyDestroy(ts.GetByNameAndCoords
                    ("Wall", obj.position.x, obj.position.y), bulletAnim);
            }
        });
    }
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        bool OnGround = animator.GetBool("OnGround");
        float jumpVal = animator.GetFloat("Jump");

        if(OnGround && jumpVal > -2)
        {
            //if(soundBank != null)
            //    soundBank.PlaySound("Land");
        }
    }
Exemple #13
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    private float GetXAxisForce(Animator animator)
    {
        float xForce =50f;
        if(animator.GetBool(PLATFORM_PARAMETER))
        {
            xForce = 0f;
        }
        if (animator.GetBool(HOLE_PARAMATER))
        {
            xForce = 150f;

            Vector2 newVelocity = mBody.velocity;
            newVelocity.x =  Mathf.Sign(animator.GetFloat("Speed")) * 7f;
            mBody.velocity = newVelocity;
        }

        xForce *= Mathf.Sign(animator.GetFloat("Speed"));

        return xForce;
    }
Exemple #14
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    public override void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        float speed = animator.GetFloat(SPEED_PARAMATER);

        if (speed != 0)
        {
            Move(speed);
        }

        CheckFlipping(speed);
    }
    // OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
    public override void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        // play talk and idle sound
        talkSound.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(animator.gameObject.transform));
        idleSound.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(animator.gameObject.transform));
        if ((animator.GetFloat("Speed") != 1) && (animator.GetFloat("vSpeed") == 0))
        {
            talkSound.setVolume(1);
            idleSound.setVolume(1);
        }
        else
        {
            talkSound.setVolume(0);
            idleSound.setVolume(0);
        }

        // play roll sound according to speed parameter
        rollSound.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(animator.gameObject.transform));
        rollSound.setParameterValue("speed", animator.GetFloat("Speed"));
        // play leaves sound
        leavesSound.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(animator.gameObject.transform));
        leavesSound.setParameterValue("speed", animator.GetFloat("Speed"));

        // play jump sound (oneshot)
        if ((animator.GetFloat("vSpeed") > 11) && (playOnceJump == true))
        {
            FMODUnity.RuntimeManager.PlayOneShot("event:/robo_jump", animator.gameObject.transform.position);
            playOnceJump = false;
            playOnceLand = true;
            leavesSound.setVolume(0);
        }

        // play land sound (oneshot)
        if ((animator.GetFloat("vSpeed") < -5) && (playOnceLand == true))
        {
            FMODUnity.RuntimeManager.PlayOneShot("event:/robo_land", animator.gameObject.transform.position);
            playOnceLand = false;
            playOnceJump = true;
            leavesSound.setVolume(1);
        }
    }
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
 //
 //}
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (stateInfo.normalizedTime > WhenDestroy && !animator.IsInTransition(layerIndex)) {
         if (DependsOnSpeed) {
             if (animator.GetFloat(SpeedVariableName) == Speed) {
                 Destroy(animator.gameObject);
             }
         } else {
             Destroy(animator.gameObject);
         }
     }
 }
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        //Get castingTime
        castingTime = animator.GetFloat(castingTimeHash);

        //TODO:castTime should get from current skill
        float skillCastTime = 1.2f;

        if (castingTime < 0.0f || castingTime > skillCastTime)
        {
            castingTime = skillCastTime;
        }
    }
    object GetParameterValue(Animator anim, AnimatorControllerParameterType type, int nameHash)
    {
        switch (type) {
            case AnimatorControllerParameterType.Bool:
            case AnimatorControllerParameterType.Trigger:
                return anim.GetBool(nameHash);

            case AnimatorControllerParameterType.Float:
                return anim.GetFloat(nameHash);

            case AnimatorControllerParameterType.Int:
                return anim.GetInteger(nameHash);

            default:
                return null;
        }
    }
Exemple #19
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    public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        base.OnStateEnter (animator, stateInfo, layerIndex);

        if (mBody.velocity.y < 0.01 && mBody.velocity.y > -0.01)
        {
            float speed = animator.GetFloat(SPEED_PARAMATER);

            float xForce = GetXAxisForce(animator);

            mBody.AddForce(new Vector2 (xForce, m_JumpForce));
        }

        ReinitializeJumpParamater(animator);
        ReinitializePlateformParamater(animator);
        ReinitializePHoleParamater(animator);
    }
Exemple #20
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    // Update is called once per frame
    void Update()
    {
        Vector3 velocity;
        string  str;

        m_Agent.speed = m_Animator.GetFloat("NAV_SPEED");       //NavMeshAgentの移動速度をAniamtorのParameterから取得する。

#if CHARA_CONTROLLER
        velocity = m_CController.velocity;
#elif NAVMESH
        velocity = m_Agent.velocity;
#else
        velocity = m_RBody.velocity;
#endif

        str = string.Format("velocity=({0},{1},{2})", velocity.x, velocity.y, velocity.z);
        Debug.Log(str);
    }
 public static void CopyParamsFrom(this Animator self, Animator from)
 {
     AnimatorControllerData.ControllerData data = AnimatorControllerData.Instance.GetData(from.runtimeAnimatorController.name.GetHashCode());
     AnimatorControllerData.Parameter[] parameters = data.Parameters;
     for (int i = 0; i < parameters.Length; i++)
     {
         AnimatorControllerData.Parameter parameter = parameters[i];
         switch (parameter.ParamType)
         {
         case AnimatorControllerData.ParamType.Bool:
             self.SetBoolReflected(parameter.Name, from.GetBool(parameter.Name));
             break;
         case AnimatorControllerData.ParamType.Int:
             self.SetIntegerReflected(parameter.Name, from.GetInteger(parameter.Name));
             break;
         case AnimatorControllerData.ParamType.Float:
             self.SetFloatReflected(parameter.Name, from.GetFloat(parameter.Name));
             break;
         }
     }
 }
    void FixedUpdate()
    {
        //increase the noCollisionTimer (if there is a collision, the noCollisionTimer is later set to 0)
        noCollisionTimer++;

        //setting the scale of the rays to the scale of the script holder
        if (inheritScale)
        {
            height2 = transform.localScale.y;
            width2 = transform.localScale.x;
            length2 = transform.localScale.z;
        }

        //storing values to variables
        onLedgeHeight2 = onLedgeHeight + 0.06f;
        height2 = overallScaleOfDetectors.height;
        length2 = overallScaleOfDetectors.length * 0.77f;
        width2 = overallScaleOfDetectors.width * 0.77f;
        posChange1 = transform.up * overallPositionOfDetectors.upDistance + transform.forward * overallPositionOfDetectors.forwardDistance + transform.right * overallPositionOfDetectors.sideDistance;
        posChange2 = (transform.up * overallPositionOfDetectors.upDistance - transform.up * onLedgeHeight2 / 10) + transform.forward * overallPositionOfDetectors.forwardDistance + transform.right * overallPositionOfDetectors.sideDistance;
        midSidePosChange = heightOfMidSideDetectors2 * (height2 + (height2 - 1f) * 0.25f);
        upHeight = transform.up * height2;
        forwardLength = transform.forward * length2;
        rightWidth = transform.right * width2;
        ledgeSwitchHeight = (upHeight * (wallInFrontDetectorHeight2 + 1));
        ledgeSwitchSurfaceLength = (forwardLength * (surfaceDetectorLength2 + 1));
        ledgeSwitchFirstNoSurfaceLength = (forwardLength * (surfaceDetectorLength2 + firstNoSurfaceDetectorLength2 + 1));
        ledgeSwitchSecondNoSurfaceLength = (forwardLength * (surfaceDetectorLength2 + secondNoSurfaceDetectorLength2 + 1));
        ledgeSwitchThirdNoSurfaceLength = (forwardLength * (surfaceDetectorLength2 + thirdNoSurfaceDetectorLength2 + 1));
        ledgeSwitchFirstWidthBack = ((rightWidth * 2.67f + firstSwitchSurfaceWidth - surfaceDetectorForward2) * ((noSurfaceDetectorWidth2 + firstNoSurfaceDetectorWidth2) + 1)) / (2 + (noSurfaceDetectorWidth2 + firstNoSurfaceDetectorWidth2));
        ledgeSwitchFirstWidthForward = ((rightWidth * 2.67f + firstSwitchSurfaceWidth + surfaceDetectorForward2) * ((noSurfaceDetectorWidth2 + firstNoSurfaceDetectorWidth2) + 1)) / (2 + (noSurfaceDetectorWidth2 + firstNoSurfaceDetectorWidth2));
        ledgeSwitchSecondWidthForward = ((rightWidth * 2.67f + secondSwitchSurfaceWidth + surfaceDetectorForward2) * ((noSurfaceDetectorWidth2 + secondNoSurfaceDetectorWidth2) + 1)) / (2 + (noSurfaceDetectorWidth2 + secondNoSurfaceDetectorWidth2));
        ledgeSwitchSecondWidthBack = ((rightWidth * 2.67f + secondSwitchSurfaceWidth - surfaceDetectorForward2) * ((noSurfaceDetectorWidth2 + secondNoSurfaceDetectorWidth2) + 1)) / (2 + (noSurfaceDetectorWidth2 + secondNoSurfaceDetectorWidth2));
        ledgeSwitchThirdWidthForward = ((rightWidth * 2.67f + thirdSwitchSurfaceWidth + surfaceDetectorForward2) * ((noSurfaceDetectorWidth2 + thirdNoSurfaceDetectorWidth2) + 1)) / (2 + (noSurfaceDetectorWidth2 + thirdNoSurfaceDetectorWidth2));
        ledgeSwitchThirdWidthBack = ((rightWidth * 2.67f + thirdSwitchSurfaceWidth - surfaceDetectorForward2) * ((noSurfaceDetectorWidth2 + thirdNoSurfaceDetectorWidth2) + 1)) / (2 + (noSurfaceDetectorWidth2 + thirdNoSurfaceDetectorWidth2));
        jumpLandingEffect2 = walkingOffLedgeDetectors.jumpLandingEffect;
        hit = new RaycastHit();

        //updating the current state variables
        if ((climbable || climbPossible)
        && !Physics.Linecast(transform.position + posChange1 + upHeight, new Vector3(transform.position.x, (playerPosY + onLedgeHeight2 / 10), transform.position.z) + posChange1 - upHeight / 3f + minDistFromGroundHeight2, out hit, collisionLayers) && !Physics.Linecast(transform.position + posChange1 + upHeight - (rightWidth / 4) - minDistFromGroundWidth2, new Vector3(transform.position.x, (playerPosY + onLedgeHeight2 / 10), transform.position.z) + posChange1 - upHeight / 3f + minDistFromGroundHeight2 - (rightWidth / 4) - minDistFromGroundWidth2, out hit, collisionLayers) && !Physics.Linecast(transform.position + posChange1 + upHeight + (rightWidth / 4) + minDistFromGroundWidth2, new Vector3(transform.position.x, (playerPosY + onLedgeHeight2 / 10), transform.position.z) + posChange1 - upHeight / 3f + minDistFromGroundHeight2 + (rightWidth / 4) + minDistFromGroundWidth2, out hit, collisionLayers) || grabbedOn)
        {
            currentStatesOfVariables.ledgeGrabPossible = true;
        }
        else
        {
            currentStatesOfVariables.ledgeGrabPossible = false;
        }
        if (climbable && climbableL && climbableR && !Physics.Linecast(transform.position + posChange2 + upHeight, transform.position + posChange2 + upHeight * 2.5f + spaceAboveHeadNeededToClimbUp2, out hit, collisionLayers))
        {
            currentStatesOfVariables.climbUpPossible = true;
        }
        else
        {
            currentStatesOfVariables.climbUpPossible = false;
        }

        if (!left || !leftMovable)
        {
            if (angledLeft || leftBlocked || sL || stuckToLeft)
            {
                currentStatesOfVariables.leftMovementPossible = false;
            }
            else
            {
                currentStatesOfVariables.leftMovementPossible = true;
            }
        }
        else
        {
            currentStatesOfVariables.leftMovementPossible = true;
        }
        if (!right || !rightMovable)
        {
            if (angledRight || rightBlocked || sR || stuckToRight)
            {
                currentStatesOfVariables.rightMovementPossible = false;
            }
            else
            {
                currentStatesOfVariables.rightMovementPossible = true;
            }
        }
        else
        {
            currentStatesOfVariables.rightMovementPossible = true;
        }
        currentStatesOfVariables.currentlyOnLedge = grabbedOn;

        //getting angle of ledge
        if (Physics.Raycast(transform.position + midSidePosChange + midSidePosChange + posChange2 + upHeight * 2.5f + forwardLength / 1.75f, -upHeight * 0.9f, out hit, 5f, collisionLayers))
        {
            angle = (Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f;
        }
        else
        {
            angle = 90;
        }

        //checking if climbing is possible on surface height
        if (Physics.Linecast(transform.position + posChange2 + upHeight * 2.2f + forwardLength / 1.75f + maxSurfaceLevelHeight2, transform.position + posChange2 + upHeight * 0.8f + forwardLength / 1.75f, out hit, collisionLayers) && !Physics.Linecast(transform.position + posChange2 + upHeight * 1.5f + forwardLength / 1.75f + underPlatformMaxSurfaceLevelHeight2, transform.position + posChange2 + upHeight * 2.2f + forwardLength / 1.75f + maxSurfaceLevelHeight2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= ledgeAngleLimit && !Physics.Linecast(transform.position + posChange2 - forwardLength / 20, transform.position + posChange2 - forwardLength / 20 + upHeight * 1.5f + spaceAboveHeadNeededToGrabOn2, out hit, collisionLayers)
        && !Physics.Linecast(transform.position + posChange2 + upHeight * 2.2f + maxSurfaceLevelHeight2, transform.position + posChange2 + upHeight * 2.2f + forwardLength / 1.75f + maxSurfaceLevelHeight2, out hit, collisionLayers) && !Physics.Linecast(transform.position + posChange2 + upHeight * 1.5f + underPlatformMaxSurfaceLevelHeight2, transform.position + posChange2 + upHeight * 1.5f + forwardLength / 1.7f + underPlatformMaxSurfaceLevelHeight2, out hit, collisionLayers))
        {
            if (((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= 89 || ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 91)
            {

                if (angle <= ledgeAngleLimit)
                {
                    climbPossible = true;
                    playerPosY = hit.point.y - (height2 * 1.25f);
                    if (grabbedOn && (playerPosY + onLedgeHeight2 / 10) != 0f)
                    {
                        transform.position = new Vector3(transform.position.x, (playerPosY + onLedgeHeight2 / 10), transform.position.z);
                    }
                }

            }
            else
            {
                climbPossible = false;
            }
        }
        else if (Physics.Linecast(transform.position + posChange2 + upHeight * 1.5f + forwardLength / 1.7f + underPlatformMaxSurfaceLevelHeight2, transform.position + posChange2 + upHeight * 0.8f + forwardLength / 1.7f, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= ledgeAngleLimit && !Physics.Linecast(transform.position + posChange2 - forwardLength / 20, transform.position + posChange2 - forwardLength / 20 + upHeight * 1.5f + spaceAboveHeadNeededToGrabOn2, out hit, collisionLayers)
            && !Physics.Linecast(transform.position + posChange2 + upHeight * 1.5f + underPlatformMaxSurfaceLevelHeight2, transform.position + posChange2 + upHeight * 1.5f + forwardLength / 1.7f + underPlatformMaxSurfaceLevelHeight2, out hit, collisionLayers))
        {
            if (((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= 89 || ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 91)
            {

                if (angle <= ledgeAngleLimit)
                {
                    climbPossible = true;
                    playerPosY = hit.point.y - (height2 * 1.25f);
                    if (grabbedOn && (playerPosY + onLedgeHeight2 / 10) != 0f)
                    {
                        transform.position = new Vector3(transform.position.x, (playerPosY + onLedgeHeight2 / 10), transform.position.z);
                    }
                }

            }
            else
            {
                climbPossible = false;
            }
        }
        else
        {
            climbPossible = false;
            if (!grabbedOn && !pullingUp && !turnBack && !back2)
            {
                if (Physics.Linecast(transform.position + posChange2 + upHeight / 2 + forwardLength / 1.52f + upHeight * 0.9f + (ledgeDetectorHeight2 * (0.65f - (topOfLedgeSurfaceDetectorHeight2 * 0.59f)) + (ledgeDetectorForward2 * (0.65f - (topOfLedgeSurfaceDetectorHeight2 * 0.59f))) + rodHoldingLedgeDetectorHeight2 + rodHoldingLedgeDetectorForward2 + transform.forward * (topOfLedgeSurfaceDetectorHeight2 * length2) * 0.14f + transform.up * (topOfLedgeSurfaceDetectorHeight2 * height2)), transform.position + posChange2 + upHeight * 0.8f + forwardLength / 1.75f + (ledgeDetectorHeight2 + ledgeDetectorForward2 + rodHoldingLedgeDetectorHeight2 + rodHoldingLedgeDetectorForward2), out hit, collisionLayers) && angle <= ledgeAngleLimit)
                {
                    playerPosY = hit.point.y - (height2 * 1.25f);
                }
                else
                {
                    playerPosY = transform.position.y - 1 * height2;
                }
            }
        }
        //checking if climbing is possible to the left
        if (Physics.Linecast(transform.position + posChange2 + upHeight * 2.2f + forwardLength / 1.75f + maxSurfaceLevelHeight2 - rightWidth / 10, transform.position + posChange2 + upHeight * 0.8f + forwardLength / 1.75f - rightWidth / 10, out hit, collisionLayers) && !Physics.Linecast(transform.position + posChange2 + upHeight * 1.5f + forwardLength / 1.75f + underPlatformMaxSurfaceLevelHeight2 - rightWidth / 10, transform.position + posChange2 + upHeight * 2.2f + forwardLength / 1.75f + maxSurfaceLevelHeight2 - rightWidth / 10, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= ledgeAngleLimit && !Physics.Linecast(transform.position + posChange2 - forwardLength / 20 - rightWidth / 10, transform.position + posChange2 - forwardLength / 20 + upHeight * 1.5f + spaceAboveHeadNeededToGrabOn2 - rightWidth / 10, out hit, collisionLayers))
        {
            if (((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= 89 || ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 91)
            {
                climbPossibleL = true;
            }
        }
        else if (Physics.Linecast(transform.position + posChange2 + upHeight * 1.5f + forwardLength / 1.7f + underPlatformMaxSurfaceLevelHeight2 - rightWidth / 10, transform.position + posChange2 + upHeight * 0.8f + forwardLength / 1.7f - rightWidth / 10, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= ledgeAngleLimit && !Physics.Linecast(transform.position + posChange2 - forwardLength / 20 - rightWidth / 10, transform.position + posChange2 - forwardLength / 20 + upHeight * 1.5f + spaceAboveHeadNeededToGrabOn2 - rightWidth / 10, out hit, collisionLayers))
        {
            if (((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= 89 || ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 91)
            {
                climbPossibleL = true;
            }
        }
        else
        {
            climbPossibleL = false;
        }
        //checking if climbing is possible to the left
        if (Physics.Linecast(transform.position + posChange2 + upHeight * 2.2f + forwardLength / 1.75f + maxSurfaceLevelHeight2 + rightWidth / 10, transform.position + posChange2 + upHeight * 0.8f + forwardLength / 1.75f + rightWidth / 10, out hit, collisionLayers) && !Physics.Linecast(transform.position + posChange2 + upHeight * 1.5f + forwardLength / 1.75f + underPlatformMaxSurfaceLevelHeight2 + rightWidth / 10, transform.position + posChange2 + upHeight * 2.2f + forwardLength / 1.75f + maxSurfaceLevelHeight2 + rightWidth / 10, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= ledgeAngleLimit && !Physics.Linecast(transform.position + posChange2 - forwardLength / 20 + rightWidth / 10, transform.position + posChange2 - forwardLength / 20 + upHeight * 1.5f + spaceAboveHeadNeededToGrabOn2 + rightWidth / 10, out hit, collisionLayers))
        {
            if (((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= 89 || ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 91)
            {
                climbPossibleR = true;
            }
        }
        else if (Physics.Linecast(transform.position + posChange2 + upHeight * 1.5f + forwardLength / 1.7f + underPlatformMaxSurfaceLevelHeight2 + rightWidth / 10, transform.position + posChange2 + upHeight * 0.8f + forwardLength / 1.7f + rightWidth / 10, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= ledgeAngleLimit && !Physics.Linecast(transform.position + posChange2 - forwardLength / 20 + rightWidth / 10, transform.position + posChange2 - forwardLength / 20 + upHeight * 1.5f + spaceAboveHeadNeededToGrabOn2 + rightWidth / 10, out hit, collisionLayers))
        {
            if (((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= 89 || ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 91)
            {
                climbPossibleR = true;
            }
        }
        else
        {
            climbPossibleR = false;
        }

        //left non-climbable detectors
        if (Physics.Linecast(transform.position + posChange2 + upHeight - rightWidth / 10, transform.position + posChange2 + (upHeight * 2) + forwardLength / 1.7f - (rightWidth / 4) + midSideWallDetectorsForward2 - midSideWallDetectorsWidth2, out hit, collisionLayers) || Physics.Linecast(transform.position + posChange2 + upHeight - rightWidth / 10, transform.position + posChange2 + (upHeight * 2) - rightWidth - sideWallDetectorsWidth2, out hit, collisionLayers))
        {
            if (Physics.Linecast(transform.position + posChange2 + upHeight * 1.5f - (rightWidth / 4) + frontSideBlockageDetectorsHeight2 - frontSideBlockageDetectorsWidth2, transform.position + posChange2 + upHeight * 1.5f + forwardLength * 1.2f - (rightWidth / 4) + frontSideBlockageDetectorsForward2 + frontSideBlockageDetectorsHeight2 - frontSideBlockageDetectorsWidth2, out hit, collisionLayers)
            || !Physics.Raycast(transform.position + midSidePosChange + midSidePosChange + posChange2 + upHeight * 1.5f + forwardLength / 1.6f - (rightWidth / 4), upHeight, out hit, 2f, collisionLayers)
            || !Physics.Linecast(transform.position + posChange2 + upHeight * 1.5f + forwardLength / 1.6f - (rightWidth / 4) + frontSideBlockageDetectorsHeight2 - frontSideBlockageDetectorsWidth2 + aboveHeadPlatformDetectorsForward2, transform.position + posChange2 + upHeight * 2.2f + forwardLength / 1.25f - (rightWidth / 4) + frontSideBlockageDetectorsHeight2 - frontSideBlockageDetectorsWidth2 + aboveHeadPlatformDetectorsForward2 + aboveHeadPlatformDetectorsHeight2, out hit, collisionLayers))
            {
                leftMovable = false;
            }
            else
            {
                leftMovable = true;
            }
        }
        else
        {
            leftMovable = true;
        }

        //right non-climbable detectors
        if (Physics.Linecast(transform.position + posChange2 + upHeight + rightWidth / 10, transform.position + posChange2 + (upHeight * 2) + forwardLength / 1.7f + (rightWidth / 4) + midSideWallDetectorsForward2 + midSideWallDetectorsWidth2, out hit, collisionLayers) || Physics.Linecast(transform.position + posChange2 + upHeight + rightWidth / 10, transform.position + posChange2 + (upHeight * 2) + rightWidth + sideWallDetectorsWidth2, out hit, collisionLayers))
        {
            if (Physics.Linecast(transform.position + posChange2 + upHeight * 1.5f + (rightWidth / 4) + frontSideBlockageDetectorsHeight2 + frontSideBlockageDetectorsWidth2, transform.position + posChange2 + upHeight * 1.5f + forwardLength * 1.2f + (rightWidth / 4) + frontSideBlockageDetectorsForward2 + frontSideBlockageDetectorsHeight2 + frontSideBlockageDetectorsWidth2, out hit, collisionLayers)
            || !Physics.Raycast(transform.position + midSidePosChange + midSidePosChange + posChange2 + upHeight * 1.5f + forwardLength / 1.6f + (rightWidth / 4), upHeight, out hit, 2f, collisionLayers)
            || !Physics.Linecast(transform.position + posChange2 + upHeight * 1.5f + forwardLength / 1.6f + (rightWidth / 4) + frontSideBlockageDetectorsHeight2 + frontSideBlockageDetectorsWidth2 + aboveHeadPlatformDetectorsForward2, transform.position + posChange2 + upHeight * 2.2f + forwardLength / 1.25f + (rightWidth / 4) + frontSideBlockageDetectorsHeight2 + frontSideBlockageDetectorsWidth2 + aboveHeadPlatformDetectorsForward2 + aboveHeadPlatformDetectorsHeight2, out hit, collisionLayers))
            {
                rightMovable = false;
            }
            else
            {
                rightMovable = true;
            }
        }
        else
        {
            rightMovable = true;
        }

        //determines if your left side is blocked or not
        if (grabbedOn && (!switching || !ledgeSwitchingDetectors.allowLedgeSwitching) && Physics.Linecast(transform.position + posChange2 + upHeight - rightWidth / 10 + preventRotatingToSideWallHeight2, transform.position + posChange2 + upHeight - rightWidth * 1.35f + preventRotatingToSideWallHeight2 - preventRotatingToSideWallWidth2, out hit, collisionLayers)
        && Physics.Linecast(transform.position + posChange2 + upHeight * 1.25f - rightWidth / 10 + preventRotatingToSideWallHeight2, transform.position + posChange2 + upHeight * 1.25f - rightWidth * 1.35f + preventRotatingToSideWallHeight2 - preventRotatingToSideWallWidth2, out hit, collisionLayers)
        && Physics.Linecast(transform.position + posChange2 + upHeight * 1.5f - rightWidth / 10 + preventRotatingToSideWallHeight2, transform.position + posChange2 + upHeight * 1.5f - rightWidth * 1.35f + preventRotatingToSideWallHeight2 - preventRotatingToSideWallWidth2, out hit, collisionLayers)
        && Physics.Linecast(transform.position + posChange2 + upHeight * 1.75f - rightWidth / 10 + preventRotatingToSideWallHeight2, transform.position + posChange2 + upHeight * 1.75f - rightWidth * 1.35f + preventRotatingToSideWallHeight2 - preventRotatingToSideWallWidth2, out hit, collisionLayers)
        && !Physics.Linecast(transform.position + posChange2 + upHeight * 1.75f - rightWidth + preventRotatingToSideWallHeight2 - preventRotatingToSideWallWidth2 - secondAllowRotatingIfLedgeHitWidth2, transform.position + posChange2 + upHeight * 0.8f - rightWidth + preventRotatingToSideWallHeight2 - preventRotatingToSideWallWidth2 - secondAllowRotatingIfLedgeHitWidth2, out hit, collisionLayers)
        && !Physics.Linecast(transform.position + posChange2 + upHeight * 1.75f - rightWidth / 1.5f + preventRotatingToSideWallHeight2 - preventRotatingToSideWallWidth2 - firstAllowRotatingIfLedgeHitWidth2, transform.position + posChange2 + upHeight * 0.8f - rightWidth / 1.5f + preventRotatingToSideWallHeight2 - preventRotatingToSideWallWidth2 - firstAllowRotatingIfLedgeHitWidth2, out hit, collisionLayers))
        {
            leftBlocked = true;
        }
        else if (((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= ledgeAngleLimit)
        {
            leftBlocked = false;
        }

        //determines if your right side is blocked or not
        if (grabbedOn && (!switching || !ledgeSwitchingDetectors.allowLedgeSwitching) && Physics.Linecast(transform.position + posChange2 + upHeight + rightWidth / 10 + preventRotatingToSideWallHeight2, transform.position + posChange2 + upHeight + rightWidth * 1.35f + preventRotatingToSideWallHeight2 + preventRotatingToSideWallWidth2, out hit, collisionLayers)
        && Physics.Linecast(transform.position + posChange2 + upHeight * 1.25f + rightWidth / 10 + preventRotatingToSideWallHeight2, transform.position + posChange2 + upHeight * 1.25f + rightWidth * 1.35f + preventRotatingToSideWallHeight2 + preventRotatingToSideWallWidth2, out hit, collisionLayers)
        && Physics.Linecast(transform.position + posChange2 + upHeight * 1.5f + rightWidth / 10 + preventRotatingToSideWallHeight2, transform.position + posChange2 + upHeight * 1.5f + rightWidth * 1.35f + preventRotatingToSideWallHeight2 + preventRotatingToSideWallWidth2, out hit, collisionLayers)
        && Physics.Linecast(transform.position + posChange2 + upHeight * 1.75f + rightWidth / 10 + preventRotatingToSideWallHeight2, transform.position + posChange2 + upHeight * 1.75f + rightWidth * 1.35f + preventRotatingToSideWallHeight2 + preventRotatingToSideWallWidth2, out hit, collisionLayers)
        && !Physics.Linecast(transform.position + posChange2 + upHeight * 1.75f + rightWidth + preventRotatingToSideWallHeight2 + preventRotatingToSideWallWidth2 + secondAllowRotatingIfLedgeHitWidth2, transform.position + posChange2 + upHeight * 0.8f + rightWidth + preventRotatingToSideWallHeight2 + preventRotatingToSideWallWidth2 + secondAllowRotatingIfLedgeHitWidth2, out hit, collisionLayers)
        && !Physics.Linecast(transform.position + posChange2 + upHeight * 1.75f + rightWidth / 1.5f + preventRotatingToSideWallHeight2 + preventRotatingToSideWallWidth2 + firstAllowRotatingIfLedgeHitWidth2, transform.position + posChange2 + upHeight * 0.8f + rightWidth / 1.5f + preventRotatingToSideWallHeight2 + preventRotatingToSideWallWidth2 + firstAllowRotatingIfLedgeHitWidth2, out hit, collisionLayers))
        {
            rightBlocked = true;
        }
        else if (((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= ledgeAngleLimit)
        {
            rightBlocked = false;
        }

        //checking to see if a surface can be climbed
        if (!Physics.Linecast(transform.position + posChange1 + ((transform.up + nonLedgeSurfaceDetectorsHeight2) * height2) * 0.3f, transform.position + posChange1 + ((transform.up + nonLedgeSurfaceDetectorsHeight2) * height2) * 0.1f + forwardLength + nonLedgeSurfaceDetectorsForward2, out hit, collisionLayers) || Physics.Linecast(transform.position + posChange1 + ((transform.up + nonLedgeSurfaceDetectorsHeight2) * height2) * 0.6f, transform.position + posChange1 + ((transform.up + nonLedgeSurfaceDetectorsHeight2) * height2) * 0.6f + forwardLength / 2.5f + nonLedgeSurfaceDetectorsForward2, out hit, collisionLayers) || Physics.Linecast(transform.position + posChange1 + ((transform.up + nonLedgeSurfaceDetectorsHeight2) * height2) * 0.8f, transform.position + posChange1 + ((transform.up + nonLedgeSurfaceDetectorsHeight2) * height2) * 0.8f + forwardLength / 2.3f + nonLedgeSurfaceDetectorsForward2, out hit, collisionLayers) || grabbedOn)
        {
            //checking to see if a surface directly in front of the player can be climbed

            if (Physics.Linecast(transform.position + posChange2 + upHeight, transform.position + posChange2 + upHeight + forwardLength / 1.25f + upHeight * 1.5f + (rodHoldingLedgeDetectorHeight2 + rodHoldingLedgeDetectorForward2), out hit, collisionLayers) || Physics.Linecast(transform.position + posChange2 + upHeight + forwardLength / 1.25f + upHeight * 1.5f + (rodHoldingLedgeDetectorHeight2 + rodHoldingLedgeDetectorForward2), transform.position + posChange2 + upHeight + forwardLength + upHeight * 1.25f + (rodHoldingLedgeDetectorHeight2 + rodHoldingLedgeDetectorForward2), out hit, collisionLayers))
            {
                climbable = false;
            }
            else if (Physics.Linecast(transform.position + posChange2 + upHeight / 2 + forwardLength / 1.52f + upHeight * 0.9f + (ledgeDetectorHeight2 * (0.65f - (topOfLedgeSurfaceDetectorHeight2 * 0.59f)) + (ledgeDetectorForward2 * (0.65f - (topOfLedgeSurfaceDetectorHeight2 * 0.59f))) + rodHoldingLedgeDetectorHeight2 + rodHoldingLedgeDetectorForward2 + transform.forward * (topOfLedgeSurfaceDetectorHeight2 * length2) * 0.14f + transform.up * (topOfLedgeSurfaceDetectorHeight2 * height2)), transform.position + posChange2 + upHeight * 0.8f + forwardLength / 1.75f + (ledgeDetectorHeight2 + ledgeDetectorForward2 + rodHoldingLedgeDetectorHeight2 + rodHoldingLedgeDetectorForward2), out hit, collisionLayers) && angle <= ledgeAngleLimit)
            {

                climbable = true;
                hitPoint = hit.point;

            }
            else
            {
                climbable = false;
            }

            //checking to see if a surface to the left of the player can be climbed

            if (Physics.Linecast(transform.position + posChange2 + upHeight - rightWidth / 4, transform.position + posChange2 + upHeight + forwardLength / 1.25f + upHeight * 1.5f + (rodHoldingLedgeDetectorHeight2 + rodHoldingLedgeDetectorForward2) - rightWidth / 4, out hit, collisionLayers) || Physics.Linecast(transform.position + posChange2 + upHeight + forwardLength / 1.25f + upHeight * 1.5f + (rodHoldingLedgeDetectorHeight2 + rodHoldingLedgeDetectorForward2) - rightWidth / 4, transform.position + posChange2 + upHeight + forwardLength + upHeight * 1.25f + (rodHoldingLedgeDetectorHeight2 + rodHoldingLedgeDetectorForward2) - rightWidth / 4, out hit, collisionLayers))
            {
                climbableL = false;
            }
            else if (Physics.Linecast(transform.position + posChange2 + upHeight / 2 + forwardLength / 1.52f + upHeight * 0.9f + (ledgeDetectorHeight2 * (0.65f - (topOfLedgeSurfaceDetectorHeight2 * 0.59f)) + (ledgeDetectorForward2 * (0.65f - (topOfLedgeSurfaceDetectorHeight2 * 0.59f))) + rodHoldingLedgeDetectorHeight2 + rodHoldingLedgeDetectorForward2 + transform.forward * (topOfLedgeSurfaceDetectorHeight2 * length2) * 0.14f + transform.up * (topOfLedgeSurfaceDetectorHeight2 * height2)) - rightWidth / 4, transform.position + posChange2 + upHeight * 0.8f + forwardLength / 1.75f + (ledgeDetectorHeight2 + ledgeDetectorForward2 + rodHoldingLedgeDetectorHeight2 + rodHoldingLedgeDetectorForward2) - rightWidth / 4, out hit, collisionLayers) && angle <= ledgeAngleLimit)
            {

                climbableL = true;

            }
            else
            {
                climbableL = false;
            }

            //checking to see if a surface to the right of the player can be climbed

            if (Physics.Linecast(transform.position + posChange2 + upHeight + rightWidth / 4, transform.position + posChange2 + upHeight + forwardLength / 1.25f + upHeight * 1.5f + (rodHoldingLedgeDetectorHeight2 + rodHoldingLedgeDetectorForward2) + rightWidth / 4, out hit, collisionLayers) || Physics.Linecast(transform.position + posChange2 + upHeight + forwardLength / 1.25f + upHeight * 1.5f + (rodHoldingLedgeDetectorHeight2 + rodHoldingLedgeDetectorForward2) + rightWidth / 4, transform.position + posChange2 + upHeight + forwardLength + upHeight * 1.25f + (rodHoldingLedgeDetectorHeight2 + rodHoldingLedgeDetectorForward2) + rightWidth / 4, out hit, collisionLayers))
            {
                climbableR = false;
            }
            else if (Physics.Linecast(transform.position + posChange2 + upHeight / 2 + forwardLength / 1.52f + upHeight * 0.9f + (ledgeDetectorHeight2 * (0.65f - (topOfLedgeSurfaceDetectorHeight2 * 0.59f)) + (ledgeDetectorForward2 * (0.65f - (topOfLedgeSurfaceDetectorHeight2 * 0.59f))) + rodHoldingLedgeDetectorHeight2 + rodHoldingLedgeDetectorForward2 + transform.forward * (topOfLedgeSurfaceDetectorHeight2 * length2) * 0.14f + transform.up * (topOfLedgeSurfaceDetectorHeight2 * height2)) + rightWidth / 4, transform.position + posChange2 + upHeight * 0.8f + forwardLength / 1.75f + (ledgeDetectorHeight2 + ledgeDetectorForward2 + rodHoldingLedgeDetectorHeight2 + rodHoldingLedgeDetectorForward2) + rightWidth / 4, out hit, collisionLayers) && angle <= ledgeAngleLimit)
            {

                climbableR = true;

            }
            else
            {
                climbableR = false;
            }

        }
        else
        {
            climbable = false;
            climbableL = false;
            climbableR = false;
        }

        //getting angle of ledge player is grabbed on to
        if (climbPossibleL && climbPossibleR && (!switching || !ledgeSwitchingDetectors.allowLedgeSwitching))
        {
            if (Physics.Linecast(transform.position + posChange2 + upHeight * 1.5f + forwardLength / 1.7f + underPlatformMaxSurfaceLevelHeight2, transform.position + posChange2 + upHeight * 0.8f + forwardLength / 1.7f, out hit, collisionLayers))
            {
                if (hasNotMovedOnLedgeAsideFromLedgeSwitchingYet)
                {
                    ledgeAngle = Vector3.Angle(transform.right, hit.normal) - 90;
                }
                else
                {
                    ledgeAngle = Mathf.Lerp(ledgeAngle, Vector3.Angle(transform.right, hit.normal) - 90, 6 * Time.deltaTime);
                }
            }
            else if (Physics.Linecast(transform.position + posChange2 + upHeight * 2.2f + forwardLength / 1.75f + maxSurfaceLevelHeight2, transform.position + posChange2 + upHeight * 0.8f + forwardLength / 1.75f, out hit, collisionLayers))
            {
                if (hasNotMovedOnLedgeAsideFromLedgeSwitchingYet)
                {
                    ledgeAngle = Vector3.Angle(transform.right, hit.normal) - 90;
                }
                else
                {
                    ledgeAngle = Mathf.Lerp(ledgeAngle, Vector3.Angle(transform.right, hit.normal) - 90, 6 * Time.deltaTime);
                }
            }
        }

        //determining whether you are grounded or not
        Vector3 pos = transform.position;
        pos.y = GetComponent<Collider>().bounds.min.y + 0.1f;
        if (Physics.Raycast(pos, Vector3.down, maxGroundedDistance, collisionLayers)
        || Physics.Raycast(pos - transform.forward / 10, Vector3.down, maxGroundedDistance, collisionLayers) || Physics.Raycast(pos + transform.forward / 10, Vector3.down, maxGroundedDistance, collisionLayers)
        || Physics.Raycast(pos - transform.right / 10, Vector3.down, maxGroundedDistance, collisionLayers) || Physics.Raycast(pos + transform.right / 10, Vector3.down, maxGroundedDistance, collisionLayers))
        {
            currentStatesOfVariables.grounded = true;
        }
        else
        {
            currentStatesOfVariables.grounded = false;
        }

        //getting the direction of the joystick/arrow keys
        directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
        if (directionVector != Vector3.zero)
        {

            //getting the length of the direction vector and normalizing it
            float directionLength = directionVector.magnitude;
            directionVector = directionVector / directionLength;

            //setting the maximum direction length to 1
            directionLength = Mathf.Min(1, directionLength);

            directionLength *= directionLength;

            //multiply the normalized direction vector by the modified direction length
            directionVector *= directionLength;

        }

        if (!turnBack)
        {
            ledgeJumpPossible = true;
            //checking to see if either side of a ledge is blocked
            if (Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxisRaw("Vertical") != 0)
            {
                if (currentStatesOfVariables.grounded && !climbable && !Physics.Linecast(transform.position + posChange1 + upHeight * 0.5f, transform.position + posChange1 + forwardLength / 1.5f + upHeight * 0.5f + spaceInFrontNeededToGrabBackOn2, out hit, collisionLayers) && !back2 && !grabbedOn && !pullingUp)
                {
                    if (!Physics.Linecast(transform.position + posChange1 + forwardLength / 4 + upHeight * 0.5f + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 + forwardLength / 4 - upHeight * 1.5f - spaceBelowNeededToGrabBackOnHeight2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && !Physics.Linecast(transform.position + posChange1 + forwardLength / 1.5f + upHeight * 0.5f + spaceInFrontNeededToGrabBackOn2, transform.position + posChange1 + forwardLength / 1.5f - upHeight * 1.5f + spaceInFrontNeededToGrabBackOn2 - spaceBelowNeededToGrabBackOnHeight2, out hit, collisionLayers)
                    || canJumpOffLedge && walkingOffLedgeDetectors.allowJumpingOffLedges)
                    {

                        if (!Physics.Linecast(transform.position + posChange1 + forwardLength / 4 + upHeight * 0.5f + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 + forwardLength / 4 - upHeight * 1.5f - spaceBelowNeededToGrabBackOnHeight2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && !Physics.Linecast(transform.position + posChange1 + forwardLength / 1.5f + upHeight * 0.5f + spaceInFrontNeededToGrabBackOn2, transform.position + posChange1 + forwardLength / 1.5f - upHeight * 1.5f + spaceInFrontNeededToGrabBackOn2 - spaceBelowNeededToGrabBackOnHeight2, out hit, collisionLayers))
                        {
                            nonJumpTurnAround = true;
                        }
                        else
                        {
                            nonJumpTurnAround = false;
                        }

                        //if left is blocked, go to back right
                        if ((Physics.Linecast(transform.position + posChange1 + forwardLength / 4 - upHeight * 0.1f + firstSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 + forwardLength / 2 - upHeight * 0.1f - rightWidth / 4 + sideLedgeDetectorsLength2 + firstSideLedgeDetectorsHeight2 - sideLedgeDetectorsWidth2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers)
                        && Physics.Linecast(transform.position + posChange1 + forwardLength / 2 - upHeight * 0.1f - rightWidth / 4 + sideLedgeDetectorsLength2 + firstSideLedgeDetectorsHeight2 - sideLedgeDetectorsWidth2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 + forwardLength / 4 - upHeight * 0.1f + firstSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers)

                        || Physics.Linecast(transform.position + posChange1 + forwardLength / 4 - upHeight * 0.5f + secondSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 + forwardLength / 2 - upHeight * 0.5f - rightWidth / 4 + sideLedgeDetectorsLength2 + secondSideLedgeDetectorsHeight2 - sideLedgeDetectorsWidth2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && Physics.Linecast(transform.position + posChange1 + forwardLength / 3 - upHeight * 0.5f + secondSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength / 4 - upHeight * 0.5f + rightWidth / 4 - sideLedgeDetectorsLength2 + secondSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers)
                        && Physics.Linecast(transform.position + posChange1 + forwardLength / 2 - upHeight * 0.5f - rightWidth / 4 + sideLedgeDetectorsLength2 + secondSideLedgeDetectorsHeight2 - sideLedgeDetectorsWidth2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 + forwardLength / 4 - upHeight * 0.5f + secondSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers)

                        || Physics.Linecast(transform.position + posChange1 + forwardLength / 4 - upHeight + thirdSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 + forwardLength / 2 - rightWidth / 4 + sideLedgeDetectorsLength2 - upHeight + thirdSideLedgeDetectorsHeight2 - sideLedgeDetectorsWidth2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && Physics.Linecast(transform.position + posChange1 + forwardLength / 3 - upHeight + thirdSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength / 4 - upHeight + rightWidth / 4 - sideLedgeDetectorsLength2 + thirdSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers)
                        && Physics.Linecast(transform.position + posChange1 + forwardLength / 2 - rightWidth / 4 + sideLedgeDetectorsLength2 - upHeight + thirdSideLedgeDetectorsHeight2 - sideLedgeDetectorsWidth2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 + forwardLength / 4 - upHeight + thirdSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers)) && Physics.Linecast(transform.position + posChange1 + forwardLength / 3 - upHeight * 0.1f + firstSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength / 4 - upHeight * 0.1f + rightWidth / 4 - sideLedgeDetectorsLength2 + firstSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers))
                        {
                            if (Physics.Raycast(transform.position + midSidePosChange + posChange1 - upHeight / 9 + forwardLength, -forwardLength / 4, out hit, 3f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                            {
                                backRotation = Quaternion.LookRotation(-hit.normal);
                            }
                            else if (Physics.Raycast(transform.position + midSidePosChange + posChange1 - upHeight / 20 + forwardLength, -forwardLength / 4, out hit, 3f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                            {
                                backRotation = Quaternion.LookRotation(-hit.normal);
                            }
                            else
                            {
                                backRotation = Quaternion.LookRotation(-transform.forward, Vector3.up);
                            }
                            angleBetweenPlayerAndTurnBackWall = Vector3.Angle(transform.right, hit.normal);

                            if (Physics.Linecast(transform.position + posChange1 + upHeight - forwardLength / 3 + rightWidth * 0.4f + grabBackOnLocationForward2 + grabBackOnLocationWidth2 + grabBackOnLocationHeight2, transform.position + posChange1 - upHeight - forwardLength / 3 + rightWidth * 0.4f + grabBackOnLocationForward2 + grabBackOnLocationWidth2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= ledgeAngleLimit)
                            {
                                backPoint = new Vector3(hit.point.x + transform.forward.x * length2, hit.point.y - (height2 * 1.15f), hit.point.z + transform.forward.z * length2);
                                playerPosY = backPoint.y;
                                turnBackRight = true;
                                turnBackLeft = false;
                                turnBackMiddle = false;
                                turnBack = true;
                            }
                            else if (Physics.Linecast(transform.position + posChange1 + upHeight - forwardLength / 2 + rightWidth * 0.4f + grabBackOnLocationForward2 + grabBackOnLocationWidth2 + grabBackOnLocationHeight2, transform.position + posChange1 - upHeight - forwardLength / 2 + rightWidth * 0.4f + grabBackOnLocationForward2 + grabBackOnLocationWidth2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= ledgeAngleLimit)
                            {
                                backPoint = new Vector3(hit.point.x + transform.forward.x * length2, hit.point.y - (height2 * 1.15f), hit.point.z + transform.forward.z * length2);
                                playerPosY = backPoint.y;
                                turnBackRight = true;
                                turnBackLeft = false;
                                turnBackMiddle = false;
                                turnBack = true;
                            }
                        }
                        //if right is blocked, go to back left
                        else if ((Physics.Linecast(transform.position + posChange1 + forwardLength / 4 - upHeight * 0.1f + firstSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 + forwardLength / 2 - upHeight * 0.1f + rightWidth / 4 + sideLedgeDetectorsLength2 + firstSideLedgeDetectorsHeight2 + sideLedgeDetectorsWidth2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers)
                        && Physics.Linecast(transform.position + posChange1 + forwardLength / 2 - upHeight * 0.1f + rightWidth / 4 + sideLedgeDetectorsLength2 + firstSideLedgeDetectorsHeight2 + sideLedgeDetectorsWidth2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 + forwardLength / 4 - upHeight * 0.1f + firstSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers)

                        || Physics.Linecast(transform.position + posChange1 + forwardLength / 4 - upHeight * 0.5f + secondSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 + forwardLength / 2 - upHeight * 0.5f + rightWidth / 4 + sideLedgeDetectorsLength2 + secondSideLedgeDetectorsHeight2 + sideLedgeDetectorsWidth2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && Physics.Linecast(transform.position + posChange1 + forwardLength / 3 - upHeight * 0.5f + secondSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength / 4 - upHeight * 0.5f - rightWidth / 4 - sideLedgeDetectorsLength2 + secondSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers)
                        && Physics.Linecast(transform.position + posChange1 + forwardLength / 2 - upHeight * 0.5f + rightWidth / 4 + sideLedgeDetectorsLength2 + secondSideLedgeDetectorsHeight2 + sideLedgeDetectorsWidth2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 + forwardLength / 4 - upHeight * 0.5f + secondSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers)

                        || Physics.Linecast(transform.position + posChange1 + forwardLength / 4 - upHeight + thirdSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 + forwardLength / 2 + rightWidth / 4 + sideLedgeDetectorsLength2 - upHeight + thirdSideLedgeDetectorsHeight2 + sideLedgeDetectorsWidth2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && Physics.Linecast(transform.position + posChange1 + forwardLength / 3 - upHeight + thirdSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength / 4 - upHeight - rightWidth / 4 - sideLedgeDetectorsLength2 + thirdSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers)
                        && Physics.Linecast(transform.position + posChange1 + forwardLength / 2 + rightWidth / 4 + sideLedgeDetectorsLength2 - upHeight + thirdSideLedgeDetectorsHeight2 + sideLedgeDetectorsWidth2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 + forwardLength / 4 - upHeight + thirdSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers)) && Physics.Linecast(transform.position + posChange1 + forwardLength / 3 - upHeight * 0.1f + firstSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength / 4 - upHeight * 0.1f - rightWidth / 4 - sideLedgeDetectorsLength2 + firstSideLedgeDetectorsHeight2 + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers))
                        {
                            if (Physics.Raycast(transform.position + midSidePosChange + posChange1 - upHeight / 9 + forwardLength, -forwardLength / 4, out hit, 3f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                            {
                                backRotation = Quaternion.LookRotation(-hit.normal);
                            }
                            else if (Physics.Raycast(transform.position + midSidePosChange + posChange1 - upHeight / 20 + forwardLength, -forwardLength / 4, out hit, 3f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                            {
                                backRotation = Quaternion.LookRotation(-hit.normal);
                            }
                            else
                            {
                                backRotation = Quaternion.LookRotation(-transform.forward, Vector3.up);
                            }
                            angleBetweenPlayerAndTurnBackWall = Vector3.Angle(transform.right, hit.normal);

                            if (Physics.Linecast(transform.position + posChange1 + upHeight - forwardLength / 3 - rightWidth * 0.4f + grabBackOnLocationForward2 - grabBackOnLocationWidth2 + grabBackOnLocationHeight2, transform.position + posChange1 - upHeight - forwardLength / 3 - rightWidth * 0.4f + grabBackOnLocationForward2 - grabBackOnLocationWidth2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= ledgeAngleLimit)
                            {
                                backPoint = new Vector3(hit.point.x + transform.forward.x * length2, hit.point.y - (height2 * 1.15f), hit.point.z + transform.forward.z * length2);
                                playerPosY = backPoint.y;
                                turnBackLeft = true;
                                turnBackRight = false;
                                turnBackMiddle = false;
                                turnBack = true;
                            }
                            else if (Physics.Linecast(transform.position + posChange1 + upHeight - forwardLength / 2 - rightWidth * 0.4f + grabBackOnLocationForward2 - grabBackOnLocationWidth2 + grabBackOnLocationHeight2, transform.position + posChange1 - upHeight - forwardLength / 2 - rightWidth * 0.4f + grabBackOnLocationForward2 - grabBackOnLocationWidth2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= ledgeAngleLimit)
                            {
                                backPoint = new Vector3(hit.point.x + transform.forward.x * length2, hit.point.y - (height2 * 1.15f), hit.point.z + transform.forward.z * length2);
                                playerPosY = backPoint.y;
                                turnBackLeft = true;
                                turnBackRight = false;
                                turnBackMiddle = false;
                                turnBack = true;
                            }
                        }
                        //if neither side is blocked, go directly back
                        else if ((Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.05f + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength * 0.25f - upHeight * 0.05f + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45
                        || Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.15f + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength * 0.25f - upHeight * 0.15f + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45
                        || Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.25f + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength * 0.25f - upHeight * 0.25f + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45
                        || Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.05f + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength * 0.5f - upHeight * 0.05f + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45
                        || Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.15f + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength * 0.5f - upHeight * 0.15f + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45
                        || Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.25f + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength * 0.5f - upHeight * 0.25f + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                        && !Physics.Linecast(new Vector3((hit.point + hit.normal / (3.5f / length2)).x, transform.position.y + upHeight.y * 0.5f, (hit.point + hit.normal / (3.5f / length2)).z), new Vector3((hit.point + hit.normal / (3.5f / length2)).x, transform.position.y - upHeight.y * 1.5f - spaceBelowNeededToGrabBackOnHeight2.y, (hit.point + hit.normal / (3.5f / length2)).z), out hit, collisionLayers))
                        {

                            if (Physics.Raycast(transform.position + midSidePosChange + posChange1 - upHeight / 9 + forwardLength, -forwardLength / 4, out hit, 3f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                            {
                                backRotation = Quaternion.LookRotation(-hit.normal);
                            }
                            else if (Physics.Raycast(transform.position + midSidePosChange + posChange1 - upHeight / 20 + forwardLength, -forwardLength / 4, out hit, 3f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                            {
                                backRotation = Quaternion.LookRotation(-hit.normal);
                            }
                            else
                            {
                                backRotation = Quaternion.LookRotation(-transform.forward, Vector3.up);
                            }
                            angleBetweenPlayerAndTurnBackWall = Vector3.Angle(transform.right, hit.normal);

                            if (Physics.Linecast(transform.position + posChange1 + upHeight - forwardLength / 2 + grabBackOnLocationForward2 + grabBackOnLocationHeight2, transform.position + posChange1 - upHeight - forwardLength / 2 + grabBackOnLocationForward2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) <= ledgeAngleLimit)
                            {
                                backPoint = new Vector3(hit.point.x + transform.forward.x * length2, hit.point.y - (height2 * 1.15f), hit.point.z + transform.forward.z * length2);
                                playerPosY = backPoint.y;
                                turnBackMiddle = true;
                                turnBackLeft = false;
                                turnBackRight = false;
                                turnBack = true;
                            }
                        }
                        else
                        {
                            turnBackMiddle = false;
                            turnBackLeft = false;
                            turnBackRight = false;
                            turnBack = false;
                        }

                        //if player can jump off ledge, jump
                        if (canJumpOffLedge && walkingOffLedgeDetectors.allowJumpingOffLedges)
                        {
                            turnBack = true;
                        }
                    }
                }

                //getting the position to lerp to when walking off a ledge
                if (turnBackMiddle)
                {
                    if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.05f + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength * 0.25f - upHeight * 0.05f + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.15f + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength * 0.25f - upHeight * 0.15f + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.25f + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength * 0.25f - upHeight * 0.25f + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.05f + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength * 0.5f - upHeight * 0.05f + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.15f + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength * 0.5f - upHeight * 0.15f + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.25f + spaceBelowNeededToGrabBackOnForward2, transform.position + posChange1 - forwardLength * 0.5f - upHeight * 0.25f + spaceBelowNeededToGrabBackOnForward2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else
                    {
                        turnBackPoint = new Vector3(backPoint.x - transform.forward.x * length2 / 15, (playerPosY + onLedgeHeight2 / 10), backPoint.z - transform.forward.z * length2 / 15);
                    }
                }
                else if (turnBackLeft)
                {
                    if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.05f + spaceBelowNeededToGrabBackOnForward2 - rightWidth * 0.4f, transform.position + posChange1 - forwardLength * 0.25f - upHeight * 0.05f + spaceBelowNeededToGrabBackOnForward2 - rightWidth * 0.4f, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.15f + spaceBelowNeededToGrabBackOnForward2 - rightWidth * 0.4f, transform.position + posChange1 - forwardLength * 0.25f - upHeight * 0.15f + spaceBelowNeededToGrabBackOnForward2 - rightWidth * 0.4f, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.25f + spaceBelowNeededToGrabBackOnForward2 - rightWidth * 0.4f, transform.position + posChange1 - forwardLength * 0.25f - upHeight * 0.25f + spaceBelowNeededToGrabBackOnForward2 - rightWidth * 0.4f, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.05f + spaceBelowNeededToGrabBackOnForward2 - rightWidth * 0.4f, transform.position + posChange1 - forwardLength * 0.5f - upHeight * 0.05f + spaceBelowNeededToGrabBackOnForward2 - rightWidth * 0.4f, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.15f + spaceBelowNeededToGrabBackOnForward2 - rightWidth * 0.4f, transform.position + posChange1 - forwardLength * 0.5f - upHeight * 0.15f + spaceBelowNeededToGrabBackOnForward2 - rightWidth * 0.4f, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.25f + spaceBelowNeededToGrabBackOnForward2 - rightWidth * 0.4f, transform.position + posChange1 - forwardLength * 0.5f - upHeight * 0.25f + spaceBelowNeededToGrabBackOnForward2 - rightWidth * 0.4f, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else
                    {
                        turnBackPoint = new Vector3(backPoint.x - transform.forward.x * length2 / 15, (playerPosY + onLedgeHeight2 / 10), backPoint.z - transform.forward.z * length2 / 15);
                    }
                }
                else if (turnBackRight)
                {
                    if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.05f + spaceBelowNeededToGrabBackOnForward2 + rightWidth * 0.4f, transform.position + posChange1 - forwardLength * 0.25f - upHeight * 0.05f + spaceBelowNeededToGrabBackOnForward2 + rightWidth * 0.4f, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.15f + spaceBelowNeededToGrabBackOnForward2 + rightWidth * 0.4f, transform.position + posChange1 - forwardLength * 0.25f - upHeight * 0.15f + spaceBelowNeededToGrabBackOnForward2 + rightWidth * 0.4f, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.25f + spaceBelowNeededToGrabBackOnForward2 + rightWidth * 0.4f, transform.position + posChange1 - forwardLength * 0.25f - upHeight * 0.25f + spaceBelowNeededToGrabBackOnForward2 + rightWidth * 0.4f, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.05f + spaceBelowNeededToGrabBackOnForward2 + rightWidth * 0.4f, transform.position + posChange1 - forwardLength * 0.5f - upHeight * 0.05f + spaceBelowNeededToGrabBackOnForward2 + rightWidth * 0.4f, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.15f + spaceBelowNeededToGrabBackOnForward2 + rightWidth * 0.4f, transform.position + posChange1 - forwardLength * 0.5f - upHeight * 0.15f + spaceBelowNeededToGrabBackOnForward2 + rightWidth * 0.4f, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + forwardLength / 3.5f - upHeight * 0.25f + spaceBelowNeededToGrabBackOnForward2 + rightWidth * 0.4f, transform.position + posChange1 - forwardLength * 0.5f - upHeight * 0.25f + spaceBelowNeededToGrabBackOnForward2 + rightWidth * 0.4f, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > 45)
                    {
                        turnBackPoint = hit.point + hit.normal / (3.5f / length2);
                    }
                    else
                    {
                        turnBackPoint = new Vector3(backPoint.x - transform.forward.x * length2 / 15, (playerPosY + onLedgeHeight2 / 10), backPoint.z - transform.forward.z * length2 / 15);
                    }
                }
            }

        }

        //turning around when you walk off an edge
        if (turnBack)
        {

            if (walkingOffLedgeDetectors.allowJumpingOffLedges && directionVector.magnitude >= walkingOffLedgeDetectors.inputPercentageNeededToJump / 100 && ledgeJumpPossible)
            {
                back2 = false;
                grabbedOn = false;
                pullingUp = false;
                getOn = false;
                getOn2 = false;
                jumpDir = (transform.forward * walkingOffLedgeDetectors.jumpDistance) + (transform.up * walkingOffLedgeDetectors.jumpHeight);
                turnBack = false;
            }
            else if (walkingOffLedgeDetectors.allowGrabbingBackOnToLedges && nonJumpTurnAround && (turnBackMiddle || turnBackLeft || turnBackRight))
            {
                jumpDir = Vector3.zero;
                ledgeJumpPossible = false;
                if (!stayUpright)
                {
                    turnBackTimer = 0.0f;
                    if (Vector3.Distance(transform.position, new Vector3(turnBackPoint.x, (playerPosY + onLedgeHeight2 / 10), turnBackPoint.z)) > 0.3f || Quaternion.Angle(transform.rotation, backRotation) > 0.1f)
                    {
                        back2 = false;
                        grabbedOn = false;
                        pullingUp = false;
                        getOn = false;
                        getOn2 = false;
                        if (GetComponent<CharacterController>() && GetComponent<CharacterController>().enabled)
                        {
                            transform.position = Vector3.Lerp(transform.position, new Vector3(turnBackPoint.x, (playerPosY + onLedgeHeight2 / 10), turnBackPoint.z), 10 * Time.deltaTime);
                        }
                        else if (GetComponent<Rigidbody>())
                        {
                            transform.position = Vector3.Lerp(transform.position, new Vector3(turnBackPoint.x, (playerPosY + onLedgeHeight2 / 10), turnBackPoint.z), 10 * Time.deltaTime);
                        }
                        transform.rotation = Quaternion.Slerp(transform.rotation, backRotation, 12 * Time.deltaTime);
                        playerPosXZ = transform.position + posChange2;
                    }
                    else
                    {
                        back2 = true;
                        turnBack = false;
                    }
                }
                else
                {
                    if (Vector3.Distance(transform.position, new Vector3(turnBackPoint.x, (playerPosY + onLedgeHeight2 / 10), turnBackPoint.z)) > 0.3f && turnBackTimer < 0.5f || Quaternion.Angle(transform.rotation, backRotation) > 0.1f && turnBackTimer < 0.5f)
                    {
                        turnBackTimer += 0.02f;
                        back2 = false;
                        grabbedOn = false;
                        pullingUp = false;
                        getOn = false;
                        getOn2 = false;
                        if (GetComponent<CharacterController>() && GetComponent<CharacterController>().enabled)
                        {
                            transform.position = Vector3.Lerp(transform.position, new Vector3(turnBackPoint.x, (playerPosY + onLedgeHeight2 / 10), turnBackPoint.z), 10 * Time.deltaTime);
                        }
                        else if (GetComponent<Rigidbody>())
                        {
                            transform.position = Vector3.Lerp(transform.position, new Vector3(turnBackPoint.x, (playerPosY + onLedgeHeight2 / 10), turnBackPoint.z), 10 * Time.deltaTime);
                        }
                        transform.rotation = Quaternion.Slerp(transform.rotation, backRotation, 12 * Time.deltaTime);
                        playerPosXZ = transform.position + posChange2;
                    }
                    else
                    {
                        turnBackTimer = 0.0f;
                        back2 = true;
                        turnBack = false;
                    }
                }
            }
            else
            {
                back2 = false;
                turnBack = false;
            }

        }

        if (walkingOffLedgeDetectors.allowGrabbingBackOnToLedges)
        {
            if (back2)
            {
                turnBack = false;
                if (!grabbedOn)
                {
                    transform.position = new Vector3(playerPosXZ.x, (playerPosY + onLedgeHeight2 / 10), playerPosXZ.z);
                    grabbedOn = true;
                }
            }
            if (turnBack || back2)
            {
                movementSpeed = 0;
                if (Input.GetButtonDown("Jump"))
                {
                    if (scriptsToDisableOnGrab != null)
                    {
                        foreach (string script in scriptsToDisableOnGrab)
                        {
                            scriptToDisable = GetComponent(script) as MonoBehaviour;
                            if (scriptToDisable != null)
                            {
                                scriptToDisable.enabled = true;
                            }
                            else if (!currentlyEnablingAndDisablingScripts || turnBack)
                            {
                                scriptWarning = true;
                            }
                        }
                    }
                    if (scriptsToEnableOnGrab != null)
                    {
                        foreach (string script in scriptsToEnableOnGrab)
                        {
                            scriptToEnable = GetComponent(script) as MonoBehaviour;
                            if (scriptToEnable != null)
                            {
                                scriptToEnable.enabled = false;
                            }
                            else if (!currentlyEnablingAndDisablingScripts || turnBack)
                            {
                                scriptWarning = true;
                            }
                        }
                    }
                    currentlyEnablingAndDisablingScripts = true;
                    jumpedOffTimer = 0;
                    jumpedOffDirection = -transform.forward * distanceToPushOffOfLedgeAfterLettingGo;
                    if (GetComponent<Animator>())
                    {
                        GetComponent<Animator>().speed = 1;
                    }
                    getOn = false;
                    getOn2 = false;
                    pullingUp = false;
                    grabbedOn = false;
                    turnBack = false;
                }
                else
                {
                    if (scriptsToDisableOnGrab != null)
                    {
                        foreach (string script in scriptsToDisableOnGrab)
                        {
                            scriptToDisable = GetComponent(script) as MonoBehaviour;
                            if (scriptToDisable != null)
                            {
                                scriptToDisable.enabled = false;
                            }
                            else if (!currentlyEnablingAndDisablingScripts)
                            {
                                scriptWarning = true;
                            }
                        }
                    }
                    if (scriptsToEnableOnGrab != null)
                    {
                        foreach (string script in scriptsToEnableOnGrab)
                        {
                            scriptToEnable = GetComponent(script) as MonoBehaviour;
                            if (scriptToEnable != null)
                            {
                                scriptToEnable.enabled = true;
                            }
                            else if (!currentlyEnablingAndDisablingScripts)
                            {
                                scriptWarning = true;
                            }
                        }
                    }
                    currentlyEnablingAndDisablingScripts = true;
                }
            }
        }

        //jumping off of ledges

        if (inAirFromJumpingOffLedge && noCollisionTimer >= 2 || inAirFromJumpingOffLedge && !currentStatesOfVariables.grounded && !walkingOffLedgeDetectors.disableScriptsWhileJumping)
        {
            inAirFromJumpingOffLedgeNoCollision = true;
        }

        if (inAirFromJumpingOffLedgeNoCollision && noCollisionTimer < 2 || jumpDir == Vector3.zero)
        {
            inAirFromJumpingOffLedgeNoCollision = false;
        }

        yPosDiff = transform.position.y - lastYPos;
        lastYPos = transform.position.y;

        if (GetComponent<CharacterController>() && GetComponent<CharacterController>().enabled)
        {
            vel = GetComponent<CharacterController>().velocity;
        }
        else if (GetComponent<Rigidbody>())
        {
            vel = GetComponent<Rigidbody>().velocity;
        }

        if (Physics.Raycast(pos, Vector3.down, out hit, 1f, collisionLayers) && noCollisionTimer < 5 && currentStatesOfVariables.grounded
        || (Physics.Raycast(pos, Vector3.down, out hit, 1f, collisionLayers) && noCollisionTimer < 5 || currentStatesOfVariables.grounded) && GetComponent<Rigidbody>())
        {
            if (inAirFromJumpingOffLedge && !walkingOffLedgeDetectors.disableScriptsWhileJumping)
            {
                inAirFromJumpingOffLedge = false;
                jumpDir = Vector3.zero;
            }
        }
        if (Vector3.Distance(jumpDir, Vector3.zero) > 0.1f && yPosDiff * 5 < 1 * (walkingOffLedgeDetectors.jumpHeight / 7)
        || inAirFromJumpingOffLedgeNoCollision && yPosDiff * 5 < 1 * (walkingOffLedgeDetectors.jumpHeight / 7))
        {
            turnBack = false;
            if (!currentStatesOfVariables.grounded)
            {
                jumpDust = true;
                inAirFromJumpingOffLedge = true;
            }
            if (inAirFromJumpingOffLedge)
            {
                if (walkingOffLedgeDetectors.disableScriptsWhileJumping && vel.y != 0)
                {
                    if (scriptsToDisableOnGrab != null)
                    {
                        foreach (string script in scriptsToDisableOnGrab)
                        {
                            scriptToDisable = GetComponent(script) as MonoBehaviour;
                            if (scriptToDisable != null)
                            {
                                scriptToDisable.enabled = false;
                            }
                            else if (!currentlyEnablingAndDisablingScripts)
                            {
                                scriptWarning = true;
                            }
                        }
                    }
                    if (scriptsToEnableOnGrab != null)
                    {
                        foreach (string script in scriptsToEnableOnGrab)
                        {
                            scriptToEnable = GetComponent(script) as MonoBehaviour;
                            if (scriptToEnable != null)
                            {
                                scriptToEnable.enabled = true;
                            }
                            else if (!currentlyEnablingAndDisablingScripts)
                            {
                                scriptWarning = true;
                            }
                        }
                    }
                    currentlyEnablingAndDisablingScripts = true;
                }

                if (!climbable || !climbPossible)
                {
                    jumpDir.x = Mathf.Lerp(jumpDir.x, 0, walkingOffLedgeDetectors.jumpDecelerationRate * Time.deltaTime);
                    jumpDir.z = Mathf.Lerp(jumpDir.z, 0, walkingOffLedgeDetectors.jumpDecelerationRate * Time.deltaTime);
                    if (walkingOffLedgeDetectors.useGravity)
                    {
                        jumpDir.y -= walkingOffLedgeDetectors.gravity * Time.deltaTime;
                    }

                    if (GetComponent<CharacterController>() && GetComponent<CharacterController>().enabled)
                    {
                        GetComponent<CharacterController>().Move(jumpDir * Time.deltaTime);
                    }
                    else if (GetComponent<Rigidbody>())
                    {
                        GetComponent<Rigidbody>().MovePosition(transform.position + jumpDir * Time.deltaTime);
                    }
                }
                else
                {
                    jumpDir = Vector3.zero;
                }

            }
            else
            {
                inAirFromJumpingOffLedge = false;
            }

            if (currentStatesOfVariables.grounded || !currentStatesOfVariables.grounded && !inAirFromJumpingOffLedge && !grabbedOn
            || !currentStatesOfVariables.grounded && climbable && climbPossible && !grabbedOn || !inAirFromJumpingOffLedgeNoCollision)
            {
                if (!canJumpOffLedge && inAirFromJumpingOffLedge && (noCollisionTimer > 5 || !GetComponent<Rigidbody>()))
                {
                    if (walkingOffLedgeDetectors.disableScriptsWhileJumping)
                    {
                        if (scriptsToDisableOnGrab != null)
                        {
                            foreach (string script in scriptsToDisableOnGrab)
                            {
                                scriptToDisable = GetComponent(script) as MonoBehaviour;
                                if (scriptToDisable != null)
                                {
                                    scriptToDisable.enabled = true;
                                }
                                else if (!currentlyEnablingAndDisablingScripts || jumpDir != Vector3.zero)
                                {
                                    scriptWarning = true;
                                }
                            }
                        }
                        if (scriptsToEnableOnGrab != null)
                        {
                            foreach (string script in scriptsToEnableOnGrab)
                            {
                                scriptToEnable = GetComponent(script) as MonoBehaviour;
                                if (scriptToEnable != null)
                                {
                                    scriptToEnable.enabled = false;
                                }
                                else if (!currentlyEnablingAndDisablingScripts || jumpDir != Vector3.zero)
                                {
                                    scriptWarning = true;
                                }
                            }
                        }
                        currentlyEnablingAndDisablingScripts = true;
                    }
                    inAirFromJumpingOffLedge = false;
                    jumpDir = Vector3.zero;
                }
            }

        }
        else if (noCollisionTimer > 5 || !GetComponent<Rigidbody>())
        {
            inAirFromJumpingOffLedge = false;
            jumpDir = Vector3.zero;
        }

        //creating the optional dust effect after landing a jump off of a ledge
        if (!inAirFromJumpingOffLedge && jumpDust && jumpLandingEffect2 != null && currentStatesOfVariables.grounded)
        {
            jumpDir = Vector3.zero;
            Instantiate(jumpLandingEffect2, transform.position + new Vector3(0, 0.05f, 0), jumpLandingEffect2.transform.rotation);
            jumpDust = false;
        }

        //checking to see if player's y position (if using a Rigidbody) is decreasing
        if (GetComponent<Rigidbody>())
        {
            if (transform.position.y <= rbPosY && !pullingUp || GetComponent<Rigidbody>().velocity.y <= 0 && !pullingUp)
            {
                rbPosYIncreasing = false;
            }
            else
            {
                rbPosYIncreasing = true;
            }
            rbPosY = transform.position.y;

            //checking to see if player (if using a Rigidbody) is using "Use Gravity"
            if (GetComponent<Rigidbody>().useGravity && !grabbedOn && !pullingUp && !turnBack && !back2)
            {
                rbUsesGravity = true;
            }

            if (grabbedOn || pullingUp || turnBack || back2)
            {
                canChangeRbGravity = true;
                GetComponent<Rigidbody>().useGravity = false;
            }
            else if (rbUsesGravity && canChangeRbGravity)
            {
                GetComponent<Rigidbody>().useGravity = true;
                canChangeRbGravity = false;
            }

            if (!GetComponent<Rigidbody>().useGravity && !grabbedOn && !pullingUp && !turnBack && !back2)
            {
                rbUsesGravity = false;
            }
        }

        //checking to see if player has not completely grabbed on to a ledge yet
        if (turnBack || switching || !grabbedOn)
        {
            hasNotMovedOnLedgeYet = true;
            if (!switching || !ledgeSwitchingDetectors.allowLedgeSwitching)
            {
                hasNotMovedOnLedgeAsideFromLedgeSwitchingYet = true;
            }
        }

        if (grabbedOn)
        {
            back2 = false;

            //detect sides
            //left
            if (!Physics.Linecast(transform.position + posChange1 + upHeight - (rightWidth / 4) - minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 4 - (rightWidth / 4) + minDistFromGroundHeight2 - minDistFromGroundWidth2, out hit, collisionLayers))
            {
                if (!leftBlocked && leftMovable && Physics.Linecast(transform.position + midSidePosChange + posChange2 + upHeight - forwardLength - (rightWidth / 2), transform.position + midSidePosChange + posChange2 + upHeight + forwardLength - (rightWidth / 2), out hit, collisionLayers) && !Physics.Linecast(transform.position + midSidePosChange + posChange2 + upHeight - forwardLength / 3 + firstBackWallDetectorsForward2, transform.position + midSidePosChange + posChange2 + upHeight - forwardLength / 3 - rightWidth + firstBackWallDetectorsForward2 + firstBackWallDetectorsWidth2, out hit, collisionLayers))
                {
                    lSide = hit.point;
                    left = true;
                }
                else if (!leftBlocked && leftMovable && Physics.Linecast(transform.position + midSidePosChange + posChange2 + upHeight - forwardLength / 3 + firstBackWallDetectorsForward2, transform.position + midSidePosChange + posChange2 + upHeight - forwardLength / 3 - rightWidth + firstBackWallDetectorsForward2 + firstBackWallDetectorsWidth2, out hit, collisionLayers))
                {
                    lSide = hit.point;
                    left = true;
                }
                else if (!leftBlocked && leftMovable && Physics.Linecast(transform.position + midSidePosChange + posChange2 + upHeight - forwardLength / 2 + secondBackWallDetectorsForward2, transform.position + midSidePosChange + posChange2 + upHeight - forwardLength / 2 - rightWidth + secondBackWallDetectorsForward2 + secondBackWallDetectorsWidth2, out hit, collisionLayers))
                {
                    lSide = hit.point;
                    left = true;
                }
                //back vertical line
                else if (!leftBlocked && leftMovable && Physics.Linecast(transform.position + midSidePosChange + posChange2 + upHeight * 1.2f - forwardLength / 1.75f + upHeight * 1.5f - (rightWidth / 2) + backTopOfLedgeSurfaceDetectorsForward2, transform.position + midSidePosChange + posChange2 + upHeight - forwardLength / 2 - upHeight / 2 - (rightWidth / 2) + backTopOfLedgeSurfaceDetectorsForward2, out hit, collisionLayers))
                {
                    lSide = hit.point + rightWidth / 3;
                    left = true;
                }
                //front vertical line
                else if (Physics.Linecast(transform.position + midSidePosChange + posChange2 + upHeight * 1.2f + forwardLength / 1.25f + upHeight * 1.5f - (rightWidth / 2) + frontTopOfLedgeSurfaceDetectorsForward2, transform.position + midSidePosChange + posChange2 + upHeight + forwardLength / 1.75f - upHeight / 2 - (rightWidth / 2) + frontTopOfLedgeSurfaceDetectorsForward2, out hit, collisionLayers))
                {
                    lSide = hit.point;
                    left = true;
                }

                else if (Physics.Linecast(transform.position + midSidePosChange + posChange2 + upHeight + forwardLength / 2 - (rightWidth / 2) + firstFrontWallDetectorsForward2, transform.position + midSidePosChange + posChange2 + upHeight + forwardLength / 2 + rightWidth + firstFrontWallDetectorsForward2 + firstFrontWallDetectorsWidth2, out hit, collisionLayers))
                {
                    lSide = hit.point - rightWidth / 3;
                    left = true;
                }
                else if (Physics.Linecast(transform.position + midSidePosChange + posChange2 + upHeight + forwardLength - (rightWidth / 2) + secondFrontWallDetectorsForward2, transform.position + midSidePosChange + posChange2 + upHeight + forwardLength + rightWidth + secondFrontWallDetectorsForward2 + secondFrontWallDetectorsWidth2, out hit, collisionLayers))
                {
                    lSide = hit.point - rightWidth / 3;
                    left = true;
                }
                else
                {
                    left = false;
                }
            }
            else
            {
                left = false;
            }

            //right
            if (!Physics.Linecast(transform.position + posChange1 + upHeight + (rightWidth / 4) + minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 4 + (rightWidth / 4) + minDistFromGroundHeight2 + minDistFromGroundWidth2, out hit, collisionLayers))
            {
                if (!rightBlocked && rightMovable && Physics.Linecast(transform.position + midSidePosChange + posChange2 + upHeight - forwardLength + (rightWidth / 2), transform.position + midSidePosChange + posChange2 + upHeight + forwardLength + (rightWidth / 2), out hit, collisionLayers) && !Physics.Linecast(transform.position + midSidePosChange + posChange2 + upHeight - forwardLength / 3 + firstBackWallDetectorsForward2, transform.position + midSidePosChange + posChange2 + upHeight - forwardLength / 3 + rightWidth + firstBackWallDetectorsForward2 - firstBackWallDetectorsWidth2, out hit, collisionLayers))
                {
                    rSide = hit.point;
                    right = true;
                }
                else if (!rightBlocked && rightMovable && Physics.Linecast(transform.position + midSidePosChange + posChange2 + upHeight - forwardLength / 3 + firstBackWallDetectorsForward2, transform.position + midSidePosChange + posChange2 + upHeight - forwardLength / 3 + rightWidth + firstBackWallDetectorsForward2 - firstBackWallDetectorsWidth2, out hit, collisionLayers))
                {
                    rSide = hit.point;
                    right = true;
                }
                else if (!rightBlocked && rightMovable && Physics.Linecast(transform.position + midSidePosChange + posChange2 + upHeight - forwardLength / 2 + secondBackWallDetectorsForward2, transform.position + midSidePosChange + posChange2 + upHeight - forwardLength / 2 + rightWidth + secondBackWallDetectorsForward2 - secondBackWallDetectorsWidth2, out hit, collisionLayers))
                {
                    rSide = hit.point;
                    right = true;
                }
                //back vertical line
                else if (!rightBlocked && rightMovable && Physics.Linecast(transform.position + midSidePosChange + posChange2 + upHeight * 1.2f - forwardLength / 1.75f + upHeight * 1.5f + (rightWidth / 2) + backTopOfLedgeSurfaceDetectorsForward2, transform.position + midSidePosChange + posChange2 + upHeight - forwardLength / 2 - upHeight / 2 + (rightWidth / 2) + backTopOfLedgeSurfaceDetectorsForward2, out hit, collisionLayers))
                {
                    rSide = hit.point - rightWidth / 3;
                    right = true;
                }
                //front vertical line
                else if (Physics.Linecast(transform.position + midSidePosChange + posChange2 + upHeight * 1.2f + forwardLength / 1.25f + upHeight * 1.5f + (rightWidth / 2) + frontTopOfLedgeSurfaceDetectorsForward2, transform.position + midSidePosChange + posChange2 + upHeight + forwardLength / 1.75f - upHeight / 2 + (rightWidth / 2) + frontTopOfLedgeSurfaceDetectorsForward2, out hit, collisionLayers))
                {
                    rSide = hit.point;
                    right = true;
                }

                else if (Physics.Linecast(transform.position + midSidePosChange + posChange2 + upHeight + forwardLength / 2 + (rightWidth / 2) + firstFrontWallDetectorsForward2, transform.position + midSidePosChange + posChange2 + upHeight + forwardLength / 2 - rightWidth + firstFrontWallDetectorsForward2 - firstFrontWallDetectorsWidth2, out hit, collisionLayers))
                {
                    rSide = hit.point + rightWidth / 3;
                    right = true;
                }
                else if (Physics.Linecast(transform.position + midSidePosChange + posChange2 + upHeight + forwardLength + (rightWidth / 2) + secondFrontWallDetectorsForward2, transform.position + midSidePosChange + posChange2 + upHeight + forwardLength - rightWidth + secondFrontWallDetectorsForward2 - secondFrontWallDetectorsWidth2, out hit, collisionLayers))
                {
                    rSide = hit.point + rightWidth / 3;
                    right = true;
                }
                else
                {
                    right = false;
                }
            }
            else
            {
                right = false;
            }

            //checking to see if you are too close to the ground to go right or left
            if (Input.GetAxisRaw("Horizontal") > 0f && !Physics.Linecast(transform.position + posChange1 + upHeight + (rightWidth / 4) + minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 3 + (rightWidth / 4) + minDistFromGroundHeight2 + minDistFromGroundWidth2, out hit, collisionLayers))
            {
                movingRight = true;
            }
            else if (Input.GetAxisRaw("Horizontal") < 0f && !Physics.Linecast(transform.position + posChange1 + upHeight - (rightWidth / 4) - minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 3 - (rightWidth / 4) + minDistFromGroundHeight2 - minDistFromGroundWidth2, out hit, collisionLayers))
            {
                movingRight = false;
            }

            // left side out of ground
            if (!Physics.Linecast(transform.position + posChange1 + upHeight - (rightWidth / 4) - minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 3 - (rightWidth / 4) + minDistFromGroundHeight2 - minDistFromGroundWidth2, out hit, collisionLayers) && !Physics.Linecast(transform.position + posChange1 + upHeight + (rightWidth / 4) + minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 3 + (rightWidth / 4) + minDistFromGroundHeight2 + minDistFromGroundWidth2, out hit, collisionLayers))
            {
                sL = false;
            }
            if (!Physics.Linecast(transform.position + posChange1 + upHeight + (rightWidth / 4) + minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 3 + (rightWidth / 4) + minDistFromGroundHeight2 + minDistFromGroundWidth2, out hit, collisionLayers) && !Physics.Linecast(transform.position + posChange1 + upHeight - (rightWidth / 4) - minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 3 - (rightWidth / 4) + minDistFromGroundHeight2 - minDistFromGroundWidth2, out hit, collisionLayers))
            {
                sR = false;
            }

            if (movingRight && !Physics.Linecast(transform.position + posChange1 + upHeight - (rightWidth / 4) - minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 4 - (rightWidth / 4) + minDistFromGroundHeight2 - minDistFromGroundWidth2, out hit, collisionLayers) && Physics.Linecast(transform.position + posChange1 + upHeight + (rightWidth / 4) + minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 3 + (rightWidth / 4) + minDistFromGroundHeight2 + minDistFromGroundWidth2, out hit, collisionLayers))
            {
                sR = true;
            }
            else if (!movingRight && !Physics.Linecast(transform.position + posChange1 + upHeight + (rightWidth / 4) + minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 4 + (rightWidth / 4) + minDistFromGroundHeight2 + minDistFromGroundWidth2, out hit, collisionLayers) && Physics.Linecast(transform.position + posChange1 + upHeight - (rightWidth / 4) - minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 3 - (rightWidth / 4) + minDistFromGroundHeight2 - minDistFromGroundWidth2, out hit, collisionLayers))
            {
                sR = false;
            }

            if (!movingRight && !Physics.Linecast(transform.position + posChange1 + upHeight + (rightWidth / 4) + minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 4 + (rightWidth / 4) + minDistFromGroundHeight2 + minDistFromGroundWidth2, out hit, collisionLayers) && Physics.Linecast(transform.position + posChange1 + upHeight - (rightWidth / 4) - minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 3 - (rightWidth / 4) + minDistFromGroundHeight2 - minDistFromGroundWidth2, out hit, collisionLayers))
            {
                sL = true;
            }
            else if (movingRight && !Physics.Linecast(transform.position + posChange1 + upHeight - (rightWidth / 4) - minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 4 - (rightWidth / 4) + minDistFromGroundHeight2 - minDistFromGroundWidth2, out hit, collisionLayers) && Physics.Linecast(transform.position + posChange1 + upHeight + (rightWidth / 4) + minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 3 + (rightWidth / 4) + minDistFromGroundHeight2 + minDistFromGroundWidth2, out hit, collisionLayers))
            {
                sL = false;
            }

            if (sR && !Physics.Linecast(transform.position + posChange1 + upHeight - (rightWidth / 4) - minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 4 - (rightWidth / 4) + minDistFromGroundHeight2 - minDistFromGroundWidth2, out hit, collisionLayers) && Physics.Linecast(transform.position + posChange1 + upHeight + (rightWidth / 4) + minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 3 + (rightWidth / 4) + minDistFromGroundHeight2 + minDistFromGroundWidth2, out hit, collisionLayers))
            {
                left = true;
                right = false;
            }
            else if (sL && !Physics.Linecast(transform.position + posChange1 + upHeight + (rightWidth / 4) + minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 4 + (rightWidth / 4) + minDistFromGroundHeight2 + minDistFromGroundWidth2, out hit, collisionLayers) && Physics.Linecast(transform.position + posChange1 + upHeight - (rightWidth / 4) - minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 3 - (rightWidth / 4) + minDistFromGroundHeight2 - minDistFromGroundWidth2, out hit, collisionLayers))
            {
                left = false;
                right = true;
            }
            else if (!Physics.Linecast(transform.position + posChange1 + upHeight - (rightWidth / 4) - minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 3 - (rightWidth / 4) + minDistFromGroundHeight2 - minDistFromGroundWidth2, out hit, collisionLayers) && !Physics.Linecast(transform.position + posChange1 + upHeight + (rightWidth / 4) + minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 3 + (rightWidth / 4) + minDistFromGroundHeight2 + minDistFromGroundWidth2, out hit, collisionLayers))
            {
                left = true;
                right = true;
            }
            else if (!Physics.Linecast(transform.position + posChange1 + upHeight + (rightWidth / 4) + minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 3 + (rightWidth / 4) + minDistFromGroundHeight2 + minDistFromGroundWidth2, out hit, collisionLayers) && !Physics.Linecast(transform.position + posChange1 + upHeight - (rightWidth / 4) - minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 3 - (rightWidth / 4) + minDistFromGroundHeight2 - minDistFromGroundWidth2, out hit, collisionLayers))
            {
                left = true;
                right = true;
            }
            else
            {
                left = false;
                right = false;
            }

            //checking to see if sides are at a dead end
            if (!switching && !switchJumping || !ledgeSwitchingDetectors.allowLedgeSwitching)
            {
                if (!leftMovable)
                {
                    if (!climbPossibleL || !climbPossible)
                    {
                        left = false;
                    }
                }
                if (!rightMovable)
                {
                    if (!climbPossibleR || !climbPossible)
                    {
                        right = false;
                    }
                }
            }

            //checking to see if ledge is on level with, or above player
            if (Physics.Raycast(transform.position + midSidePosChange + posChange2 + upHeight * 1.1f, forwardLength + rightWidth / 2, out hit, 1f, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + upHeight + midSidePosChange * 0.5f, forwardLength / 4 + rightWidth / 2, out hit, 0.7f, collisionLayers))
            {
                upright = true;
            }
            else
            {
                upright = false;
            }
            if (Physics.Raycast(transform.position + midSidePosChange + posChange2 + upHeight * 1.1f, forwardLength - rightWidth / 2, out hit, 1f, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + upHeight + midSidePosChange * 0.5f, forwardLength / 4 - rightWidth / 2, out hit, 0.7f, collisionLayers))
            {
                upleft = true;
            }
            else
            {
                upleft = false;
            }
            if (Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, forwardLength, out hit, 5f, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 0.5f, forwardLength / 4, out hit, 1f, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 0.5f, rightWidth / 4, out hit, 1f, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 0.5f, -rightWidth / 4, out hit, 1f, collisionLayers)
            && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 0.5f, forwardLength / 4 + rightWidth / 4 - (upHeight + midSidePosChange), out hit, 1.5f, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 0.5f, forwardLength / 4 - rightWidth / 4 - (upHeight + midSidePosChange), out hit, 1.5f, collisionLayers))
            {
                upfront = true;
            }
            else
            {
                upfront = false;
            }

            RaycastHit hit2 = new RaycastHit();
            if (Input.GetAxisRaw("Horizontal") > 0f && Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, rightWidth / 2, out hit, 5f, collisionLayers) && Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 0.5f, forwardLength / 4, out hit2, 5f, collisionLayers) && Vector3.Distance(transform.position + transform.up, hit.point) < Vector3.Distance(transform.position, hit2.point))
            {
                movingToSide = true;
            }
            else if (Input.GetAxisRaw("Horizontal") < 0f && Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, -rightWidth / 2, out hit, 5f, collisionLayers) && Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 0.5f, forwardLength / 4, out hit2, 5f, collisionLayers) && Vector3.Distance(transform.position + transform.up, hit.point) < Vector3.Distance(transform.position, hit2.point))
            {
                movingToSide = true;
            }
            else
            {
                movingToSide = false;
            }

            //rotation
            if (!switching || !ledgeSwitchingDetectors.allowLedgeSwitching)
            {

                //only change the rotation normal if player is moving
                if ((transform.rotation == lastRot3 || axisChanged) && (movementSpeed > 0 || Input.GetAxis("Horizontal") != 0) || hasNotMovedOnLedgeYet)
                {

                    if (Physics.Raycast(transform.position + posChange2 + midSidePosChange * 0.5f, forwardLength / 4, out hit, 1f, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, forwardLength, out hit, 1f, collisionLayers)
                    && !Physics.Raycast(transform.position + midSidePosChange + posChange2 + upHeight * 1.1f, forwardLength + rightWidth / 2, out hit, 1f, collisionLayers) && !Physics.Raycast(transform.position + midSidePosChange + posChange2 + upHeight * 1.1f, forwardLength - rightWidth / 2, out hit, 1f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        if (Physics.Raycast(transform.position + posChange2 + midSidePosChange, forwardLength / 4, out hit, 1f, collisionLayers))
                        {
                            rotationNormal = Quaternion.LookRotation(-hit.normal);
                        }
                        else if (Physics.Raycast(transform.position + posChange2 + midSidePosChange * 0.8f, forwardLength / 4, out hit, 1f, collisionLayers))
                        {
                            rotationNormal = Quaternion.LookRotation(-hit.normal);
                        }
                        else
                        {
                            rotationNormal = Quaternion.LookRotation(-hit.normal);
                        }
                        rotationState = 1;
                    }
                    else if (Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 0.5f, forwardLength / 4, out hit, 5f, collisionLayers) && Vector3.Distance(transform.position + posChange2, hit.point) <= 1 && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 0.5f, forwardLength / 4 + rightWidth / 2, out hit, 5f, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 0.5f, forwardLength / 4 - rightWidth / 2, out hit, 5f, collisionLayers) && !movingToSide && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        if (Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange), forwardLength / 4, out hit, 5f, collisionLayers))
                        {
                            rotationNormal = Quaternion.LookRotation(-hit.normal);
                        }
                        else if (Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 0.8f, forwardLength / 4, out hit, 5f, collisionLayers))
                        {
                            rotationNormal = Quaternion.LookRotation(-hit.normal);
                        }
                        else
                        {
                            rotationNormal = Quaternion.LookRotation(-hit.normal);
                        }
                        rotationState = 2;
                    }

                    else if (!rightBlocked && Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 0.5f, forwardLength / 4 + rightWidth / 2, out hit, 0.7f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        if (Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange), forwardLength / 4 + rightWidth / 2, out hit, 0.7f, collisionLayers))
                        {
                            rotationNormal = Quaternion.LookRotation(-hit.normal);
                        }
                        else if (Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 0.8f, forwardLength / 4 + rightWidth / 2, out hit, 0.7f, collisionLayers))
                        {
                            rotationNormal = Quaternion.LookRotation(-hit.normal);
                        }
                        else
                        {
                            rotationNormal = Quaternion.LookRotation(-hit.normal);
                        }
                        rotationState = 3;
                    }
                    else if (!leftBlocked && Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 0.5f, forwardLength / 4 - rightWidth / 2, out hit, 0.7f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        if (Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange), forwardLength / 4 - rightWidth / 2, out hit, 0.7f, collisionLayers))
                        {
                            rotationNormal = Quaternion.LookRotation(-hit.normal);
                        }
                        else if (Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 0.8f, forwardLength / 4 - rightWidth / 2, out hit, 0.7f, collisionLayers))
                        {
                            rotationNormal = Quaternion.LookRotation(-hit.normal);
                        }
                        else
                        {
                            rotationNormal = Quaternion.LookRotation(-hit.normal);
                        }
                        rotationState = 4;
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + upHeight * 1.2f, transform.position + posChange1 + upHeight * 1.2f + forwardLength / 3, out hit, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, forwardLength + rightWidth / 2, out hit, 5f, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, forwardLength - rightWidth / 2, out hit, 2f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        rotationNormal = Quaternion.LookRotation(-hit.normal);
                        rotationState = 5;
                    }
                    else if (Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, forwardLength, out hit, 2f, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, forwardLength + rightWidth / 2, out hit, 5f, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, forwardLength - rightWidth / 2, out hit, 2f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        rotationNormal = Quaternion.LookRotation(-hit.normal);
                        rotationState = 6;
                    }
                    else if (!rightBlocked && Physics.Linecast(transform.position + posChange1 + upHeight * 1.2f + forwardLength / 1.5f + rightWidth / 5, transform.position + posChange1 + upHeight * 1.2f + forwardLength / 3 - rightWidth / 5, out hit, collisionLayers) && !Physics.Linecast(transform.position + posChange1 + upHeight * 1.2f + forwardLength / 1.5f - rightWidth / 5, transform.position + posChange1 + upHeight * 1.2f + forwardLength / 3 + rightWidth / 5, out hit, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, forwardLength - rightWidth / 2, out hit, 0.5f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        rotationNormal = Quaternion.LookRotation(-hit.normal);
                        rotationState = 7;
                    }
                    else if (!rightBlocked && Physics.Raycast(transform.position + midSidePosChange + posChange2 + upHeight * 1.1f, forwardLength + rightWidth / 2, out hit, 1f, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, forwardLength - rightWidth / 2, out hit, 0.5f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        if (Physics.Raycast(transform.position + midSidePosChange + posChange2 + upHeight * 1.1f, forwardLength, out hit, 1f, collisionLayers))
                        {
                            rotationNormal = Quaternion.LookRotation(-hit.normal);
                        }
                        else
                        {
                            rotationNormal = Quaternion.LookRotation(-hit.normal);
                        }
                        rotationState = 8;
                    }
                    else if (!rightBlocked && Physics.Linecast(transform.position + posChange1 + upHeight * 1.2f + forwardLength / 1.5f + rightWidth / 5, transform.position + posChange1 + upHeight * 1.2f + forwardLength / 3 - rightWidth / 5, out hit, collisionLayers) && !Physics.Linecast(transform.position + posChange1 + upHeight * 1.2f + forwardLength / 1.5f - rightWidth / 5, transform.position + posChange1 + upHeight * 1.2f + forwardLength / 3 + rightWidth / 5, out hit, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, forwardLength - rightWidth / 2, out hit, 2f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        rotationNormal = Quaternion.LookRotation(-hit.normal);
                        rotationState = 9;
                    }
                    else if (!rightBlocked && Physics.Raycast(transform.position + midSidePosChange + posChange2 + upHeight * 1.1f, forwardLength + rightWidth / 2, out hit, 1f, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, forwardLength - rightWidth / 2, out hit, 2f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        rotationNormal = Quaternion.LookRotation(-hit.normal);
                        rotationState = 10;
                    }
                    else if (!leftBlocked && Physics.Linecast(transform.position + posChange1 + upHeight * 1.2f + forwardLength / 1.5f - rightWidth / 5, transform.position + posChange1 + upHeight * 1.2f + forwardLength / 3 + rightWidth / 5, out hit, collisionLayers) && !Physics.Linecast(transform.position + posChange1 + upHeight * 1.2f + forwardLength / 1.5f - rightWidth / 5, transform.position + posChange1 + upHeight * 1.2f + forwardLength / 3 + rightWidth / 5, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        rotationNormal = Quaternion.LookRotation(-hit.normal);
                        rotationState = 11;
                    }
                    else if (!leftBlocked && Physics.Raycast(transform.position + midSidePosChange + posChange2 + upHeight * 1.1f, forwardLength - rightWidth / 2, out hit, 1f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        rotationNormal = Quaternion.LookRotation(-hit.normal);
                        rotationState = 12;
                    }
                    else if (Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, forwardLength, out hit, 1f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        rotationNormal = Quaternion.LookRotation(-hit.normal);
                        rotationState = 13;
                    }
                    else if (!rightBlocked && Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, forwardLength + rightWidth / 2, out hit, 1f, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, forwardLength - rightWidth / 2, out hit, 0.5f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        rotationNormal = Quaternion.LookRotation(-hit.normal);
                        rotationState = 14;
                    }
                    else if (!rightBlocked && Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, forwardLength + rightWidth / 2, out hit, 1f, collisionLayers) && !Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, forwardLength - rightWidth / 2, out hit, 2f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        rotationNormal = Quaternion.LookRotation(-hit.normal);
                        rotationState = 15;
                    }
                    else if (!leftBlocked && Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 1.1f, forwardLength - rightWidth / 2, out hit, 1f, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        rotationNormal = Quaternion.LookRotation(-hit.normal);
                        rotationState = 16;
                    }
                    else if (!upfront && !rightBlocked && Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 0.5f, forwardLength / 4 + rightWidth / 2 + (upHeight + midSidePosChange) * 0.5f, out hit, 0.7f, collisionLayers) && !upright && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        rotationNormal = Quaternion.LookRotation(-hit.normal);
                        rotationState = 17;
                    }
                    else if (!upfront && !leftBlocked && Physics.Raycast(transform.position + posChange2 + (upHeight + midSidePosChange) * 0.5f, forwardLength / 4 - rightWidth / 2 + (upHeight + midSidePosChange) * 0.5f, out hit, 0.7f, collisionLayers) && !upleft && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        rotationNormal = Quaternion.LookRotation(-hit.normal);
                        rotationState = 18;
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + upHeight * 1.2f + forwardLength / 3f + rightWidth / 5, transform.position + posChange1 + upHeight * 1.2f + forwardLength / 3 - rightWidth / 5, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        rotationNormal = Quaternion.LookRotation(-hit.normal);
                        rotationState = 19;
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + upHeight * 1.2f + forwardLength / 3f - rightWidth / 5, transform.position + posChange1 + upHeight * 1.2f + forwardLength / 3 + rightWidth / 5, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        rotationNormal = Quaternion.LookRotation(-hit.normal);
                        rotationState = 20;
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + upHeight * 1.2f + forwardLength / 1.5f + rightWidth / 5, transform.position + posChange1 + upHeight * 1.2f + forwardLength / 1.5f - rightWidth / 5, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        rotationNormal = Quaternion.LookRotation(-hit.normal);
                        rotationState = 21;
                    }
                    else if (Physics.Linecast(transform.position + posChange1 + upHeight * 1.2f + forwardLength / 1.5f - rightWidth / 5, transform.position + posChange1 + upHeight * 1.2f + forwardLength / 1.5f + rightWidth / 5, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) >= 45)
                    {

                        rotationNormal = Quaternion.LookRotation(-hit.normal);
                        rotationState = 22;
                    }
                    else if (!left && !right)
                    {
                        rotationState = 23;
                        if (scriptsToDisableOnGrab != null)
                        {
                            foreach (string script in scriptsToDisableOnGrab)
                            {
                                scriptToDisable = GetComponent(script) as MonoBehaviour;
                                if (scriptToDisable != null)
                                {
                                    scriptToDisable.enabled = true;
                                }
                                else if (!currentlyEnablingAndDisablingScripts || grabbedOn)
                                {
                                    scriptWarning = true;
                                }
                            }
                        }
                        if (scriptsToEnableOnGrab != null)
                        {
                            foreach (string script in scriptsToEnableOnGrab)
                            {
                                scriptToEnable = GetComponent(script) as MonoBehaviour;
                                if (scriptToEnable != null)
                                {
                                    scriptToEnable.enabled = false;
                                }
                                else if (!currentlyEnablingAndDisablingScripts || grabbedOn)
                                {
                                    scriptWarning = true;
                                }
                            }
                        }
                        currentlyEnablingAndDisablingScripts = true;
                        if (GetComponent<Animator>())
                        {
                            GetComponent<Animator>().speed = 1;
                        }
                        getOn = false;
                        getOn2 = false;
                        pullingUp = false;
                        grabbedOn = false;
                    }
                    else
                    {
                        rotationState = 0;
                    }

                    if (movementSpeed > 0 || Input.GetAxis("Horizontal") != 0)
                    {
                        hasNotMovedOnLedgeYet = false;
                        hasNotMovedOnLedgeAsideFromLedgeSwitchingYet = false;
                    }
                }

                //checking to see if player changed their direction from left to right/right to left
                if ((Input.GetAxis("Horizontal") > 0 && horizontalAxis <= 0 || Input.GetAxis("Horizontal") < 0 && horizontalAxis >= 0))
                {
                    axisChanged = true;
                }
                else if (transform.rotation == lastRot3 && climbPossible && climbPossibleL && climbPossibleR)
                {
                    axisChanged = false;
                }
                horizontalAxis = Input.GetAxis("Horizontal");
                lastRot3 = transform.rotation;

                //rotating the player
                if (rotationState != 23 && rotationState != 0)
                {
                    transform.rotation = Quaternion.Slerp(transform.rotation, rotationNormal, movingDetectors.rotationSpeed * Time.deltaTime);
                }

                //checking to see if player is leaning forward on a ledge
                wallInFrontAngle = Vector3.Angle(hit.normal, Vector3.up);
                if (wallInFrontAngle < 90)
                {
                    leaningForward = true;
                }
                else
                {
                    leaningForward = false;
                }

            }
            //

            if (grabbedOn && (!switching || !ledgeSwitchingDetectors.allowLedgeSwitching))
            {
                //checking to see if left is hit/blocked
                if (Physics.Linecast(transform.position + posChange1 + upHeight - (rightWidth / 4) - minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 4 - (rightWidth / 4) + minDistFromGroundHeight2 - minDistFromGroundWidth2, out hit, collisionLayers) && !Physics.Linecast(transform.position + posChange1 + upHeight + (rightWidth / 4) + minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 4 + (rightWidth / 4) + minDistFromGroundHeight2 + minDistFromGroundWidth2, out hit, collisionLayers) && !sL)
                {
                    transform.position += transform.right / 10;
                }
                //checking to see if right is hit/blocked
                if (Physics.Linecast(transform.position + posChange1 + upHeight + (rightWidth / 4) + minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 4 + (rightWidth / 4) + minDistFromGroundHeight2 + minDistFromGroundWidth2, out hit, collisionLayers) && !Physics.Linecast(transform.position + posChange1 + upHeight - (rightWidth / 4) - minDistFromGroundWidth2, transform.position + posChange1 - upHeight / 4 - (rightWidth / 4) + minDistFromGroundHeight2 - minDistFromGroundWidth2, out hit, collisionLayers) && !sR)
                {
                    transform.position -= transform.right / 10;
                }
            }

            //checking to see if the angle of the surface (to the left or right) is greater than the angle limit
            if (Physics.Linecast(transform.position + posChange2 + forwardLength / 2f + upHeight * 1.5f - (rightWidth / 2) + ledgeAngleDetectorsHeight2 - ledgeAngleDetectorsWidth2, transform.position + posChange2 + upHeight + forwardLength / 2f - upHeight / 2 - (rightWidth / 2) - ledgeAngleDetectorsWidth2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > ledgeAngleLimit && !Physics.Linecast(transform.position + posChange2 + forwardLength / 2f + upHeight * 1.5f - (rightWidth / 2) + ledgeAngleDetectorsHeight2 - ledgeAngleDetectorsWidth2, transform.position + posChange2 + upHeight * 1.5f + forwardLength - (rightWidth / 2) + ledgeAngleDetectorsHeight2 - ledgeAngleDetectorsWidth2, out hit, collisionLayers)
            && Physics.Linecast(transform.position + posChange2 + forwardLength / 2f + upHeight * 1.5f - (rightWidth / 1.85f) + ledgeAngleDetectorsHeight2 - ledgeAngleDetectorsWidth2, transform.position + posChange2 + upHeight + forwardLength / 2f - upHeight / 2 - (rightWidth / 1.85f) - ledgeAngleDetectorsWidth2, out hit, collisionLayers))
            {
                left = false;
                angledLeft = true;
            }
            else
            {
                angledLeft = false;
            }
            if (Physics.Linecast(transform.position + posChange2 + forwardLength / 2f + upHeight * 1.5f + (rightWidth / 2) + ledgeAngleDetectorsHeight2 + ledgeAngleDetectorsWidth2, transform.position + posChange2 + upHeight + forwardLength / 2f - upHeight / 2 + (rightWidth / 2) + ledgeAngleDetectorsWidth2, out hit, collisionLayers) && ((Mathf.Acos(Mathf.Clamp(hit.normal.y, -1f, 1f))) * 57.2958f) > ledgeAngleLimit && !Physics.Linecast(transform.position + posChange2 + forwardLength / 2f + upHeight * 1.5f + (rightWidth / 2) + ledgeAngleDetectorsHeight2 + ledgeAngleDetectorsWidth2, transform.position + posChange2 + upHeight * 1.5f + forwardLength + (rightWidth / 2) + ledgeAngleDetectorsHeight2 + ledgeAngleDetectorsWidth2, out hit, collisionLayers)
            && Physics.Linecast(transform.position + posChange2 + forwardLength / 2f + upHeight * 1.5f + (rightWidth / 1.85f) + ledgeAngleDetectorsHeight2 + ledgeAngleDetectorsWidth2, transform.position + posChange2 + upHeight + forwardLength / 2f - upHeight / 2 + (rightWidth / 1.85f) + ledgeAngleDetectorsWidth2, out hit, collisionLayers))
            {
                right = false;
                angledRight = true;
            }
            else
            {
                angledRight = false;
            }

        }

        //if stayUpright is true, only rotate to the left and right
        if (grabbedOn || pullingUp || turnBack || back2)
        {
            if (stayUpright && !leaningForward)
            {
                transform.eulerAngles = new Vector3(0f, transform.eulerAngles.y, 0f);
            }
        }

        //determining if an axis (horizontal or vertical) is being used to grab on to a ledge
        LedgeGrabbingAxisDetection();

        //letting go of a ledge
        DropOffLedge();

        //pushing off of wall after letting go of ledge
        PushOffLedge();

        //getting information for ledge switching
        switchHitPoint = new RaycastHit();
        GetLedgeSwitchInfo();

        //if player is grabbed on to a ledge
        if (grabbedOn)
        {

            //enabling and disabling scripts
            EnableAndDisableScripts();

            if (getOn)
            {
                transform.position = new Vector3(playerPosXZ.x, (playerPosY + onLedgeHeight2 / 10), playerPosXZ.z);
                getOn = false;
            }

            //moving to the left
            LeftMovement();

            //moving to the right
            RightMovement();

            //not moving to either side
            if (Input.GetAxis("Horizontal") == 0)
            {
                movementSpeed = 0;
            }

        }

        //pulling up over a ledge
        ClimbingOverLedge();

        //when scripts are being enabled or disabled, warn the user if any script names they entered do not exist on the player
        ScriptWarning();

        //making sure player is not stuck on a collider
        CheckIfStuck();

        //animations
        if (GetComponent<Animator>())
        {
            animator = GetComponent<Animator>();

            //animating grabbing back on to a ledge after walking off
            if (turnBack && !turnedBackToLedge && walkingOffLedgeDetectors.allowGrabbingBackOnToLedges && nonJumpTurnAround)
            {

                //if the angle between the player and wall we are grabbing back on to is less than 90, turn to the left
                if (angleBetweenPlayerAndTurnBackWall < 90)
                {
                    animator.SetFloat("ledgeState", 1);
                }
                //if the angle between the player and wall we are grabbing back on to is greater than or equal to 90, turn to the right
                else
                {
                    animator.SetFloat("ledgeState", 2);
                }
                animator.CrossFade("LedgeMovement", 0f, -1, 0f);
                turnedBackToLedge = true;

            }
            else if (!turnBack && !back2 && turnedBackToLedge && Input.GetAxis("Horizontal") != 0)
            {
                turnedBackToLedge = false;
            }

            if (switching)
            {
                animator.speed = (ledgeSwitchingDetectors.switchJumpSpeed / switchPointDist * 3) / 4;
            }
            if (grabbedOn && !turnedBackToLedge)
            {

                if (!animator.GetBool("onLedge"))
                {
                    animator.SetBool("onLedge", true);
                }

                if (!switchJumping)
                {
                    animator.SetFloat("ledgeAngle", ledgeAngle);
                    if (Input.GetAxis("Horizontal") > 0 && movingDetectors.moveSpeed > 0)
                    {

                        animator.speed = ((movingDetectors.moveSpeed / 3) / movingDetectors.burstLength) / ((movingDetectors.moveSpeed * 2) / (3 + movingDetectors.moveSpeed));

                        //animating moving to the right while grabbed on to a ledge
                        if (!switching)
                        {
                            if (right && !stuckToRight)
                            {
                                if (animator.GetFloat("ledgeSpeed") != 1 || movementSpeed < 0.1f)
                                {
                                    animator.CrossFade("LedgeMovement", 0f, -1, 0f);
                                    animator.SetFloat("ledgeSpeed", 1);
                                }
                            }
                            else
                            {
                                //stopping player's movement and keeping him from moving to the right
                                animator.speed = 1;
                                if (animator.GetFloat("ledgeSpeed") == 1)
                                {
                                    movementSpeed = 0;
                                }
                                animator.SetFloat("ledgeSpeed", Mathf.Lerp(animator.GetFloat("ledgeSpeed"), 0, ((((movingDetectors.moveSpeed / 3) / movingDetectors.burstLength) / ((movingDetectors.moveSpeed * 2) / (3 + movingDetectors.moveSpeed))) * 12) * Time.deltaTime));
                            }
                        }
                        //animating switching to a ledge on the right side of the player
                        else if (animator.GetFloat("ledgeSpeed") != 2 && !switchJumping)
                        {
                            animator.speed = (ledgeSwitchingDetectors.switchJumpSpeed / switchPointDist * 3) / 4;
                            animator.CrossFade("LedgeMovement", 0f, -1, 0f);
                            animator.SetFloat("ledgeSpeed", 2);
                        }
                    }
                    else if (Input.GetAxis("Horizontal") < 0 && movingDetectors.moveSpeed > 0)
                    {

                        animator.speed = ((movingDetectors.moveSpeed / 3) / movingDetectors.burstLength) / ((movingDetectors.moveSpeed * 2) / (3 + movingDetectors.moveSpeed));

                        //animating moving to the left while grabbed on to a ledge
                        if (!switching)
                        {
                            if (left && !stuckToLeft)
                            {
                                if (animator.GetFloat("ledgeSpeed") != -1 || movementSpeed < 0.1f)
                                {
                                    animator.CrossFade("LedgeMovement", 0f, -1, 0f);
                                    animator.SetFloat("ledgeSpeed", -1);
                                }
                            }
                            else
                            {
                                //stopping player's movement and keeping him from moving to the left
                                animator.speed = 1;
                                if (animator.GetFloat("ledgeSpeed") == -1)
                                {
                                    movementSpeed = 0;
                                }
                                animator.SetFloat("ledgeSpeed", Mathf.Lerp(animator.GetFloat("ledgeSpeed"), 0, ((((movingDetectors.moveSpeed / 3) / movingDetectors.burstLength) / ((movingDetectors.moveSpeed * 2) / (3 + movingDetectors.moveSpeed))) * 12) * Time.deltaTime));
                            }
                        }
                        //animating switching to a ledge on the left side of the player
                        else if (animator.GetFloat("ledgeSpeed") != -2 && !switchJumping)
                        {
                            animator.speed = (ledgeSwitchingDetectors.switchJumpSpeed / switchPointDist * 3) / 4;
                            animator.CrossFade("LedgeMovement", 0f, -1, 0f);
                            animator.SetFloat("ledgeSpeed", -2);
                        }
                    }
                    else
                    {
                        animator.speed = 1;
                        if (!switching)
                        {
                            animator.SetFloat("ledgeSpeed", 0);
                        }
                    }
                }

                if (grabbedOn && !pullingUp && !turnBack && !animator.GetCurrentAnimatorStateInfo(0).IsName("LedgeMovement"))
                {
                    animator.SetFloat("ledgeSpeed", 0);
                    animator.CrossFade("LedgeMovement", 0f, -1, 0f);
                }

            }
            else
            {
                animator.SetBool("onLedge", false);
            }

            if (!turnBack && !grabbedOn && !pullingUp)
            {

                turnedBackToLedge = false;
            }

            //animating climbing over a ledge
            if (pullingUp)
            {
                if (animator.GetFloat("ledgeState") != 3 || !animator.GetCurrentAnimatorStateInfo(0).IsName("LedgeMovement"))
                {
                    if (!animatePullingUp)
                    {
                        if (grabbedOnLastUpdate)
                        {
                            animator.speed = Mathf.Abs((climbingDetectors.pullUpSpeed / 4) * (onLedgeHeight2 / 19 + 1));
                        }
                        else
                        {
                            animator.speed = climbingDetectors.pullUpSpeed / 4;
                        }
                        animator.SetFloat("ledgeState", 3);
                        animator.CrossFade("LedgeMovement", 0f, -1, 0f);
                        animatePullingUp = true;
                    }
                }
            }
            else if (animatePullingUp)
            {
                animator.speed = 1;
                animatePullingUp = false;
            }

            //animating jumping off of a ledge after walking off
            if (!animator.GetCurrentAnimatorStateInfo(0).IsName("LedgeJump") && inAirFromJumpingOffLedge && animateLedgeJump)
            {
                animator.CrossFade("LedgeJump", 0f, -1, 0f);
                animateLedgeJump = false;
            }
            if (!inAirFromJumpingOffLedge || currentStatesOfVariables.grounded)
            {
                animateLedgeJump = true;
            }

            if (!pullingUp && !turnBack && !back2)
            {

                if (animator.GetBool("onLedge"))
                {
                    animator.SetFloat("ledgeState", 0);
                }
                if (animator.GetCurrentAnimatorStateInfo(0).IsName("LedgeMovement") && animator.GetFloat("ledgeState") != 3 && !grabbedOn)
                {
                    animator.SetBool("onLedge", false);
                    animator.CrossFade("Movement", 0f, -1, 0f);
                }

            }

        }
        if (grabbedOn)
        {
            grabbedOnLastUpdate = true;
        }
        else if (!pullingUp)
        {
            grabbedOnLastUpdate = false;
        }

        //ledge switching
        SwitchingLedges();
    }
//	  OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
	override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
		
		stepWidth = animator.GetFloat("stepWidth");
		syncronizer = GameObject.Find("AudioManager").GetComponent<BeatSynchronizer>();
	}
Exemple #24
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 public bool Test(Animator animator)
 {
     if (this.conditions.Count == 0)
     {
         return true;
     }
     for (int i = 0; i < this.conditions.Count; i++)
     {
         EventConditionEntry eventConditionEntry = this.conditions[i];
         if (!string.IsNullOrEmpty(eventConditionEntry.conditionParam))
         {
             switch (eventConditionEntry.conditionParamType)
             {
             case EventConditionParamTypes.Int:
             {
                 int integer = animator.GetInteger(eventConditionEntry.conditionParam);
                 switch (eventConditionEntry.conditionMode)
                 {
                 case EventConditionModes.Equal:
                     if (integer != eventConditionEntry.intValue)
                     {
                         return false;
                     }
                     break;
                 case EventConditionModes.NotEqual:
                     if (integer == eventConditionEntry.intValue)
                     {
                         return false;
                     }
                     break;
                 case EventConditionModes.GreaterThan:
                     if (integer <= eventConditionEntry.intValue)
                     {
                         return false;
                     }
                     break;
                 case EventConditionModes.LessThan:
                     if (integer >= eventConditionEntry.intValue)
                     {
                         return false;
                     }
                     break;
                 case EventConditionModes.GreaterEqualThan:
                     if (integer < eventConditionEntry.intValue)
                     {
                         return false;
                     }
                     break;
                 case EventConditionModes.LessEqualThan:
                     if (integer > eventConditionEntry.intValue)
                     {
                         return false;
                     }
                     break;
                 }
                 break;
             }
             case EventConditionParamTypes.Float:
             {
                 float @float = animator.GetFloat(eventConditionEntry.conditionParam);
                 EventConditionModes conditionMode = eventConditionEntry.conditionMode;
                 if (conditionMode != EventConditionModes.GreaterThan)
                 {
                     if (conditionMode == EventConditionModes.LessThan)
                     {
                         if (@float >= eventConditionEntry.floatValue)
                         {
                             return false;
                         }
                     }
                 }
                 else if (@float <= eventConditionEntry.floatValue)
                 {
                     return false;
                 }
                 break;
             }
             case EventConditionParamTypes.Boolean:
             {
                 bool @bool = animator.GetBool(eventConditionEntry.conditionParam);
                 if (@bool != eventConditionEntry.boolValue)
                 {
                     return false;
                 }
                 break;
             }
             }
         }
     }
     return true;
 }
	 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
	//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
	//
	//}

	// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
	override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
	{
		animator.speed = animator.GetFloat ("WalkSpeed");
	}
Exemple #26
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 public override void OnEnter()
 {
     animator = ownerDefault.GetComponent <UnityEngine.Animator> ();
     owner.SetFloat(store, animator.GetFloat(hash));
     Finish();
 }
Exemple #27
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 // Use this for initialization
 void Start()
 {
     animator = GetComponent<Animator> ();
     timer = animator.GetFloat ("Eye_Timer");
 }
Exemple #28
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    private AnimatorStateInfo layer2CurrentState; // a reference to the current state of the animator, used for layer 2

    #endregion Fields

    #region Methods

    void FixedUpdate()
    {
        anim = GetComponent<Animator>();
        float h = Input.GetAxis("Horizontal");				// setup h variable as our horizontal input axis
        float v = Input.GetAxis("Vertical");				// setup v variables as our vertical input axis
        anim.SetFloat("Speed", v);							// set our animator's float parameter 'Speed' equal to the vertical input axis
        anim.SetFloat("Direction", h); 						// set our animator's float parameter 'Direction' equal to the horizontal input axis
        anim.speed = animSpeed;								// set the speed of our animator to the public variable 'animSpeed'
        anim.SetLookAtWeight(lookWeight);					// set the Look At Weight - amount to use look at IK vs using the head's animation
        currentBaseState = anim.GetCurrentAnimatorStateInfo(0);	// set our currentState variable to the current state of the Base Layer (0) of animation

        if(anim.layerCount ==2)
            layer2CurrentState = anim.GetCurrentAnimatorStateInfo(1);	// set our layer2CurrentState variable to the current state of the second Layer (1) of animation

        // LOOK AT ENEMY

        // if we hold Alt..
        if(Input.GetButton("Fire2"))
        {
            // ...set a position to look at with the head, and use Lerp to smooth the look weight from animation to IK (see line 54)
            anim.SetLookAtPosition(enemy.position);
            lookWeight = Mathf.Lerp(lookWeight,1f,Time.deltaTime*lookSmoother);
        }
        // else, return to using animation for the head by lerping back to 0 for look at weight
        else
        {
            lookWeight = Mathf.Lerp(lookWeight,0f,Time.deltaTime*lookSmoother);
        }

        // STANDARD JUMPING

        // if we are currently in a state called Locomotion (see line 25), then allow Jump input (Space) to set the Jump bool parameter in the Animator to true
        /*if (currentBaseState.nameHash == locoState)
        {*/
            if(Input.GetButtonDown("Jump"))
            {
                anim.SetBool("Jump", true);
            }
        //}

        // if we are in the jumping state...
        else if(currentBaseState.nameHash == jumpState)
        {
            //  ..and not still in transition..
            if(!anim.IsInTransition(0))
            {
                /*if(useCurves)
                    // ..set the collider height to a float curve in the clip called ColliderHeight
                    col.height = anim.GetFloat("ColliderHeight");*/

                // reset the Jump bool so we can jump again, and so that the state does not loop
                anim.SetBool("Jump", false);
            }

            // Raycast down from the center of the character..
            Ray ray = new Ray(transform.position + Vector3.up, -Vector3.up);
            RaycastHit hitInfo = new RaycastHit();

            if (Physics.Raycast(ray, out hitInfo))
            {
                // ..if distance to the ground is more than 1.75, use Match Target
                if (hitInfo.distance > 1.75f)
                {

                    // MatchTarget allows us to take over animation and smoothly transition our character towards a location - the hit point from the ray.
                    // Here we're telling the Root of the character to only be influenced on the Y axis (MatchTargetWeightMask) and only occur between 0.35 and 0.5
                    // of the timeline of our animation clip
                    anim.MatchTarget(hitInfo.point, Quaternion.identity, AvatarTarget.Root, new MatchTargetWeightMask(new Vector3(0, 1, 0), 0), 0.35f, 0.5f);
                }
            }
        }

        // JUMP DOWN AND ROLL

        // if we are jumping down, set our Collider's Y position to the float curve from the animation clip -
        // this is a slight lowering so that the collider hits the floor as the character extends his legs
        else if (currentBaseState.nameHash == jumpDownState)
        {
            col.center = new Vector3(0, anim.GetFloat("ColliderY"), 0);
        }

        // if we are falling, set our Grounded boolean to true when our character's root
        // position is less that 0.6, this allows us to transition from fall into roll and run
        // we then set the Collider's Height equal to the float curve from the animation clip
        else if (currentBaseState.nameHash == fallState)
        {
            col.height = anim.GetFloat("ColliderHeight");
        }

        // if we are in the roll state and not in transition, set Collider Height to the float curve from the animation clip
        // this ensures we are in a short spherical capsule height during the roll, so we can smash through the lower
        // boxes, and then extends the collider as we come out of the roll
        // we also moderate the Y position of the collider using another of these curves on line 128
        else if (currentBaseState.nameHash == rollState)
        {
            if(!anim.IsInTransition(0))
            {
                if(useCurves)
                    col.height = anim.GetFloat("ColliderHeight");

                col.center = new Vector3(0, anim.GetFloat("ColliderY"), 0);

            }
        }
        // IDLE
        /*
        // check if we are at idle, if so, let us Wave!
        else if (currentBaseState.nameHash == idleState)
        {
            if(Input.GetButtonUp("Jump"))
            {
                anim.SetBool("Wave", true);
            }
        }
        // if we enter the waving state, reset the bool to let us wave again in future
        if(layer2CurrentState.nameHash == waveState)
        {
            anim.SetBool("Wave", false);
        }
        */
    }
 private object GetParameterValue(int i, AnimatorControllerParameterType type, Animator animator) {
     switch (type) {
         case AnimatorControllerParameterType.Float:
             return animator.GetFloat(i);
         case AnimatorControllerParameterType.Int:
             return animator.GetInteger(i);
         case AnimatorControllerParameterType.Bool:
             return animator.GetBool(i);
         case AnimatorControllerParameterType.Trigger:
             return animator.GetBool(i);
         default:
             return null;
     }
 }
Exemple #30
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    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
        float CD = animator.GetFloat("CD");
        CD -= Time.deltaTime;
        animator.SetFloat("CD", CD);
	}
Exemple #31
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 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     animator.SetFloat( "time", animator.GetFloat("time") + Time.deltaTime );
 }
 public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     float x = animator.GetFloat(MovX);
     float y = animator.GetFloat(MovY);
     if (Mathf.Abs(x) >= NormalThreshold || Mathf.Abs(y) >= NormalThreshold)
     {
         Vector2 normal = new Vector2(x, y);
         normal.Normalize();
         animator.SetFloat(NormalX, normal.x);
         animator.SetFloat(NormalY, normal.y);
     }
 }