private void Normal() { anim.SetBool("Tired", false); IsGrounded = Physics2D.OverlapCircle(groundCheck.position, GroundRadius, whatIsGround); anim.SetBool("Grounded", IsGrounded); //движение float moveX = Input.GetAxis("Horizontal"); anim.SetFloat("Speed", Mathf.Abs(moveX)); if (!Blocking) { rb.velocity = new Vector2(moveX * Speed, rb.velocity.y); } if (moveX > 0 && !IsFacingRight && !Blocking) { Flip(); } else if (moveX < 0 && IsFacingRight && !Blocking) { Flip(); } //прыжок if (IsGrounded && Input.GetButtonDown("Jump") && !Blocking) { anim.SetBool("Grounded", false); //rb.AddForce(Vector2.up * JumpForce); rb.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse); } //атака if (Input.GetButtonDown("Fire1")) { SPDamage(30); anim.SetBool("Attacking", true); Fight.Action(attackCheck.position, AttackRadius, 9, PlayerD, false); } else { anim.SetBool("Attacking", false); } //блок if (Input.GetButton("Fire2")) { Blocking = true; anim.Play("Player_block"); } if (Input.GetButtonUp("Fire2")) { Blocking = false; anim.Play("Player_idle"); } if (Input.GetKeyDown(KeyCode.DownArrow)) { LoadCharacter(); } }