// triggers or toggles animations based on input // animations have events that trigger callbacks in this script, which I will mark void Update() { if (controllable) { if (Input.GetKey(KeyCode.LeftShift)) { movement.multiplier = 2f; animator.SetFloat("movementMultiplier", 2); } else { movement.multiplier = 1f; animator.SetFloat("movementMultiplier", 1); } if (Input.GetKeyDown("e") || ActionInput.GetAction("LeftJab")) { animator.SetTrigger("PunchLeft"); } else if (Input.GetKeyDown("r") || ActionInput.GetAction("RightJab")) { animator.SetTrigger("PunchRight"); } else if (Input.GetKeyDown("f") || ActionInput.GetAction("RightHook")) { animator.SetTrigger("HookRight"); } else if (Input.GetKeyDown("g") || ActionInput.GetAction("LeftHook")) { animator.SetTrigger("HookLeft"); } else if (Input.GetKeyDown("q")) { animator.SetBool("Block", true); movement.multiplier = blockSpeedMultiplier; animator.SetFloat("movementMultiplier", blockSpeedMultiplier); } else if (Input.GetKeyUp("q")) { animator.SetBool("Block", false); movement.multiplier = 1f; animator.SetFloat("movementMultiplier", 1); } } IFrames = IFrames > 0 ? IFrames - 1 : 0; }