void Update() { //Uncomment afetr adding Animator component animator = anim; //DEBUG BLOCK _Y = movement.y; _isMoving = isMoving; _isJumping = isJumping; _isGrounded = isGrounded; _isSliding = isSliding; _landed = landed; _stopped = stopped; _animState = animState.ToString(); //TESTING END setFlags(); checkCanMove(); checkInput(); currentAnimationState(); applyGravity(); move(); lastAnimState = animState; }
private void currentAnimationState() { if (landed) { animator.SetTrigger("Landed"); landed = false; } if (stopped) { animator.SetTrigger("Stopped"); stopped = false; } if (!isGrounded) { if (isJumping) { animState = AnimationState.State.Jumping; } else if (isSliding) { animState = AnimationState.State.Sliding; } else { animState = AnimationState.State.Falling; } } else { if (Mathf.Abs(movement.x + movement.z) < 0.05f) { animState = AnimationState.State.Idle; } else { animState = AnimationState.State.Running; animator.ResetTrigger("Stopped"); } } animator.SetInteger("State", (int)animState); }
void Update() { //Uncomment afetr adding Animator component animator = anim; //DEBUG BLOCK _Y = movement.y; _isMoving = isMoving; _isJumping = isJumping; _isGrounded = isGrounded; _isSliding = isSliding; _landed = landed; _stopped = stopped; _animState = animState.ToString(); //TESTING END setFlags (); checkCanMove (); checkInput(); currentAnimationState (); applyGravity (); move (); lastAnimState = animState; }
private void currentAnimationState() { if (landed) { animator.SetTrigger ("Landed"); landed = false; } if (stopped) { animator.SetTrigger ("Stopped"); stopped = false; } if (!isGrounded) { if (isJumping) { animState = AnimationState.State.Jumping; } else if (isSliding) { animState = AnimationState.State.Sliding; } else { animState = AnimationState.State.Falling; } } else { if (Mathf.Abs(movement.x + movement.z) < 0.05f) { animState = AnimationState.State.Idle; } else { animState = AnimationState.State.Running; animator.ResetTrigger("Stopped"); } } animator.SetInteger ("State", (int)animState); }