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Question by odesconhecidocanal0 · Sep 20, 2017 at 05:32 PM · animationsground detection

the character does the animation of the air and this on the floor I think it's the groundCheck someone can help me?

using UnityEngine; using System.Collections;

public class Player : MonoBehaviour {

 [HideInInspector] public bool facingRight = true;
 [HideInInspector] public bool jump = false;
 public float moveForce = 365f;
 public float maxSpeed = 5f;
 public float jumpForce = 1000f;
 public Transform groundCheck;


 private bool grounded = false;
 private Animator anim;
 private Rigidbody2D rb2d;


 // Use t$$anonymous$$s for initialization
 void Awake()
 {
     anim = GetComponent<Animator>();
     rb2d = GetComponent<Rigidbody2D>();
     groundCheck = transform.Find("groundCheck");
 }

 // Update is called once per frame
 void Update()
 {
     grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));

     if (Input.GetButtonDown("Jump") && grounded)
     {
         jump = true;
     }
 }

 void FixedUpdate()
 {
     float h = Input.GetAxis("Horizontal");

     anim.SetFloat("Speed", Mathf.Abs(h));

     if (h * rb2d.velocity.x < maxSpeed)
         rb2d.AddForce(Vector2.right * h * moveForce);

     if (Mathf.Abs(rb2d.velocity.x) > maxSpeed)
         rb2d.velocity = new Vector2(Mathf.Sign(rb2d.velocity.x) * maxSpeed, rb2d.velocity.y);

     if (h > 0 && !facingRight)
         Flip();
     else if (h < 0 && facingRight)
         Flip();

     if (jump)
     {
         anim.SetTrigger("Jump");
         rb2d.AddForce(new Vector2(0f, jumpForce));
         jump = false;
     }
 }


 void Flip()
 {
     facingRight = !facingRight;
     Vector3 theScale = transform.localScale;
     theScale.x *= -1;
     transform.localScale = theScale;
 }

}

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avatar image MT369MT · Sep 20, 2017 at 06:09 PM 0
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