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Question by Sujetsi · Oct 16, 2018 at 12:40 AM · c#animationcharactercontrollerfbxidle

Idle Animation fighting/overriding other ground animations

Currently my Idle animation is overriding other animations other than the running one due to it being inside a boolean statement. If I try to play the RPunch animation it will flash for a bit then quickly go back to the idle animation. What should I do about this and other future ground animations?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
  
 public class PlayerCharacterController: MonoBehaviour {
  
     static Animator anim;
  
     public bool walking;
 
     public GameObject playerModel, Hero;
     //Transforms
     public Transform playerCam, character, centerPoint;
 
     private Vector3 moveDirection;
 
     //character controller declaration
     CharacterController player;
  
     //Mouse Rotation
     private float rotX, rotY;
     //Mouse Y Position
     public float mouseYPosition = 1f; 
     //Mouse Sensitivity
     public float Sensitivity = 10f;
     //Mouse Zoom
     private float zoom;
     public float zoomSpeed = 2;
     //Clamping Zoom
     public float zoomMin = -2f;
     public float zoomMax = -10f;
     public float rotationSpeed = 5f;
     //Move Front Back left & Right
     private float moveFB, moveLR;    
     //Movement Speed
     public float Speed = 2f;
     //Velocity of Gravity
     public float verticalVelocity;
     //Jump Distance
     public float jumpDist = 5f;
     //Multiple Jumps
     int jumpTimes;
     //To use with Dialogue Manager
     public DialogueManager DiagM;
 
     public AudioClip jumpSound;
     public AudioClip HurtSound;
 
     AudioSource audioSource;
 
     //knockback
 
     public float knockBackForce;
     public float knockBackTime;
     private float knockBackCounter;
 
 
     // Use this for initialization
     void Start ()   
     {
         //character controller
         player = GameObject.Find("Player").GetComponent<CharacterController> ();
  
         anim = GetComponent<Animator>();
       
         //mouse zoom
         zoom = -3;    
         centerPoint.transform.position = playerCam.transform.position;
         centerPoint.transform.parent = null;
         audioSource = GetComponent<AudioSource>();
     }
  
     // Update is called once per frame
  
     void Update ()
  
     {        
         //Mouse Zoom Input
         zoom += Input.GetAxis ("Mouse ScrollWheel") * zoomSpeed;
         if (zoom > zoomMin)
             zoom = zoomMin;
         if (zoom < zoomMax)
             zoom = zoomMax;
  
         //Mouse Camera Input
         playerCam.transform.localPosition = new Vector3 (0, 0, zoom);
  
         //Mouse Rotation
                                
         rotX += Input.GetAxis ("Mouse X") * Sensitivity;
         rotY -= Input.GetAxis ("Mouse Y") * Sensitivity;      
  
         //Clamp Camera
         rotY = Mathf.Clamp (rotY, -60f, 60f);
         playerCam.LookAt (centerPoint);
         centerPoint.localRotation = Quaternion.Euler (rotY, rotX, 0);
 
         //Movement Speed
         if (knockBackCounter <= 0)
      {   
         moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
         moveDirection = moveDirection * Speed;
         moveDirection.y = verticalVelocity;
 
         player.Move(moveDirection * Time.deltaTime);
         
         
  
         //Movement Rotation
 
         centerPoint.position = new Vector3 (character.position.x, character.position.y + mouseYPosition, character.position.z);
 
             //knockback disable
             //Movement Input
 
             if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0)
 
             {
                 transform.rotation = Quaternion.Euler(0f, centerPoint.rotation.eulerAngles.y, 0f);
                 Quaternion turnAngle = Quaternion.LookRotation(new Vector3(moveDirection.x, 0f, moveDirection.z));
                 playerModel.transform.rotation = Quaternion.Slerp(playerModel.transform.rotation, turnAngle, Time.deltaTime * rotationSpeed);
 
                 if (player.isGrounded == true)
 
                 {
                     anim.SetBool("isWalking", true);
                     anim.Play("Running");
                 }
             }
             else if (player.isGrounded == true)
                 {
                     anim.SetBool("isWalking", false);
                     anim.Play("Idle");
                 }
             
              if (Input.GetButtonDown("LHand"))
                 {                              
                     anim.Play("RPunch");                                   
                 }
 
            
 
         
 
             if (player.isGrounded == true)
 
             {
                 jumpTimes = 0;
                 verticalVelocity = -Physics.gravity.y * Time.deltaTime;
             }
 
             else
 
             {
                 verticalVelocity += Physics.gravity.y * Time.deltaTime;
                 anim.SetBool("isWalking", false);
                 anim.SetBool("isFalling", true);
             }
 
           
 
             if (jumpTimes < 1)
 
             {
                 if (Input.GetButtonDown("Jump"))
                 {
                     verticalVelocity += jumpDist;
                     anim.Play("Jump");
                     audioSource.PlayOneShot(jumpSound, 1F);
                     jumpTimes += 1;
                 }
             }
         }
         else
         {
             knockBackCounter -= Time.deltaTime;
         }
 
         
 
     }
  
     public void Knockback(Vector3 direction)
     {
         
         knockBackCounter = knockBackTime;
         anim.Play("Jump");
         audioSource.PlayOneShot(HurtSound, 50F);
         moveDirection = direction * knockBackForce;
         moveDirection.y = knockBackForce;
     }
 
  
 }
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