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Question by levotyhy · Dec 08, 2019 at 11:06 AM · 2d gamescript.2d-platformer

hi i want to add a slid and wall jump to my script with animation, i am lost ^^

this i my script

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Player : MonoBehaviour { private Rigidbody2D myRigidbody;

 private Animator myAnimator;

 [SerializeField]
 private float movementSpeed;
 
 private bool attack;
 
 private bool slide;
 
 private bool facingRight;
 
 [SerializeField]
 private Transform[] groundPoints;
 
 [SerializeField]
 private float groundRadius;
 
 [SerializeField]
 private LayerMask whatIsGround;
 
 private bool isGrounded;
 
 private bool jump;
 
 private bool jumpAttack;
 
 [SerializeField]
 private bool airControl;
 
 [SerializeField]
 private float jumpForce;
 
 
 
 
 // Start is called before the first frame update
 void Start()
 {
     facingRight = true;
     myRigidbody = GetComponent<Rigidbody2D>();
     myAnimator = GetComponent<Animator>();
 }
 
 void Update()
 {
     HandleInput();
 }

 // Update is called once per frame
 void FixedUpdate()
 {
     float horizontal = Input.GetAxis("Horizontal");
     
     isGrounded = IsGrounded() ;
     
     HandleMovement(horizontal);
     
     Flip(horizontal);
     
     HandleAttacks();
     
     HandleLayers();
     
     ResetValues();
 }
 
 private void HandleMovement(float horizontal)
 {
     
     if (myRigidbody.velocity.y < 0 )
     {
         myAnimator.SetBool("land", true);
     }
     if (!myAnimator.GetBool("slide") && !this.myAnimator.GetCurrentAnimatorStateInfo(0).IsTag("Attack")&& (isGrounded || airControl))
     {
         myRigidbody.velocity = new Vector2(horizontal* movementSpeed,myRigidbody.velocity.y); //x = -1, y =0;     
     }
     if (isGrounded && jump)
     {
         isGrounded = false;
         myRigidbody.AddForce(new Vector2(0, jumpForce));
         myAnimator.SetTrigger("jump");
     }
     
    if (slide && !this.myAnimator.GetCurrentAnimatorStateInfo(0).IsName("Slide"))
     {
        myAnimator.SetBool("slide", true);
     }
    else if (!this.myAnimator.GetCurrentAnimatorStateInfo(0).IsName("Slide"))
     {
        myAnimator.SetBool("slide",false);
     }
    
    myAnimator.SetFloat("speed", Mathf.Abs(horizontal));
    
 }
 
 private void HandleAttacks()
 {
     if (attack && isGrounded &&!this.myAnimator.GetCurrentAnimatorStateInfo(0).IsTag("Attack") )
     {
         myAnimator.SetTrigger("attack");
         myRigidbody.velocity = Vector2.zero;
     }
     if (jumpAttack && !isGrounded && !this.myAnimator.GetCurrentAnimatorStateInfo(1).IsName("JumpAttack"))
     {
         myAnimator.SetBool("jumpAttack", true);
     }
     if (!jumpAttack && !this.myAnimator.GetCurrentAnimatorStateInfo(1).IsName("JumpAttack"))
     {
         myAnimator.SetBool("jumpAttack", false);
     }
 }
 
 private void Flip(float horizontal)
 {
     if (horizontal > 0 && !facingRight || horizontal < 0 && facingRight)
     {
         facingRight = !facingRight;
         
         Vector3 theScale = transform.localScale;
         
         theScale.x *= -1;
         transform.localScale = theScale;
     }
 }
 
 private void HandleInput()
 {
     if (Input.GetKeyDown(KeyCode.Space))
     {
         jump = true;
     }
     
     if (Input.GetKeyDown(KeyCode.LeftShift))
     {
         attack = true;
         jumpAttack = true;
     }
 
     
     if (Input.GetKeyDown(KeyCode.LeftControl))
     {
         slide = true; 
     }
 }
 
 private void ResetValues()
 {
     attack = false;
     slide = false;
     jump = false; 
     jumpAttack = false;
 }
 
 private bool IsGrounded()
 {
     if (myRigidbody.velocity.y <= 0)
     {
         foreach (Transform point in groundPoints)
         {
             Collider2D[] collider = Physics2D.OverlapCircleAll(point.position,groundRadius, whatIsGround);
             
             for (int i = 0; i < collider.Length; i++)
             {
                 if (collider[i].gameObject != gameObject)
                 {
                     myAnimator.ResetTrigger("jump");
                     myAnimator.SetBool("land", false);
                     return true;
                 }
             }
         }
     }
     return false;
 }
 
 private void HandleLayers()
 {
     if (!isGrounded)
     {
         myAnimator.SetLayerWeight(1, 1);
     }
     else
     {
         myAnimator.SetLayerWeight(1, 0);
     }
 }

}

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