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Question by icecole8 · Apr 28, 2020 at 01:40 PM · c#playerscripting beginnerfsm

Player FSM stopped working

First time Unity User here. Was building a simple FSM for my player animation and it suddenly stopped registering. Unity isn't showing any errors though, and I've been wracking my brain trying to figure out what broke.

Here's my code. The FSM is at the bottom

using UnityEngine;

public class PlayerControl : MonoBehaviour { private Rigidbody2D rb; private Animator anim;

 private enum State 
 { 
     idle,
     running,
     jumping,
     falling,
     djumping 
 };
 private State state = State.idle;
 private Collider2D coll;


 [SerializeField] private LayerMask ground;
 [SerializeField] private float speed = 5f;
 [SerializeField] private float jforce = 10f;
 // Start is called before the first frame update
 void Start()
 {
     rb = GetComponent<Rigidbody2D>(); //links the correct components to their respective variables
     anim = GetComponent<Animator>();
     coll = GetComponent<Collider2D>();

 }

 // Update is called once per frame
 void Update()
 {
     Movement();
     Animationstate();
     anim.SetInteger("state", (int)state);
 }
 private void Movement() //Movement control
 {
     float hdirection = Input.GetAxis("Horizontal");


     if (hdirection < 0) // When the negative horzintal movement is activated
     {
         rb.velocity = new Vector2(-speed, rb.velocity.y); //apply an x vector of -5 (moves to the left)
         transform.localScale = new Vector2(-1, 1); //sets x scale to -1 (faces sprite to the left)

     }
     else if (hdirection > 0) // When the positive horzintal movement is activated
     {
         rb.velocity = new Vector2(speed, rb.velocity.y); //apply an x vector of -5 (moves to the left)
         transform.localScale = new Vector2(1, 1); //sets x scale to 1 (faces sprite to the right)
     }

     if (Input.GetButtonDown("Jump") && coll.IsTouchingLayers(ground)) // when the Space key is pressed (Keydown gives single input instead of held)
     {
         rb.velocity = new Vector2(rb.velocity.x, jforce); //apply a y vector equal to the jump force (moves upward)
         state = State.jumping; // set the payer state to jumping
     }
     else if (Input.GetButtonDown("jump") && (state == State.jumping || state == State.falling)) //double jump can only be applied if in jumping or falling state
     {
         rb.velocity = new Vector2(rb.velocity.x, jforce);
         state = State.djumping;
     }

 }

 private void Animationstate() //FSM for setting the player animation
 {
     if (state == State.jumping || state == State.djumping) // if player is in the jumping or double jumping state and starts to go down, put player in falling state
     {
         if (rb.velocity.y < .1f)
         {
             state = State.falling;
         }
     }
     else if (state == State.falling)   //if player is in falling state and touches ground, put in idle state
     {
         if (coll.IsTouchingLayers(ground))
         {
             state = State.idle;
         }
     }
     else if (Mathf.Abs(rb.velocity.x) > 1)
     {
         state = State.running;
     }
     else
     {
         state = State.idle;
     }


 }

}

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