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

Player animation FSM stopped working

First time Unity and c# user here. So when I was trying to make the FSM for player animation, it was going well and everyt$$anonymous$$ng was working until I tried to add a double jump state. Now the whole FSM won't register, even when I comment out the new part. Unity isn't showing any errors, and I'm at a loss as to what's going on. Here's my code. The FSM is at the end

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.IsTouc$$anonymous$$ngLayers(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.IsTouc$$anonymous$$ngLayers(ground))
         {
             state = State.idle;
         }
     }
     else if (Mathf.Abs(rb.velocity.x) > 1)
     {
         state = State.running;
     }
     else
     {
         state = State.idle;
     }


 }

}

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