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Question by Alex0709 · Jun 22, 2020 at 03:00 PM · scripting problemanimation controller

2D Animation attachment to C# script

I've just began studying... by practicing and compiled a weird script which contains parts of different scripts for my character. I've made the several kinds of jumps and all the movement in C#, but I am stuck on animating my character now. I've got all the animation sprites and watched several videos on how to attach animation to controls, but none of them work with the script and as a result my character is always in Idle.

I will put my script here (sorry it's my first question here, so tell me if there is any simpler way of attaching it). Does anyne have any suggestions on how to make the character change to walking animation? Or maybe - some advice on the script, because i feel like it could be done way easier.

using UnityEngine;

public class Controls: MonoBehaviour { //all the given parameters public Rigidbody2D rb; public float moveSpeed = 2f; public float JumpSpeed = 2f; public float fallMultiplier = 3f; public float lowJumpMultiplier = 2f; public KeyCode Jump; //disable double-jumping with simple jump check comprising 3 parts public string midjump = "n";

 void Start()
 {
     rb = GetComponent<Rigidbody2D>();
     
 }

 
 void FixedUpdate()
 {
    //movement stuff
     Vector3 movement = new Vector3(Input.GetAxis("Horizontal"), 0f, 0f);
     transform.position += movement * Time.deltaTime * moveSpeed;
  
     
     //jump and jump check
     if (Input.GetButtonDown("Jump") && midjump == "n")
     {
         GetComponent<Rigidbody2D>().velocity = Vector2.up * JumpSpeed;
         //2nd part of jump check
         midjump = "y";
     }
     //3rd part of jump check
     if (rb.velocity.y == 0) midjump = "n";
 }
 private void Update()
 {
     //moderation of jumps
     if (rb.velocity.y < 0)
     {
         rb.velocity += Vector2.up * Physics2D.gravity.y * (fallMultiplier - 1) * Time.deltaTime;
     }
     else if (rb.velocity.y > 0 && !Input.GetButton("Jump"))
     {
         rb.velocity += Vector2.up * (Physics2D.gravity.y * 2) * (lowJumpMultiplier - 1) * Time.deltaTime;
     }
     
 }

}

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