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Question by Ty1ensen · Aug 29, 2013 at 10:40 PM · animationrunbasic programmingidle

where do i call the Run and Idle animation in this script

I am not the best scripter in the world i only now the basics but i downloaded this script and i managed to find were to call the Jump animation but i cant seem to find where to call the run and idle in the script below

// Does this script currently respond to Input? var canControl = true;

// The character will spawn at spawnPoint's position when needed. This could be changed via a script at runtime to implement, e.g. waypoints/savepoints. var spawnPoint : Transform;

class PlatformerControllerMovement { // The speed when walking var walkSpeed = 3.0;

 // when pressing "Fire1" button (control) we start running
 var runSpeed = 10.0;

 var inAirControlAcceleration = 1.0;

 // The gravity for the character
 var gravity = 60.0;
 var maxFallSpeed = 20.0;

 // How fast does the character change speeds?  Higher is faster.
 var speedSmoothing = 5.0;

 // This controls how fast the graphics of the character "turn around" when the player turns around using the controls.
 var rotationSmoothing = 10.0;

 // The current move direction in x-y.  This will always been (1,0,0) or (-1,0,0)
 // The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view.  Very handy for organization!
 @System.NonSerialized
 var direction = Vector3.zero;

 // The current vertical speed
 @System.NonSerialized
 var verticalSpeed = 0.0;

 // The current movement speed.  This gets smoothed by speedSmoothing.
 @System.NonSerialized
 var speed = 0.0;

 // Is the user pressing the left or right movement keys?
 @System.NonSerialized
 var isMoving = false;

 // The last collision flags returned from controller.Move
 @System.NonSerialized
 var collisionFlags : CollisionFlags; 

 // We will keep track of an approximation of the character's current velocity, so that we return it from GetVelocity () for our camera to use for prediction.
 @System.NonSerialized
 var velocity : Vector3;
 
 // This keeps track of our current velocity while we're not grounded?
 @System.NonSerialized
 var inAirVelocity = Vector3.zero;

 // This will keep track of how long we have we been in the air (not grounded)
 @System.NonSerialized
 var hangTime = 0.0;

} var movement : PlatformerControllerMovement;

// We will contain all the jumping related variables in one helper class for clarity. class PlatformerControllerJumping { // Can the character jump? var enabled = true;

 // How high do we jump when pressing jump and letting go immediately
 var height = 1.0;
 // We add extraHeight units (meters) on top when holding the button down longer while jumping
 var extraHeight = 4.1;
 
 // This prevents inordinarily too quick jumping
 // The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view.  Very handy for organization!
 @System.NonSerialized
 var repeatTime = 0.05;

 @System.NonSerialized
 var timeout = 0.15;

 // Are we jumping? (Initiated with jump button and not grounded yet)
 @System.NonSerialized
 var jumping = false;
 
 @System.NonSerialized
 var reachedApex = false;
  
 // Last time the jump button was clicked down
 @System.NonSerialized
 var lastButtonTime = -10.0;
 
 // Last time we performed a jump
 @System.NonSerialized
 var lastTime = -1.0;

 // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
 @System.NonSerialized
 var lastStartHeight = 0.0;

}

var jump : PlatformerControllerJumping;

private var controller : CharacterController;

// Moving platform support. private var activePlatform : Transform; private var activeLocalPlatformPoint : Vector3; private var activeGlobalPlatformPoint : Vector3; private var lastPlatformVelocity : Vector3;

// This is used to keep track of special effects in UpdateEffects (); private var areEmittersOn = false;

function Awake () { movement.direction = transform.TransformDirection (Vector3.forward); controller = GetComponent (CharacterController); Spawn (); }

function Spawn () { // reset the character's speed movement.verticalSpeed = 0.0; movement.speed = 0.0;

 // reset the character's position to the spawnPoint
 transform.position = spawnPoint.position;
 

}

function OnDeath () { Spawn (); }

function UpdateSmoothedMovementDirection () {
var h = Input.GetAxisRaw ("Horizontal");

 if (!canControl)
     h = 0.0;
 
 movement.isMoving = Mathf.Abs (h) > 0.1;
     
 if (movement.isMoving)
     movement.direction = Vector3 (h, 0, 0);
 
 // Grounded controls
 if (controller.isGrounded) {
     // Smooth the speed based on the current target direction
     var curSmooth = movement.speedSmoothing * Time.deltaTime;
     
     // Choose target speed
     var targetSpeed = Mathf.Min (Mathf.Abs(h), 1.0);
     
     // Pick speed modifier
     if (Input.GetButton ("Fire2") && canControl)
         targetSpeed *= movement.runSpeed;
     else
         targetSpeed *= movement.walkSpeed;
     
     movement.speed = Mathf.Lerp (movement.speed, targetSpeed, curSmooth);
     
     movement.hangTime = 0.0;
 }
 else {
     // In air controls
     movement.hangTime += Time.deltaTime;
     if (movement.isMoving)
         movement.inAirVelocity += Vector3 (Mathf.Sign(h), 0, 0) * Time.deltaTime * movement.inAirControlAcceleration;
 }

}

function FixedUpdate () { // Make sure we are absolutely always in the 2D plane. transform.position.z = 0;

}

function ApplyJumping () { // Prevent jumping too fast after each other if (jump.lastTime + jump.repeatTime > Time.time) return;

 if (controller.isGrounded) {
     // Jump
     // - Only when pressing the button down
     // - With a timeout so you can press the button slightly before landing        
     if (jump.enabled && Time.time < jump.lastButtonTime + jump.timeout) {
         movement.verticalSpeed = CalculateJumpVerticalSpeed (jump.height);
         movement.inAirVelocity = lastPlatformVelocity;
         SendMessage ("DidJump", SendMessageOptions.DontRequireReceiver);
         animation.Play("Jump", PlayMode.StopAll);
     }
 }

}

function ApplyGravity () { // Apply gravity var jumpButton = Input.GetButton ("Jump");

 if (!canControl)
     jumpButton = false;
 
 // When we reach the apex of the jump we send out a message
 if (jump.jumping && !jump.reachedApex && movement.verticalSpeed <= 0.0) {
     jump.reachedApex = true;
     SendMessage ("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
 }
 
 // * When jumping up we don't apply gravity for some time when the user is holding the jump button
 //   This gives more control over jump height by pressing the button longer
 var extraPowerJump =  jump.jumping && movement.verticalSpeed > 0.0 && jumpButton && transform.position.y < jump.lastStartHeight + jump.extraHeight && !IsTouchingCeiling ();
 
 if (extraPowerJump)
     return;
 else if (controller.isGrounded)
     movement.verticalSpeed = -movement.gravity * Time.deltaTime;
 else
     movement.verticalSpeed -= movement.gravity * Time.deltaTime;
     
 // Make sure we don't fall any faster than maxFallSpeed.  This gives our character a terminal velocity.
 movement.verticalSpeed = Mathf.Max (movement.verticalSpeed, -movement.maxFallSpeed);

}

function CalculateJumpVerticalSpeed (targetJumpHeight : float) { // From the jump height and gravity we deduce the upwards speed // for the character to reach at the apex. return Mathf.Sqrt (2 targetJumpHeight movement.gravity); }

function DidJump () { jump.jumping = true; jump.reachedApex = false; jump.lastTime = Time.time; jump.lastStartHeight = transform.position.y; jump.lastButtonTime = -10; }

function UpdateEffects () { wereEmittersOn = areEmittersOn; areEmittersOn = jump.jumping && movement.verticalSpeed > 0.0;

 // By comparing the previous value of areEmittersOn to the new one, we will only update the particle emitters when needed
 if (wereEmittersOn != areEmittersOn) {
     for (var emitter in GetComponentsInChildren (ParticleEmitter)) {
         emitter.emit = areEmittersOn;
     }
 }

}

function Update () { if (Input.GetButtonDown ("Jump") && canControl) { jump.lastButtonTime = Time.time; }

 UpdateSmoothedMovementDirection();
 
 // Apply gravity
 // - extra power jump modifies gravity
 ApplyGravity ();

 // Apply jumping logic
 ApplyJumping ();
 
 // Moving platform support
 if (activePlatform != null) {
     var newGlobalPlatformPoint = activePlatform.TransformPoint(activeLocalPlatformPoint);
     var moveDistance = (newGlobalPlatformPoint - activeGlobalPlatformPoint);
     transform.position = transform.position + moveDistance;
     lastPlatformVelocity = (newGlobalPlatformPoint - activeGlobalPlatformPoint) / Time.deltaTime;
 } else {
     lastPlatformVelocity = Vector3.zero;    
 }
 
 activePlatform = null;
 
 // Save lastPosition for velocity calculation.
 lastPosition = transform.position;
 
 // Calculate actual motion
 var currentMovementOffset = movement.direction * movement.speed + Vector3 (0, movement.verticalSpeed, 0) + movement.inAirVelocity;
 
 // We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
 currentMovementOffset *= Time.deltaTime;
 
    // Move our character!
 movement.collisionFlags = controller.Move (currentMovementOffset);
 
 // Calculate the velocity based on the current and previous position.  
 // This means our velocity will only be the amount the character actually moved as a result of collisions.
 movement.velocity = (transform.position - lastPosition) / Time.deltaTime;
 
 // Moving platforms support
 if (activePlatform != null) {
     activeGlobalPlatformPoint = transform.position;
     activeLocalPlatformPoint = activePlatform.InverseTransformPoint (transform.position);
 }
 
 // Set rotation to the move direction    
 if (movement.direction.sqrMagnitude > 0.01)
     transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (movement.direction), Time.deltaTime * movement.rotationSmoothing);
 
 // We are in jump mode but just became grounded
 if (controller.isGrounded) {
     movement.inAirVelocity = Vector3.zero;
     if (jump.jumping) {
         jump.jumping = false;
         SendMessage ("DidLand", SendMessageOptions.DontRequireReceiver);

         var jumpMoveDirection = movement.direction * movement.speed + movement.inAirVelocity;
         if (jumpMoveDirection.sqrMagnitude > 0.01)
             movement.direction = jumpMoveDirection.normalized;
             
     }
 }    

 // Update special effects like rocket pack particle effects
 UpdateEffects ();

}

function OnControllerColliderHit (hit : ControllerColliderHit) { if (hit.moveDirection.y > 0.01) return;

 // Make sure we are really standing on a straight platform
 // Not on the underside of one and not falling down from it either!
 if (hit.moveDirection.y < -0.9 && hit.normal.y > 0.9) {
     activePlatform = hit.collider.transform;    
 }

}

// Various helper functions below: function GetSpeed () { return movement.speed; }

function GetVelocity () { return movement.velocity; }

function IsMoving () { return movement.isMoving; }

function IsJumping () { return jump.jumping; }

function IsTouchingCeiling () { return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0; }

function GetDirection () { return movement.direction; }

function GetHangTime() { return movement.hangTime; }

function Reset () { gameObject.tag = "Player"; }

function SetControllable (controllable : boolean) { canControl = controllable; }

// Require a character controller to be attached to the same game object @script RequireComponent (CharacterController) @script AddComponentMenu ("2D Platformer/Platformer Controller")

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Answer by save · Aug 29, 2013 at 10:48 PM

Inside Update(),

 if (movement.isMoving) {
     animation.Play("run");
 } else {
     animation.Play("idle");
 }
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avatar image Ty1ensen · Aug 29, 2013 at 11:05 PM 0
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ok thanks for the help,but when i put that in it makes my jump animation not play. i can see it start then the idle animation plays over it

avatar image save · Aug 30, 2013 at 09:56 AM 0
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Have a look at what Zigenzag wrote, you need to add more conditions if you want more states.

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Answer by Zigenzag · Aug 29, 2013 at 11:39 PM

 if (movement.isMoving) {
     if(jump.jumping){
         animation.Play("jump");
     } else {
         animation.Play("run");
     }
 } else {
     animation.Play("idle");
 }

Does this work?

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