using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerAnimator : MonoBehaviour { Animator _animator; private Rigidbody2D rbody; PlayerController playerController; public AudioSource audioSource; public AudioClip jumpSound; public AudioClip landSound; void Start() { audioSource = GetComponent(); GameObject player = GameObject.Find("Player"); rbody = GetComponent(); _animator = GetComponent(); playerController = player.GetComponent(); } void Update() { if (playerController.isGrounded && Input.GetAxis("Horizontal") < 0.5 || Input.GetAxis("Horizontal") > -0.5 && playerController.isCharging == false) { _animator.SetBool("is_moving", false); _animator.SetBool("is_grounded", true); _animator.SetBool("bigfall", false); } if (playerController.isGrounded && Input.GetAxis("Horizontal") != 0 && playerController.isCharging == false) { _animator.SetBool("is_moving", true); _animator.SetBool("is_grounded", true); _animator.SetBool("bigfall", false); } if (!playerController.isGrounded) { _animator.SetBool("is_grounded", false); StartCoroutine("BigFall"); } if(playerController.isCharging == true) { _animator.SetBool("is_charging", true); } else { _animator.SetBool("is_charging", false); } } IEnumerator BigFall() { yield return new WaitForSeconds(1); if(_animator.GetBool("is_grounded") == true) { _animator.SetBool("bigfall", true); } } public void PlaySound(AudioClip sound) { audioSource.PlayOneShot(sound); } }