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Question by Haeder2132 · Nov 19, 2017 at 12:55 PM · c#animationanimatorflipvoid

i had a problem with in flip when add animation

i had a problem with "7. How to make a 2D Platformer - ANIMATION - Unity Tutorial" in flip when i add animations and finally and that episode i had a problem when turn left the void flip is not work but if i turn off animator inn "Player" the flip is work again i need help plz

i will add image for anim

[img width='' height='']http://forum.brackeys.com/wp-content/uploads/2017/11/Screenshot-2017-11-19-15.42.28-1.png[/img]

the code :

using System; using UnityEngine;

namespace UnityStandardAssets._2D { public class PlatformerCharacter2D : MonoBehaviour { [SerializeField] private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis. [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps. [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100% [SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping; [SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character

private Transform m_GroundCheck; // A position marking where to check if the player is grounded. const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded private bool m_Grounded; // Whether or not the player is grounded. private Transform m_CeilingCheck; // A position marking where to check for ceilings const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up private Animator m_Anim; // Reference to the player's animator component. private Rigidbody2D m_Rigidbody2D; private bool m_FacingRight = true; // For determining which way the player is currently facing.

Transform playerGraphics; //Reference to Graphics so we can change the direction

void Awake() { // Setting up references. m_GroundCheck = transform.Find("GroundCheck"); m_CeilingCheck = transform.Find("CeilingCheck"); m_Anim = GetComponent(); m_Rigidbody2D = GetComponent(); playerGraphics = transform.Find("Graphics"); if (playerGraphics == null) { Debug.LogError("Let's freak out! There is no 'Graphics' object as a child of player"); } }

void FixedUpdate() { m_Grounded = Physics2D.OverlapCircle(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround); m_Anim.SetBool("Ground", m_Grounded);

// Set the vertical animation m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y); }

public void Move(float move, bool crouch, bool jump) { // If crouching, check to see if the character can stand up if (!crouch && m_Anim.GetBool("Crouch")) { // If the character has a ceiling preventing them from standing up, keep them crouching if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround)) { crouch = true; } }

// Set whether or not the character is crouching in the animator m_Anim.SetBool("Crouch", crouch);

//only control the player if grounded or airControl is turned on if (m_Grounded || m_AirControl) { // Reduce the speed if crouching by the crouchSpeed multiplier move = (crouch ? move * m_CrouchSpeed : move);

// The Speed animator parameter is set to the absolute value of the horizontal input. m_Anim.SetFloat("Speed", Mathf.Abs(move));

// Move the character m_Rigidbody2D.velocity = new Vector2(move * m_MaxSpeed, m_Rigidbody2D.velocity.y);

// If the input is moving the player right and the player is facing left... if (move > 0 && !m_FacingRight) { // ... flip the player. Flip(); } // Otherwise if the input is moving the player left and the player is facing right... else if (move < 0 && m_FacingRight) { // ... flip the player. Flip(); } } // If the player should jump... if (m_Grounded && jump && m_Anim.GetBool("Ground")) { // Add a vertical force to the player. m_Grounded = false; m_Anim.SetBool("Ground", false); m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce)); } }

void Flip() { // Switch the way the player is labelled as facing. m_FacingRight = !m_FacingRight;

// Multiply the player's x local scale by -1. Vector3 theScale = playerGraphics.localScale; theScale.x *= -1; playerGraphics.localScale = theScale; } } }

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