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Question by Flagster · Jan 21, 2016 at 03:07 PM · c#scripting problemjumpattack

What am i doing wrong with my jump attack ?

This is the script i am using.

 using UnityEngine;
 using System.Collections;
 
 public class RogueController : MonoBehaviour {
 
     public float maxspeed = 10f;
     bool facingright = true;
     bool grounded = false; 
     public Transform groundCheck; 
     float groundRadius = 0.2f;
     public LayerMask whatIsGround;
     public float jumpForce = 700f; 
     public float attackRate;
 
     private float nextAttack;
 
     Animator anim;
 
     void Start ()
     {
         anim = GetComponent<Animator>();
     }
 
     // Update is called once per frame
     void FixedUpdate()
     {
         grounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
         anim.SetBool("Ground", grounded);
         anim.SetFloat("vSpeed", GetComponent<Rigidbody2D>().velocity.y);
 
         float move = Input.GetAxis("Horizontal");
 
 
         anim.SetFloat("Speed", Mathf.Abs(move));
 
         GetComponent<Rigidbody2D>().velocity = new Vector2(move * maxspeed, GetComponent<Rigidbody2D>().velocity.y);
         if (move > 0 && !facingright)
             Flip();
         else if (move < 0 && facingright)
             Flip();
     }
 
     void Flip() 
     {
         facingright = !facingright;
         Vector3 theScale = transform.localScale;
         theScale.x *= -1;
         transform.localScale = theScale;
     }
     void Update()
     {
         if (grounded && Input.GetKeyDown(KeyCode.UpArrow))
         {
             anim.SetBool("Ground", false);
             GetComponent<Rigidbody2D>().AddForce(new Vector2(0, jumpForce));
         }
 
         if(Input.GetKeyDown(KeyCode.Z) && Time.time > nextAttack)
         {
             nextAttack = Time.time + attackRate;
             anim.SetBool("Attack", true);
         }
         else
             anim.SetBool("Attack", false);
     }
 }
 

The jump animation is in a blend tree like in the tutorial, anyway i've tryied everything i could come up with to make the jump attack but i can't make the transition to work.Any tips ?

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avatar image ViperCode_ · Jan 21, 2016 at 08:10 PM 0
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What is it doing/not doing? $$anonymous$$y best guess is the fact that you are using .AddForce() inside the of void Update() ins$$anonymous$$d of inside void FixedUpdate()

avatar image Flagster · Jan 25, 2016 at 05:36 PM 0
Share

I moved

          if (grounded && Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.UpArrow))
          {
              anim.SetBool("Ground", false);
              GetComponent<Rigidbody2D>().AddForce(new Vector2(0, jumpForce));
          }
 

in fixed update and added

  if (grounded == false && Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.Z))
      anim.SetBool("jumpAttack", true);

I've made a bool jumpAttack in the animator and made the transitions, still the attack animation wont play in the jumping state. I've tryied moving

          if (grounded == false && Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.Z))
              anim.SetBool("jumpAttack", true);

Both in fixed and normal update. Still no luck. Any help ?

avatar image Flagster · Feb 05, 2016 at 06:19 PM 0
Share

Nobody ? I need some help guys....

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