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Question by jetstyler1199 · Apr 27, 2020 at 01:24 AM · animationprogrammingfalling

how to make a fall animation play when walking of an edge and a landing animation

So im trying make it so that when the player walks of a platform it would play a falling animation and play the land animation once they land, for the most part the falling animation works after the jump animation,so i just need it to know how to make this work. do i need to make another script? could i get some help with this please.

here's the code

 using System;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
     
 public class PlayersController2D : MonoBehaviour
 {
 
     Animator animator;
     Rigidbody2D rb2d;
     SpriteRenderer spriteRenderer;
 
     bool isGrounded;
     public float jumpForce;
     public Transform groundcheck;
     public float checkRadius;
     public LayerMask whatIsGround;
     private float jumpTimeCounter;
     public float jumpTime;
     private bool isJumping;
     
 
     [SerializeField]
     Transform groundCheckR;
     [SerializeField]
     Transform groundCheckL;
     [SerializeField]
     Transform groundCheckC;
     [SerializeField]
     Transform groundCheckCR;
     [SerializeField]
     Transform groundCheckCL;
 
 
     [SerializeField]
     private float runspeed =1.5f;
 
     [SerializeField]
     private float jumpspeed = 5f;
 
   
     // Start is called before the first frame update
     void Start()
     {
         animator = GetComponent<Animator>();
         rb2d = GetComponent<Rigidbody2D>();
         spriteRenderer = GetComponent<SpriteRenderer>();
     }
 
     private void FixedUpdate()
 
     {
        
         if((Physics2D.Linecast(transform.position, groundCheckR.position, 1 << LayerMask.NameToLayer("Ground"))) ||
           (Physics2D.Linecast(transform.position, groundCheckL.position, 1 << LayerMask.NameToLayer("Ground")))  ||
           (Physics2D.Linecast(transform.position, groundCheckC.position, 1 << LayerMask.NameToLayer("Ground")))  ||
           (Physics2D.Linecast(transform.position, groundCheckCL.position, 1 << LayerMask.NameToLayer("Ground"))) ||
           (Physics2D.Linecast(transform.position, groundCheckCR.position, 1 << LayerMask.NameToLayer("Ground"))))
         {
             Debug.Log("on Ground");
             isGrounded = true;
         }
         else
         {
             Debug.Log("not on Ground");
             isGrounded = false;                      
         }
 
         if (Input.GetKey("d") || Input.GetKey("right"))
         {
             rb2d.velocity = new Vector2(runspeed, rb2d.velocity.y);
             if(isGrounded)
                 animator.Play("Run Animation");
             spriteRenderer.flipX = false;
 
         }
         else if (Input.GetKey("a") || Input.GetKey("left"))
         {
             rb2d.velocity = new Vector2(-runspeed, rb2d.velocity.y);
             if (isGrounded)
                 animator.Play("Run Animation");
             spriteRenderer.flipX = true;            
         }
         else
         {
             if (isGrounded)
                 animator.Play("Idle Animation");
             rb2d.velocity = new Vector2(0, rb2d.velocity.y);
 
         }
    
         if (isGrounded == true && Input.GetKey("space"))
         {
 
             rb2d.velocity = new Vector2(rb2d.velocity.x,jumpspeed);
             animator.Play("Jump Animation");
             isJumping = true;
             jumpTimeCounter = jumpTime;
             rb2d.velocity = Vector2.up * jumpForce;
 
 
         }
 
 
     }
 }

here's my animator panel alt text

61cdbf68f6bd7372ed3be79d9fbd76bb-1.png (33.6 kB)
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