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Question by Davidello3 · Nov 06, 2018 at 09:57 PM · 2d2d game

I need to deactivate an animation trigger

I need to deactivate an animation trigger to my little game, this is the script:

 using UnityEngine;

 public class Goten_Movements : MonoBehaviour {
     private Rigidbody2D rb; //Per far muovere il personaggio//
     private int Speed = 20; //Velocità a cui il personaggio si muove//
     private float JumpForce = 15; //Forza del salto del personaggio//
     private bool facingRight = true; //Per far girare il personaggio//
     private bool isGrounded; //Per rilevare se il personaggio si trova su un piano//
     public Transform feetPos; //Per rilevare se il personaggio si trova su un piano// 
     public float checkRadius; //Per rilevare se il personaggio si trova su un piano//
     public LayerMask WhatIsGround; //Per rilevare se il personaggio si trova su un piano//
     public Animator animator; //Per dare le animazione al personaggio//
     float lockPos = 0; //Per bloccare la rotazione del personaggio//


     void Start () {
         rb = GetComponent<Rigidbody2D>();
         animator = GetComponent<Animator>();
     }

     void Update()
     {
         transform.rotation = Quaternion.Euler(lockPos, lockPos, lockPos); //Per bloccare la rotazione del personaggio//
         float horizontal = Input.GetAxis("Horizontal"); //Per rilevare l'asse su cui il personaggio si muoverà//
     orizzontale(horizontal); 
         isGrounded = Physics2D.OverlapCircle(feetPos.position, checkRadius, WhatIsGround); //Per rilevare se il personaggio si trova su un piano//

         if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D)) //Assegnare i tasti che una volta premuti faranno partire le animazioni del personaggio//
         {
             animator.SetBool("isRunning", true);
         }
         else
         {
             animator.SetBool("isRunning", false);
         }

         if (Input.GetKeyDown(KeyCode.Space))
         {
             animator.SetTrigger("Jump");
         }

         if (Input.GetKeyDown(KeyCode.Space) && isGrounded == true)
         {
             rb.velocity = Vector2.up * JumpForce;
         }

         if (Input.GetKey(KeyCode.C))
         {
             animator.SetBool("IsCharging", true);
             animator.SetBool("IsRunning", false);
             JumpForce = 0;
             Speed = 0; //Per non far muovere il personaggio//
         }
        else
         {
             animator.SetBool("IsCharging", false);
             Speed = 20;
             JumpForce = 15;
         }

         if(facingRight == false && horizontal > 0) //Per far voltare il personaggio//
         {
             Flip();
         }
         else if(facingRight == true && horizontal < 0)
         {
             Flip();
         }
     }

     private void orizzontale(float horizontal) //Per far muovere il personaggio sull'asse prestabilito//
     {
         rb.velocity = new Vector2(horizontal * Speed, rb.velocity.y);
     }

     void Flip() //Per far voltare il personaggio//
     {
         facingRight = !facingRight;
         Vector3 Scaler = transform.localScale;
         Scaler.x *= -1;
         transform.localScale = Scaler;
     }
 }

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